1.- File History
2.- Intro
3.- About this guide.
4.- History.
5.- Basics of the game.
6.- The Four Races:
6.1.- Humans.
6.1.1.- Units.
6.1.2.- Heroes.
6.1.3.- Buildings.
6.1.4.- General Strategies.
6.2.- Orcs.
6.2.1.- Units.
6.2.2.- Heroes.
6.2.3.- Buildings.
6.2.4.- General Strategies.
6.3.- Night Elves.
6.3.1.- Units.
6.3.2.- Heroes.
6.3.3.- Buildings.
6.3.4.- General Strategies.
6.4.- Undead.
6.4.1.- Units.
6.4.2.- Heroes.
6.4.3.- Buildings.
6.4.4.- General Strategies.
6.5.- High Elves Units.
6.6.- Burning Legion Units.
6.7.- Miscelleaneous Units.
6.8.- Non-Playable Heroes.
6.8.1.- Elven Ranger.
6.8.2.- Pit Lord.
6.8.3.- Warlock.
7.- Spells and abilities notes.*
8.- Neutral units and buildings.
8.1.- Creeps and mercenaries.
8.2.- Neutral Buildings.
9.- Items.
10.- Cheats.
11.- Walkthrough.
11.1.- Exodus of the Horde.
11.1.1.- Chasing Visions.
11.1.2.- Departures.
11.1.3.- Riders on the Storm.**
11.1.4.- The Fires Down Below.**
11.1.5.- Countdown to Extinction.**
11.2.- The Scourge of Lordaeron.
11.2.1.- Defense Of Stranhbrad.
11.2.2.- Blackrock & Roll.
11.2.3.- Ravages of the Plague.
11.2.4.- The Cult Of The Damned.
11.2.5.- March of the Scourge.
11.2.6.- The Culling.
11.2.7.- The Shores of Northrend.
11.2.8.- Dissension.
11.2.9.- Frostmourne.
11.3.- The Path of the Damned.
11.3.1.- Trudging through the Ashes.
11.3.2.- Diggin up the Dead.
11.3.3.- Into the Realm Eternal.
11.3.4.- Key of Three Moons.
11.3.5.- The Fall of Silvermoon.
11.3.6.- Blackrock & Roll, Too!
11.3.7.- The Siege of Dalaran.
11.3.8.-Under the Burning Sky.
11.4.- The Invasion of Kalimdor.
11.4.1.- Landfall.
11.4.2.- The Long March.
11.4.3.- Cry of the Warsong.
11.4.4.- The Spirits of Ashenvale.
11.4.5.- The Hunter of Shadows.
11.4.6.- Where Wyverns Dare.
11.4.7.- The Oracle.
11.4.8.- By Demons Be Driven.
11.5.- Eternity's End.
11.5.1.- Enemies at the Gate.
11.5.2.- Daughters of the Moon.
11.5.3.- The Awakening of Stormrage.
11.5.4.- The Druids Arise.
11.5.5.- Brothers in Blood.
11.5.6.- A Destiny of Flame and Sorrow.
11.5.7.- Twilight of the Gods.
12.- Easter Eggs.
13.- Version History.
14.- Frequently Asked Questions.
14.1.- Which is the best race?
14.2.- Are there any Cheat Codes?
14.3.- Okay, how about MULTIPLAYER CHEAT CODES?
14.4.- Is there an expansion pack?
14.5.- Are you going to write a faq about THE FROZEN THRONE?
14.6.- Wasn't there a Panda race?
14.7.- How many Warcraft games are out there?
14.8.- Can you control the Burning Legion / Terrans / Zerg?
14.9.- Why aren't there any water units when they were on WC II?
14.10.- Wasn't the Ranger a human unit before? Where is she?
15.- Hotkeys.
16.- Credits.
17.- Legal Stuff.
*Incomplete sections. Dude, the thing is darned long to write.
** Demo missions.
-0.1 Have you ever been so excited that you start a guide before you have a
game? Well, I have. Since the last games I have finished took me about three
days each one, I'm pretty confident I'm gonna make a good guide, so I began
making the format of the guide. Blame me. (I think this was on 07/10/2002)
-0.2 Got the game. Started playing, and restarted the guide (07/16/2002).
Not much work done as I'm pretty busy...
-0.3 Beat Warcraft III. Yay. Now, onto Battle.net. I haven't done anything
on the guide due to lack of time, but it's all good... I think. (07/26/2002)
-0.4 Fell asleep before finishing section 6.1.1 yesterday. (07/28/2002,
03:52)
-0.5 Hell, do I hate when a semester is ending... Ended section 6.1.3...
Now, I have to sleep. Wish me Luck, though no one is actually reading this
yet... I'll take that for granted anyway. (30/07/2002, 22:06)
-0.8 Almost a year later, i've picked up the guide again. Section 6 almost
completely finished (only unit stats to complete). Finished sections 10, 13,
16 and 17, and, finally, started section 14. I broke the 200 kb barrier
already! This is gonna be my longest guide :) (07/23/03, 18:05)
-0.9 After three days working non-stop the section 6. Damn them stupid
screenshots...(07/24/03, 14:11)
-1.0 Started the Walkthrough. Actually, just wrote the walkthrough for the
Prologue, but what the hell... (07/25/03, 23:50)
-1.1 After writing the whole human walkthrough, I think it is time to release
this guide. So it begins... (07/31/03, 13:36)
-1.3 I don't know how many months later, the thing starts rolling again. Wrote
the walkthrough for the Undead campaign. Weeee. Also, while it doesn't has
much to do with the guide itself, corrected a big mistake on the credits.
I know of someone who would kill me because of that :)(03/18/04, 11:15)
-1.4 There is a reason I haven't done anything in like two months: The Orc
Campaign is very slow to play and to write down the walkthrough. Besides,
count 'em: I've finished no less than ten games in the past three months.
Amy Lee: Marry me. (08/09/04, 22:27)
-1.5 My computer died. Then, I fixed it with my mad virus removing skillz,
and my keyboard died. Fine, I bought a new one... and my MOUSE DIED AS WELL!
GIVE ME A BREAK, HARDWARE! Oh well. After five or six months, I remembered
that I hadn't installed WC III. That, and I don't know where I put the XP.
And I found my American McGee's Alice CD (working on a spanish walkthrough
as well as a Deus Ex guide seres). Okay. If that's not enough of
an excuse for not working, I also had college stuff to do. So... don't
tread on me. Finished the goddamn Orc Campaign. Hell for me. (02/28/05)
-1.6 Finished the whole campaign, added some more version info, only
missing the demo campaign (uh...). Easter Eggs list complete (To the best
of my knowledge). Added the goddamn Water elemental stats (can't believe
I forgot to add that already). Completed the races and units section at
long last (still need to find the stats of the Pit Lord and the Ranger)
Deathstars rule. Great band. (03/20/05)
-1.7 Started the item list. Added the full intro for Zero Wing (Not that
it matters, but it's really curious) Completed the Demo Walkthrough. Added
a new easter egg. Corrected a few spelling errors.(16:53, 04/22/05)
- 1.8 Finished the Item List. Solved the "Timmy's Mistery", which didn't
actually existed, it was me making fun of myself. Added two new easter
eggs. Added a note about installing the Frozen Throne. Damn I gotta go to the
bathroom. (11:49, 04/23/05)
- 1.9 Corrected a easter egg, and added a new one. Added the description for
the Ranger, the Pit Lord and the Warlock. (1:37, 04/24/05)
- 2.0 Added info about neutral buildings. Added the stats of the Wolves of
the Feral Spirit. Started the Spell and Abilities Notes. This guide is huge.
Where the hell did all these KBs come from? Do you know how do you know
you're obssessed about a game? When you wake up in the morning and you
ask your mother "Has sleep dulled my senses?" (8:30, 04/26/05)
- 2.1 Finished the Spell and Abilities Notes. Started the Hotkeys section.
Removed one section and replaced it with the Hotkeys section. (11:41,
04/29/05)
- 2.2 Finished the Hotkeys Section. At long damn last. Also added the
Chaos Orc Units, added a new easter egg, added the Orc Warchief, Added
the attack stats of the guard and cannon tower (Oops)and...
that's it. (15:58, 05/05/05) WTF? Has Hell FROZEN over YET??
Warcraft III: Reign of Chaos, one of the most anticipated sequels ever, is
finally out. Please take into account that you are reading a guide wrote by
a loyal fan, and I know what I'm talking about when that about is Warcraft.
Coming from the masterminds of Blizzard, Warcraft III (WC III) is a beautiful
RTS with impressive 3D graphics, incredible sound effects, great music, and...
Pandas! Well... Is just that I'm shocked. I just saw it. Read the guide to
know more about it...
Furthermore, the game itself is very different: Numbers don't win a battle,
strategy and inteligent commanding does. Proof of it are the Heroes, above
average powerful units which can single handedly turn the tide of a battle
without any problem. Is it better than Starcraft? It's definitely more
advanced, but is like a different genre by itself.
Well, enjoy the game, and, please, don't just burn a copy! A game this great
deserves more than a pathetic copied CD. Welcome to this guide...
Since this game requires a Monster Machine(tm) to run, I expect everyone
reading this to use 800x600 or better. I just can't get myself to use
anything better. It took me nearly a year to get used to this after using
640x480. I also don't understand why isn't anyone using that again. It was
wonderful. Ahhhh... Doom...
Please don't ask me about my CD Key. There are some reasons about it: First,
it too darned long. Second, I paid my full 60 bucks to play this game, and
I don't want someone to abuse of my honest act. Third, I expect to play on
Battle.Net. And, finally, I don't think you can use MY CD Key on any other
game. It's logistically ilogical.
This game rulz. I mean, is good. Yeah. and Stuff. Blaaaaah.
NOTE: *BURNING LEGION UNIT* denotes a unit used by the Burning Legion
in the single player campaign.
NOTE FROM VERSION 1.6: I need some help about the items found on each mission
(only lists. Any help would be REALLY appreciated. I'm also missing the Chaos
Orc Units, which I can't be bothered to write. I'm too lazy. Heh. Anyway, I'll
be taking a break from this guide. Bahamut Lagoon Cries for Me (tm).
NOTE FROM VERSION 1.8: Where the hell is Wirt's Leg located? Anybody?
NOTE FROM VERSION 1.9: After spending three hours trying to beat KING ARTHAS,
the first mission from the final episode of THE FROZEN TRHONE, I've
decided to write that guide, as this one is bassically finished. And of course,
I never took that break. I actually took a break from *college*, which
resulted on a 10/20 grade on my last Algorythms and Structures II quiz.
Go me.
NOTE FROM VERSION 2.3: With the Chaos Orc units added and the hotkeys
registered, I just can't think of anything else (well, I do, but anything
else USEFUL) to be added to this guide. I will make a research on add-on
software, but I don't know if I will add it, so, for now, FINAL VERSION.
Don't take that literally. I will find something else to add. But,
currently, I got like ten other guides to work on. Don't let that stop you
from sending up contributions.
The History comes way from WC I. In the begining, there was nothing on
the Great Dark Beyond. And, for some reason, everthing was created. Thousands
of worlds were born and populated.
The main plot comes from the powerful Burning Legion, an Army of Demons which
go rampant from world to world obliterating everything. Now, Lordaeron is at
hand.
The Humans, the youngest race from the world, finally won their grudge against
the Orc. However, they became insanely tame after that. Disturbed by this,
they keep them enslaved, awaiting their next move. Prince Arthas, the young
son of King Therenas, King of Lordaeron, is concerned about a Plague extending
around. Thrall, Son of Durotan, escapes and decides to free his race, the Orcs.
However, a Prophet comes and tells him to rally to Kalimdor. Being a
shamanistic guy, he agrees.
Here is where the actual game begins. You will lead the humans, the Orcs, and
finally the reclusive Night Elves to defend their world against the Undead
and the Burning Legion.
(SHAMELESS PLUG: For a very comprehensive plot detailing, check out my Plot
Guide for the Warcraft series, available at gamefaqs.com. And yes, I corrected
the mistake about Illidan's fate. Quit pestering me.)
While learning to play Warcraft isn't actually that hard, mastering it is the
challenge. Here's a quick and dirty guide to get you started.
a)Resources:
Warcraft III, as well as an other "craft" game ever made, is first and
foremost a game of production. The game requires, to a certain point, to be
proficient on your economic roots before being an adept general.
WCIII manages three kinds of resources: gold, lumber and food.
Gold is mined from gold mines. Well, duh. While the orcs Peons and human
Peasants simply enter the mine and get out with bags of gold, the Undead
Acoltes instead need to summon a Haunted Gold Mine before entering, and,
furthermore, the just stand there praing and the money goes to your account,
you don't need to move. This is, in a sense, a big advantage since you don't
need a Necropolis near to maximize the production.
The Night Elves' Wisps need a Tree of Ages nearby in order to entangle a
gold mine. When entangled, Wisps can enter the mine and get money from there
just like a Haunted Mine.
Gold is your primary resource in the sense that you need money for anything.
Is important that you keep tab of the Gold Mines' reserves of gold, and is
always better to have more than one working to get more money.
Also is worth noting that killing creeps will yield some money in small
ammounts.
Lumber is obviously gotten from trees. Again, Peons and Peasants go there,
chop the tree, and bring it back. About Undead, you need to train Ghouls to
get lumber, they will chop down the tree. Wisps are different, they stand
there around the tree getting lumber, but without damaging the tree.
There is another unit which can get lumber and is the Goblin Shredder. The
difference is that this one gets lumber in ammounts of 200 instead of 10,
and in the same or slightly less time than a Ghoul, a Peon or a Peasant.
They are, however, expensive and take 4 food to train, but two of them can
give you an edge if you can afford them for a while.
Food is provided by Farms, Burrows, Ziggurats and Moon Wells, as well as
the primary building for each race. It's used to regulate the ammount of
units you are using. More powerful units ussually need more food. A good
way of knowing this is playing with the Undead, and seeing how a Ghoul takes
two food and a Frost Wyrm needs seven.
b)Buildings:
Buildings are your bases on the battlegrounds. With buildings, you train
units, upgrade them, provide food and the such. Each race has a few generic
buildings, a main hall, a food provider, a primary unit training place,
a magic unit training place, and a defensive structure. The specifics
functions of each varies with each race, for example, the Undead
Ziggurats, which provides food, can be upgrade to a Spirit Tower and
doubles as a defensive structure.
Since the days of Warcraft: Orcs and Humans, is fairly difficult to
explain every building without making it on their own sections, so specifics
details will be explained on the races sections (See section 6).
c)Controling the game:
Warcraft III follows the same intuitive interface from Warcraft II, with
some tweaks for the better.
You play with a mouse. You choose a unit, left click on the thing you want
it to do on the command box (On the down-right corner of the screen),left
click on a target if needed, and it will do it. As simple as that. Of
course, there is much more to it.
First, there is a more simple way to do it: Right click. Right click
anywhere on the screen and it will do the most common thing to do
on the target. If you right click on an all building with a peon or
the equivalent, it will repair it. Well, unless is a burrow, in
which case, the peon will enter it. Right click on an enemy, and
it will attack it. Right click somewhere else, and it will move to
the location.
Even more, a new feature for Warcraft III is the autocasting. If you
right click on an spell which has yellow corners, you will activate
autocasting it. Then, the unit by itself will make use of the ability
whenever it sees fit. This very useful as the ammount of micromanagement
needed sometimes is huge.
You can chose up to twelve units at a time, either by keeping Shift down
and selecting each unit you wish, by holding down the left mouse button
and getting all units into the rectangle, or by double clicking on a certain
unit, which will choose all similar units, just like Starcraft.
Now, your left hand can be holding the berverage, the bag of chips or the
hand of your boy/girlfriend while he/she looks at you thinking of breaking
with you, but is actually much better to use the keyboard shortcuts to play.
For instance, using the arrow keys to move the scroll is simply much better
than using the mouse.
Some commands are (Ripped from the manual):
F1-F3: Selects the corresponding hero. The hero will take one of these
slots in order of summoning. Two rapid presses centers view on the hero.
F8: Select idle workers. You know you have workers without nothing to do
when you see their portrait on the down-left corner of the screen.
F9: See the Quest Log. This is partly useless in multiplayer, obviously.
F10: Opens the game menu.
F11: Opens the allies menu.
F12: Opens the chat menu.
Spacebar: Centers in the last notification. VERY useful.
Ctrl + any number: Assign the selected group to the pressed number group.
You can now choose that group or building just by pressing the number.
VERY useful as well. Two rapid presses will center the view on the
group.
Enter: Opens message box.
There are others which will be added in time, but is simple to know them:
position your mouse over the command, and there will be a leter with a
different color. That is the shortcut.
d)Upkeep:
Upkeep is more or less the money you require to afford your troops. All
of them, well, eat, and do stuff like that, and you're paying for it :).
Upkeep is negligible (read: it doesn't applies) when you have few
troops, but as your army grows, you will need to pay an upkeep to your
gold income to support them.
When you hit 50 supplies, you will be in Low Upkeep, where your workers
will only bring 70% of the gold they mine out of the gold mine.
When you hit 70 supplies, you will be un High Upkeep, where your workers
will only bring 40% of the gold they mine out of the gold mine.
Is important to check this at all times. While Low upkeep is certainly
manageable, high upkeep is ridiculously difficult to keep up with. Just
try to use some Ghouls or Necromancers with that legion of Abominations to
keep a regular population level.
e)Creeps:
Creeps are neutral but hostile units which are around the map guarding
resources and the such. Their true purpose is to add good experience to
a hero.
A level 10 creep is worth 80 experience points more than a level 10
hero. Here is a table to calculate your battles:
The experience gained is the same no matter the kind of creep you kill.
All Level 7 or higher creeps sport chaos damage. Check the appropiate
section for info on all creeps and the approach recommended.
Some Creeps are very dangerous, so scouting is always recommended.
f)Heroes:
Heroes are a vital part of the game. Technically, a hero is an extra powerful
unit which by itself can decimate half your army.
Each race counts with three very different heroes. Is your job to choose
which ones you like to use. As a general rule, is always better to use one
or two heroes instead of all three. The reason is that heroes need to raise
levels, and ussually a third one will end up being very weak. On smaller maps,
when quick action is needed, ussually a single hero will make the grade.
Regardless of the race and type, heroes raise in level. With each level,
they gain more strenght, agility and intelligence. Varying with each hero,
one of these stats is predominant, and is the more important stat.
STRENGHT HEROES : Death Knight, Dreadlord, Tauren Chieftain,
Mountain King, Paladin.
INTELLIGENCE HEROES : Lich, Far Seer, Keeper of the Groove, Arch Mage.
AGILITY HEROES : Blade Master, Demon Hunter, Priestess of the Moon.
To start with, the primary stats of the Hero will add up to his or her attack
rating. Each point will be a point of extra damage. Intelligence adds to his
max mana, and mana regeneration. Agility adds to his movement speed and attack
speed. Strenght adds to his armor and max HP.
All heroes have hero armor (Which reduces piercing damage and takes regular
damage from all kind of attacks) and hero attack type, which deals regular
damage to all kinds of armor except Divine and Fortified. The lone
exception is the Demon Hunter in demon form, which has chaos damage.
Experience required to level up, regardless of race and type:
Heroes strategies are bassically broken down in two pieces:
* Leading Armies: The hero leading an army is ussually best equiped with a
beneficial aura for your units, as well as being rather good at defending
itself.
Leading an army with a hero is something that you need to learn quickly.
Heroes can powerfully affect the outcome of a battle. One quick idea to
keep the army together is to inmediatly set the rally points of the unit
producer building of choice to make unit follow him wherever he may go.
Ranged units works best with this since they have a bigger reaction radius,
meaning they can pick up targets at longer distances. Melee units sometimes
stand there behind the hero waiting for orders.
Despite what you might think, most heroes are pretty easy to kill. As a
rule of thumb, if a hero isn't designed to get down and dirty in the
middle of the battle, don't send it. While a Tauren chieftain can Warstomp
and the Shockwave his way out of the death to avoid it via his powerful
attacks, a Lich can barely cast Freeze Armor to defend himself and wait
for help.
* Killing other heroes: Each race has at least one hero that can effectively
dominate or at least give a good fight to other hero. Namely the Demon Hunter,
the Mountain King, the Death Knight and the Blade Master are, technically,
hero killers.
In hero fighting, powerful attacks and tricks are the norm. The Blade Master
using his Critical Strike and then hunting down fleeing heroes with Wind
Slash is the living example of what I say. Mirror Image confuses enemies
and buys valuable free hits.
The Demon Hunter can disable enemies with Mana Burn, evades strikes and
can become a powerful fighter via Metamorph.
The Mountain King is easily the most effective out of the bunch. All of
his basic techs can disable enemies while dealing extra damage and
his ultimate makes all enemy tricks useless.
The Death Knight's Death Coil has ridiculous range and using hit and run
tactics and powerful slashes (couple with his aura's high speed and
regeneration), he can dominate other heroes.
Other heroes like the Dreadlord and the Priestess of the Moon can be
effective but are much more weaker in direct combat making them less
dangerous to face.
In direct combat, ussually the first one to hit the opponent is the winner,
which is the reason why the DK has been regarded as a wonderful hero now
while being shunned at first. Is important to get this first hit, so make
sure you are the one to get it.
g) Expand your empire:
If anything, one of the big troubles that new players face is that they
find it difficult to extend their own bases. While some games can be won
easily by attacking in lightning speed strikes, others require some
longer campaings, and gold is gonna be the main concern in order to
keep your army growing.
The time to expand is up to you to decide, but it must be before you
see that you can't keep up with your own production. Technically,
as a rule of thumb, you must expand when you can actually defend all of
your bases, and resources don't keep up with your production.
COST: what the unit costs, in gold, lumber and supplies.
ABILITIES: What abilities the unit can use and upgrades it might earn.
STATS: HP : Hit points for the unit.
Attack rating : max - minimun damage level one /two / three / four
of upgrades. (Actually zero / one / two / three)
Attack Type : Check the table below to know what it means.
Armor : Ammount of armor level one /two / three / four
of upgrades. (Actually zero / one / two / three)
Armor Type : Check the table below to know what it means.
Speed : Movement speed of the units.
Attack Speed : Attack cooldown for the unit.
Clasification : Undead, mechanical, or none. If none, the thing
is biological and thus regular resistance to
magic and no special rules apply for spells.
GOLD : Gold invested for the building.
LUMBER : Lumber invested for the building.
HP : Hit points for the building.
ARMOR : Ammount of armor. All buildings except Burrows have fortified
armor. Only the human buildings will apply for level one /two / three
of upgrades. (Actually zero / one / two)
For ancients, the above table will apply as well.
The Human Alliance is a conglomeration of Humans, Elves, and Dwarves. They
are the most versatile army in Warcraft III, with good ground and air troops,
excellent siege capability, and powerful spellcasters. (From the Manual)
The Human Alliance is, in virtue, unchanged from Warcraft II. The have kept
their most powerful units with the notable exception of the Dwarven Demolition
Team, and every other critter has gotten new and better abilities.
High points include wonderful spellcasters, the best scouting available and
the best Hero-Killer around, while having the most resistant structures.
Cheap units, and two siege monsters. High armor.
Low points include low speed, overall vulnerable units, not a single dominant
non-hero creature, needs lots of buildings and space to work. Their Farms don't
have any secondary use.
COST: 90 gold, 1 food.
ABILITIES: Call to Arms, Back To work.
STATS: HP : 220
Attack rating :
Attack Type : Melee Normal
Armor : 0
Armor Type : Medium
Speed : Average
Attack Speed : Slow
Clasification : Biological
The worker of the Humans, the Peasant is a normal one. They can,
for some unique ability, build an structure faster by using more peasants
and making them repair the building. Even more, if needed, they can be
converted to Militia, getting a boost on armor and damage to defend the
base. This is activated preferably on the Town Hall, by selecting Call to
the Arms. While they aren't exactly very effective, they can help.
_________
| |
| MILITIA |
|_________|
COST: N/A.
ABILITIES: Back to Work, Call to Arms.
STATS: HP : 220
Attack rating : 12-13 / 13-15 / 14-17 /15-19
Attack Type : Melee Medium
Armor : 4 / 6 / 8 / 10(!)
Armor Type : Medium
Speed : Average
Attack Speed : Average
Clasification : Biological
Peasants converted. More effective battle wise, but can't build
or collect resources. This lasts 45 seconds, but you can cancel it by using
the Town Hall and selecting Back to Work. Great armor, BTW.
_________
| |
| FOOTMAN |
|_________|
COST: 160 gold, 2 food.
ABILITIES: Defend (Researched at the Barracks).
STATS: HP : 420
Attack rating : 12-13 / 13-15 / 14-17 / 15-19
Attack Type : Melee Medium
Armor : 2 / 4 / 6 / 8
Armor Type : Medium
Speed : Average
Attack Speed : Average
Clasification : Biological
The basic fighting unit, the Footman is a very dependable fighting unit as
long as you don't leave them alone around. Is pretty cheap for what it is
actually worth, is a very good idea to mass produce them and dedicate
Lumber to more interesting units. Don't send them head to head against grunts,
however, for obvious reasons. The Footman can gain a new ability, Defend,
which makes it move darned slow but receiving very little damage from
piercing attacks. Quite useful at base attacking and against the NE.
__________
| |
| RIFLEMAN |
|__________|
COST: 240 Gold, 30 Lumber, 3 food.
ABILTIES: Long Rifles (Researched at the Barracks).
STATS: HP : 520
Attack rating : 18-24 / 19-28 / 20-32 / 21-36
Attack Type : Ranged Piercing
Armor : 0 / 2 / 4 / 6
Armor Type : Light
Speed : Average
Attack Speed : Average
Clasification : Biological
Another very dependable unit, the Rifleman is your ranged unit. It's very
effective in large groups against powerful creeps like dragons, and has
a lot of HP to sustain damage. A good Anti-Air unit. Can gain an special
upgrade, the Long Rifles, which increases the range of the Riflemen.
Anyone who has played Stacraft will tell you how useful is this.
Research it as fast as possible.
________
| |
| KNIGHT |
|________|
COST: 290 Gold, 60 Lumber, 4 Food.
ABILITIES: Animal War Training (Researched at the Barracks).
STATS: HP : 800
Attack rating : 21-29 / 22-34 /23-39 / 24-44
Attack Type : Melee Normal
Armor : 6 / 8 / 10 / 12
Armor Type : Heavy
Speed : Fast
Attack Speed : Average
Clasification : Biological
The Knight suffers from the fact that at its cost, is fairly fragile and
doesn't does as much damage as it should. Is very expensive, specially in
terms of food, but if you can afford it, then by all means use them:
they are the best ground unit the Humans can use. Is also pretty small,
meaning they can gang up on an enemy without the trouble Abominations and
Taurens have due to their size. Their special upgrade is the Animal War
Training, which adds 150 HPs to their count, making them 950 HP powerhouses.
Essential if you plan them in your strategy.
________
| |
| PRIEST |
|________|
COST: 160 Gold, 60 Lumber, 2 Food.
ABILITIES: Adept training, Master Training (Researched at the Arcane
Sanctum).
STATS: HP : 290
Attack rating : 8-9
Attack Type : Magic
Armor : 0
Armor Type : Unarmored
Speed : Slow
Attack Speed : Slow
Clasification : Biological.
The Priest is a very useful spellcaster, they can autocast Heal, which
obviously heals small ammounts of health, but can cast it lots of times
since is very cheap (only 5 MP). They also can learn Dispel Magic, which
eliminates all buffs on any units caught in the area of effect, but much
better is to use them on summoned units like those darned wolves or
elementals, since it damages dearly. Their final spell is Inner Fire,
which temporaly improves attack and defense of allied units. This spell
is also available to set in autocast.
___________
| |
| SORCERESS |
|___________|
COST: 180 Gold, 20 Lumber, 2 Food.
ABILITIES: Adept Training, Master Training (Researched at the Arcane
Sanctum).
STATS: HP : 325
Attack rating : 8-10
Attack Type : Magic
Armor : 0
Armor Type : Unarmored
Speed : Slow
Attack Speed : Slow
Clasification : Biological
Powerful spell caster which can cripple enemy units with slow, being
that their main ability and the one you will be using much more often.
It can be set in autocast. They can also cast Polymorph, which transforms
an enemy unit temporaly into a critter. They will keep their HP and armor,
but they will be harmless. Flying units are turned into flying sheeps oO.
Their last spell is invisibility, which is best paired with the Archmage
to send invisible units right into the enemy base and teleport twelve
siege tanks in there :P.
____________
| |
| GYROCOPTER |
|____________|
COST: 220 Gold, 60 Lumber, 2 Food.
ABILITIES: Gyrocopter Bombs (Researched at the Workshop).
STATS: HP : 350
Attack rating : 27-32, 19-22 / 28-38, 20-24 / 29-44,
21-27 / 30-50, 22-30
Attack Type : Ranged piercing, Ranged Siege.
Armor : 2 / 4 / 6 / 8
Armor Type : Medium
Speed : Average
Attack Speed : Average, slow
Clasification : Mechanical.
The Gyrocopter is a serious improvement over the Gnomish Flying Machine
since it can also act as fighter instead of just being an scout, and
it can do both things pretty well. They can gain the Gyrocopter Bombs,
which adds a Air-Ground attack as well. Pretty good antiair units, but
the Riflemen are probably much better. Your choice. Can detect invisible
units.
_____________
| |
| MORTAR TEAM |
|_____________|
COST: 210 Gold, 70 Lumber, 3 Food.
ABILITIES: Flare (Researched at the Workshop).
STATS: HP : 360
Attack rating : 52-64 / 23-77 / 54-90 / 48-88 / 55-103
Attack Type : Siege
Armor : 0 /2 / 4 / 6
Armor Type : Medium
Speed : Slow
Attack Speed : Slow
Clasification : Biological
The true king of siege comes at the hands of the Humans and their mortar
teams. The Mortar Team, besides having the best training quote (MOOORTAAAAR
COMBAAAAATT!!), are very effective at what they do, not doing that much
damage, but with a faster rate of fire. They also learn a funny ability,
the Flare, which acts just like the Far Seer ability Far Sight, which
reveals a portion of the map, though it can only be used once.
While the Steam Tank is a serious building eater, it really doesn't lives
up anywhere else, as it has very short range as well as not being able
to target other units. Don't use them unless the enemy has a helluva lot
of defensive structures (Very likely if the enemy is playing Undead at
the late game).
_______________
| |
| GRYPHON RIDER |
|_______________|
COST: 330 Gold, 70 Lumber, 4 Food.
ABILITIES: Animal War Training (Researched at the Barracks), Storm Hammers
(Researched at the Gryphon Aviary).
STATS: HP : 750
Attack rating : 45-55 / 46-66
Attack Type : Ranged Piercing
Armor : 0 / 2 / 4 / 6
Armor Type : Heavy
Speed : Slow
Attack Speed : Slow
Clasification : Biological
Virtually unchanged from Warcraft II, the Gryphon rider is a powerful
air unit with lots of potential. I haven't really use them all that
much (Is rare that I get that far into the tech tree), so my opinnion on
them is a bit limited, but with the two upgrades, Animal War Training
(+150 HPs) and Storm Hammer (splash damage), they become very effective.
_________________
| |
| WATER ELEMENTAL |
|_________________|
COST: Summoned Unit.
ABILITIES: N/A
STATS: HP : 450 / 600 / 900
Attack rating : 21-29 / 31-39 / 41-49
Attack Type : Piercing
Armor : 0 / 1 / 2
Armor Type : Heavy
Speed : Medium
Attack Speed : Medium
Clasification : Summoned
(Level 1 elemental / level 2 elemental / level 3 elemental)
The Water Elemental is summoned from the ArchMage spell Summon Water
Elemental. There are three forms of them, all are ranged units, the first
one has only 450 HPs, but the second level has 600 and the third has 900!.
Very poweful in terms of summoning more than two, is a monstruous support
unit.
6.1.2.- Heroes.
a)ARCHMAGE:
Hailing from the magical kingdom of Dalaran, the Archmagi represent the
pinnacle of magical power. Weaving their intricate enchantments, these
crotchety old wizards defend humanity with all the magical powers at their
disposal. Mounted atop their trusty unicorn steeds, the Archmagi brandish
magical blades and ancient staves that serve to channel their fierce energies
in battle. Though gruff and slightly aloof, these experienced wizards are a
heartening sight upon any battlefield where the fate of humanity lies in peril.
The Archmage is one of the most impressive heroes in the terms of seriously
dominating the battlefield due to his interesting spells. Unfortunately,
is, alongside the Lich, the weakest hero, and is pretty easy to kill.
Thanks to his powerful abilities, behind a well placed melee units, is
a monster. Harmless if threatened up close and personal.
HERO TYPE: Support caster.
PROS: Wonderful spells, arguably best summoning spell in the game, never
ending mana pool, can approach different paths. Easy to control.
CONS: Ridiculously easy to kill, very low hit points, does not help allied
units.
BEST PAIRED WITH: Mountain King.
BEST ARMY: Footmen, priests, sorceress.
_________
| |
| Level 1 |
|_________|
Hit points : 450
Damage : 21-27
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 3
Move Speed : Fast
Strength : 14
Agility : 17
Intelligence : 19
_________
| |
| Level 2 |
|_________|
Hit points : 475
Damage : 24-30
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 15
Agility : 18
Intelligence : 22
_________
| |
| Level 3 |
|_________|
Hit points : 525
Damage : 27-33
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 17
Agility : 19
Intelligence : 25
_________
| |
| Level 4 |
|_________|
Hit points : 575
Damage : 30-36
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 19
Agility : 20
Intelligence : 28
_________
| |
| Level 5 |
|_________|
Hit points : 625
Damage : 33-39
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 21
Agility : 21
Intelligence : 31
_________
| |
| Level 6 |
|_________|
Hit points : 675
Damage : 37-43
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 23
Agility : 22
Intelligence : 35
_________
| |
| Level 7 |
|_________|
Hit points : 700
Damage : 40-46
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 24
Agility : 23
Intelligence : 38
_________
| |
| Level 8 |
|_________|
Hit points : 750
Damage : 43-49
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 26
Agility : 24
Intelligence : 41
_________
| |
| Level 9 |
|_________|
Hit points : 800
Damage : 46-52
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 28
Agility : 25
Intelligence : 44
__________
| |
| Level 10 |
|__________|
Hit points : 850
Damage : 49-55
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 30
Agility : 26
Intelligence : 47
ABILITIES:
BLIZZARD:
One of the Alliance's most feared spells, Blizzard has become even more
effective and deadly since its original inception during the First War.
Calling down shards of freezing ice to batter and rend their enemies,
Archmagi have been known to rout entire armies using this spell.
The Blizzard Sends down ice shards down from the sky to damage units caught
in the area of effect. It has lost power from Warcraft II, but is still a
very good skill, and is the only direct way the Archmagi has to damage
enemies.
LEVEL 1: 6 waves, 30 damage per hit.
LEVEL 2: 8 waves, 40 damage per hit.
LEVEL 3: 10 waves, 50 damage per hit.
SUMMON WATER ELEMENTAL:
By use of this spell an Archmage can summon and control a powerful elemental
comprised of water and air vapors. These creatures, capable of hurling
torrents of rock-solid water at their enemies, cannot remain in the
physical world for long. Thus, after a short length of time, they will
vanish and return to their base liquid forms.
This spell is mainly the reason behind choosing an Archmage as a Hero.
It's insanely powerful, replenishing your army in the heat of the battle
is a comodity which can match the ever raising Necromancer tactics of the
Undead. Use this spell often in battle. All Water Elementals have ranged
piercing attack.
LEVEL 1: 450 hit points, 21-29 damage, Armor 0.
LEVEL 2: 675 hit points, 31-39 damage, Armor 1.
LEVEL 3: 900 hit points, 41-49 damage, Armor 2.
BRILLIANCE AURA:
Some Archmagi are so powerful that their very presence enhances the
energies of the spellcasters around them. These magical synergies manifest
in an aura of brilliance, which increases the younger spellcasters' energy
pools so that they can cast spells more often.
This is often the other ability chosen because it also affects the Archmage,
giving it a seemingly never ending mana pool in order to summon more Water
Elementals.
LEVEL 1: Adds 100% mana regeneration.
LEVEL 2: Adds 200% mana regeneration.
LEVEL 3: Adds 300% mana regeneration.
MASS TELEPORT
This extremely powerful spell allows the Archmage to teleport himself and
his army to any friendly units or buildings in the world. However, due to
the delicate nature of Mass Teleport, Archmagi can only teleport to places
where someone they know currently is.
I haven't been able to use this ability that much (I don't really expect
to use anything else than the two above spells), but is an interesting
magic which can wreack havoc everywhere. A well known strategy is to sneak
an invisible unit inside the enemy base, and use this to attack from the
inside.
ULTIMATE: Teleports 24 of nearby friendly units to a friendly ground
unit or structure.
b)MOUNTAIN KING:
The mountain kings, or 'Thanes' as they are known in Ironforge, are
the mightiest dwarven warriors of Khaz Modan. Wielding both
enchanted warhammers and battle-axes, these fierce fighters live to test
themselves against worthy opponents. Unconcerned with their race's preoccupation
with mechanical devices and the mining precious minerals, mountain kings live
only for battle. Dedicated to safeguarding the Alliance that saved their kingdom
during the Second War, the mountain kings can be counted upon to rally behind
any banner that stands between freedom and the ever-looming shadow of evil.
NOTES: The Mountain King is one of the most powerful melee heroes in the game
and one of my favorite due to his tendency to dominate bassically any other
hero in the game. Via intelligent use of Storm Bolt and Thunderclap, the
Mountain King can easily destroy single unit, and is a great hero to lead
armies into battle. Unstoppable late in the game.
HERO TYPE: Leading attack hero.
PROS: Lots of HP, very damaging, lots of ability suited to frontal combat.
Great damage soaker, can take out any hero (or unit, for those matters) one
on one combat. Difficult to escape from.
CONS: Small and easy to get lost in the battlefield. Difficult to use properly.
Not useful early in the game.
BEST PAIRED WITH: Archmage.
BEST ARMY: Footmen.
_________
| |
| Level 1 |
|_________|
Hit points : 700
Damage : 26-36
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 2
Move Speed : Average
Strength : 24
Agility : 11
Intelligence : 15
_________
| |
| Level 2 |
|_________|
Hit points : 775
Damage : 29-39
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 3
Move Speed : Average
Strength : 27
Agility : 12
Intelligence : 16
_________
| |
| Level 3 |
|_________|
Hit points : 850
Damage : 32-42
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Average
Strength : 30
Agility : 14
Intelligence : 18
_________
| |
| Level 4 |
|_________|
Hit points : 925
Damage : 35-45
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Average
Strength : 33
Agility : 15
Intelligence : 19
_________
| |
| Level 5 |
|_________|
Hit points : 1000
Damage : 38-48
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Average
Strength : 36
Agility : 17
Intelligence : 21
_________
| |
| Level 6 |
|_________|
Hit points : 1075
Damage : 41-51
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Average
Strength : 39
Agility : 18
Intelligence : 22
_________
| |
| Level 7 |
|_________|
Hit points : 1150
Damage : 44-54
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 42
Agility : 20
Intelligence : 24
_________
| |
| Level 8 |
|_________|
Hit points : 1225
Damage : 47-57
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 45
Agility : 21
Intelligence : 25
_________
| |
| Level 9 |
|_________|
Hit points : 1300
Damage : 50-60
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 48
Agility : 23
Intelligence : 27
__________
| |
| Level 10 |
|__________|
Hit points : 1375
Damage : 53-63
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 51
Agility : 24
Intelligence : 28
STORM BOLT:
The dwarves of the Aerie Peaks often practice hurling hammers, for sport and for
war. But, only the mountain kings of Ironforge can hurl a hammer so hard that it
stuns their enemies senseless. Thus, the Storm Bolt is one of the most dangerous
and powerful attacks of the mighty mountain kings.
The Storm Bolt is a powerful discharge at an enemy unit which does damage and
stuns them. Is very useful in trapping fleeing heroes, but in the heat of the
battle, Thunderclap is generally much better. Still, this has the huge
advantage of hitting air units, making this hero all the better.
First used by Murgen Hammerfall to decimate a swathe of invading gnolls in the
Alterac Mountains, this powerful ability allows the mountain kings to slam the
ground and cause destructive shockwaves of energy to damage their nearby enemies.
The Thunder Clap is, on the other hand, a monstruous attack which cripples
enemies like there is no tommorrow. While it doesn't really does much damage,
is pretty useful against the Undead and its masses of Ghouls and Skeletons.
LEVEL 1: 60 damage, -25% movement speed, -25% attack rate.
LEVEL 2: 100 damage, -50% movement speed, -50% attack rate.
LEVEL 3: 140 damage, -70% movement speed, -70% attack rate.
BASH:
Mountain kings who learn the Bash technique strike with such fury that their
normal attacks can often stun and crush an enemy.
The Bash is a passive ability which gives change to deal less damage but
stunning opponents with a single strike. It isn't very threatening by
itself, but combined with the power of Thunder Clap and Storm Bolt, the
mere ability of stunning with any impact complements the arsenal of the
Mountain King. I recommend to put points of this after you have top on
your favorite attacking tech.
LEVEL 1: 15% chance to deal 25 damage and stun an opponent for 2 seconds.
LEVEL 2: 25% chance to deal 25 damage and stun an opponent for 2 seconds.
LEVEL 3: 35% chance to deal 25 damage and stun an opponent for 2 seconds.
AVATAR:
By focusing the energies of the dwarves' "newly discovered enchanted heritage",
the mountain kings can grow in size and strength - and take on the physical
characteristics of carved stone. In this form, they are impervious to magical
attacks and have greatly increased durability.
The Avatar is some serious stuff: Make an already powerful creature even more
powerful is obscene. The most important thing here is the fact that it makes
the MK immune to magic. One of the best ultimates. After 1.05, you can even
heal him with Holy Light!. Take that, you Demon Hunters.
The Archbishop, Alonsus Faol, prior to the Second War, founded the Order
of the Knights of the Silver Hand. The holy knights, or paladins, as they are
commonly called, led the battle against the evil orcs and helped to save the
lands of Lordaeron from ruin. Though it has been nearly fifteen years since
the end of the Second War, the paladins still work selflessly to protect
humanity from the gnawing jaws of evil. Empowered by the Light, these
mighty warriors brandish both their warhammers and holy fire in the battle
against all who would trample the meek and innocent.
NOTES: The Paladin is a very defensive hero which doesn't really works all
the way it should. While his abilities are very powerful, the Paladin is
ussually the first one to fall in battle for some reason, even when Divine
Shield is active, it's only delaying it. However, if you can, somehow,
keep him alive, his spells can help a lot early on, and his ultimate is great.
(BTW, where the hell is his horse?)
HERO TYPE: Support hero.
PROS: Impressive abilities. Fairly resistant to direct damage. Can make
some units ridiculously good.
CONS: Weak in hand to hand combat. Useless with other units.
BEST PAIRED WITH: Mountain King.
BEST ARMY: Knights.
STATS (for each level gained. No items or tomes used)
_________
| |
| Level 1 |
|_________|
Hit points : 650
Damage : 24-34
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 22
Agility : 13
Intelligence : 17
_________
| |
| Level 2 |
|_________|
Hit points : 700
Damage : 26-36
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 24
Agility : 14
Intelligence : 18
_________
| |
| Level 3 |
|_________|
Hit points : 775
Damage : 29-39
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 27
Agility : 16
Intelligence : 20
_________
| |
| Level 4 |
|_________|
Hit points : 850
Damage : 32-42
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 30
Agility : 17
Intelligence : 22
_________
| |
| Level 5 |
|_________|
Hit points : 900
Damage : 34-44
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 6
Move Speed : Average
Strength : 32
Agility : 19
Intelligence : 24
_________
| |
| Level 6 |
|_________|
Hit points : 975
Damage : 37-47
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 6
Move Speed : Average
Strength : 35
Agility : 20
Intelligence : 26
_________
| |
| Level 7 |
|_________|
Hit points : 1050
Damage : 40-50
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 7
Move Speed : Average
Strength : 38
Agility : 22
Intelligence : 27
_________
| |
| Level 8 |
|_________|
Hit points : 1100
Damage : 42-52
Type of Attack : ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 7
Move Speed : Average
Strength : 40
Agility : 23
Intelligence : 29
_________
| |
| Level 9 |
|_________|
Hit points : 1175
Damage : 45-55
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 7
Move Speed : Fast
Strength : 43
Agility : 25
Intelligence : 31
__________
| |
| Level 10 |
|__________|
Hit points : 1250
Damage : 48-58
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 8
Move Speed : Fast
Strength : 46
Agility : 26
Intelligence : 33
HOLY LIGHT:
By channeling the positive energies of the Light, paladins can form a wave of
healing energy to mend their comrades' wounds. This holy energy is also
capable of causing damage to the undead and their dark masters.
Holy Light is a very good skill. It can be used to extend both the life
of Griphons or heroes, and can damage undead for quite some HPs. Is arguably
his best spell.
LEVEL 1: Heals 200, 100 damage to undead.
LEVEL 2: Heals 400, 200 damage to undead.
LEVEL 3: Heals 600, 300 damage to undead .
DIVINE SHIELD:
Empowered by the Light, paladins can surround themselves with an
impenetrable barrier of positive energy. While they are encased in it,
physical and magical attacks cannot do them any harm.
Divine Shield is an important spell due to the fact that Paladins are
in fact defenseless if treated hand to hand either by heroes or powerful
fighting units. What it exactly does is makes you invulnerable by magic
or physical attacks. Wonderful.
The mere presence of a powerful paladin can instill great courage and inner
strength in those around them. This powerful, spiritual surge actually increases
the defensive capabilities of those gathered near the paladin.
This skill isn't actually all that great in paper, but combined with the
humans naturally high armor, you'll know that it is. A Fully upgraded knight,
for example, becomes a walking tank with 11 armor. I think that's as far as
armor goes, because is a ridiculous ammount of armor.
LEVEL 1: Increases base armor by 1.5.
LEVEL 2: Increases base armor by 3.
LEVEL 3: Increases base armor by 4.5.
RESURRECTION:
By invoking the grandeur of the Light, mighty paladins can bring recently
slain comrades back to life, enabling them to fight on for justice, freedom
and the glory of Lordaeron.
This is one of those spells that can change battles. Say you attack with a
group of knights, a Mountain King and some Mortar Teams, as well as a
Paladin. It doesn't really matter what happens but you are guarateed to get
some damage done. Then, move the paladin inside the dead bodies of your
knights... and raise them again! Unfortunately, you don't choose which units
you want to raise... still a marvelous spell.
ULTIMATE: Revives the corpses of 6 friendly units
6.1.3.- Buildings.
___________
| |
| TOWN HALL |
|___________|
The Town Hall is where peasants are trained, resources are dropped, and
you can call to arms all of your peasants. Pretty much, the center of
any expansion. Can be upgraded to Keep and Castle, each one adding more
HPs, and enabling construction and training of more advanced buildings
and units.
______
| |
| KEEP |
|______|
GOLD : 320
LUMBER : 110
HP : 2000
ARMOR : 5
The second stage of the main building, which allows more advanced
construction as well as units.
________
| |
| CASTLE |
|________|
GOLD : 450
LUMBER : 150
HP : 2500
ARMOR : 5
The third stage of the main building, which allows more advanced
construction as well as units.
______
| |
| FARM |
|______|
GOLD : 80
LUMBER : 20
HP : 700
ARMOR : 5
Farms add food and... nothing else. Okay... There is a point to make,
and is that farms are quite fast to build. An old Warcraft II strategy
was to build a massive wall of FARMS to block the enemy. Pretty effective,
though now is harder to do. I'll leave you up to the investigation.
Adds 6 food.
__________
| |
| BARRACKS |
|__________|
GOLD : 240
LUMBER : 80
HP : 1800
ARMOR : 5
At the Barracks, you can train Footmen, Riflemen and Knights, as well
as researching their respective abilities. It's recommended to build at
least two of them if you plan on using any of its units, as it
effectively doubles your capacity to build units. The following can
be upgraded on this building:
DEFEND: 150 gold, 100 lumber. Improves the defensive ability of your
Footmen.
ANIMAL WAR TRAINING: 250 gold, 200 lumber. Increases the maximun hit
points of Knight and Gryphon Riders by 150.
LONG RIFLES: 125 gold, 75 lumber. Increases the attack range of the
Riflemen.
____________
| |
| BLACKSMITH |
|____________|
GOLD : 170
LUMBER : 0
HP : 900
ARMOR : 5
The blacksmith is an important building since it can upgrade your units
armor and weapons. As a general rule, always upgrade attack first.
Is much more effective. Plan ahead with what units you plan to upgrade,
so you don't waste money in unnecesary upgrades. The following can
be upgraded on this building:
IRON FORGED SWORDS: 100 gold, 50 lumber. Increases the attack damage
of Militia, Footmen, Gryphon Riders and Knights.
STEEL FORGED SWORDS: 250 gold, 100 lumber. Further increases the attack
damage of Militia, Footmen, Gryphon Riders and Knights.
MITHRIL FORGED SWORDS: 400 gold, 150 lumber. Further increases the attack
damage of Militia, Footmen, Gryphon Riders and Knights.
BLACK GUNPOWDER: 100 gold, 50 lumber. Increases the attack damage of
Riflemen, Mortar teams, Siege Tanks and Gyrocopters.
REFINED GUNPOWDER: 250 gold, 100 lumber. Further increases the attack
damage of Riflemen, Mortar teams, Siege Tanks and Gyrocopters.
IMBUED GUNPOWDER: 40 gold, 150 lumber. Further increases the attack
damage of Riflemen, Mortar teams, Siege Tanks and Gyrocopters.
IRON PLATING: 125 gold, 75 lumber. Increases the armor of
Militia, Footmen, Gryphon Riders and Knights.
STEEL PLATING: 200 gold, 125 lumber. Further increases the armor of
Militia, Footmen, Gryphon Riders and Knights.
MITHRIL PLATING: 275 gold, 175 lumber. Further increases the armor of
Militia, Footmen, Gryphon Riders and Knights.
STUDDED LEATHER ARMOR: 100 gold, 100 lumber. Increases the armor of
Riflemen, Mortar teams, Siege Tanks and Gyrocopters.
REINFORCED LEATHER ARMOR: 150 gold, 150 lumber. Further increases the
armor of Riflemen, Mortar teams, Siege Tanks and Gyrocopters.
DRAGONHIDE ARMOR: 200 gold, 200 lumber. Further increases the armor of
Riflemen, Mortar teams, Siege Tanks and Gyrocopters.
_____________
| |
| LUMBER MILL |
|_____________|
GOLD : 450
LUMBER : 150
HP : 1500
ARMOR : 5
The Lumber Mill, as well as being an alternative lumber drop point, is
the place to upgrade the armor of your buildings and the ammount of
lumber peasants can carry back with them. This building should be
placed next to the closest forest in order to maximize the effectivity
of the lumber supply. The following can be upgraded on this building:
IMPROVED LUMBER HARVESTING: 100 gold. Increases the amount of lumber
the peasants can carry by 5.
ADVANCED LUMBER HARVESTING: 200 gold. Further increases the amount of
lumber the peasants can carry by 5.
IMPROVED MASONRY: 100 gold, 100 lumber. Increases the armor and hit
points of your buildings.
ADVANCED MASONRY: 150 gold, 150 lumber. Further increases the armor
and hit points of your buildings.
IMBUED MASONRY: 200 gold, 200 lumber. Further increases the armor and
hit points of your buildings.
The Arcane Sanctum allows you to build and upgrade your magic units,
namely the Sorceress and Priests, both of them capable magic units.
It also allows you to make your towers invisibility detectors,
which is very useful. The Following can be upgraded on this building:
SORCERESS ADEPT TRAINING: 150 gold. Increases the HP, MP, MP regeneration
of Sorceress, and allows them to cast Invisibility.
SORCERESS MASTER TRAINING: 250 gold, 100 lumber. Further increases the
HP, MP, MP regeneration of Sorceress, and allows them to cast Polymorph.
PRIEST ADEPT TRAINING: 150 gold. Increases the HP, MP, MP regeneration
of Priests, and allows them to cast Dispell.
PRIEST MASTER TRAINING:250 gold, 100 lumber. Further increases the
HP, MP, MP regeneration of Priests, and allows them to cast Inner Fire.
MAGIC SENTRY: 100 gold. Provides your tower with True Sight.
__________
| |
| WORKSHOP |
|__________|
GOLD : 240
LUMBER : 50
HP : 1200
ARMOR : 5
The Workshop allows you to build and upgrade your mechanical units,
the Gyrocopter or Flying Machine, the Mortar Team and the Steam Tanks.
You can also upgrade the Gyrocopters and Mortar Team. The Following
can be researched on this building:
FLARE: 75 gold, 25 lumber. Provides your Mortar Teams with a Flare to
reveal parts of the map as well as hidden units.
GYROCOPTER BOMBS 150 gold, 100 lumber. Allows Gyrocopters to attack
land units (Siege attack).
________________
| |
| GRYPHON AVIARY |
|________________|
GOLD : 250
LUMBER : 120
HP : 1200
ARMOR : 5
The Gryphon Aviary allows you to train Gryphon Riders, your heavy
flying unit. You can also upgrade them here. The Following can be
researched on this building:
The scout Tower is your basic defense. It has a long sight range,
but it doesn't has any weapons. It can be upgraded to Guard
or Cannon Tower. It can also gain the Magic Sentry ability to
detect invisible units.
The Watch Tower is your basic defense. It has a long sight range,
and is a good defense for difficult times as it doesn't requires
any food and can fend off units until help arrives. It's effective
against flying units.
The Cannon Tower is your advanced defense. It has a long sight range,
and is a good defense for difficult times as it doesn't requires
any food and can fend off units until help arrives. It's effective
against clusters of units.
________________
| |
| ALTAR OF KINGS |
|________________|
GOLD : 300
LUMBER : 100
HP : 900
ARMOR : 5
The Altar of Kings allows you to call forth the mighty heroes to aid
you in battle, as well as reviving them. The first hero only
requires five food, but subsequent heroes will require 500 gold and
100 lumber as well as the food to come. The first hero can be summoned
right away, while the second and third requires a tier upgrade.
The cost of reviving a hero is despicted in this quick table:
Level 1 : 200 gold, 5 population space.
Level 2 : 250 gold, 5 population space.
Level 3 : 300 gold, 5 population space.
Level 4 : 350 gold, 5 population space.
Level 5 : 400 gold, 5 population space.
Level 6 : 450 gold, 5 population space.
Level 7 : 500 gold, 5 population space.
Level 8 : 550 gold, 5 population space.
Level 9 : 600 gold, 5 population space.
Level 10: 650 gold, 5 population space.
6.1.4.- General Strategies.
One of the reason some people use them (And why I enjoy using them) is
the Archmage rush. Simply put, build a farm and an Altar, then a barracks.
As soon as the Archmage is out, send it out with Water Elementals to
harrass the enemy. VERY effective. You can keep training Footmen to
prepare the assault. It doesn't really matters if he dies, so long as
you do enough damage to prevent a subsequent counter-strike.
If you have any doubts about choosing a hero, go for the Archmage. I
can't stress it enough. He is the best human hero, and one of the
best heroes of the game.
The Footmen are some of the best units in the game. With 420 HPs, they
can withstand lots of pain. I ussually go with lots of Footmen
together with an Archmage. Well, massing basic units is ussually
wonderful in terms of strategy, but just be careful about sending twelve
footmen against twelve... Frost Wyrms. Duh.
The Humans are also fairly easy to work with, for crying out loud,
they are humans. They possess also good spellcasters, the priest is
one of the best support units in the game.
Based on my own experiences, the humans reach their peak of power once
you can continually train footmen and/or knights, and back them up with
an Archmage/several priests. Is as easy as that. Human games are won
by assaulting enemy bases with lots of Footmen and Knights.
A funny strategy is to just build about 6 Steam Tanks, find some way to
enter the enemy base, and let it rain down on key structures. It isn't just
funny, is also very effective.
VS HUMANS
Battling humans versus humans isn't as funny as it was Terrans vs terrans.
You got to keep control of creeps, and kill as many as possible. Very
likely, the enemy will go for Archmage, and try to make life miserable for
you with elementals. You, of course, are up to the same. Don't train
Riflemen until the end of the game when Gryphons become dangerous. You
might as well forget about Mortar Teams, and instead, just jump at their
base with Steamtanks.
The Humans fall rather easily to the footmen-priest-sorceress combo
led by a Archmage, and followed by a Mountain King to take out their
Archmage, or face their own Mountain King.
VS ORCS
The orcs have one big advantage over you and that is that all their heroes
are much more dangerous than yours. That makes a Mountain King an important
unit to make.
Furthermore, the orc units are brutal. Grunts totally destroy ANY other
basic unit, and even put up a fight against Knights and Huntress. And
you can't rely on "I have twenty footmen, he has twelve grunts", he
will beat you up. The Archmage Rush works very well, as well as massive
gryphon strikes. Another unit to take care of are Shamans. They can cast
bloodlust like hell raining down on you.
Counters? Well, superior air force is an start. But I'm afraid I still
find the Wyverns to be the best air units in the game. So is a good
idea to concentrate on Priests and Sorceress. Keeping grunts distracted
hacking at Footmen, while priests and sorceress wreck havoc from
behind. Aim Polymorph at the Grunts, and (if present in numbers from 5 to
10) Taurens. Riflemen become an important part of your force for additional
firepower if Wyverns comes.
VS UNDEAD
Ahhh... the Undead. Superior numbers, dangerous heroes and some of the
most disgusting things in the game. The joy of being the bad guy.
The Undead rely heavily on their Ghouls and Dreadlords. Further in the
game, Abominations and Frost Wyrms. Or he might as well just use Liches
and lots of Ghouls and Necromancers to simply put an end to your economy.
Keeping yourself ahead on the attack is a good idea. Attack early with
many footmen and a Paladin while training Riflemen to stop Abomination
attacks. The Mountain king is almost useless as a Dreadlord will just
put it to sleep while decimating the rest of your army with its aura
and the Inferno spell. Don't let your heroes rests, hit them with any
unit as soon as possible.
Crypt Fiends and Death Knights are, as of now, an almost impossible
match up for the Humans. Make sure you get a Mountain King on
these matchs.
If the enemy is using Liches, you might be in for a long fight.
Frost Nova is one of the most powerful spells in the game. Fortunately,
the Lich is the weakest hero in the game. About the Death Knight, treat
it like a Paladin, just with a better aura.
VS NIGHT ELF
If something is unbalanced, is probably the match up with the NE. The
Huntress are some of the most powerful units in the game, and they
COMPLETELY OWN footmen. That's the big deal about Huntresses.
Your idea is to make... well, more Footmen. Not much can be done
except that, more units. Two barracks soon, and a third one as fast
as money allows it. You just got to be fast.
There is something else, and that is that the NE are the other race
that can seriously screw up at the start. Fortunately, the thing
is to use a Keeper Of the Grove to try to choke your production early
with Entangle. It isn't as effective as an Archmage rush. Also,
keep in mind that the NE heroes are pretty weak. Just don't let that
Priestess of the moon go nuts on you with that Starfall.
Later in the game, the Demon Hunter will be certainly a force to be
reckoned. You might consider using a Mountain King as the second hero,
hiring him as soon as possible which is one of the heroes that can
effectively stop a Metamorphed Demon Hunter.
6.2.- The Orcish Horde.
The Horde possesses the game's most powerful ground units, including the
savage Grunt and gargantuan Tauren. The Orcish Horde has modest air and ranged
capabilities, but their true strength lies in their brute strength and raw
melee power. Even the magic of their spellcasters is designed to enhance
their frontline troops. (From the Manual)
The Horde is, as it name implies, pure power. The orc units are serious
beat down machines, starting from the Grunt, and ending with the Shamans.
Another unit which is the only one which can stand up against an abomination
is the Tauren, is property of the Orcs.
High points are durable units, wonderful attack power, the Wyverns, modest
siege ability, best support spell in the game. Powerful heroes. Cheapest
rush ever thought in any strategy game available, the Tower Rush.
Low points include expensive units, weak ranged units, only one air unit,
some units and heroes (namely the Tauren and the Tauren Chieftain) are
simply too big to gang up on an enemy. Complicated defense.
6.2.1.- Units.
______
| |
| PEON |
|______|
COST: 90 gold, 1 food.
ABILITIES: Pillage (researched at the town hall).
STATS: HP : 250
Attack rating : 7-8
Attack Type : Normal
Armor : 0
Armor Type : Medium
Speed : Slow
Attack Speed : Very Slow
Clasification : Biological
The peon is the same deal as the peasant, except you can't repair a
building to make it appear faster. It is slightly more resistant, as
well as being able to get into burrows to defend themselves.
_______
| |
| GRUNT |
|_______|
COST: 235 gold, 3 food.
ABILITIES: Pillage (researched at the Town Hall), Berserk Strenght
(researched at the Barracks).
STATS: HP : 700
Attack rating : 18-21 / 19-25 / 20-29 / 21-33
Attack Type : Melee Normal
Armor : 1 / 3 / 5 / 7
Armor Type : Medium
Speed : Average
Attack Speed : Average
Clasification : Biological
For a unit which doesn't requires lumber to train, the grunts are serious
candidates for the best unit in the game. Is simply too powerful for a
tier 1 unit, it can stand against any unit, and is easy to work with.
With the Berserker strenght, Grunts become fighting machines with the
extra HPs. Pillage makes it even a thief, salvaging money from buildings.
Now, all of this power comes at a very steep price.
__________________
| |
| TROLL HEADHUNTER |
|__________________|
COST: 160 gold, 20 lumber, 2 food.
ABILITIES: Troll Regeneration (researched at the Barracks).
STATS: HP : 350
Attack rating : 23-27 / 24-32 / 25-37 / 26-42
Attack Type : Ranged Piercing
Armor : 0 / 2 / 4 / 6
Armor Type : Light
Speed : Average
Attack Speed : Very Slow
Clasification : Biological
The Headhunter isn't exactly the solution to your problems, but is a
competent and reliable ranged unit for killing that freakish dragon
with a Crown of Kings +5, or to avoid getting crushed by a massive
Gryphon attack or a Chimerae drudge (does that ever happens?).
Their ability boost their HP regeneration. Don't completely
avoid them, unless you seriously expect some thousands of Footmen
or Archers knocking at your door for the rest of the game.
Shine against Abominations or Taurens.
_____________
| |
| WOLF RAIDER |
|_____________|
COST: 210 gold, 40 Lumber, 3 food.
ABILITIES: Esnare (Researched at the Beastiary), Pillage (researched
at the Town Hall).
STATS: HP : 610
Attack rating : 23-27 / 24-32 / 25-37 / 26-42
Attack Type : Melee Siege
Armor : 0 / 2 / 4 / 6
Armor Type : Light
Speed : Fast
Attack Speed : Average
Clasification : Biological
The Raiders are an interesting unit: is a melee siege unit. It's
pretty good, but that doesn't means is a good idea to use them.
Let me get this straight: It just isn't nearly as good as the Grunts.
However (I haven't tried), technically is a good unit for quick
strikes at the enemy base. Their esnare ability traps an air unit
and binds it to the ground for some seconds to attack it with
melee units. Again, is just a much better idea to use Wyverns or
headhunters to get rid of air units.
__________
| |
| CATAPULT |
|__________|
The Catapult, on the other hand, is exactly what you need if you want
to submit an enemy to siege. They are the most powerful siege weapons
in the game, and with their long range, you can count of them. Take
into account their minimum range.
____________
| |
| KODO BEAST |
|____________|
COST: 300 gold, 60 lumber, 4 food.
ABILITIES: Drums Aura (Researched at the bestiary).
STATS: HP : 1000
Attack rating : 16 / 20
Attack Type : Ranged Piercing
Armor : 1
Armor Type : Heavy
Speed : Very Slow
Attack Speed : Slow
Clasification : Biological
The Kodo Beast is a funny support unit. It sports a weak ranged attack
as well as some HPs (1000), but has a great ability, Drums aura, which adds
more damage to your allies. Well coordinated, this aura can really help,
and is worth the four supply you're paying. The Devour ability eats away
an enemy unit, and the unit is completely disabled until it is killed inside
the Kodo (which will slowly drain the HP of the devoured unit), or the
Kodo is killed.
________
| |
| TAUREN |
|________|
COST: 325 gold, 80 lumber, 4 food.
ABILITIES: Pulverize (researched at the Taurem Totem).
STATS: HP : 1300
Attack rating : 30-39 / 31-43 / 32-50 /33-57
Attack Type : Melee Normal
Armor : 3 / 5 / 7 / 9
Armor Type : Heavy
Speed : Average
Attack Speed : Average
Clasification : Biological
Well, with 1300 HPs as well as good attack rating, these things are the
biggest non-hero things any race can train. Unfortunately, they are
HUGE!, and that's VERY bad on this game. They cannot gang up on an
enemy with ease, and sometimes they just seem to take a walk around
the battlefield tring to find a place to enter the heat. A few of these
will do you great good (they seem to attract fire pretty well), but don't
replace grunts with them. Pulverize gives them an small chance to cause
an area attack, pretty good against masses of Ghouls, and the chance is
pretty good also (around 25 percent).
________
| |
| SHAMAN |
|________|
COST: 150 gold, 20 lumber, 2 food.
ABILITIES: Adept Training, Master Training (researched at the Spirit
Lodge)
STATS: HP : 355
Attack rating : 8-9
Attack Type : Ranged Magic
Armor : 0
Armor Type : Unarmored
Speed : Average
Attack Speed : Slow
Clasification : Biological
The Shaman has the huge advantage of being an orc unit. Why, you ask?
because he is the one to harness the almighty spell BLOODLUST.
This spell boost attack speed and power to high hell bringing the
demons down on the enemies with your units. The downside is that they
become even bigger, so they are somewhat more sloppy to move on the battle
field. His other spells (Purge, which abolishes magic, slows and
destroys summoned units, and lightning shield) aren't actually
that useful.
____________________
| |
| TROLL WITCH DOCTOR |
|____________________|
COST: 170 gold, 25 lumber, 2 food.
ABILITIES: Adept Training, Master Training (Researched at the Spirit
Lodge)
STATS: HP : 315
Attack rating : 10-14
Attack Type : Ranged Magic
Armor : 0
Armor Type : Unarmored
Speed : Average
Attack Speed : Slow
Clasification : Biological
The Troll Witch Doctor was a unit that I was looking forward to use.
Unfortunately, is one of the most useless units in the game. He has three
abilities: Sentry Ward, which places an invisible post which detects
invisible units, Stasis Trap, which places a trap which triggers an stun
area effect when an enemy unit aproaches, and Healing Ward, which places
a ward which heals nearby units. As you see, he PLACES stuff, which doesn't
really makes him good to have on the heat of the battle, as well
as his abilities being very mana-intensive.
______________
| |
| WYVERN RIDER |
|______________|
COST: 310 gold, 40 lumber, 4 food.
ABILITIES: Envenomed Spears (Researched at the Bestiary).
STATS: HP : 600
Attack rating : 38-46 / 39-51 / 40-56 / 41-61
Attack Type : Ranged Piercing
Armor : 0 / 2 / 4 / 6
Armor Type : Heavy
Speed : Average
Attack Speed : Average
Clasification : Biological
The Wyvern Rider is seriously one of the best units in the game, mainly
because of its speed, which makes it very good on large numbers, doing
disasters against enemy bases with their skill, which makes its attack
far more effective poisoning their victims. Unfortunately, is about
as hard to get rid of as a mosquito with its miserable 600 HPs, and is
rather costly.
_____________
| |
| SPIRIT WOLF |
|_____________|
COST: N/A
ABILITIES: None.
STATS: HP : 200
Attack rating : 11-12
Attack Type : Melee normal
Armor : 0
Armor Type : Heavy
Speed : Fast
Attack Speed : Average
Clasification : Summoned
___________
| |
| DIRE WOLF |
|___________|
COST: N/A
ABILITIES: Critical Strike.
STATS: HP : 300
Attack rating : 16-17
Attack Type : Ranged Piercing
Armor : 0
Armor Type : Heavy
Speed : Fast
Attack Speed : Fasr
Clasification : Summoned
_____________
| |
| SHADOW WOLF |
|_____________|
COST: N/A
ABILITIES: Critical Strike, Permanent Invisibility.
STATS: HP : 400
Attack rating : 21-22
Attack Type : Ranged Piercing
Armor : 0
Armor Type : Heavy
Speed : Fast
Attack Speed : Fast
Clasification : Summoned.
Summoned by the Far Seer with his spell Feral Spirit, The wolves are
a worthy addition as meatshield and disruptive elements in the
battlefield and in quick stealth attacks on the enemy's bases. Their
bad points are their pathethic endurance.
6.2.2.- Heroes.
a) FAR SEER:
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.
Farseers are not only tied to the elements of the earth and sky, but are
also adept at foretelling the future. Their wisdom is outshined only by
their courage and ferocity in combat. When the enemies of the horde advance,
the farseers mount their loyal dire wolves and wade into battle wielding all
the elemental powers of their shamanistic birthright.
The Far Seer is one of the most impressive heroes in the game, and it
really doesn't seems to be it. His spells Feral Spirit and Chain Lightning
are incredible effective at creeping and base assault, and its a great
partner to any other hero. However, not everthing is roses, he doesn't
has an aura, and has about the worst ultimate ability.
HERO TYPE: Support Hero.
PROS: Powerful spells, and a wide array of abilities. Level 3 Far sight
is the closest thing to a legal hack on the game. Useful in several
situations.
CONS: Unimpressive stats. Rather easy to kill. Unable to deal lots of
damage quickly. Level 1 and 2 Far Sight is useless.
BEST PAIRED WITH: Tauren Chieftain.
BEST ARMY: Grunts and Shamans.
STATS (for each level gained. No items or tomes used)
_________
| |
| Level 1 |
|_________|
Hit points : 475
Damage : 21-27
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 3
Move Speed : Fast
Strength : 15
Agility : 18
Intelligence : 19
_________
| |
| Level 2 |
|_________|
Hit points : 525
Damage : 24-30
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 17
Agility : 19
Intelligence : 22
_________
| |
| Level 3 |
|_________|
Hit points : 575
Damage : 27-55
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 19
Agility : 20
Intelligence : 25
_________
| |
| Level 4 |
|_________|
Hit points : 625
Damage : 30-36
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 21
Agility : 21
Intelligence : 28
_________
| |
| Level 5 |
|_________|
Hit points : 675
Damage : 33-39
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 23
Agility : 22
Intelligence : 31
_________
| |
| Level 6 |
|_________|
Hit points : 725
Damage : 36-42
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 25
Agility : 23
Intelligence : 34
_________
| |
| Level 7 |
|_________|
Hit points : 775
Damage : 39-45
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 27
Agility : 24
Intelligence : 37
_________
| |
| Level 8 |
|_________|
Hit points : 825
Damage : 42-48
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 29
Agility : 25
Intelligence : 40
_________
| |
| Level 9 |
|_________|
Hit points : 875
Damage : 45-52
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 31
Agility : 26
Intelligence : 43
__________
| |
| Level 10 |
|__________|
Hit points : 925
Damage : 48-54
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 33
Agility : 27
Intelligence : 46
CHAIN LIGHTNING
Farseers have the ability to cast bolts of lightning so powerful that they
continue to seek out enemy troops in a wide area of effect. The raging bolts
continue to strike new victims until the spell's energies finally deplete.
Chain Lightning is pretty useful for creeping at first, but at its
final level it gives the shock to as many as EIGHT enemies, not doing
that much damage, but against Night Elves and Undead units is very
useful. It also gives a lot of psychological advantage due to the enormous
noise it does.
Far Seers have the uncanny ability to percieve distant places and events
through a form of spirit sight. This ability allows them to anticipate enemy
movements and maintain the element of surprise for the horde's
fighting forces.
While it reveal like half of the map on the third level, in the first two
levels is way too costly and useless to build it up. Even worse, later
in the game, scouting becomes less of a factor and this is best left
unnatended in favor of the other two (more powerful) abilities.
LEVEL 1: Reveals a small area for 150 mana.
LEVEL 2: Reveals a large area for 100 mana.
LEVEL 3: Reveals a huge area for 50 mana.
FERAL SPIRIT
One of the farseers' most otherworldy powers is their ability to call forth
powerful wolven apparitions. As the Farseer gains experience, more powerful
wolves may be summoned to his side.
Feral Spirit is one of the most powerful summons in the game. Their
final level is incredible effective at combat and annoying enemies
without detection. Problem is, their 400 hit points are meager in
open combat.
LEVEL 1: 2 wolves with 200 hit points, 11-12 damage, 0 armor.
LEVEL 2: 2 wolves with 300 hit points, 16-17 damage, 0 armor.
LEVEL 3: 2 wolves with 400 hit points, 21-22 damage, 0 armor
+ Critical Strike + Invisibility.
EARTHQUAKE
Part of the Far Seers' power over nature is the ability to command the fury
of the earth. When roused, farseers can cause the earth to quake violently.
When called with precision, can cause heavy destruction to enemy structures
and slow hapless foes.
The Earthquake isn't exactly the best weapon in the game, but sometimes
is pretty good. I was once playing against three guys who used lots of
towers, and this thing shone like there was no tommorrow. The slowing
part is good for avoiding peons repairing stuff. Put points here when
your skill of choice is topped.
ULTIMATE: 50 damage/second to buildings, slowing units by 75%,
lasts 25 seconds.
b) TAUREN CHIEFTAIN:
These elder tauren warriors lead their tribes in daily life as well as in
battle. Ceremoniously adorned with the ancient totems of their tribes,
chieftains uphold the honor and simplicity of the proud tauren culture.
When roused by battle, the gigantic chieftains employ enormous halberds that
are capable of tearing through solid trees with one mighty swipe. The
chieftains are fascinated by the orcs, especially their young leader, Thrall.
They see an opportunity to help the orcs return to their traditional roots
by providing a strong example of honor and courage through all
tauren warriors.
NOTES: The Tauren Chieftain is always a dangerous enemy to encounter due to its
array of powerful fighting abilities. Until level seven, its slowness is
what keeps some people away from him, furthermore, is hellish big.
However, at level seven is when he truly becomes a fighting machine, with
LOTS of HPs, fast attack rate, and very damaging attacks.
HERO TYPE: Leading Attack Hero.
PROS: Very damaging and resistant. Two area damage abilities which
deal good damage and one of them even stuns the opponents. Freakish
difficult to kill and drive away after level 6. Impressive stats.
Best aura in the game.
CONS: Ridiculously big and thus unable to reach battle with ease. His
two fighting abilities are very mana intensive. Resurrection can be
easily wasted and has a longass cooldown time.
BEST PAIRED WITH: Far Seer.
BEST ARMY: Tauren and Head Hunters..
STATS (for each level gained. No items or tomes used)
_________
| |
| Level 1 |
|_________|
Hit points : 725
Damage : 27-37
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 2
Move Speed : Average
Strength : 25
Agility : 10
Intelligence : 14
_________
| |
| Level 2 |
|_________|
Hit points : 800
Damage : 30-40
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 2
Move Speed : Average
Strength : 28
Agility : 11
Intelligence : 15
_________
| |
| Level 3 |
|_________|
Hit points : 875
Damage : 33-43
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 3
Move Speed : Average
Strength : 31
Agility : 13
Intelligence : 16
_________
| |
| Level 4 |
|_________|
Hit points : 950
Damage : 36-46
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 3
Move Speed : Average
Strength : 34
Agility : 14
Intelligence : 17
_________
| |
| Level 5 |
|_________|
Hit points : 1025
Damage : 39-49
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Average
Strength : 37
Agility : 16
Intelligence : 19
_________
| |
| Level 6 |
|_________|
Hit points : 1125
Damage : 43-53
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Average
Strength : 41
Agility : 17
Intelligence : 20
_________
| |
| Level 7 |
|_________|
Hit points : 1200
Damage : 46-56
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 44
Agility : 19
Intelligence : 21
_________
| |
| Level 8 |
|_________|
Hit points : 1275
Damage : 49-59
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 47
Agility : 20
Intelligence : 23
_________
| |
| Level 9 |
|_________|
Hit points : 1350
Damage : 52-62
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 6
Move Speed : Average
Strength : 50
Agility : 22
Intelligence : 24
__________
| |
| Level 10 |
|__________|
Hit points : 1425
Damage : 55-65 (!)
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 6
Move Speed : Average
Strength : 53
Agility : 23
Intelligence : 25
SHOCKWAVE
The mighty chieftains can swing their totems so hard that their impacts
create powerful linear shockwaves that can damage any enemies bold
enough to stand before them.
Powerful stuff. The Shockwave is a good "entrance spell", is like a
"Hello, I'm knocking our door!". Well, let me explain myself. This
spell is seriously good for breaking enemy formations, dealing those
last 150 points of damage to that hero, and the such.
LEVEL 1: 75 damage to land units in a line.
LEVEL 2: 130 damage to land units in a line.
LEVEL 3: 200 damage to land units in a line.
WAR STOMP
The tauren's massive totem can impact the ground with such force that
every enemy within a wide radius of the chieftain is damaged and stunned
for a short period of time.
Well, do I like this ability. This thing damages and stuns enemies
around the chieftain. It doesn't really does that much damage, but
stunning enemies like this is terrifying. This is why a chieftain
in the middle of the battle is so annoying. Using this spell, the
chieftain can singlehandedly dominate the battlefield.
So heartening and stirring are the mighty chieftains that they exude an aura
of strength and courage to all who accompany them. The chieftains' auras help
their comrades to run and attack more quickly.
The Endurance Aura is arguably the best aura alongside the Death Knight's
Unholy Aura. Paired with Bloodlust, it can severely crunch the opposition.
A very good idea is to go first War Stomp, then top Endurance Aura and
Shockwave. First go for endurance aura before Shockwave, until you have
enough mana to work with both abilities. If you see lots of ghouls,
well, you better buy some mana potions.
LEVEL 1: +10% movement speed, 5% attack rate.
LEVEL 2: +20% movement speed, 10% attack rate.
LEVEL 3: +30% movement speed, 15% attack rate.
REINCARNATION
The tauren chieftains hold such sacred bonds with their Earthmother that
they can actually be reincarnated after they die in combat. Though this
ability is very rare, it makes the wise, benevolent chieftains a dangerous
foe to threaten.
What else is there to be said about the Reincarnation? This is simply the
best passive ability in the game. Revive the chieftain? Good, but he will
come back with FULL MANA AND HEALTH. That's much better. Is like a life
insurance. Get this thing as soon as possible. A point to be noted is
that this ability might backfire as free exp and money to the enemy, so
be really careful when you let the unit revive, as the ability
takes four minutes to cooldown.
ULTIMATE: When killed, the tauren chieftain will be revived
automatically.
c)BLADEMASTER:
Though their numbers are few, the seasoned blademasters represent an elite
fighting force within the horde. These skilled swordsmen were once part of
the ill-fated Burning Blade clan that consumed itself in the throes of
demonic corruption. With their clan scattered and broken, the proud
blademasters swore a grim oath to free themselves and their brethren from
demonic control once and for all. Under Thrall's command, the blademasters
have once again joined the horde and serve as the young warchief's personal
guard. Though blademasters are masters of stealth and guile, they value
personal honor above all else.
NOTES: The Blademasters are the most damaging heroes in the game thanks
to their Critical Hit passive ability, and as such, are cultivated and
trained by some Orc players. Powerful in solitaire missions, and
cunning in open Battle, the Blademaster is one of the most well rounded
Heroes in the game.
HERO TYPE: Specialist Hero.
PROS: Obscene damage output. Can be used for stealth missions and
open combat equally well. Quick and small. Difficult to kill and
easy to escape.
CONS: Unimpressive ultimate. Can be difficult to keep alive at
low levels. Toe-to-toe against other warrior heroes it still keeps
the lower hand. So-so stats.
BEST PAIRED WITH: Far Seer.
BEST ARMY: Headhunters.
STATS (for each level gained. No items or tomes used)
_________
| |
| Level 1 |
|_________|
Hit points : 575
Damage : 25-47
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 18
Agility : 23
Intelligence : 16
_________
| |
| Level 2 |
|_________|
Hit points : 625
Damage : 26-48
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 20
Agility : 24
Intelligence : 18
_________
| |
| Level 3 |
|_________|
Hit points : 675
Damage : 28-50
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 22
Agility : 26
Intelligence : 20
_________
| |
| Level 4 |
|_________|
Hit points : 725
Damage : 30-52
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 24
Agility : 28
Intelligence : 22
_________
| |
| Level 5 |
|_________|
Hit points : 775
Damage : 32-54
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 26
Agility : 30
Intelligence : 25
_________
| |
| Level 6 |
|_________|
Hit points : 825
Damage : 33-55
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 28
Agility : 31
Intelligence : 27
_________
| |
| Level 7 |
|_________|
Hit points : 875
Damage : 35-57
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 7
Move Speed : Fast
Strength : 30
Agility : 33
Intelligence : 29
_________
| |
| Level 8 |
|_________|
Hit points : 925
Damage : 37-59
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 7
Move Speed : Fast
Strength : 32
Agility : 35
Intelligence : 31
_________
| |
| Level 9 |
|_________|
Hit points : 975
Damage : 39-61
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 7
Move Speed : Fast
Strength : 34
Agility : 37
Intelligence : 34
__________
| |
| Level 10 |
|__________|
Hit points : 1025
Damage : 40-62
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 8
Move Speed : Fast
Strength : 36
Agility : 38
Intelligence : 36
WIND WALK
So adept and agile are the blademasters that they can move so quickly that
they appear to be invisible to the naked eye.
Powerful ability in order to perform blitz stealth attacks on the opponent's
worker line as long as he doesn't has detectors ¬_¬. Very effective tactic
at the start of the game. Useful for escaping battles or positioning
your BM as well. It also allows the BM to deal extra damage when
he attacks out of invisibility.
One of the blademasters' more mystical abilities is to create duplicate
phantom images of themselves. Though the phantom images can move about
freely of their own volition, they are not true entities unto themselves.
If you can master the art of controling the illusions, this ability will
prove to be unvaluable for the BM to stay alive and confuse the opponent.
The Illusions deal no damage and take all damage from spells, so a
wary Dreadlord, Mountain King or a Tauren Chieftain might be able to
tell the difference rather easily. Use it to avoid direct confrontations
with Creeps.
By channeling their potent powers in one focused strike, blademasters can
cause even greater damage to their enemies.
If the ability to deal 240 damage in one hit appeals to you, use this
passive ability. If not, sell the game :). This ability alone makes the BM
worth using. While 15% seems like quite a low chance (only 1 out of 7 hits
more or less will deal the extra damage), the BM naturally speedy attack
rate will make it much more daunting that what it seems at first.
LEVEL 1: 15% chance,; 2x normal damage.
LEVEL 2: 15% chance, 3x normal damage.
LEVEL 3: 15% chance, 4x normal damage.
BLADESTORM
By focusing their warrior energies, blademasters can become living
cyclones of fighting rage. Spinning their great blades faster than the
naked eye can see, they are capable of simultaneously damaging any enemy
troops in their vicinity.
Unimpressive Ultimate, which might wreck havoc if used correctly, but
is perhaps way too risky to the Blademaster to intent to use it to its
full potential. Works wonders versus the Night elves and mass casters,
though.
ULTIMATE: 110 damage per second to nearby enemy land units.
6.3.3.- Buildings.
____________
| |
| GREAT HALL |
|____________|
The Great Hall is where peons are trained and resources are dropped.
Pretty much, the center of any expansion. Can be upgraded to Stronghold and
Fortress, each one adding more HPs, and enabling construction and training
of more advanced buildings and units. The Following can be researched at
this building:
PILLAGE: 75 gold, 25 lumber. Allows your Peons, Grunts and Raiders to
gain resources as they attack enemy buildings.
____________
| |
| STRONGHOLD |
|____________|
GOLD : 310
LUMBER : 90
HP : 1500.
ARMOR : 5
The Second stage of the main building, which allows more advanced
construction as well as units.
__________
| |
| FORTRESS |
|__________|
GOLD : 345
LUMBER : 110
HP : 2000.
ARMOR : 0
The third stage of the main building, which allows more advanced
construction as well as units.
____________
| |
| ORC BURROW |
|____________|
Burrows add food, and act as bunkers for you Peons. Under attack,
Peons can be called to hide in this structures to take cover and fire
arrows back at the offenders. However, one major minus is the fact
that Burrows have only normal armor, making them barely effective
at holding heavy fire.
__________
| |
| BARRACKS |
|__________|
GOLD : 170
LUMBER : 50
HP : 600
ARMOR : 5
At the Barracks, you can train Grunts, Head Hunter and Catapults, as well
as researching their respective abilities. It's recommended to build at
least two of them if you plan on using any of its units, as it
effectively doubles your capacity to build units. The following can
be upgraded on this building:
BERSERKER STRENGHT: 200 gold, 50 lumber. Gives your grunt an additional
100 HP and 3 damage.
TROLL REGENERATION: 125, 75 lumber. Increases the hit point regeneration
rate of Troll Headhunters and Witch Doctors.
__________
| |
| WAR MILL |
|__________|
GOLD : 240
LUMBER : 0
HP : 1000
ARMOR : 5
The War Mill, as well as being an alternative lumber drop point, is
the place to upgrade the armor and weapons of your units as well as
the Barricades upgrade for your buildings. This building should be
placed next to the closest forest in order to maximize the
effectivity of the lumber supply. The following can be upgraded on
this building:
STEEL MELEE WEAPONS: 100 gold, 75 lumber. Increases the attack power of
Grunts, Raiders and Tauren.
THORIUM MELEE WEAPONS: 200 gold, 125 lumber. Further increases the
attack power of Grunts, Raiders and Tauren.
ARCANITE MELEE WEAPONS: 300 gold, 175 lumber. Further increases the
attack power of Grunts, Raiders and Tauren.
STEEL RANGED WEAPONS: 75 gold, 75 lumber. Increases the attack power of
Headhunters, Wyverns and Catapults.
THORIUM RANGED WEAPONS: 150 gold, 150 lumber. Further increases the
attack power of Headhunters, Wyverns and Catapults.
ARCANITE RANGED WEAPONS: 225 gold, 225 lumber. Further increases the
attack power of Headhunters, Wyverns and Catapults.
STEEL UNIT ARMOR: 150 gold, 75 lumber. Increases the armor of Grunts,
Raiders, Headhunters, Wyverns, Tauren and Catapults.
THORIUM UNIT ARMOR: 300 gold, 150 lumber. Further increases the armor of Grunts,
Raiders, Headhunters, Wyverns, Tauren and Catapults.
ARCANITE UNIT ARMOR: 450 gold, 225 lumber. Further increases the armor of
Grunts, Raiders, Headhunters, Wyverns, Tauren and Catapults.
SPIKED BARRICADES: 75 gold, 25 lumber. When enemy melee units attack your
buildings, for each attack will receive 4 damage.
IMPROVED BARRICADES: 150 gold, 75 lumber. Increases the barricade damage
by 6.
ADVANCED SPIKED BARRICADES: 225 gold, 125 lumber. Increases the barricade
damage by 6.
______________
| |
| SPIRIT LODGE |
|______________|
GOLD : 225
LUMBER : 90
HP : 800
ARMOR : 5
The Spirit Lodge allows you to build and upgrade your magic units,
namely the Shamans and Witch Doctors, both of them capable magic units.
The Following can be upgraded on this building:
SHAMAN ADEPT TRAINING: 150 gold. Increases the HP, MP, MP regeneration
of Shamans, and allows them to cast Lightning Shield.
SHAMAN MASTER TRAINING: 250 gold, 100 lumber. Further increases the HP,
MP, MP regeneration of Shamans, and allows them to cast Purge.
WITCH DOCTOR ADEPT TRAINING:150 gold. Increases the HP, MP, MP regeneration
of Witch Doctors, and allows them to cast Stun Ward.
WITCH DOCOTOR TRAINING: 250 gold, 100 lumber. Further increases the HP,
MP, MP regeneration of Witch Doctors, and allows them to cast Healing
Ward.
__________
| |
| BESTIARY |
|__________|
GOLD : 230
LUMBER : 70
HP : 1100
ARMOR : 5
The Workshop allows you to build and upgrade your animal units,
the Wolf Raiders, a light siege unit, the Wyvern Rider, your flying
unit and the Kodo Beasts, a heavy support unit.
The Following can be researched on this building:
ENSNARE: 100 gold, 25 lumber. Allows your Raiders to catch an enemy
unit, disabling it from moving or attacking.
WAR DRUMS: 150 gold, 100 lumber. Increases the attack bonus for the
War Drums aura for your kodo Beasts.
ENVEOMED SPEARS: 150 gold, 100 lumber. Adds an additional poison
effect for your Wyvern Rider's attacks.
The Tauren Totem allows you to train Tauren, your heavy melee unit.
You can also upgrade them here. The Following can be researched on
this building:
PULVERIZE: 200 gold, 150 lumber. Allows your Tauren to deal an
area effect attack on a 25% chance.
_____________
| |
| WATCH TOWER |
|_____________|
GOLD : 180
LUMBER : 80
HP : 500
ARMOR : 3
ATTACK RATING :
ATTACK TYPE :
The Watch Tower is your static defense. It has a long sight range,
and is a good defense for difficult times as it doesn't requires
any food and can fend off units until help arrives.
_________________
| |
| ALTAR OF STORMS |
|_________________|
GOLD : 300
LUMBER : 100
HP : 900
ARMOR : 5
The Altar of Storms allows you to call forth the mighty heroes to aid
you in battle, as well as reviving them. The first hero only
requires five food, but subsequent heroes will require 500 gold and
100 lumber as well as the food to come. The first hero can be summoned
right away, while the second and third requires a tier upgrade.
The cost of reviving a hero is despicted in this quick table:
Level 1 : 200 gold, 5 population space.
Level 2 : 250 gold, 5 population space.
Level 3 : 300 gold, 5 population space.
Level 4 : 350 gold, 5 population space.
Level 5 : 400 gold, 5 population space.
Level 6 : 450 gold, 5 population space.
Level 7 : 500 gold, 5 population space.
Level 8 : 550 gold, 5 population space.
Level 9 : 600 gold, 5 population space.
Level 10: 650 gold, 5 population space.
6.2.4.- General Strategies.
The Orcs have several advantages in open combat. One of them
is the fact that all orc units with an armor share the same armor upgrade,
saving you some big bucks to afford your very expensive abilities.
Another one the the great Bloodlust, arguably the best spell in the game.
Every single orcish strategy instantly includes Shamans and Bloodlust. From
Wyverns to Headhunters, Bloodlust turns each and every of these units
become monstrous attackers with this spell cast on them.
While you have technically the most powerful base unit, they are
way too slow to build, so you might want to skip them. Headhunters,
while fragile and slow, are perhaps the best unit you can use early
in the game until you have a more stable economy. I'm particulary
fond of Wyvern Riders as well later in the game, so perhaps Grunts
are better left behind.
The Orcs are also the one race that can use their static defensive
buildings offensively. A very effective creeping strategy is to
build a couple of towers at night just out of range of the creeps,
and lure them with your hero (Preferably the BM for this tactic),
and take them out rather easily. Unfortunately, as their attack type
was switched from Normal to Piercing they are not effective at
base attacking anymore.
VS HUMANS
Humans have a huge advantage thanks to their Sorceress and their
Slow spell, which really wreacks havoc in your heavy melee
units, and their cheap and small units.
For a change, I recommend using a mix of Headhunters and Shamans
led by a Tauren Chieftain on this match up. Only your superior
fight power can help you on this battle. Against humans is perhaps
the best time to try the Wyvern Rush as their aerial defenses are
certainly the weakest ones out of them in the game, and their
Riflemen are easily taken cared of by Grunts or Tauren.
The mass caster is definitely a problem. While technically the
Tuaren's Pulverize ability is designed to take care of this,
it obviously doesn't works as well as it should. Via an effective
management of your unit production to adapt your army to the
situations, this match up should be winnable.
VS ORCS
The Blademaster shines on this match up as Orcs have little ways
of stealth detection, plus his high damage output is well used
to take out annoying Shamans and Witch Doctors.
Wyvern Rush is quite effective on this match, but the
Grunts-Headhunter-Shaman combo is the more sure-fire way to break
through them. Furthermore, this will be a battle of attrition, where
superior numbers and hit and run tactis should serve you well.
Consider investing on a second hero as early as possible.
VS UNDEAD
Versus the Undead the Orcs face a difficult to solve problem as
the Crypt Fiend - Death Knight - Lich combo running rampant
these months is mighty difficult to break. Fortunately,
the high cost of this strategy (Crypt Fiends take 250 gold and
40 lumber for a 550 HP, slow attacking unit), allows you to
concentrate in mass Grunts, effectively using them as they
are supposed to be used, to counter ranged unit.
Via a healthy dose of Bloodlust, the Grunts should be able to
dominate an equitative army of Crypt Fiends. I recommend
heartily to use the Far Seer as the first hero and Chieftain
as the second, to make sure that the DK are killed, as they
are the most dangerous Undead hero to face.
If the opponent is going Ghouls-Dreadlord, you should go with
Taurens later in the game, and a Chieftain early to counter
the masses.
VS NIGHT ELVES
Night Elves Demon Hunter - Archer - Druids of the Talon Combo is
a tough stone to move out of the Orcs' shoe. With hit and
run tactics, the Archers can deal an extraordinary ammount
of damage while the Demon Hunter takes the hits and the Druids
dissapear units.
The Far Seer, backed by mass Headhunters and Shamans is
your best bet to survive until you can mass produce Grunts.
While the Wyvern Rush is almost useless against these,
the Shamans are very effective to push your army to the limit
in order to win extra firepower to outmatch the weaker
elves. Later in the game, a Massive force of tauren can finish
them off shall you have survived enough to face them.
The Three Hero Strategy is very viable against the Night Elves.
To counter the Metamorphed Demon Hunter, the only real way is
with a Tauren Chieftain. Stomp on it, and make sure you
can draw fire away from your Grunts or Headhunters.
6.3.- The Night Elves Sentinel:
The Night Elves of Kalimdor are a mighty race that emphasizes
mobility, ranged firepower and spellcraft. They do not have the
brute strenght of other races, but their skill with the bow
and magic more than compensate for this deficiency.(From the
Manual)
The Night Elves are a race of ranged units. They aren't very
resistant, but their hit and run tactics are difficult to overcome
and their units are quick and small and thus difficult to
keep up with. With many ranged units and powerful spellcasters,
they are an interesting and powerful race to play.
The Wisps actually morph into ancients, but not regular buildings.
They also need to entangle mines with a nearby Tree of Life or
similar in order to get money. Ancients can be uprooted in order
to function like regular unit, but losing their fortified armor
and getting a heavy armor. They will also attack nearby enemy
units.
Night Elves only regenerate during night, but their regeneration
rates are twice as fast as humans or orcs.
High points include cheapass spells, powerful spellcasters units,
impregnable air defense, good heroes and lots of abilities to play
with, all of them very useful.
Low points include very low HP and defense, weak melee unit, lack
of powerful air units. Expensive and difficult to use.
6.3.1.- Units:
______
| |
| WISP |
|______|
COST: 70 Gold, 1 Food.
ABILITIES: Detonate.
STATS: HP : 120
Attack rating : N/A
Attack Type : n/A
Armor : 0
Armor Type : Medium
Speed : Average
Attack Speed : N/A
Clasification : Biological.
The Wisps are your basic workers which build, repair (or Renew),
and gather resources for your army. For a change, these units,
instead of gathering the resources and bringing them back, they
just keep on an entangled Gold Mine or tree, taking out the
resource without having to travel back. They can also Detonate,
emptying mana pools caught in the area of effect, but they can't
attack oO.
________
| |
| ARCHER |
|________|
COST: 150 Gold, 10 Lumber, 2 Food.
ABILITIES: Mount Hyppogriff, Improved Bows (Researched at the Ancient
of War), Hide, Markmanship (Researched at the Ancient of War).
STATS: HP : 260
Attack rating : 19-22 / 20-26 / 21-30 / 22-34
Attack Type : Ranged Piercing
Armor : 0 / 2 / 4 / 6
Armor Type : Light
Speed : Average
Attack Speed : Average
Clasification : Biological.
Your basic fighting unit, the Archers are ranged units which
can be upgraded to a very capable fighting unit. While they
have very low HP, they deal a lot of damage, and can be massed
easily. Powerful when paired with a Demon hunter, obscene with
a Priestess of the Moon. Like all Female Night Elves, they can
Shadowmeld at night and become invisible as long as they don't
move.
__________
| |
| HUNTRESS |
|__________|
COST: 225 Gold, 20 Lumber, 3 Food.
ABILITIES: Upgraded Moon Glaive (Researched at the Ancient of War),
Hide, Sentinel (Researched at the Ancient of War).
STATS: HP : 550
Attack rating : 15-17 / 16-20 / 17-23 / 18-26
Attack Type : Melee Normal
Armor : Medium
Armor Type : 1 / 3 / 5 / 7
Speed : Fast
Attack Speed : Average
Clasification : Biological
The Huntresses are a mighty powerful unit which can become
very dangerous if used properly. Via mass huntresses you
can easily attack bases or forces and obliterate them thanks to
their glaive attack which hits up to three enemy units. Powerful,
but easily countered due to their low armor. Their Sentinel
ability alows them to set a guardian owl with true sight to a nearby
tree. Quite useful. Like all Female Night Elves, they can
Shadowmeld at night and become invisible as long as they don't
move.
__________
| |
| BALLISTA |
|__________|
COST: 245 Gold, 85 Lumber, 4 Food.
ABILITIES: Impale (Researched at the Ancient of War).
STATS: HP : 380
Attack rating : 56-69 / 57-83 / 58-97 / 59-111
Attack Type : Ranged Siege
Armor : 2
Armor Type : Medium
Speed : Very Slow
Attack Speed : Slow
Clasification : Mechanical
The Ballistae are an effective but costly and difficult to use
siege engine. It's still weaker than others and their upgrade is
actually just to attack other units or masses of buildings, so
is certainly not the best of them. The Impale ability allows the
Battlista to deal splash damage with each shot.
_______
| |
| DRYAD |
|_______|
COST: 170 Gold, 60 Lumber, 2 Food.
ABILITIES: Abolish Magic (Researched at the Ancient of Lore), Slow Poison,
Magic Inmunnity.
STATS: HP : 435
Attack rating : 16-18 / 17-21 / 18-24 / 19-27
Attack Type : Ranged Piercing
Armor : 0 / 2 / 4 / 6
Armor Type : Unarmored
Speed : Fast
Attack Speed : Fast
Clasification : Biological
The Dryad is an anti-caster unit which is also an efficient and quick
ranged unit. Via hit and run tactics they can overrun almost any
other magic unit in the game with their magic immunity and their abolish
magic. Abolish Magic dispells magic effects and deals damage to
summoned units, while slow poison deals 4 damage per second for a minute
and slows the victim's movement speed.
___________________
| |
| DRUID OF THE CLAW |
|___________________|
COST: 300 Gold, 80 Lumber, 4 Food.
ABILITIES: Druid of the Claw Adept Training(Researched at the Ancient
of Lore), Druid of the Claw Master Training (Researched at the ancient
of Lore).
STATS: (NIGHT ELF FORM)
HP : 430
Attack rating : 19-22 / 20-26 / 22-30
Attack Type : Melee Normal
Armor : 1
Armor Type : Medium
Speed : Average
Attack Speed : Average
Clasification : Biological
(BEAR FORM)
HP : 960
Attack rating : 29-44 / 30-50 / 31-56 / 32-62
Attack Type : Melee Normal
Armor : 3 / 5 / 7 / 9
Armor Type : Heavy
Speed : Slow
Attack Speed : Average
Clasification : Biological
The Druid of the Claw is both your heavy melee unit and your basic caster.
This unit is an effective fighter unit, but his true strenght is his
ability to cast Roar, which upgrades the attack strenght of nearby
friendly units, Rejuvenate, which heal units over time, and, more
important, their Bear Form, which changes them into bears, with
more hit points, and a much more powerful attack rating, but can't
cast spells in that form and his mana regeneration is REALLY slow.
____________________
| |
| DRUID OF THE TALON |
|____________________|
COST: 170 Gold, 60 Lumber, 2 Food.
ABILITIES: Druid of the Talon Adept Training (Researched at the Ancient
of Lore),Druid of the Talon Master Training (Researched at the Ancient
of Lore)
STATS: (NIGHT ELF FORM)
HP : 300
Attack rating : 11-13
Attack Type : Ranged Magic
Armor : 0
Armor Type : Unarmored
Speed : Average
Attack Speed : Slow
Clasification : Biological
The Druid of the Talon is an advanced spell caster which specializes as
support magic user. He can use Faerie Fairy, which lowers the defense
of the affected unit, as well as keeping the unit visible no matter
where it goes. He can also use Cyclone, a cheapass spell which disables a
target unit for a certain ammount of time. Finally, he can change into
a crow, giving it a good air attack and the ability to fly, turning
it into a good scout.
____________
| |
| HIPPOGRYPH |
|____________|
COST: 190 Gold, 20 Lumber, 2 Food.
ABILITIES: Hippogryph Taming(Researched at the Ancient of Wind).
STATS: HP : 500
Attack rating : 32-38 / 33-45 / 34-52 / 35-59
Attack Type : Melee Normal
Armor : 0 / 2 / 4 / 6
Armor Type : Medium
Speed : Fast
Attack Speed : Average
Clasification : Biological
Air melee unit, the Hippogryph is a very effective anti-air
unit, which can be also upgraded in order to pick up a regular
Archer in order to have a light ranged air unit. The hippogryph
should be an essential part of your defense if the enemy tries to
attack you with heavy air units such as Chimeras, Gripphons, Frost
Wyrms or even Wyverns.
__________________
| |
| HIPPOGRYPH RIDER |
|__________________|
COST: N/A.
ABILITIES: Hippogryph Taming(Researched at the Ancient of Wind).
STATS: HP : 780
Attack rating : 19-22 / 20-26 / 21-30 / 22-34
Attack Type : Ranged Piercing
Armor : 0 / 2 / 4 / 6
Armor Type : Heavy
Speed : Average
Attack Speed : Average
Clasification : Biological
Archer-mounted Hippogryph, is like a flying Archer with more HP oO.
Not very effective and actually rather expensive for a light ranged
air unit, not to mention the monstruous 4 food expended on it.
_________
| |
| CHIMERA |
|_________|
The heavy air unit of the Night Elves, the Chimera pales before
other air units due to its innefficacy to actually tear down
buildings with ease and the simplicity to take them out in air to
air combat. Coupled with the ridiculous high cost of the unit,
makes this a underpowered creature. Can't attack other air units.
________
| |
| TREANT |
|________|
COST: N/A
ABILITIES: Nature's Blessing (Researched at the Tree of Ages).
STATS: HP : 300
Attack rating : 17-19
Attack Type : Melee Normal
Armor : 0 / 5
Armor Type : Medium
Speed : Slow
Attack Speed : Average
Clasification : Summoned, Biological.
Summoned by the Keeper of the Grove, the Treants are groups of
walking trees which, while not very damaging, are capable of
taking lots of damage, forming a wonderful meat barrier for
Archers and the Keeper himself. Treants are benefited from the
Ancients upgrades, receiving a beefy 5 armor from Nature's Blessing.
6.3.2.- Heroes:
a)DEMON HUNTER
Demon hunters are dark, shadowy warriors who are shunned by the
greater night elf society. They made a pact, long ago, to fight against
the forces of chaos using its own terrible powers against it. These
mysterious warriors ritually blind themselves so that they develop spectral
sight that enables them to see demons and undead with greater clarity.
They wield demonically charged warblades in battle and even call
upon demonic energies to augment their formidable combat skills.
Although they are counted as some of the mightiest warriors within
the night elves' society, the demon hunters are always maligned and
misunderstood for making their selfless pact with darkness.
NOTES: The Demon Hunter is one of the best (if not THE best) Heroes
in the game due to his abnormal power to dominate enemy heroes as
well as destroying legions of enemy units. The Demon hunter takes
a bit of practice to fully understand as it is easily killed in
lower levels by creeps, but in higher levels is almost unstoppable.
Only rivaled effectively by the Tauren Chieftain, the Mountain King,
the Death Knight and other Demon Hunters. Every other hero has a
bad time facing him.
HERO TYPE: Specialist Hero.
PROS: Fast and damaging. Monstruous ultimate. Difficult as hell
to take down. Mana Burn is an unfair spell. Useful passive ability.
CONS: Very easy to die when in low levels. Low damage dealt.
BEST PAIRED WITH: Keeper of the Grove.
BEST ARMY: Archers.
STATS (for each level gained. No items or tomes used)
_________
| |
| LEVEL 1 |
|_________|
Hit points : 625
Damage : 24-46
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 19
Agility : 22
Intelligence : 16
_________
| |
| LEVEL 2 |
|_________|
Hit points : 675
Damage : 25-47
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 21
Agility : 23
Intelligence : 18
_________
| |
| LEVEL 3 |
|_________|
Hit points : 725
Damage : 27-49
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 23
Agility : 25
Intelligence : 20
_________
| |
| LEVEL 4 |
|_________|
Hit points : 800
Damage : 28-50
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 26
Agility : 26
Intelligence : 22
_________
| |
| LEVEL 5 |
|_________|
Hit points : 850
Damage : 30-52
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 28
Agility : 28
Intelligence : 24
_________
| |
| LEVEL 6 |
|_________|
Hit points : 925
Damage : 31-53
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 7
Move Speed : Fast
Strength : 31
Agility : 29
Intelligence : 26
_________
| |
| LEVEL 7 |
|_________|
Hit points : 975
Damage : 33-55
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 7
Move Speed : Fast
Strength : 33
Agility : 31
Intelligence : 28
_________
| |
| LEVEL 8 |
|_________|
Hit points : 1025
Damage : 34-56
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 8
Move Speed : Fast
Strength : 35
Agility : 32
Intelligence : 30
_________
| |
| LEVEL 9 |
|_________|
Hit points : 1100
Damage : 36-58
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 8
Move Speed : Fast
Strength : 38
Agility : 34
Intelligence : 32
__________
| |
| LEVEL 10 |
|__________|
Hit points : 1150
Damage : 37-59
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 9
Move Speed : Fast
Strength : 40
Agility : 35
Intelligence : 34
MANA BURN
The demon hunter may channel his demonic energies into a bolt of
negative energy that will burn away an enemy's mana reserves.
Mana Burn deals damage to an opponent's mana pool, and deals
equal damage to the victim. This spell definitely disables enemy
heroes and casters, and can mean the life in one on one battle.
Unfortunately, this spell is nowhere as effective as it once
was, and now burns much less mana.
LEVEL 1: burns 50 mana
LEVEL 2: burns 100 mana
LEVEL 3: burns 200 mana
IMMOLATION
The demon hunter's mastery of dark powers allows him to create a
fiery shell around his body that inflicts damage on nearby enemies.
This ability, however, takes tremendous concentration to use and
will quickly drain the demon hunter of power if used too often.
Useful for facing masses of enemies like skeletons, ghouls or
archers. Unfortunately, the damage done in negligible against
bigger targets. It's ussually best to go with Evasion as your
secondary ability unless you're certain you will face skeletons
or ghouls.
LEVEL 1: 10 damage per second
LEVEL 2: 15 damage per second
LEVEL 3: 20 damage per second
EVASION
With evasion, the demon hunter gains the advantage of being able
to dodge enemy strikes. Although this does not work against every
strike, it is nonetheless a powerful defensive tactic.
Evasion is a sorta effective ability to help your DH survive a
little longer, unfortunately you can't really count on it to make
your DH live longer. I prefer this one to Immolation just for
the mana saved.
LEVEL 1: 10% that opponent misses
LEVEL 2: 20% that opponent misses
LEVEL 3: 30% that opponent misses
METAMORPHOSIS
At the height of his powers, the demon hunter may change into
demon form for a limited amount of time. While in this form the
demon hunter not only possesses the ability to hurl fireballs, but
also enjoys increased regeneration and health.
Metamorphosis is a powerful tactic which turns the DH into a
one-man-army which can by himself turn around the tide of a battle.
Chaos damage makes him even effective in base assault and disruption
missions. One of the best ultimates.
ULTIMATE: Turns hero to splash-ranged attack, 500 bonus hit points;
Chaos Type of Attack, lasts 60 seconds.
b)PRIESTESS OF THE MOON
The fearless leaders of the Sentinel army, the priestesses of the
moon epitomize the power and grace of their race's ancient moon
goddess, Elune. The priestesses, equipped with silvery, glowing
armor, ride the fearless Frostsaber tigers of Winterspring into battle.
Charged with the safekeeping of the night elf lands and armed
with magical energy bows, the priestesses will stop at nothing to
rid their ancient land of evil.
NOTES: The Priestess of the Moon is an underpowered hero by herself
that turns almost all of the Sentinel units very powerful, as
well as having a few REALLY damaging abilities. While the PotM can
barely deal 44 damage on level 10, via level 3 True Shot Aura she
can already deal 59 damage, and with Searing Arrows that's 89 damage
per shot. Unfortunately, she's still rather fragile and difficult
to keep alive.Like all Female Night Elves, she can Shadowmeld at
night and become invisible as long as she doesn't move.
HERO TYPE: Leading Attack Hero.
PROS: Very high attack output. Wonderful scouting ability and aura.
Insanely powerful ultimate. Makes most of the sentinel units even
better at the sacrifice of her own individual power.
CONS: Very easy to kill and difficult to keep alive. Really bad stats.
Not worth by herself.
BEST PAIRED WITH : Keeper of the Grove.
BEST ARMY: Huntress.
STATS (for each level gained. No items or tomes used)
_________
| |
| LEVEL 1 |
|_________|
Hit points : 550
Damage : 21-31
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 18
Agility : 19
Intelligence : 15
_________
| |
| LEVEL 2 |
|_________|
Hit points : 575
Damage : 22-32
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 19
Agility : 20
Intelligence : 17
_________
| |
| LEVEL 3 |
|_________|
Hit points : 625
Damage : 24-34
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 21
Agility : 22
Intelligence : 20
_________
| |
| LEVEL 4 |
|_________|
Hit points : 675
Damage : 25-35
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 23
Agility : 23
Intelligence : 22
_________
| |
| LEVEL 5 |
|_________|
Hit points : 725
Damage : 27-37
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 25
Agility : 25
Intelligence : 25
_________
| |
| LEVEL 6 |
|_________|
Hit points : 775
Damage : 28-38
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 27
Agility : 26
Intelligence : 28
_________
| |
| LEVEL 7 |
|_________|
Hit points : 825
Damage : 30-40
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 29
Agility : 28
Intelligence : 30
_________
| |
| LEVEL 8 |
|_________|
Hit points : 875
Damage : 31-41
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 7
Move Speed : Fast
Strength : 31
Agility : 29
Intelligence : 33
_________
| |
| LEVEL 9 |
|_________|
Hit points : 925
Damage : 33-43
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 7
Move Speed : Fast
Strength : 33
Agility : 31
Intelligence : 35
__________
| |
| LEVEL 10 |
|__________|
Hit points : 975
Damage : 34-44
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 8
Move Speed : Fast
Strength : 35
Agility : 32
Intelligence : 38
SCOUT
The scout is an owl that may be sent to any area of the map for
observation purposes and to reveal invisible enemies. The owl will
only reveal for a limited amount of time.
Scout is an unvaluable ability for the sentinel as it is the only
movable way the Night Elves have to reveal invisible units, and in
the final level is ridiculously effective. Unfortunately, more often than
not is either this one vs the Searing Arrows, and is best used if
the Priestess isn't your main hero.
LEVEL 1: Summon owl scout for 100 mana.
LEVEL 2: Summon better owl scout for 75 mana.
LEVEL 3: Summon best owl scout for 50 mana.
SEARING ARROWS
Calling upon the powers of the Moon Goddess Elune to imbue her
arrows with searing magical energy, the priestess is able to fire
deadly volleys at any foe.
While some people neglect this ability since the damage is not really
too much, they seem to forget that the extra damage is calculated
after the arrow hits: THIS ABILITY IGNORES ARMOR, AND ARMOR TYPES.
Very effective if you can manage it okay and if she's your main hero.
(Autocast capable)
LEVEL 1: 10 bonus fire damage.
LEVEL 2: 20 bonus fire damage.
LEVEL 3: 30 bonus fire damage.
TRUESHOT AURA
The commanding presence of the priestess boosts the morale of her
warriors, enabling their attacks to strike with heightened accuracy
and power.
A must have for the Priestess as it boots bassically all of the Night
elves' units attack except the Hippogryph, the morphed Druid of the Talon
and both forms of the Druid of the Claw, as well as boosting the
Priestess herself. Powerful stuff.
LEVEL 1: 10% base ranged damage.
LEVEL 2: 20% base ranged damage.
LEVEL 3: 30% base ranged damage.
STARFALL
At the peak of her experience, the priestess may call down a
furious shower of falling stars that cause massive destruction amongst
enemy forces. This catastrophic power, given to the priestess by Elune
herself, achieves its full duration as long as the priestess stays in
the spell's vicinity.
Starfall is a incredibly destructive spell which can raze bases and
armies by itself, proven it doesn't gets interrupted. A few ways to
protect the starfall is via a wall of Dryads or Druids of the Claw, as
well as casting anti-magic shell on her (one way or another :P). It's
also pretty damn good looking.
ULTIMATE: Each wave deals 75 damage, lasts for 30 seconds.
c) KEEPER OF THE GROVE
The enchanted keepers are the favored sons of the demigod, Cenarius. Like
their lesser dryad sisters, the keepers appear to be half night elf and half
stag. They have enormous antlers and manes of leaves that flow down their
backs. Their right hands are disfigured and twisted like the gnarled
root-claws of the treants. Keepers possess many strange powers over nature
and the animals. Though they typically remain within the sacred Moon Glades
of Mount Hyjal, the keepers always heed the call to arms when the lands of
Kalimdor are threatened.
NOTES: The Keeper of the Grove is best left a secondary hero as he is
quite a subpar hero due to his pretty bad stats and his supportive
spells, but as a secondary hero he can seriously provide help with
the massive treant meat shield as well as interrupting spells and
incapaciting units.
HERO TYPE: Support hero.
PROS: The Treant meat shield is a very effective strategy. Tranquility
can heal big armies in one go between battles. Only Night elven
hero that can interrupt spells.
CONS: Weak fighter. Easy to kill. Generally not very useful if the
army is not concentrated around him.
BEST PAIRED WITH: Demon Hunter.
BEST ARMY: Huntress.
STATS (for each level gained. No items or tomes used)
_________
| |
| LEVEL 1 |
|_________|
Hit points : 500
Damage : 20-26
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 3
Move Speed : Fast
Strength : 16
Agility : 15
Intelligence : 18
_________
| |
| LEVEL 2 |
|_________|
Hit points : 525
Damage : 22-28
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 3
Move Speed : Fast
Strength : 17
Agility : 16
Intelligence : 20
_________
| |
| LEVEL 3 |
|_________|
Hit points : 575
Damage : 25-31
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 3
Move Speed : Fast
Strength : 19
Agility : 18
Intelligence : 23
_________
| |
| LEVEL 4 |
|_________|
Hit points : 625
Damage : 28-34
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 21
Agility : 19
Intelligence : 26
_________
| |
| LEVEL 5 |
|_________|
Hit points : 675
Damage : 30-36
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 23
Agility : 21
Intelligence : 28
_________
| |
| LEVEL 6 |
|_________|
Hit points : 725
Damage : 33-39
Type of Attack : Ground/Air
Range : 600
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 25
Agility : 22
Intelligence : 31
_________
| |
| LEVEL 7 |
|_________|
Hit points : 750
Damage : 36-42
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 26
Agility : 24
Intelligence : 34
_________
| |
| LEVEL 8 |
|_________|
Hit points : 800
Damage : 38-44
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 28
Agility : 25
Intelligence : 36
_________
| |
| LEVEL 9 |
|_________|
Hit points : 850
Damage : 41-47
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 30
Agility : 27
Intelligence : 39
__________
| |
| LEVEL 10 |
|__________|
Hit points : 900
Damage : 44-50
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 32
Agility : 28
Intelligence : 42
ENTANGLING ROOTS
The sons of Cenarius are favored with the ability to cause roots to erupt
from the ground and entrap enemy forces. These roots not only keep the enemy
immobile, but also inflict damage.
Powerful stuff. The Entangling root completely immobilizes the target,
interrupts spells, and makes the target unable to fight back. Very scary
on level 3, and very useful in early base harrassment.
LEVEL 1: 15 damage per second for 15 seconds.
LEVEL 2: 15 damage per second for 30 seconds.
LEVEL 3: 15 damage per second for 45 seconds.
FORCE OF NATURE
This ability allows the keeper to call forth allies from the surrounding
forest. These stout treants will do as the keeper wills until the magic that
animates them expires and the trees return once more to the earth.
Force of Nature was a popular choice when the game first came out, but
now that the KotG is no more the first hero choice, this spell has been
left behind. Don't understimate it, you can easily cast and keep at least
12 treants provided you have the necesary trees to do so, making a huge
meat shield and a mass of resistant units.
LEVEL 1: Raises 2 treants of 300 hit points, 17-19 damage,
0 armor for 75 seconds.
LEVEL 2: Raises 3 treants of 300 hit points, 17-19 damage,
0 armor for 75 seconds.
LEVEL 3: Raises 4 treants of 300 hit points, 17-19 damage,
0 armor for 75 seconds.
THORNS AURA
While this aura is active, any forces that engage the keeper or his allies
in hand to hand combat will be damaged by a druidic flurry of razor sharp
thorns and brambles.
If you are using heavily FoN, you might want to top this one as it's
useful with it. Any other time makes this ability partially worthless and
useless, as the damage done is negligble even in high levels.
LEVEL 1: Deals 10% damage to melee enemy attackers.
LEVEL 2: Deals 20% damage to melee enemy attackers.
LEVEL 3: Deals 30 damage to melee enemy attackers.
TRANQUILITY
In a demonstration of his ultimate communion with nature, the keeper may
call down a mighty shower of rain that will restore health to all friendly
forces within its range for its entire duration. The keeper is also healed
by the majestic powers of nature that are unleashed.
If you have the time, this ability rules. But, most likely, you won't
have it and is difficult to maintain. Powerful effect, not useful ability
in my opinion.
ULTIMATE: heals 20 hits points/second for 30 seconds.
6.3.3.- Buildings.
______________
| |
| TREE OF LIFE |
|______________|
GOLD : 400
LUMBER : 150
STATS: HP : 1300
Attack rating : 41-50
Attack Type : Melee Normal
Armor : 2 / 7
Armor Type : Fortified
Speed : Very Slow
Attack Speed : Slow
Clasification : Building
The Tree of Life is where Wisps are trained, and you can entangle
nearby gold mines. Pretty much, the center of any expansion. Can be
upgraded to Tree of Ages and Tree of Eternity, each one adding more HPs,
and enabling construction and training of more advanced buildings and
units. Like all Ancients, this building can uproot and function like
a regular melee unit. It will also attack nearby enemies.
______________
| |
| TREE OF AGES |
|______________|
GOLD : 350
LUMBER : 100
STATS: HP : 1700
Attack rating : 49-60
Attack Type : Melee Normal
Armor : 2 / 7
Armor Type : Fortified
Speed : Very Slow
Attack Speed : Slow
Clasification : Building
The Second stage of the main building, which allows more advanced
construction as well as units. Like all Ancients, this building can
uproot and function like a regular melee unit. It will also attack nearby
enemies. The Following can be upgraded on this building:
NATURE'S BLESSING: 200 gold, 150 lumber. Increases all ancients' and
Treants' movement speed and armor.
__________________
| |
| TREE OF ETERNITY |
|__________________|
GOLD : 450
LUMBER : 150
STATS: HP : 2000
Attack rating : 60-74
Attack Type : Melee Normal
Armor : 2 / 7
Armor Type : Fortified
Speed : Very Slow
Attack Speed : Slow
Clasification : Building
The third stage of the main building, which allows more advanced
construction as well as units. Like all Ancients, this building can
uproot and function like a regular melee unit. It will also attack nearby
enemies.
_____________________
| |
| ENTANGLED GOLD MINE |
|_____________________|
GOLD : N/A
LUMBER : N/A
HP : 1300
ARMOR : 2
The Entangle Gold Mine is an ability that will automatically activate
when a Tree of Life roots nearby a gold mine.
The Entangled gold mine is the only way you can actually mine money out
of gold mines. Wisps will come here and mine the money out of it without
traveling to the Tree of Life.
________________
| |
| ANCIENT OF WAR |
|________________|
GOLD : 230
LUMBER : 70
STATS: HP : 1000
Attack rating : 45-55
Attack Type : Melee Normal
Armor : 2 / 7
Armor Type : Fortified
Speed : Very Slow
Attack Speed : Slow
Clasification : Building
At the Ancient of War, you can train Archers, Huntresses and Balliste,
as well as researching their respective abilities. It's recommended to
build at least two of them if you plan on using any of its units, as it
effectively doubles your capacity to build units. Like all Ancients, this
building can uproot and function like a regular melee unit. It will also
attack nearby enemies. The following can be upgraded on this building:
MOON GLAIVE: 175 gold, 125 lumber. Allows the Huntresses attacks to
hit an additional enemy.
IMPALING BOLT: 150 gold, 75 lumber. Gives the Ballistae attacks splash
damage.
SENTINEL: 150 gold, 150 lumber. Allows the Huntresses to set a watcher
on a nearby tree. The watcher has true sight.
IMPROVED BOWS: 100 gold, 75 lumber. Increases the attack range of Archers
and Hippogryph Riders.
MARKSMANSHIP: 150 gold, 150 lumber. Increases attack damage for Archers
and Hippogryph Riders.
_______________
| |
| HUNTER'S HALL |
|_______________|
GOLD : 245
LUMBER : 100
HP : 1100
ARMOR : 2
The Hunter's Hall is the place to upgrade the armor and weapons of your
units as well as the Night Vision Upgrade for all Night Elves. The following
can be upgraded on this building:
ULTRAVISION: 75 gold, 25 lumber. Allows Night elves to see as far
in night as they do in day.
STRENGHT OF THE WILD: 100 gold, 50 lumber. Increases attack damage
of Druids of the Claw in bear form, Druids of the Talon in crow
form, Dryads, Hippogryphs and Chimeras.
IMPROVED STRENGHT OF THE WILD: 250 gold 100 lumber. Further increases
attack damage of Druids of the Claw in bear form, Druids of the Talon
in crow form, Dryads, Hippogryphs and Chimeras.
ADVANCED STRENGHT OF THE WILD: 400 gold, 150 lumber. Further increases
attack damage of Druids of the Claw in bear form, Druids of the Talon in
crow form, Dryads, Hippogryphs and Chimeras.
STRENGHT OF THE MOON: 125 gold, 75 lumber. Increases attack damage
of Archers, Huntresses, Ballistae and Hippogryph Riders.
IMPROVED STREGHT OF THE MOON: 250 gold, 100 lumber. Further increases
attack damage of Archers, Huntresses, Ballistae and Hippogryph Riders.
ADVANCED STRENGHT OF THE MOON: 375 gold, 125 lumber. Further increases
attack damage of Archers, Huntresses, Ballistae and Hippogryph Riders.
MOON ARMOR: 150 gold, 75 lumber. Increases the armor of Archers,
Huntresses, Ballistae and Hippogryph Riders.
IMPROVED MOON ARMOR: 250 gold, 100 lumber. Further increases the armor
of Archers, Huntresses, Ballistae and Hippogryph Riders.
ADVANCED MOON ARMOR: 350 gold, 125 lumber: Further increases the armor
of Archers, Huntresses, Ballistae and Hippogryph Riders.
REINFORCED HIDES: 150 gold, 50 lumber. Increases the armor
of Druids of the Claw in bear form, Druids of the Talon in crow
form, Dryads, Hippogryphs and Chimeras.
IMPROVED REINFORCED HIDES: 250 gold, 100 lumber. Further increases the
armor of Druids of the Claw in bear form, Druids of the Talon in crow
form, Dryads, Hippogryphs and Chimeras.
ADVANCED REINFORCED HIDES: 250 gold, 150 lumber. Further increases the
armor of Druids of the Claw in bear form, Druids of the Talon in crow
form, Dryads, Hippogryphs and Chimeras.
_________________
| |
| ANCIENT OF LORE |
|_________________|
GOLD : 240
LUMBER : 80
STATS: HP : 900
Attack rating : 41-50
Attack Type : Melee Normal
Armor : 2
Armor Type : Fortified
Speed : Very Slow
Attack Speed : Slow
Clasification : Building
The Ancient of Lore allows you to build and upgrade your magic units,
namely the Dryads and Druid of the Claw, one of them an anti-magic
unit, and the other a magic heavy melee unit. Like all Ancients, this
building can uproot and function like a regular melee unit. It will also
attack nearby enemies. The Following can be upgraded on this building:
DRUID OF THE CLAW ADEPT TRAINING: 150 gold. Increases HP, MP, MP
regeneration rate and attack damage for Druids of the Claw as well
as allowing them to cast Rejuvenation.
DRUID OF THE CLAW MASTER TRAINING: 200 gold, 50 lumber. Further increases
HP, MP, MP regeneration rate and attack damage for Druids of the Claw
as well as allowing them to use their bear form.
ABOLISH MAGIC: 75 gold, 25 lumber. Allows Dryads to cast Abolish Magic.
___________
| |
| MOON WELL |
|___________|
GOLD : 170
LUMBER : 40
HP : 750
ARMOR : 2
The Moon Well adds food, and acts as a static healing station where you
can heal your units and replenish their MP. It's a very useful building
for replenishing your Heroes life when he's gone creeping early in the
game. Make sure you keep the ability as autocast.
_________________
| |
| ANCIENT OF WIND |
|_________________|
GOLD : 220
LUMBER : 80
STATS: HP : 900
Attack rating : 38-46
Attack Type : Melee Normal
Armor : 2 / 7
Armor Type : Fortified
Speed : Very Slow
Attack Speed : Slow
Clasification : Building
The Ancient of Lore allows you to build and upgrade two different units,
namely the Hippogryph and the Druid of the Talon, one of them a flying
unit, and the other an advanced spellcaster. Like all Ancients, this
building can uproot and function like a regular melee unit. It will also
attack nearby enemies. The Following can be upgraded on this building:
DRUID OF THE TALON ADEPT TRAINING:150 gold. Increases the HP, MP, MP
regeneration of Druids of the Claw, and allows them to go in Crow form.
DRUID OF THE TALON MASTER TRAINING: 250 gold, 100 lumber. Further increases
the HP, MP, MP regeneration of Druids of the Claw, and allows them to
cast Cyclone.
HIPPOGRYPH TAMING: 100 gold, 50 lumber. Allows Hippogryphs to pick up
archers to form a Hippogryph Rider.
_______________
| |
| CHIMERA ROOST |
|_______________|
GOLD : 280
LUMBER : 100
HP : 1200
ARMOR : 2
The Chimera Roost allows you to train Chimeras, your heavy flying unit.
You can also upgrade them here. The Following can be researched on
this building:
CORROSSIVE BREATH: 200 gold, 150 lumber. Gives your Chimeras a siege
attack against buildings.
___________________
| |
| ANCIENT PROTECTOR |
|___________________|
GOLD : 240
LUMBER : 100
STATS:
(ROOTED)
HP : 600
Attack rating : 45-54
Attack Type : Ranged Piercing
Armor : 1 / 6
Armor Type : Fortified
Speed : Very Slow
Attack Speed : Slow
Clasification : Building
(UPROOTED)
HP : 600
Attack rating : 26-33
Attack Type : Melee Normal
Armor : 1 / 6
Armor Type : Heavy
Speed : Very Slow
Attack Speed : Slow
Clasification : Building
The Ancient Protector is your static defense. It has a long sight range,
and is a good defense for difficult times as it doesn't requires
any food and can fend off units until help arrives. Like all Ancients,
this building can uproot and function like a regular melee unit. It
will also attack nearby enemies.
_________________
| |
| ALTAR OF ELDERS |
|_________________|
GOLD : 300
LUMBER : 100
HP : 900
ARMOR : 5
The Altar of Elders allows you to call forth the mighty heroes to aid
you in battle, as well as reviving them. The first hero only
requires five food, but subsequent heroes will require 500 gold and
100 lumber as well as the food to come. The first hero can be summoned
right away, while the second and third requires a tier upgrade.
The cost of reviving a hero is despicted in this quick table:
Level 1 : 200 gold, 5 population space.
Level 2 : 250 gold, 5 population space.
Level 3 : 300 gold, 5 population space.
Level 4 : 350 gold, 5 population space.
Level 5 : 400 gold, 5 population space.
Level 6 : 450 gold, 5 population space.
Level 7 : 500 gold, 5 population space.
Level 8 : 550 gold, 5 population space.
Level 9 : 600 gold, 5 population space.
Level 10: 650 gold, 5 population space.
6.3.4.- General Strategies.
The Night Elves strategies of hit and run tactics are one of the
most effective in the game since their units are definitely VERY
powerful, which wasn't what it seemed at first since they are particulary
weak stats wise.
Massing either of these units:
- Archers.
- Dryads.
- Huntress.
- Druids of the Talon (In earlier versions actually)
Is a viable yet risky strategy which might yield enough results in
quick games. Unfortunately, against Undead (arguably the best race in
the game) Dryads are fairly useless and Archers and Druids work better
together than alone. Choose your strategy wisely, and you should win.
Huntress are arguably again the best unit in the game in masses, because,
like the Mutalisks, in great numbers the damage increases GREATLY.
Furthermore, they are not melee units, earning free and important strikes
on melee units such as Footmen or Grunts.
Strategic-wise, however, while the four units already mentioned are
wonderful, the others are quite subpar. In adition to having the
worst siege engine, they have the worst air units, and the most difficult
to use heavy melee unit (which, even worse, can't match the Abominations
or the Tauren in open combat and is even vulnerable to Mana Burn).
VS HUMANS
Perhaps the Night Elves best match, the humans are ussually
overwhelmed by the might of the Huntress in heavy combat and Dryads
countering their wonderful spellcasters.
The best way to go is the Huntresses - Dryads combo backed up with a
Keeper of the Grove if you can afford the lack of a heavy hitter
in order to apply a quick harrasment to their workers. The humans
might try to rush on you via Footmen and an Archmage. You might
be faster, but you can also be slower in your goal to stop their
production long enough to provide a good army of Huntresses.
The other way is to apply the same combo but going with the Demon
Hunter, but is perhaps a much more defensive way.
If the enemy goes Mass Gryphons, you will have to sacrifice
power for defense and go with Archers. Gryphons are dangerous things
to face later in the game, and Ancient Protectors won't help much.
VS ORCS
Much like the Humans, you can ussually go with Huntresses - Dryads,
but the Archer - Druids of the Talon (Or Dryads - Druids) is
perhaps better and safer. Bloodlust can be abolished or Cycloned
away, as well as undermining their forces via Cyclone is easy as
hell, since they can't Purge it away.
Unfortunately, that ends with your advantages. The Orcs can severely
damage you via Bloodlust, and the Tauren Chieftain and the Far
Seer are a pain in the ass to your weak units HP-wise.
Keep going with Archers and Druids and you will have the upper
hand early in the game. With a Demon Hunter, hopefully, that will
be enough.
VS UNDEAD
The Undead are the worst match up for the Night Elves thanks to
the powerful Crypt Fiend - Death Knight - Lich combo, which spells
doom to all of your weaker units. With the Death Knight's Unlimited
Healing, the Crypt Fiends can take out your units one by one early
in the game.
GO with the DEMON HUNTER. I Can't stress it enough. Follow him
with a Keeper of the Grove.
Fortunately, not all is lost. To start with, take the Death Knight OUT.
Cyclone him. Kill him. Stun Him. Burn him. Either way, the Death
Knight is the Lichpin which keeps the whole strategy together. Second,
try to use as many Druids of the Talon as possible along with Archers.
Cyclone the things away and take out the remaining. You might want to
try with the Huntresses - Druids of the Talon, but is fairly difficult
to keep up with the longer living (and heavier damaging) Crypt Fiends
production rate.
It's a waste to use flying units, but in the rare case that they
go with the Dreadlord - Abomination combo, then by all means use
Mass Archers early then blow them up with Chimerae.
VS NIGHT ELVES
Based largely on a personal preferrance, the NE VS NE match up more
or less in ussually won by the one person who can manage their
Demon Hunter better. I would go with Huntresses and Demon Hunter
for a ridiculously quick rush, unfortunately, this isn't a sure
shot, and might not work for everyone.
I suggest avoiding Dryads or Archers unless you expect a massive
Druid of the Talon attack.
Finally, you might want to invest on a Priestess of the Moon as
a secondary hero, if only for the extra damage and the scouting
ability.
6.4.- Undead.
The Undead Scourge is a well-balanced faction that can field
enduring ground forces and powerful air units. Their spellcasters
possess a variety of powerful magics, including the dreaded
ability to raise fallen allies and foes alike into an army of
Walking dead. In this way, the Undead can field armies more
numerous than any other race in Warcraft III. (From the
manual)
The Undead are without a single doubt the weirdest race of
the bunch. With their roots in Starcraft's Protoss and Zerg, the
Undead bases must be build within the corrupt borders of the Blight,
while their buildings are merely summoned in place by Acolytes,
letting the dark powers do the job while the Acolyte cares other
matters. The Undead units are certainly the most powerful of the game
but are also much more difficult and less efective than others.
Abominations, Necromancers and Banshess, ridiculously powerful
units, are hellish difficult to manage and keep in check.
Furthermore, they can only regenerate on blight, but their
regeneration rates are twice as fast as humans or orcs.
High points include powerful units, most powerful flying unit,
relative good cost, and great heroes. Quick and steady in
open combat, and monstruous spells.
Low point include low HP overall, unbalanced flying units,
difficult to use, lots of micromanagement, and definitely hard
to master heroes.
COST: 90 Gold, 1 Food.
ABILITIES: Unsummon.
COST:
ABILITIES:
STATS: HP : 220
Attack rating : 9-10
Attack Type : Melee Normal
Armor : 0
Armor Type : Medium
Speed : Slow
Attack Speed : Very slow
Clasification : Undead
The Acolytes are your basic workers which build, repair (or Renew),
and gather gold for your army. For a change, these units,
instead of gathering the gold and bringing them back, they
just keep on an Haunted Gold Mine, taking out the
resource without having to travel back. Unfortunately, they
cannot harvest gold. They can also Unsummon buildings, which
destroys the target (of your property) building, and gives you
half the price of the building back.
_______
| |
| GHOUL |
|_______|
COST: 140 Gold, 2 Food.
ABILITIES: Canibalize (researched at the Crypt), Ghoul Frenzy
(Researched at the Crypt).
STATS: HP : 330
Attack rating : 12-14 / 13-16 / 14-18 / 15-20
Attack Type : Melee Normal
Armor : 0 / 2 / 4 / 6
Armor Type : Medium
Speed : Fast
Attack Speed : Average
Clasification : Undead
The Ghouls are your basic fighting units, and a very good one at that.
It's also the undead's lumber harvesters, and is also the best harvester
out of all races, unfortunately is also the most expensive :P. The ghouls
are rather fragile, but are good expendable troops defensive-wise, and
effective rushers. They can Canibalize, which allows them to regain
health eating nearby corpses, and Ghoul Frenzy, which doubles their
attack and movement speed.
_____________
| |
| CRYPT FIEND |
|_____________|
COST: 250 gold, 40 lumber, 3 food.
ABILITIES: Web (Researched at the Crypt)
STATS: HP : 550
Attack rating : 28-33 / 29-39 / 30-45 / 31-51
Attack Type : Ranged Piercing
Armor : 0 / 2 / 4 / 6
Armor Type : Light
Speed : Average
Attack Speed : Slow
Clasification : Undead
The Crypt Fiends are powerful ranged creatures which work wonders
teaming with a Death Knight in order to improve their speed and
regain their monstruous HP rating. While they cannot attack air
units, they can cast a web on them in order to bring them to
the ground and attack them. While webbed, they can't move or fly.
Without a Death Knight, they are rather easy to kill, though.
__________
| |
| GARGOYLE |
|__________|
COST: 220 gold, 30 lumber, 2 food.
ABILITIES: Stone Form (researched at the Crypt)
STATS: HP : 400
Attack rating : 44-54, 21-24 / 45-65, 22-28 / 46-76, 23-32
/ 47-87, 24-46
Attack Type : Ranged Piercing , Melee Normal
Armor : 3 / 5 / 7 / 9
Armor Type : Medium
Speed : Fast
Attack Speed : Average / Fast
Clasification : Undead
While a lousy air-to-ground unit, these are the kings of air-to-air
combat. Their 400 HP are however miserable and are easy to kill. They also
have the Stone Form ability, which turns them into stone, granting
them enhanced HP regeneration (even not in blight), 15 extra normal
armor, and magic immunity at the price of not moving for awhile.
Useful for healing between massive air battles.
____________
| |
| MEAT WAGON |
|____________|
COST: 270 gold, 65 lumber, 4 food.
ABILITIES: Disease Cloud (Researched at the Slaughter House).
STATS: HP : 380
Attack rating : 71-88 / 72-106 / 73-124 / 74-142
Attack Type : Ranged Siege
Armor : 2
Armor Type : Medium
Speed : Slow
Attack Speed : Very Slow
Clasification : Mechanical
The Meat Wagon is the siege engine of the Undead (And a gross
one at that). While the damage is regular for a siege engine,
the two abilities might make it worth it: One, the ability to
carry corpses in order to be either reanimated by the Death Knight
or raised by Necromancers, and the other is the Disease Cloud,
which deals 1 hit per second for around 2 minutes to the units
caught in the area of effect of the hit.
_____________
| |
| ABOMINATION |
|_____________|
COST: 280 gold, 70 lumber, 4 food.
ABILITIES: Disease Cloud (Researched at the Slaughter House),
Canibalize (Researched at the Crypt).
STATS: HP : 1080
Attack rating : 32-39 / 34-46 / 35-56 / 36-60
Attack Type : Melee Normal
Armor : 2 / 4 / 6 / 8
Armor Type : Heavy
Speed : Average
Attack Speed : Average
Clasification : Undead
One of the heaviest units in the game, the Abomination is a heavy
melee unit which deals and receives a helluva lot of damage. The
Disease Cloud is a good secondary skill for them since their
size makes them reach a lot of enemy units around them. Still,
their size and food requeriments are huge and a problem. As of
version 1.10, they can also canibalize corpses.
_____________
| |
| NECROMANCER |
|_____________|
COST: 170 gold, 20 gold, 2 food.
ABILITIES: Necromancer adept training (Researched at the Temple
of the Damned), Necromancer Master Training (Researched at the
Temple of the Damned).
STATS: HP : 305
Attack rating : 8-9
Attack Type : Ranged Magic
Armor : 0
Armor Type : Unarmored
Speed : Average
Attack Speed : Average
Clasification : Undead
The Necromancer is your basic spellcaster, which has three powerful
spells. Raise Dead raises two skeletons out of a nearby corpse(Capable
in autocast). Unholy Frenzy is a mighty spells which boosts the attack
rate of an allied unit at the cost of some HP per second, best used
with Abominations and high HP units. Finally Cripple is a very damaging
spell which slows down a victim and reduces their attack damage to
a crawl.
_________
| |
| BANSHEE |
|_________|
COST: 180 gold, 30 lumber, 2 food.
ABILITIES: Banshee adept training (Researched at the Temple
of the Damned), Banshee Master Training (Researched at the
Temple of the Damned).
STATS: HP : 290
Attack rating : 9-13
Attack Type : Ranged Magic
Armor : 0
Armor Type : Unarmored
Speed : Average
Attack Speed : Average
Clasification : Undead
Your secondary spellcaster. The Banshee has three useful spells:
Curse makes enemies miss around 25% of their attacks, Anti-Magic
spell makes a target unit impervious to magic, while Possession
allows you to sacrifice your Banshee in order to take control of
an enemy unit. If you capture a worker, you can even build another
completely new race base!
____________
| |
| FROST WYRM |
|____________|
Well, as you can see, the Frost Wyrms are the most damaging creatures
in the game. Unfortunately the price to pay is huge, and furthermore,
these creatures are mighty but slow and easy to defeat in quick combat,
not to mention vulnerable to more or less all of the harmful spells
in the game. Their special ability allows them to disable buildings for
5 seconds, effectively stopping all activity within them.
_______
| |
| SHADE |
|_______|
COST: 1 food.
ABILITIES: None.
STATS: HP : 125
Attack rating : N/A
Attack Type : N/A
Armor : 0
Armor Type : Light
Speed : Fast
Attack Speed : N/A
Clasification : Undead
The Shade is an invisible unit which is created by sacrificing an
Acolyte at the Sacrificial Pit. It's armed only with True Sight,
which allows it to see invisible units.
__________________
| |
| SKELETON WARRIOR |
|__________________|
COST: N/A
ABILITIES: Skeletal Longevity (Researched at the Temple of the Damned)
STATS: HP : 180
Attack rating : 14-16 / 15-17 / 16-19 / 17-21
Attack Type : Normal
Armor : 1 / 3 / 5 / 7
Armor Type : Medium
Speed : Average
Attack Speed : Average
Clasification : Undead, Summoned
Created by the Necromancer with the Raise Dead spell, two Skeleton
Warriors come from each corpse. Skeleton Warriors are not really
very resistant, but in masses they are quite damaging. Their upgrade
allows them to stay alive for an extra 15 seconds, making them 45
seconds-attack-packs.
__________
| |
| INFERNAL |
|__________|
COST: Summoned Unit.
ABILITIES: N/A
STATS: HP : 1500
Attack rating : 46-60
Attack Type : Chaos
Armor : 6
Armor Type : Heavy
Speed : Fast
Attack Speed : Fast
Clasification : Summoned
The Infernal is summoned by (mainly) the Dreadlord with his
Inferno spell. The Infernals not only has impressive stats, it
also has spell immunity and permanent level 1 immolation.
*BURNING LEGION UNIT*
6.4.2.- Heroes.
a)LICH
While on Draenor, Ner'zhul commanded a number of orcish warlocks and
spell-wielding death knights. Yet, when Kil'jaeden and the Legion captured
these sorcerers after that world's destruction, they were transformed into
twisted, spectral aberrations of their former selves. These newly born
liches possessed tremendous magical powers, yet their immortal, undead
bodies were bound to the iron will of Ner'zhul. As payment for their undying
loyalty to Ner'zhul, the Lich King granted them control over the furious
elements of Northrend. Now, the liches wield frost magic along with their
own considerable necromantic spells.
NOTES: The lich is a mighty powerful spellcaster hero which can certainly
trash legions of small units single-handledly with one of the best spells
in the game, Frost Nova. Thanks to its regular spells, he can keep refilling
his MP and cast Frost Nova non-stop, and protecting itself and his armies
with Frost Armor. Easy to kill and difficult to use, though.
HERO TYPE: Supporting Hero.
PROS: Best hero-spell in the game, can refill his own MP pool, lots of
MP to waste, quick to move, and wonderful hero-killing abilities.
CONS: Easy to kill. Hellish difficult to use as a secondary hero, where,
ironically, he shines the most. Weak in open combat. Vulnerable to
direct engagement.
BEST PAIRED WITH: Death Knight.
BEST ARMY: Ghouls.
STATS (for each level gained. No items or tomes used)
_________
| |
| LEVEL 1 |
|_________|
Hit points : 425
Damage : 22-28
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 2
Move Speed : Average
Strength : 13
Agility : 14
Intelligence : 20
_________
| |
| LEVEL 2 |
|_________|
Hit points : 450
Damage : 25-31
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 3
Move Speed : Average
Strength : 14
Agility : 15
Intelligence : 23
_________
| |
| LEVEL 3 |
|_________|
Hit points : 500
Damage : 28-34
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 3
Move Speed : Average
Strength : 16
Agility : 16
Intelligence : 26
_________
| |
| LEVEL 4 |
|_________|
Hit points : 525
Damage : 32-38
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 3
Move Speed : Average
Strength : 17
Agility : 17
Intelligence : 30
_________
| |
| LEVEL 5 |
|_________|
Hit points : 575
Damage : 35-41
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 3
Move Speed : Average
Strength : 19
Agility : 18
Intelligence : 33
_________
| |
| LEVEL 6 |
|_________|
Hit points : 625
Damage : 39-45
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 4
Move Speed : Average
Strength : 21
Agility : 19
Intelligence : 37
_________
| |
| LEVEL 7 |
|_________|
Hit points : 650
Damage : 42-48
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 4
Move Speed : Average
Strength : 22
Agility : 20
Intelligence : 40
_________
| |
| LEVEL 8 |
|_________|
Hit points : 700
Damage : 44-51
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 4
Move Speed : Average
Strength : 24
Agility : 21
Intelligence : 43
_________
| |
| LEVEL 9 |
|_________|
Hit points : 725
Damage : 49-55
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 25
Agility : 22
Intelligence : 47
__________
| |
| LEVEL 10 |
|__________|
Hit points : 775
Damage : 52-58
Type of Attack : Ground/Air
Range : 600
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 27
Agility : 23
Intelligence : 50
FROST NOVA
Liches can call upon the freezing energies of Northrend to do their
bidding. Using a single enemy as the focal point for their dire spell,
liches can cause an explosion of frost to burst from the targeted creature
that will damage everything around it. Creatures harmed in this way
have trouble moving, incapacitated by the freezing ice that stiffens their
joints.
Frost Nova is a incredible effective spell which can damage and slow down
a large radious of enemies to a crawl, and deals a lot of damage for
the MP invested. Recommended to cast right in the middle of the battle
in order to provide the maximun effect out of the slow stat.
LEVEL 1: 100 target damage, 50 nova damage.
LEVEL 2: 100 target damage, 100 nova damage.
LEVEL 3: 100 target damage, 150 nova damage.
FROST ARMOR
An allied creature can be encased in a protective armor of ice. Creatures
attacking the Frost Armor have difficulty moving due to the jolt of freezing
cold that moves through their bodies.
Frost Armor is an auto-cast capable spell which can allow mainly the Lich
to defend itself when under direct combat, and in level 3 it's a very
effective spell to help Crypt Fiends or Abominations.
By destroying one of his own minions, the Lich is able to absorb the
energies of his lesser comrade, replenishing his dark magical powers. The
lich can absorb the energies of his undead army by casting a Dark Ritual on
them. Though this destroys the lich's lesser comrades, it releases their
energies back into the lich and replenishes the Lich's power.
Definitely misunderstood and difficult to use, the Dark Ritual allows the
Lich to keep casting the powerful Frost Nova at the sacrifice of a
friendly unit. This spell is critical in order to achieve the most out
of your Lich, recommended to use and abuse.
LEVEL 1: 33% of hit points to mana.
LEVEL 2: 66% of hit points to mana.
LEVEL 3: 100% of hit points to mana.
DEATH AND DECAY
The swirling negative energies known as the Death And Decay spell are
favored by the liches for their power to decompose, rot and destroy
everything within them. Not even the strongest warriors or the most durable
structures can stand the full effects of Death And Decay.
Death And Decay can kill anything caught in the area of effect in 25
seconds, which will prove to be quite dangerous when attacking bases, where
it can raze whatever its aimed at, provided you can protect the lich for
that time. Powerful stuff.
ULTIMATE: Damages 4% of base hit points per second + also destroys trees
b)DEATH KNIGHT
Death knights were once heroic, virtuous defenders of humanity.
However, they were corrupted by the subtle machinations of the
Lich King and lured to his dark standard. These former heroes were
given untold power and the promise of immortality in exchange for
their loyalties. Although they retained their humanity, their twisted
souls were bound to the Lich King's will for all time. Bestowed with
black, vampiric runeblades and shadowy steeds, death knights
now serve as the Scourge's mightiest generals.
NOTES: The Death Knight is a great hero to use since he has what
could be the best aura in the game, and rolls along with any ally,
be it hero or regular unit. He's capable in hand-to-hand combat, but
he is sort of slow to attack, and, while resistant, he's better off
in the back lines for the first levels.
HERO TYPE: Leading Attack Hero.
PROS: Good stats. Can heal everything (Including himself), and is
very damaging. Powerful ultimate and the best aura in the game.
CONS: Slow attack rate. Not a single support spell. His ultimate
can still be dispelled.
BEST PAIRED WITH: Lich or Dreadlord.
BEST ARMY: Crypt Fiends.
STATS (for each level gained. No items or tomes used)
_________
| |
| LEVEL 1 |
|_________|
Hit points : 675
Damage : 25-35
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 23
Agility : 12
Intelligence : 17
_________
| |
| LEVEL 2 |
|_________|
Hit points : 725
Damage : 27-37
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 25
Agility : 13
Intelligence : 18
_________
| |
| LEVEL 3 |
|_________|
Hit points : 800
Damage : 30-40
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 28
Agility : 15
Intelligence : 20
_________
| |
| LEVEL 4 |
|_________|
Hit points : 875
Damage : 33-43
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 31
Agility : 16
Intelligence : 22
_________
| |
| LEVEL 5 |
|_________|
Hit points : 925
Damage : 35-45
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 33
Agility : 18
Intelligence : 24
_________
| |
| LEVEL 6 |
|_________|
Hit points : 1000
Damage : 38-48
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 36
Agility : 19
Intelligence : 26
_________
| |
| LEVEL 7 |
|_________|
Hit points : 1075
Damage : 41-51
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 39
Agility : 21
Intelligence : 27
_________
| |
| LEVEL 8 |
|_________|
Hit points : 1125
Damage : 43-53
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 7
Move Speed : Fast
Strength : 41
Agility : 22
Intelligence : 29
_________
| |
| LEVEL 9 |
|_________|
Hit points : 1200
Damage : 46-56
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 7
Move Speed : Fast
Strength : 44
Agility : 24
Intelligence : 31
__________
| |
| LEVEL 10 |
|__________|
Hit points : 1275
Damage : 49-59
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 8
Move Speed : Fast
Strength : 47
Agility : 25
Intelligence : 33
DEATH COIL
Death knights can call upon the forces of darkness at will, causing
bolts of death to issue from their hands. While doing considerable damage
to the death knights' enemies, the Death Coil also heals their undead
brethren.
Death Coil is more or less the same as Holy Light: Heals undead, and
damages regular units. Unfortunately, since the Death Knight is also
much more powerful than the Paladin, this spell has a heavy minus:
the coil has to travel all the way from the Death Knight sword to
the target. While, is less than a second, many times you will see
the target die before the spells resolves.
LEVEL 1: Heal 200, deals 100 damage to the living.
LEVEL 2: Heal 400, deals 200 damage to the living.
LEVEL 3: Heal 600, deals 300 damage to the living.
DEATH PACT
Through the sacrifice of his followers, a death knight can absorb
their unholy energies and convert them into health for himself.
Death Pact is another version of Dark Ritual, only slightly less
useful since the Death Knight himself is not very likely to be
the first target in the battlefield, and anyway his Aura does
half the job.
LEVEL 1: 100% conversion of hit points to death knight.
LEVEL 2: 200% conversion of hit points to death knight.
LEVEL 3: 300% conversion of hit points to death knight.
UNHOLY AURA
All death knights can learn to exude a dark, raging battle aura that
causes allied creatures around them to move and regenerate life more
quickly.
Arguably the best Aura in the game, It allows Undead to regain health
out of blight, and works wonders with Crypt Fiends and Abominations,
not to mention making the Death Knight hellish fast and resistant.
LEVEL 1: +10% movement speed, +50% life regeneration.
LEVEL 2: +20% movement speed, +100% life regeneration.
LEVEL 3: +30% movement speed, +150% life regeneration.
ANIMATE DEAD
Arguably the death knights' most horrific power is their ability to
raise recently slain corpses into an army of the undead, no matter
what their allegiance in life may have been. Though they are brought back
for a time, the death knights' recalled warriors will eventually fall, never
to be raised again.
Animate Dead raises six units out of the most powerful units available
around (in terms of level, for example knights are level 6 i think),
and raises them with a twist: They are invulnerable to damage. They can
still be dispelled, but this spell is invaluable and fun to use in
the middle of a heated battle.
ULTIMATE: Raises 6 dead units in an area to fight for the death knight for
120 seconds.
c)DREADLORD
Dreadlords are incredibly powerful demons who wield the powers
of darkness and mental domination. These cunning, malefic beings
once served as the demon Kil'jaeden's most trusted lieutenants. Yet,
at Kil'jaeden's request, the vampiric Dreadlords were sent to watch
over the Lich King, Ner'zhul, and ensure that he carried out his orders
to sow chaos in the mortal world. Though Dreadlords have been
known to revel in the gore of single combat, they generally prefer to
manipulate and beguile their enemies from the shadows.
NOTES: The Dreadlords are good heroes which can take awhile to get
used to. While his abilities are certainly good, his own stats and
the learning curve for this hero might frustrate some players,
as the hero at the end can't compare to the effectiveness of the
Death Knight. A very good hero if you have the patience to use him.
HERO TYPE: Specialist Hero.
PROS: Very good aura and spells in general. Can incapacitate
heroes and units. Scary Ultimate. Average stats.
CONS: Way too hard to use. Very counterable. Easy to take down
in combat.
BEST PAIRED WITH: Death Knight.
BEST ARMY: Abominations and Ghouls.
STATS (for each level gained. No items or tomes used)
_________
| |
| LEVEL 1 |
|_________|
Hit points : 600
Damage : 22-32
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 3
Move Speed : Average
Strength : 20
Agility : 16
Intelligence : 18
_________
| |
| LEVEL 2 |
|_________|
Hit points : 650
Damage : 24-34
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 3
Move Speed : Average
Strength : 22
Agility : 17
Intelligence : 20
_________
| |
| LEVEL 3 |
|_________|
Hit points : 725
Damage : 27-37
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 3
Move Speed : Average
Strength : 25
Agility : 18
Intelligence : 23
_________
| |
| LEVEL 4 |
|_________|
Hit points : 775
Damage : 29-39
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 4
Move Speed : Average
Strength : 27
Agility : 19
Intelligence : 25
_________
| |
| LEVEL 5 |
|_________|
Hit points : 850
Damage : 32-42
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 4
Move Speed : Average
Strength : 30
Agility : 20
Intelligence : 28
_________
| |
| LEVEL 6 |
|_________|
Hit points : 900
Damage : 34-44
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 4
Move Speed : Average
Strength : 32
Agility : 21
Intelligence : 30
_________
| |
| LEVEL 7 |
|_________|
Hit points : 975
Damage : 37-47
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 35
Agility : 22
Intelligence : 33
_________
| |
| LEVEL 8 |
|_________|
Hit points : 1025
Damage : 39-49
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 37
Agility : 23
Intelligence : 35
_________
| |
| LEVEL 9 |
|_________|
Hit points : 1100
Damage : 42-52
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 40
Agility : 24
Intelligence : 38
__________
| |
| LEVEL 10 |
|__________|
Hit points : 1150
Damage : 44-54
Type of Attack : Ground
Range : Melee
Attack speed : Fast
Type of Armor : Hero
Amount : 6
Move Speed : Average
Strength : 42
Agility : 25
Intelligence : 40
CARRION SWARM
Dreadlords control the creatures of the night, and some of them have
even mastered the ability to call swarms of bats and insects to strike
at their unsuspecting enemies.
IMPORTANT NOTE: As of 1.10, Carrion Swarm no longer hits Witch Doctor's
Wards, so be careful.
Carrion Swarm is an useful attacking spell which can deal good damage to
a group of enemies at the start of the battle. However, is not very
damaging, and is best to use the other abilities.
LEVEL 1: 75 damage per unit, maximum 300 damage.
LEVEL 2: 125 damage per unit, maximum 600 damage.
LEVEL 3: 200 damage per unit, maximum 1000 damage.
SLEEP
Through the mastery of subversion and hypnosis, Dreadlords have learned
to put their enemies into a sudden, trance-like sleep. Though this
mystical sleep will wear off in time, a sharp jab from either a friend or
an enemy will always awaken the hapless sleeper.
A spell with unlimited uses, Sleep turns an unit totally immobile for
a few seconds or until someone hits it. Useful for neutralizing key
enemy units and to cut down enemy forces.
LEVEL 1: 20 seconds sleep for 100 mana.
LEVEL 2: 40 seconds sleep for 75 mana.
LEVEL 3: 60 seconds sleep for 50 mana.
VAMPIRIC AURA
Those who are fortunate enough to have a powerful Dreadlord as an
ally can gain the benefits of his Vampiric Aura. This dark, unholy aura
causes the Dreadlord's allies to actually gain life by spilling their
enemies' blood.
This Aura allows melee units to gain life out of attacking enemy units.
This works wonders with Ghoul Frenzied Ghouls and with Abominations,
but otherwise is useless with other units (namely the Crypt Fiends,
perhaps the most important undead unit).
LEVEL 1: +15% of attack damage.
LEVEL 2: +30% of attack damage.
LEVEL 3: +45% of attack damage.
INFERNO
The Dreadlord marks the pinnacle of his dark powers with the devastating
ability to summon a fiery infernal. At his call, the infernal will streak
down from the sky, stunning and wounding nearby enemy forces when it crashes
to the earth. The infernal, engulfed in searing flame, will then rise to do
the dreadlord's bidding.
Well, read the frigging description. This allows the Dreadlord to summon
one of the most powerful units in the game, the Infernal. Good to use
in conjunction with Carrion swarm to deal the most damage out of them
both.
ULTIMATE:Calls an Infernal down from the sky, dealing 50 damage and stunning
enemy land units for 4 seconds. Infernal has 49-60 damage, Chaos
type of attack, melee, fast attack speed, Heavy armor, Amount 6;
fast move speed, spell immunity, 1500 hit points,
burns nearby units for 10 points/second (Immolation), lasts 180
seconds.
The Necropoly is where Acolytes are trained, and resources are dropped.
Pretty much, the center of any expansion. Can be upgraded to Halls of
the Dead and Black Citadel, each one adding more HPs,
and enabling construction and training of more advanced buildings and
units.
___________________
| |
| HALLS OF THE DEAD |
|___________________|
GOLD : 345
LUMBER : 100
HP : 1500
ARMOR : 5
ATTACK RATING : 27-33
ATTACK TYPE : Piercing
The second stage of the main building, which allows more advanced
construction as well as units. The Halls of the Dead can also attack
enemy units, though is fairly slow.
_______________
| |
| BLACK CITADEL |
|_______________|
GOLD : 450
LUMBER : 150
HP : 2000
ARMOR : 5
ATTACK RATING : 33-40
ATTACK TYPE : Piercing
The third stage of the main building, which allows more advanced
construction as well as units. The Black Citadel can also attack
enemy units, though is fairly slow.
_______
| |
| CRYPT |
|_______|
GOLD : 280
LUMBER : 50
HP : 1300
ARMOR : 5
At the Crypt, you can train Ghouls, Crypt Fiends and Gargoyles,
as well as researching their respective abilities. It's recommended to
build at least two of them if you plan on using any of its units, as it
effectively doubles your capacity to build units. The following can be
upgraded on this building:
CANIBALIZE: 75 gold. Allows Ghouls and Abominations to regain health
consuming nearby corpses.
GHOUL FRENZY: 150 gold, 100 lumber. Grants Ghouls an extra 25%
movement and attack speed increase.
WEB: 100 gold, 50 lumber. Grants Crypt Fiends the Web ability, which
allows them to catch air units and bind them to the ground, where
they can be attack as though they were ground units.
STONE FORM: 150 gold, 75 lumber. Allows Gargoyles to go into Stone
Form, granting them spell immunity and enhaced armor and HP
regeneration.
___________________
| |
| HAUNTED GOLD MINE |
|___________________|
GOLD : 300
LUMBER : 170
HP : 1300
ARMOR : 5
The Haunted gold mine is the only way you can actually mine money out of
gold mines. Acolytes will come at this place and pray for the money to
come out (Dude, the economic situation must be hard for the undead to
keep praying for money ^_^). No matter the distance, there is no need
for a nearby Necropolis, as long as one exists _anywhere_ in the map,
Acolytes can reach the Haunted gold mine and pray.
___________
| |
| GRAVEYARD |
|___________|
GOLD : 250
LUMBER : 0
HP : 900
ARMOR : 5
The Graveyard, as well as being an alternative lumber drop point, is
the place to upgrade the armor and weapons of your units. This building
should be placed next to the closest forest in order to maximize the
effectivity of the lumber supply. The following can be upgraded on
this building:
UNHOLY STRENGHT: 125 gold, 50 lumber. Increases attack damage of
Ghouls, Abominations, Meat Wagons and Skeleton Warriors.
IMPROVED UNHOLY STRENGHT: 250 gold, 100 lumber. Further increases
attack damage of Ghouls, Abominations, Meat Wagons and Skeleton
Warriors.
ADVANCED UNHOLY STRENGHT: 375, 150 lumber. Further increases attack
damage of Ghouls, Abominations, Meat Wagons and Skeleton Warriors.
UNHOLY ARMOR: 125 gold, 50 lumber.Increases the Armor of
Ghouls, Abominations, Meat Wagons and Skeleton Warriors.
IMPROVED UNHOLY ARMOR: 250 gold, 100 lumber. Further increases the
armor of Ghouls, Abominations, Meat Wagons and Skeleton Warriors.
ADVANCED UNHOLY ARMOR: 375 gold, 150 lumber. Further increases the
armor of Ghouls, Abominations, Meat Wagons and Skeleton Warriors.
CREATURE ATTACK: 150 gold, 50 lumber. Increases the attack
damage of Crypt Fiends, Gargoyles and Frost Wyrms.
IMPROVED CREATURE ATTACK: 225 gold, 100 lumber. Further increases
the attack damage of Crypt Fiends, Gargoyles and Frost Wyrms.
ADVANCED CREATURE ATTACK: 300 gold, 150 lumber. Further increases the
attack damage of Crypt Fiends, Gargoyles and Frost Wyrms.
CREATURE CARAPACE: 150 gold, 75 lumber. Increases the armor
of Crypt Fiends, Gargoyles and Frost Wyrms.
IMPROVED CREATURE CARAPACE: 250 gold, 150 lumber. Further increases
the armor of Crypt Fiends, Gargoyles and Frost Wyrms.
ADVANCED CREATURE CARAPACE: 325 gold, 225 lumber. Further increases
the armor of Crypt Fiends, Gargoyles and Frost Wyrms.
The Graveyard will produce 5 corpses at a time. It will drop them
around itself. If any corpse is used up, it will be replaced.
__________
| |
| ZIGGURAT |
|__________|
GOLD : 150
LUMBER : 50
HP : 550
ARMOR : 5
The Ziggurat adds food, and... well nothing else. Actually, it can
be upgraded to a Spirit Tower, which is your static defense. Of course,
it also extends blight ¬_¬.
______________
| |
| SPIRIT TOWER |
|______________|
GOLD : 160
LUMBER : 40
HP : 550
ARMOR : 5
ATTACK RATING : 27-32
ATTACK TYPE : Piercing
The Spirit Tower is your static defense. It has a long sight
range, and is a good defense for difficult times as it doesn't
requires any food and can fend off units until help arrives. It
is upgraded from the Ziggurat.
________________
| |
| SLAUGHTERHOUSE |
|________________|
GOLD : 240
LUMBER : 80
HP : 1200
ARMOR : 5
The Slaughterhouse allows you to build and upgrade your heavy units,
the mighty Abominations, your heavy melee units, and the monstruous
Meat Wagon, your siege attack units, as well as their common upgrade.
The Following can be researched on this building:
DISEASE CLOUD: 225 gold, 125 lumber. Gives Abominations a short
Disease Cloud aura which deals 1 damage per second for 120 seconds
to nearby enemy units. Meat Wagons will cause this wherever they attack.
Dead Abominations' corpses will retain this ability for a few seconds
as well.
______________________
| |
| TEMPLE OF THE DAMNED |
|______________________|
GOLD : 225
LUMBER : 80
HP : 1100
ARMOR : 5
The Temple of the Damned allows you to build and upgrade your magic
units, namely the Necromancers and Banshee, both of them capable
magic units. It also allows you to upgrade your skeletons. The
Following can be upgraded on this building:
NECROMANCER ADEPT TRAINING: 150 gold. Increases the HP, MP, MP
regeneration of Necromancers, and allows them to cast Unholy Frenzy.
NECROMANCER MASTER TRAINING: 250 gold, 100 lumber. Further increases
the HP, MP, MP regeneration of Necromancers, and allows them to cast
Cripple.
BANSHEE ADEPT TRAINING: 150 gold. Increases the HP, MP, MP
regeneration of Banshees, and allows them to cast Anti-Magic Shell.
BANSHEE MASTER TRAINING: 250 gold, 100 lumber. Further increases
the HP, MP, MP regeneration of Banshees, and allows them to cast
Possession.
SKELETAL LONGEVITY: 100 gold, 75 lumber. Allows skeletons to stay
alive for 15 extra seconds before crumbling to dust.
_________________
| |
| SACRIFICIAL PIT |
|_________________|
GOLD : 200
LUMBER : 80
HP : 900
ARMOR : 5
The Sacrificial Pit allows you to sacrifice your Acolytes in order
to summon the Shades, your scouting unit. More or less half of the
people build this thing because is a preresquisite to the Bone Yard,
but, Shades, when used properly, can be quite useful.
___________
| |
| BONE YARD |
|___________|
GOLD : 350
LUMBER : 125
HP : 1500
ARMOR : 5
The Boney Yard allows you to train Frost Wyrm, your heavy flying unit.
You can also upgrade them here. The Following can be researched on
this building:
FROST BREATH: 250 gold, 175 lumber. Allows your Frost Wyrms to use
the Freezing Breath which when used on a building temporaily disables
it.
___________________
| |
| ALTAR OF DARKNESS |
|___________________|
GOLD : 300
LUMBER : 100
HP : 900
ARMOR : 5
The Altar of Darkness allows you to call forth the mighty heroes to aid
you in battle, as well as reviving them. The first hero only
requires five food, but subsequent heroes will require 500 gold and
100 lumber as well as the food to come. The first hero can be summoned
right away, while the second and third requires a tier upgrade.
The cost of reviving a hero is despicted in this quick table:
Level 1 : 200 gold, 5 population space.
Level 2 : 250 gold, 5 population space.
Level 3 : 300 gold, 5 population space.
Level 4 : 350 gold, 5 population space.
Level 5 : 400 gold, 5 population space.
Level 6 : 450 gold, 5 population space.
Level 7 : 500 gold, 5 population space.
Level 8 : 550 gold, 5 population space.
Level 9 : 600 gold, 5 population space.
Level 10: 650 gold, 5 population space.
6.4.4.- General Strategies.
The Undead are definitely a certainly great race right now
thanks greatly to Tillerman and his Crypt Fiend - Death Knight
combo which now is a widely used strategy by players of all kinds
of ability levels, which will oportunely yield at some point an
strong counter. However, such counter...
Hasn't yet surfaced. Ahem.
While once the Crypt Fiends were shunned for their slowness,
eventually their powerful attacks and resistance has shown as
perhaps their most powerful unit.
Undead also have an easy time expanding thanks to their ability
to mine with a single headquarters no matter the distance, but their
lack of health regenaration "on-the-run" makes the Death Knight's
Aura almost a necesity.
The Undead can approach different kinds of strategy for the
creative player if you are willing to try each of their creatures,
but as the array of Undead Strategy has come a long way since
the release of the game, many of them might already have an strong
counter. As you can see, the Undead are a race for the extreme.
VS HUMANS
Humans mass Footman - Sorceress - Priest combo led by an Archmage
is a very tough strategy to overcome which might actually pummel
you early in the game if the human player is willing to give up
the all-important levels for the hero. Is very important to start
whatever strategy you're going for quick as lightning in order
to have a reliable defense once the first Footman and the Archmage
reach the town. If you can actually survive the rush, the rest of
the game will be winnable, but difficult.
Later in the game, Crypt Fiends and Banshees will prove unvaluable
to stop the massive casters from wrecking havoc in your lines.
Abominations and Gargoyles will also be useful to get thru them
once the Crypt Fiends have dealt the initial strike.
One thing to keep in mind is to neutralize the Strenght Hero
they are carrying, be it the Paladin or the Mountain King. Both
of them are potentially dangerous to your armies, and most
importantly to your Death Knight or Lich.
VS ORCS
Orcs differ from humans since their heroes can actually take the
main role in the battlefield with wonderful results. Out of them,
depending on your own strategy, are differently hazardous.
If you're going heavy Crypt Fiends, the Blade Master is your main
concern.
If you're going heavy Ghouls, the Chieftain will certainly be a
thorn (or horn) in your side.
If you're going heavy Necromancers, the Far Seer will be the bulkiest
stone to hop.
The orcs heavy units will be your main problem, and you need to
take action fast. Creeping early thanks to your faster and cheaper
units can be useful to get a few levels before them, and rushing
early with Ghouls is an effective strategy, as long as they are not
using heavy Watch Towers.
Defensive wise, the undead have little to stop a full-out orcish
attack, so is better to retain initiative.
VS UNDEAD
The UD VS UD is a difficult battle where items can be heavily the
path to victory.
Crypt Fiends + Gargoyles are ussually the best approach led
by a Death Knight and a Dreadlord. Unfortunately, the Death Coil
is useless as an offensive weapon in this match up and hero kills
will be rare and hard to achieve, so going for the closest target
of opportunity is the best way to go. Reduce their forces without
technically attacking their heroes will be a good step towards
the win.
The Frost Wyrms will be very likely not seen here since the anti-air
capabilities of the Undead is easily the best out there. On the
other hand, Abominations could be a nasty surprise if you can manage
to have them alive out of reach of Crypt Fiends and Gargoyles.
Banshees will also be powerful as hell as the Undead have little
to no ways to dispell debuffs.
VS NIGHT ELVES
Once again, Crypt Fiends, Death Knights and Liches are the most
effective way to block the way for the thousand archers or the
mass Huntress. Both of these common strategies are easily stoppped
by the Crypt Fiends backed up by a Death Knight, and Druids of
the Talon can be neutralized (at least temporaly) by the Lich.
After the first ten minutes, the Druids of the Talons are your
main concern. Cyclone can't be dispelled by any way, and is quite
the game winner. THere isn't a sure fire way to keep them at bay.
Furthermore, the Demon Hunter can certainly behind lines disable your
Death Knight. The Lich should be the most important unit holding them
back with Frost Nova, and the Banshees will do the job of protecting
units with Anti-Magic shield.
Frost Wyrms will be a creative addition to your army later in the
game in order to hit their base with some... distraction as a back
up :).
6.5.- High Elven Units
NOTE: Only available on the the mission THE FALL OF SILVERMOON of
the undead campaign by possessing a High Elf Worker. The buildings
are just model swaps of the parallel human buildings, thus rendering
useless (and a lot of work for me) a description, but the units
are slightly different. Same tactics apply for the units, still,
as Swordsman are like Footman, Archers like.. uh... Night Elf's archers.
The Dragon Hawks, however are the only totally new unit.
That said, the High Elven farms come in like 6 different models,
each adding anywhere from 5 to 20 food.
___________
| |
| SWORDSMAN |
|___________|
COST: 150 gold, 2 food.
ABILITIES: Defend (researched at the High Elf Barracks).
STATS: HP : 400
Attack rating : 12- 17
Attack Type : Melee Normal
Armor : 3
Armor Type : Medium
Speed : Average
Attack Speed : Average
Clasification : Biological
________
| |
| ARCHER |
|________|
COST: 165 gold, 2 food.
ABILITIES: None.
STATS: HP : 280
Attack rating : 9-20
Attack Type : Ranged Piercing
Armor : 0
Armor Type : Light
Speed : Average
Attack Speed : Average
Clasification : Biological
NOTE: Curiously, the Archers are subject to the Black Gunpowder
upgrade.
_____________
| |
| DRAGON HAWK |
|_____________|
COST: 330 gold, 70 lumber, 2 food.
ABILITIES: Ensnare.
STATS: HP : 700
Attack rating : 41-50
Attack Type : Ranged Piercing
Armor : 1
Armor Type : Heavy
Speed : Average
Attack Speed : Average
Clasification : Biological
Very powerful anti-air unit with Ensnare. Very cheap as well. Used
in the Frozen throne, though it is vastly different.
6.6.- Burning Legion Units.
NOTE: Burning Legion Units can be found (and summoned) as creeps and
summoned via items. They don't have any upgrades.
____________
| |
| DOOM GUARD |
|____________|
COST: Summoned.
ABILITIES: Dispel Magic, Warstomp, Cripple, Rain of Fire.
STATS: HP : 1350
Attack rating : 41-48
Attack Type : Ranged Normal
Armor : 3
Armor Type : Heavy
Speed : Fast
Attack Speed : Average
Clasification : Biological
Ridiculously powerful attack and support unit, sporting some of
the best spells in the game with a hefty ammount of HP and armor, the
Doom Guard is simply the best unit in the game. Too bad you can't train
them or summon them in bigger number, but of course... 12 Doom Guard
would simply overwhelm anything.
__________
| |
| FELHOUND |
|__________|
COST: Summoned.
ABILITIES: Mana Burn.
STATS: HP : 750
Attack rating : 24-27
Attack Type : Melee Normal
Armor : 3
Armor Type : Medium
Speed : Fast
Attack Speed : Average
Clasification : Biological
Very fast and annoying, the Felhound can disable enemy casters and head
on to them with ease. Weak against most other units unless in swarms.
__________
| |
| INFERNAL |
|__________|
COST: Summoned Unit.
ABILITIES: N/A
STATS: HP : 1500
Attack rating : 46-60
Attack Type : Chaos
Armor : 6
Armor Type : Heavy
Speed : Fast
Attack Speed : Fast
Clasification : Summoned
The Infernal is summoned by (mainly) the Dreadlord with his
Inferno spell. The Infernals not only has impressive stats, it
also has spell immunity and permanent level 1 immolation.
6.7.- Miscelleaneous Units.
NOTE: These units can't be built by the player by any normal means. They
don't have any upgrades, and are only easter eggs. Since they can't be
used, I simply added the stats. The Only exception is the Hydralisk.
As for the Orc Warlock, I simply found no other place to put him. Give
me a handle, and I will use it.
_____________
| |
| ORC WARLOCK |
|_____________|
COST: 215 Gold, 2 food.
ABILITIES: Warlock Adept Training (Researched at the
Spirit Lodge), Warlock Master Training (Researched at the
Spirit Lodge)
STATS: HP : 250
Attack rating : 16-20
Attack Type : Ranged Chaos (wtf)
Armor : 0
Armor Type : Light
Speed : Medium
Attack Speed : Medium
Clasification : Biological
* The Orc Warlock is only used on the "Black Rock and roll, Too!"
(Episode 3, Mission six)
mission in the campaign. Not sure about where are the abilities
researched, though. Note that in this mission, the Black Rock clan
gets to build Dragon Roosts as well, making it notably similar to
the Orcs in the second game. Firebolt, Unholy Frenzy and Cripple
are his spells.
_________________
| |
| CHAOS SPACE ORC |
|_________________|
COST: N/A
ABILITIES: N/A
STATS: HP : 540
Attack rating : 82-90
Attack Type : Ranged Piercing (A Flamethrower!)
Armor : 0
Armor Type : Light
Speed : Fast
Attack Speed : Fast
Clasification : Biological
______________
| |
| ORC WARCHIEF |
|______________|
COST: N/A
ABILITIES: N/A
STATS: HP : 340
Attack rating : 4-18
Attack Type : Melee Normal
Armor : 0
Armor Type : Heavy
Speed : Fast
Attack Speed : Fast
Clasification : Biological
NOTE: I can, vaguely, recall this unit as the fourth Orc Hero. As
a matter of facts, the very same model is seen in the game box with
a faint glow on his weapon, much like the glow for the actual heroes.
________
| |
| MARINE |
|________|
COST: N/A
ABILITIES: N/A
STATS: HP : 520
Attack rating : 82-88
Attack Type : Ranged Piercing
Armor : 0
Armor Type : Light
Speed : Fast
Attack Speed : Fast
Clasification : Summoned
*STARCRAFT UNIT *
___________
| |
| HYDRALISK |
|___________|
COST: N/A
ABILITIES: N/A
STATS: HP : 700
Attack rating : 84-120 (!)
Attack Type : Ranged Piercing
Armor : 0
Armor Type : Light
Speed : Fast
Attack Speed : Fast
Clasification : Summoned
*STARCRAFT UNIT *
__________
| |
| ZERGLING |
|__________|
COST: N/A
ABILITIES: N/A
STATS: HP : 250
Attack rating : 22-25
Attack Type : Ranged Piercing
Armor : 0
Armor Type : Light
Speed : Fast
Attack Speed : Fast
Clasification : Summoned
COST: N/A
ABILITIES: N/A
STATS: HP : 520
Attack rating : 82-88
Attack Type : Ranged Piercing
Armor : 0
Armor Type : Light
Speed : Fast
Attack Speed : Fast
Clasification : Mechanical
*WARCRAFT II UNIT * *ONLY WATER UNIT IN THE GAME*
6.8.- Goblin Units.
NOTES: Hireable from the Goblin Laboratory.
__________
| |
| ZEPPELIN |
|__________|
COST: 280 gold, 30 lumber. Consumes no food.
ABILITIES: N/A
STATS: HP : 500
Attack rating : N/A
Attack Type : N/A
Armor : 0
Armor Type : Heavy
Speed : Fast
Attack Speed : N/A
Clasification : Mechanical
Used as air transports. Very useful if used right.
_________
| |
| SAPPERS |
|_________|
COST: 250 gold, 100 lumber, 2 food.
ABILITIES: Kaboom!
STATS: HP : 100
Attack rating : 500
Attack Type : Siege
Armor : 0
Armor Type : Light
Speed : Fast
Attack Speed : N/A
Clasification : Suicidal
These are the same old Sappers: Send 'em to a building, and
watch 500 HP gone in one sweep. The Sappers are very effective,
but are very fragile as well, and should be used with caution.
Effctive against clusters of enemies as well.
NOTE: Sappers can't be loaded in Zeppelins.
__________
| |
| SHREDDER |
|__________|
COST: 440 gold, 100 lumber, 4 food.
ABILITIES: N/A
STATS: HP : 600
Attack rating : 34-61
Attack Type : Melee Normal
Armor : 3
Armor Type : Medium
Speed : Average
Attack Speed : Average
Clasification : Mechanical
The Shredder is an effective fighter but quite costly for its
power, though it's principal use is to collect wood: They can
cut trees like it's going out of style. Coupled with
the fact they bring 100 lumber per trip, and you have
Greenpeace's enemy numero uno.
6.9.- Non-playable heroes.
There are three non-playable heroes: The Pit Lord and the Elven Ranger, and the
Warlock. The Elven Ranger is almost the same as the Priestess of the Moon,
but the Pit Lord is really a buff character. And, for
the "Flavor Text", the funny sounding text relating the histories, look
for the hero which has the same ability. If no other hero has the spell,
then the spell simply doesn't have any Flavor Text.
I did not include Cenarious and Chaos Grom because they are bassically
a buffed up Keepper of the Grove and a chaos-damage-sporting Blademaster.
Tichondrious was also left behind. Any "Special abilities" will be noted
on its own section.
6.9.1.- Elven Ranger.
NOTES: The Ranger is almost a carbon copy of the Priestess of the Moon
(Though in my opinion a lot cooler looking), with only one different
ability. The only Ranger in the game is Sylvanas Windrunner herself.
(That said, there is another one in The Frozen Throne)
Originally a Human Hero.
HERO TYPE: Support Hero.
PROS: Same as the Priestess of the Moon, though with a very annoying
ability instead of that ridiculous damage output- potentially much
more disrupting than any other hero.
CONS: Even weaker than the Priestess of the Moon.
BEST PAIRED WITH: N/A.
BEST ARMY: Ranger units.
STATS (for each level gained. No items or tomes used)
_________
| |
| LEVEL 1 |
|_________|
Hit points : 550
Damage : 21-31
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 18
Agility : 19
Intelligence : 15
_________
| |
| LEVEL 2 |
|_________|
Hit points : 575
Damage : 22-32
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 19
Agility : 20
Intelligence : 17
_________
| |
| LEVEL 3 |
|_________|
Hit points : 625
Damage : 24-34
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 21
Agility : 22
Intelligence : 20
_________
| |
| LEVEL 4 |
|_________|
Hit points : 675
Damage : 25-35
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Fast
Strength : 23
Agility : 23
Intelligence : 22
_________
| |
| LEVEL 5 |
|_________|
Hit points : 725
Damage : 27-37
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 25
Agility : 25
Intelligence : 25
_________
| |
| LEVEL 6 |
|_________|
Hit points : 775
Damage : 28-38
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 27
Agility : 26
Intelligence : 28
_________
| |
| LEVEL 7 |
|_________|
Hit points : 825
Damage : 30-40
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Hero
Amount : 6
Move Speed : Fast
Strength : 29
Agility : 28
Intelligence : 30
_________
| |
| LEVEL 8 |
|_________|
Hit points : 825
Damage : 31-41
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Hero
Amount : 7
Move Speed : Fast
Strength : 31
Agility : 29
Intelligence : 33
_________
| |
| LEVEL 9 |
|_________|
Hit points : 925
Damage : 33-43
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Hero
Amount : 7
Move Speed : Fast
Strength : 33
Agility : 31
Intelligence : 35
__________
| |
| LEVEL 10 |
|__________|
Hit points : 975
Damage : 34-44
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Fast
Strength : 36
Agility : 32
Intelligence : 38
NOTE: Exact same stats of the Priestess of the Moon: If I had knew
that before, i wouldn't have gone through the trouble of editing a
whole damn map to try her.
SCOUT
Scout is an unvaluable ability for the Ranger as it is the only
movable way the High Elves have to reveal invisible units, and in
the final level is ridiculously effective. Unfortunately, more often than
not is either this one vs the Ice Arrows, and is best used if
the Ranger isn't your main hero.
LEVEL 1: Summon owl scout for 100 mana.
LEVEL 2: Summon better owl scout for 75 mana.
LEVEL 3: Summon best owl scout for 50 mana.
ICE ARROWS
The Ranger's only unique ability (Though the Naga Sea Witch in The Frozen
Throne has it), Ice Arrows is an absurdly disruptive ability which slows
down the target's speed and attack rate with each shot. Pretty cool ability,
and a shame we never get to use it in the campaign.
(Autocast capable)
LEVEL 1: Slows down the target movement speed and attack speed by 30%.
LEVEL 2: Slows down the target movement speed and attack speed by 50%.
LEVEL 3: Slows down the target movement speed and attack speed by 70%.
NOTE: Perhaps this is the reason this hero was removed. This ability might
not sound that powerful in paper, but in practice is terribly unbalancing,
particulary against "tanking" heroes, such as the Tauren Chieftain or the
Mountain King.
TRUESHOT AURA
Not as useful since the High Elves only have two ranged units, but still
nice to have..
LEVEL 1: 10% base ranged damage.
LEVEL 2: 20% base ranged damage.
LEVEL 3: 30% base ranged damage.
STARFALL
Starfall is a incredibly destructive spell which can raze bases and
armies by itself, proven it doesn't gets interrupted. A few ways to
protect the starfall is via a wall of heavy units (which the High
Elven, everything must be said, don't have), as well as casting anti-magic
shell on her (one way or another :P). It's also pretty damn good looking.
ULTIMATE: Each wave deals 75 damage, lasts for 30 seconds.
6.9.2.- Pit Lord.
NOTES: The Pit Lord, without any doubt, is the most powerful hero in
the game (After, of course, Archimonde himself). It has ridiculous
stats, sky high HP, attack output and even a great ammount of MP.
It has very low armor, though.
The Pit Lord has three unique things: One, he starts with 5000 HP.
At level one. Go figure. Second, it's the only hero with two ultimates
(*and* he can use *both*). And third, he has *piercing* attack type.
The Pit Lord is a neutral (hireable) hero in The Frozen Throne, but it
has completely changed. It has completely different abilities, much lower
stats, and it's noticeably smaller. Furthermore, it has a completely
different sound set (The ROC one only mumbles unnintillegible words,
very much like Archimonde's language in the final cutscene in the Undead
Campaign), and the model itself is a lot less impressive (The thing runs
like a bull instead of ommiously walking as he does in ROC).
The only Pit Lord in the game is Mannorroth himself. No wonder he's
so overpowered.
Very likely to be the fourth removed Undead Hero.
HERO TYPE: Über Tank Hero.
PROS: Obscene stats. Two powerful ultimates. On top of that crapload
of HPs, the thing has ressurection. Unmatched in the game. As easy
as that.
CONS: The biggest unit in the game. It can get ganged upon by litteraly
dozens of smaller units like Ghouls or Footmen. Despite its absurd
stats, its ability set leaves much to be desired.
BEST PAIRED WITH: N/A.
BEST ARMY: Any ranged unit.
STATS (for each level gained. No items or tomes used)
_________
| |
| LEVEL 1 |
|_________|
Hit points : 5000 (wtf)
Damage : 45-52
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 3
Move Speed : Average
Strength : 30
Agility : 17
Intelligence : 20
_________
| |
| LEVEL 2 |
|_________|
Hit points : 5075
Damage : 48-55
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 3
Move Speed : Average
Strength : 33
Agility : 18
Intelligence : 22
_________
| |
| LEVEL 3 |
|_________|
Hit points : 5150
Damage : 51-58
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 3
Move Speed : Average
Strength : 36
Agility : 19
Intelligence : 24
_________
| |
| LEVEL 4 |
|_________|
Hit points : 5225
Damage : 54-61
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Average
Strength : 39
Agility : 20
Intelligence : 26
_________
| |
| LEVEL 5 |
|_________|
Hit points : 5300
Damage : 59-64
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 4
Move Speed : Average
Strength : 42
Agility : 21
Intelligence : 28
_________
| |
| LEVEL 6 |
|_________|
Hit points : 5375
Damage : 60-67
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 45
Agility : 22
Intelligence : 30
_________
| |
| LEVEL 7 |
|_________|
Hit points : 5450
Damage : 61-70
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 48
Agility : 23
Intelligence : 32
_________
| |
| LEVEL 8 |
|_________|
Hit points : 5525
Damage : 62-73
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 51
Agility : 24
Intelligence : 34
_________
| |
| LEVEL 9 |
|_________|
Hit points : 5600
Damage : 63-76
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 5
Move Speed : Average
Strength : 54
Agility : 25
Intelligence : 36
__________
| |
| LEVEL 10 |
|__________|
Hit points : 5675
Damage : 64-79
Type of Attack : Ground
Range : Melee
Attack speed : Average
Type of Armor : Hero
Amount : 6
Move Speed : Average
Strength : 57
Agility : 26
Intelligence : 38
THUNDER CLAP
The Thunder Clap is, on the other hand, a monstruous attack which cripples
enemies like there is no tommorrow. While it doesn't really does much damage,
is pretty useful against the Undead and its masses of Ghouls and Skeletons.
NOTE: The area of effect is, indeed, the exact same of the Mountain King.
However, it looks bigger because the Pit Lord is quite a bit larger than
a Dwarf.
LEVEL 1: 60 damage, -25% movement speed, -25% attack rate.
LEVEL 2: 100 damage, -50% movement speed, -50% attack rate.
LEVEL 3: 140 damage, -70% movement speed, -70% attack rate.
SHOCKWAVE
Powerful stuff. The Shockwave is a good "entrance spell", is like a
"Hello, I'm knocking our door!". Well, let me explain myself. This
spell is seriously good for breaking enemy formations, dealing those
last 150 points of damage to that hero, and the such.
LEVEL 1: 75 damage to land units in a line.
LEVEL 2: 130 damage to land units in a line.
LEVEL 3: 200 damage to land units in a line.
REINCARNATION
What else is there to be said about the Reincarnation? This is simply the
best passive ability in the game. Revive the Pit Lord? Good, but he will
come back with FULL MANA AND HEALTH. That's much better. Is like a life
insurance. Get this thing as soon as possible. A point to be noted is
that this ability might backfire as free exp and money to the enemy, so
be really careful when you let the unit revive, as the ability
takes four minutes to cooldown.
Of course, having at least 5000 HP to wear down again it's difficult
to go wrong.
ULTIMATE: When killed, the Pit Lord will be revived
automatically.
EARTHQUAKE
The Earthquake isn't exactly the best weapon in the game, but sometimes
is pretty good. I was once playing against three guys who used lots of
towers, and this thing shone like there was no tommorrow. The slowing
part is good for avoiding peons repairing stuff. Put points here when
your skill of choice is topped.
ULTIMATE: 50 damage/second to buildings, slowing units by 75%,
lasts 25 seconds.
6.9.3.- WARLOCK
NOTES: The most powerful hero is definitely this one, but, of course,
it's because it is the final boss. The Warlock has devastating
abilities as well as ridiculous stats, and by himself can decimate
armies after armies.
Amongst all the unique things this beast sports are: Chaos attack
type, Divine armor type, four unique spells, the ability to call
Infernals en masse, very powerful attacks and great stats (though
the HP level isn't nowhere near the Pit Lord's). He even has splash
damage.
Did I mention he's immune to spells?
The Warlocks appear in the Frozent Throne as the Eredar, which are
the race of demons Archimonde and Kil'Jaeden are part of, and
are a lot weaker. They are regular creeps.
The only Warlock in the game is Archimonde, who's the final boss.
HERO TYPE: Thy Hero.
PROS: Unstoppable spells, chaos damage, divine armor, ranged attack,
stupid power. It's the best hero in the game hands down. For Crying Out
Loud, it's the damn final boss. His abilities don't REQUIRE MANA!
CONS: Hehe.
BEST PAIRED WITH: N/A.
BEST ARMY: Anything!.
STATS (for each level gained. No items or tomes used)
_________
| |
| LEVEL 1 |
|_________|
Hit points : 2525
Damage : 26-140 (!)
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Divine
Amount : 4
Move Speed : Average
Strength : 21
Agility : 17
Intelligence : 28
_________
| |
| LEVEL 2 |
|_________|
Hit points : 2600
Damage : 30-144
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Divine
Amount : 4
Move Speed : Average
Strength : 24
Agility : 20
Intelligence : 24
_________
| |
| LEVEL 3 |
|_________|
Hit points : 2675
Damage : 34-148
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Divine
Amount : 5
Move Speed : Average
Strength : 27
Agility : 23
Intelligence : 28
_________
| |
| LEVEL 4 |
|_________|
Hit points : 2750
Damage : 38-152
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Divine
Amount : 6
Move Speed : Average
Strength : 30
Agility : 26
Intelligence : 32
_________
| |
| LEVEL 5 |
|_________|
Hit points : 2825
Damage : 42-156
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Divine
Amount : 7
Move Speed : Average
Strength : 33
Agility : 29
Intelligence : 36
_________
| |
| LEVEL 6 |
|_________|
Hit points : 2900
Damage : 46-160
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Divine
Amount : 8
Move Speed : Average
Strength : 36
Agility : 32
Intelligence : 40
_________
| |
| LEVEL 7 |
|_________|
Hit points : 2975
Damage : 50-164
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Divine
Amount : 9
Move Speed : Average
Strength : 39
Agility : 35
Intelligence : 44
_________
| |
| LEVEL 8 |
|_________|
Hit points : 3050
Damage : 54-168
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Divine
Amount : 10
Move Speed : Average
Strength : 42
Agility : 38
Intelligence : 48
_________
| |
| LEVEL 9 |
|_________|
Hit points : 3125
Damage : 58-172
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Divine
Amount : 11
Move Speed : Average
Strength : 45
Agility : 41
Intelligence : 52
__________
| |
| LEVEL 10 |
|__________|
Hit points : 3200
Damage : 62-176
Type of Attack : Ground/Air
Range : Ranged
Attack speed : Average
Type of Armor : Divine
Amount : 12
Move Speed : Average
Strength : 48
Agility : 44
Intelligence : 56
RAIN OF CHAOS
Call down Infernals, anytime, anywhere. It's the same as Inferno,
but it covers a wider area and summons multiple Infernals.
LEVEL 1: Call down two Infernals.
LEVEL 2: Call down three infernals.
LEVEL 3: Call down FOUR Infernals.
DARK PORTAL
Summon Doom Guards and Fel Hounds at will.
LEVEL 1: Summon two Doom Guards.
LEVEL 2: Summon two Doom Guards and a Fel Hound.
LEVEL 3: Summon two Doom GUards and two Fel Hounds.
BASH
The Bash is a passive ability which gives change to deal less damage but
stunning opponents with a single strike. I recommend to put points of
this after you have top on your favorite attacking tech.
LEVEL 1: 15% chance to deal 25 damage and stun an opponent for 2 seconds.
LEVEL 2: 25% chance to deal 25 damage and stun an opponent for 2 seconds.
LEVEL 3: 35% chance to deal 25 damage and stun an opponent for 2 seconds.
FINGER OF DEATH
Instantly kill any unit or building. Doesn't works with heroes.
ULTIMATE: Like... haven't you read what i just wrote?
6.10.- Chaos Orc Units.
Only used (and controlled by the player) on the fourth Orcish Mission, "The
Spirits of Ashenvale" (Episode 3, mission 4), though they make an appearance
later as an enemy on the same episode, in the last mission, "By Demons
be Driven". Save their ridiculous chaos attack type (Even Peons!), their are
mostly regular Orc units. An important Note: Only ORC units, and only ORC
ones, the ones from the ORCISH RACE are Chaos units. Trolls and the such
aren't affected by the storyline curse, and as such, don't change.
Grom isn't included as the only change is the Chaos Damage type. For
information about the regular orcs, go to the appropiate section, the
only exception is their truly unique unit, the Chaos Orc Warlocks
_______________
| |
| CHAOS WARLOCK |
|_______________|
COST: 220 gold, 1 food.
ABILITIES: Warlock Adept Training (Researched at the
Spirit Lodge), Warlock Master Training (Researched at the
Spirit Lodge)
STATS: HP : 360
Attack rating : 21-29
Attack Type : Melee Chaos
Armor : 0
Armor Type : Unarmored
Speed : Slow
Attack Speed : Very Slow
Clasification : Biological
With Firebolt, Unholy Frenzy and Cripple, the Chaos Warlock sports a lot
of good points to use. Use Unholy Frenzy on your heavy units and cripple
the opposition. Firebolt damages and stuns a target. Very powerful
frontline spellcaster.
____________
| |
| CHAOS PEON |
|____________|
COST: 90 gold, 1 food.
ABILITIES: Pillage (researched at the town hall).
STATS: HP : 250
Attack rating : 7-8
Attack Type : Melee Chaos
Armor : 0
Armor Type : Medium
Speed : Slow
Attack Speed : Very Slow
Clasification : Biological
_____________
| |
| CHAOS GRUNT |
|_____________|
COST: 235 gold, 3 food.
ABILITIES: Pillage (researched at the Town Hall), Berserk Strenght
(researched at the Barracks).
STATS: HP : 700
Attack rating : 18-21 / 19-25 / 20-29 / 21-33
Attack Type : Melee Chaos
Armor : 1 / 3 / 5 / 7
Armor Type : Medium
Speed : Average
Attack Speed : Average
Clasification : Biological
__________________
| |
| CHAOS ORC RAIDER |
|__________________|
COST: 210 gold, 40 Lumber, 3 food.
ABILITIES: Esnare (Researched at the Beastiary), Pillage (researched
at the Town Hall).
STATS: HP : 610
Attack rating : 23-27 / 24-32 / 25-37 / 26-42
Attack Type : Melee Chaos
Armor : 0 / 2 / 4 / 6
Armor Type : Light
Speed : Fast
Attack Speed : Average
Clasification : Biological
__________________
| |
| CHAOS KODO BEAST |
|__________________|
COST: 300 gold, 60 lumber, 4 food.
ABILITIES: Drums Aura (Researched at the bestiary).
STATS: HP : 1000
Attack rating : 16 / 20
Attack Type : Ranged Chaos
Armor : 1
Armor Type : Heavy
Speed : Very Slow
Attack Speed : Slow
Clasification : Biological
These are arranged by race and finally the creeps. The Legend, as always:
NAME : (As if it wasn't obvious - just pretend it isn't -, the name of
the spell or ability.)
HOTKEY : (Quick access through keyboard. I've include a list of hotkeys
at the end of this section out of pity for those in the middle of the fray
asking someone reading this guide to find the particular hotkey for *Heal Light*)
COST : (Go ahead and shoot me. Cost of the spell, if any)
EFFECT : (Effect OR effects of the spell or ability)
RESTRICTIONS : (if any kind of unit is immune to it, and the such)
NOTES : (My personal comments on the spell or ability. The only part
which might not mean anything useful.)
As a quick side note, no spell of ability "overrides" another in the
traditional sense of the word. So yes, you can have your 1080 Unholy Frenzied -
Inner Fire'd - Rejuvenating - Bloodlusted - powerhouse of an Abomination turned
into an über sheep with extra armor, movement speed, recovering HPs and
which can stamp with its hoof the fortification of a 21th century tank, if
only the thing could attack.
Life affecting spells (Healing Light, Death Coil, Rejuvenation, Heal) don't
affect mechanical units.
Suicide Units explode when casting almost any spell on them.
I didn't include passive abilities such as the Gyrocopter's Bomb. It's fairly
useless as the stats are either already covered or meaningless. Heros abilities
are only added for the missing stats. Its effects and notes are already covered
in their own section.
NAME : Call to Arms / Back to Work.
HOTKEY : C / W
COST : N/A
EFFECT : Turns all of your peasant in militia and turn them aggressive,
if used from your Town Hall. If used from a Peasant, turns it
into a single aggressive Militia. Last for 45 Seconds.
RESTRICTIONS : None.
NOTES : Remember Peasants will simply cease to work if you do this until
45 seconds have passed, or until you mannually tell them to do so.
It's a huge hit for your economy. Refer the human unit section
for more info.
NAME : Defend.
HOTKEY : D
COST : N/A (Must be researched)
EFFECT : Gives the Footman additional resistance to Piercing type attacks
(rougly 50%) while slowing him down to half his speed.
RESTRICTIONS : None.
NOTES : Useful against NE at the start of the game.
NAME : Dispel Magic.
HOTKEY : D
COST : 75 mana.
EFFECT : Removes all buffs in the area of effect and deals 200 damage to
summoned units.
RESTRICTIONS : Magic Immune Units.
NOTES : Want to develop heavy micro skills? Make a map with 20 maxed
Necromancers in a sea of corpses. Use ten priests to deal with
that, and try to steal alive.
NAME : Flare.
HOTKEY : F
COST : None.
EFFECT : One-shot level one Farsight. Reveals an small area of the map for
a few seconds.
RESTRICTIONS : One shot ability.
NOTES : None.
NAME : Heal.
HOTKEY : E
COST : 4 Mana.
EFFECT : Heal 5 HP to target unit.
RESTRICTIONS : Enemies.
NOTES : Contrary to what you might think, it does work on undead allies.
Autocast.
NAME : Inner Fire.
HOTKEY : F
COST : 35 Mana.
EFFECT : Temporary boost of 5 aditional armor and damage.
RESTRICTIONS : Enemies, Magic Immune units.
NOTES : 5 aditional damage added to the damage roll. Autocast.
NAME : Polymorph.
HOTKEY : O
COST : 220 Mana.
EFFECT : Turns the enemies into a sheep. Flying units will be turned
into *flying* sheeps. Sheeps can't attack, but they can be
controlled and they retain HP levels (other values are lost).
The conversion last for a while, after that time, the sheep
will transform into the real unit.
RESTRICTIONS : Magic Immune units, allies, self, heroes.
NOTES : It can be dispelled.
NAME : Invisibility.
HOTKEY : I
COST : 50 Mana.
EFFECT : Turns the target invisible. It cannot be targeted except by
units with Truesight. It gets out of the invisible state when
it performs any unit save moving.
RESTRICTIONS : Enemies, Magic Immune units.
NOTES : As far as I know, this one *cannot* be dispelled.
NAME : Slow.
HOTKEY : W
COST : 40 Mana.
EFFECT : Cuts the target's movement and attack speed by half.
RESTRICTIONS : Magic Immune Units, Allies, self.
NOTES : Most Annoying Spell In The Game, ladies and gentleman.
Autocast.
NAME : Avatar.
HOTKEY : V
COST : 150 Mana.
EFFECT : Turns the Mountain King into the Avatar.
RESTRICTIONS : None.
NOTES : Refer to the human heroes section for more info.
NAME : Blizzard.
HOTKEY : B
COST : 75 Mana.
EFFECT : Calls down waves of ice shards.
RESTRICTIONS : None.
NOTES : Refer to the human heroes section for more info.
NAME : Divine Shield.
HOTKEY : D
COST : 25 Mana.
EFFECT : Turns the Paladin Invulnerable for a certain ammount
of time.
RESTRICTIONS : None.
NOTES : Refer to the human heroes section for more info.
NAME : Holy Light.
HOTKEY : T
COST : 75 Mana.
EFFECT : Heals a certain ammount of HP to living targets.
Deals half that damage to undead targets.
RESTRICTIONS : Magic Immune units, Buildings.
NOTES : Refer to the human heroes section for more info.
NAME : Mass Teleport.
HOTKEY : T
COST : 100 Mana.
EFFECT : Transports 24 ground units, including the caster
to a friendly unit.
RESTRICTIONS : None.
NOTES : Refer to the human heroes section for more info.
NAME : Resurrection.
HOTKEY : R
COST : 200 Mana.
EFFECT : Return 6 of your dead units back to life.
RESTRICTIONS : Must be cast amongst friendly corpses.
NOTES : Refer to the human heroes section for more info.
NAME : Storm Bolt.
HOTKEY : T
COST : 75 Mana.
EFFECT : Hits for a certain ammount of damage, stunning the
target for a few seconds.
RESTRICTIONS : Magic Immune units, buildings.
NOTES : Refer to the human heroes section for more info.
NAME : Summon Water Elemental.
HOTKEY : W
COST : 125 Mana.
EFFECT : Summons a Water Elemental (duh).
RESTRICTIONS : None.
NOTES : Refer to the human heroes and units sections for more
info.
NAME : Thunderclap.
HOTKEY : C
COST : 90 Mana.
EFFECT : Deals damage around the caster, slowing down units in the
process.
RESTRICTIONS : None.
NOTES : Refer to the human heroes section for more info.
ORC SPELLS AND ABILITIES:
NAME : Battle Stations / Stand Down.
HOTKEY : B / D
COST : None.
EFFECT : Peons will run to the nearest Burrow and take up on
fighting positions until cancelled.
RESTRICTIONS : None.
NOTES : As with Call to Arms, this will cease production, but it
will also make your burrows a likely target. Beware.
NAME : Bloodlust
HOTKEY : B
COST : 50 Mana.
EFFECT : Raises attack speed and power by 40%
RESTRICTIONS : Enemies, Magic Immune units.
NOTES : What are you doing here not casting it? Best support
spell in the game. Autocast.
NAME : Devour.
HOTKEY : D
COST : None.
EFFECT : The caster will swallow the victim whole, slowly killing
it while it's still inside, neutralized. The victim will
come out if the caster is killing.
RESTRICTIONS : Allies.
NOTES : Very effective, but very difficult to use.
NAME : Ensnare.
HOTKEY : E
COST : None.
EFFECT : Immobilizes the target. If cast on a flying unit, it will
come down and can be attacked by ground attacks.
RESTRICTIONS : None.
NOTES : Remember it can be used on ground target as well.
NAME : Healing Ward.
HOTKEY : E
COST : 200 mana.
EFFECT : Places a 15 HP ward which heals allies around it.
RESTRICTIONS : None.
NOTES : The Ward itself is destructible. Feel free to slam them.
NAME : Lightning Shield.
HOTKEY : L
COST : 100 Mana.
EFFECT : Places a shield of electricity around the target, dealing
damage to all units around it, friend or foe.
RESTRICTIONS : Magic Immune units, Flying Units.
NOTES : In WC II, this spell actually existed. It was called
Flame Shield, and was cast by human mages.
NAME : Purgue.
HOTKEY : G
COST : 75
EFFECT : Dispells all buff and debuff in target unit, and slows it
down dramatically for a few seconds.
RESTRICTIONS : Magic Immune Units.
NOTES : The slow part is actually more important than the dispell
one. Remember it.
NAME : Sentry Ward.
HOTKEY : W
COST : 50 Mana.
EFFECT : Places an invisible 15 HP ward with true sight.
RESTRICTIONS : None.
NOTES : You can destroy them as well, if you can see them.
NAME : Stasis Trap.
HOTKEY : T
COST : 100 Mana.
EFFECT : Places an invisible trap which paralyzes the victims. No
longer triggered by the own units, but it is triggered by
allies.
RESTRICTIONS : None.
NOTES : Destructible... but good luck trying.
NAME : Bladestorm.
HOTKEY : B
COST : 250 Mana.
EFFECT : The caster becomes a whirlwing cyclone, dealing damage per
second to nearby units.
RESTRICTIONS : None.
NOTES : Refer to the orc heroes for more info.
NAME : Chain Lightning.
HOTKEY : C
COST : 120 Mana.
EFFECT : Deals damage jumping from the target a certain ammount of
times to nearby enemies.
RESTRICTIONS : Magic Immune units, Allies.
NOTES : Refer to the orc heroes for more info.
NAME : Earthquake.
HOTKEY : E
COST : 150 Mana.
EFFECT : Damages buildings and slows down units on the area of
effect.
RESTRICTIONS : None.
NOTES : Refer to the orc heroes for more info.
NAME : Farsight.
HOTKEY : F
COST : 75 / 60 / 50 (level 1 / 2 / 3)
EFFECT : Reveals a portion of the map.
RESTRICTIONS : None.
NOTES : Refer to the orc heroes for more info.
NAME : Feral Spirit.
HOTKEY : T
COST : 100 Mana.
EFFECT : Summons two wolves, depending on the level of the spell.
RESTRICTIONS : None.
NOTES : Refer to the orc heroes for more info.
NAME : Mirror Image.
HOTKEY : R
COST : 150 Mana.
EFFECT : Creates one, two or three illusions of the caster,
dispelling spells. The Illusions don't deal damage,
and take full damage for all spells and attacks.
RESTRICTIONS : None.
NOTES : Refer to the orc heroes for more info.
NAME : Shockwave.
HOTKEY : W
COST : 100 Mana.
EFFECT : Deals damage in a line.
RESTRICTIONS : Magic immune units, flying units.
NOTES : Refer to the orc heroes for more info. Magic immune
units caught in the damage line won't get any damage.
NAME : War Stomp.
HOTKEY : T
COST : 90 Mana.
EFFECT : Deals damage around the caster, stunning the enemies
caught in the area of effect.
RESTRICTIONS : None.
NOTES : Refer to the orc heroes for more info.
NAME : Wind Walk.
HOTKEY : W
COST : 75 Mana.
EFFECT : Turns the caster invisible and faster. If the caster
attacks out of invisibility, it will deal extra damage.
RESTRICTIONS : None.
NOTES : Refer to the orc heroes for more info.
UNDEAD ABILITIES AND SPELLS:
NAME : Anti-Magic Shell
HOTKEY : N
COST : 50 Mana.
EFFECT : The target becomes immune to magic attacks or effects.
RESTRICTIONS : Enemies.
NOTES : Specially useful to deal with some channeling spells
such as Death and Decay. Very powerful.
NAME : Cannibalize
HOTKEY : C
COST : None. (Must be researched)
EFFECT : Consumes a nearby corpse to recover 10 HP per second.
RESTRICTIONS : N/A
NOTES : Not at useful as it seems. Only use when creeping.
NAME : Cripple
HOTKEY : C
COST : 175
EFFECT : Reduces Movement speed by 60 %, attack speed by 60%,
and Attack by 30%.
RESTRICTIONS : Mechanical, allies, Magic Immune units.
NOTES : Most powerful non-hero spell in the game, and even
ranks up there with most of them.
NAME : Curse
HOTKEY : C
COST : 40 Mana.
EFFECT : Causes 30% of the target's attack to miss for 45 seconds.
RESTRICTIONS : Magic immune units.
NOTES : Autocast.
NAME : Possession
HOTKEY : O
COST : 250 Mana.
EFFECT : Exchanges the Banshee's life for the control of target unit.
RESTRICTIONS : Level 6 or more creeps, allies, heroes, magic *resistant*
units as of 1.10
NOTES : Magic Resistance qualifies as units such as the Doom Guard
which have "Resistant skill" in the Frozen Throne. Such
units are rare, and the Doom Guard is the *only* non immune
to magic unit in ROC with that particularity.
NAME : Raise Dead
HOTKEY : R
COST : 75 Mana.
EFFECT : Raises two skeletons from a dead body.
RESTRICTIONS : None.
NOTES : Only 25 skeletons are allowed on screen. If any more are created,
the older ones will be destroyed.
NAME : Unholy Frenzy
HOTKEY : U
COST : 50 Mana.
EFFECT : Increases the Attack rate of the unit by 40%, but drains HP per
second.
RESTRICTIONS : Enemies. Magic immune units.
NOTES : Powerful stuff. Apply to big units such as Abominations or
Frost Wyrms.
NAME : Web
HOTKEY : W
COST : None. (Must be Researched)
EFFECT : Traps an air unit to the ground.
RESTRICTIONS : None.
NOTES : This only immobilizes the unit. It can still fight back.
NAME : Animate Dead
HOTKEY : D
COST : 250 Mana.
EFFECT : Raises six units from the dead among enemies and allies.
Such units are invulnerable. Last for 45 seconds.
RESTRICTIONS : Air Units (duh.)
NOTES : The units are dispellable. And annoying. Check the
undead heroes section for more info.
NAME : Carrion Swarm.
HOTKEY : C
COST : 110 Mana.
EFFECT : Deals damage to units caught in the line of effect.
RESTRICTIONS : Magic Immune units, Wards.
NOTES : The damage cone is slightly bigger than it seems.
Refer to the undead heroes section for more info.
NAME : Dark Ritual
HOTKEY : R
COST : 25 Mana.
EFFECT : Turns a friendly unit into mana.
RESTRICTIONS : Allies.
NOTES : Refer to the undead heroes section for more info.
NAME : Death And Decay
HOTKEY : D
COST : 250 Mana.
EFFECT : Deals 4% per second of max HP of the units caught.
RESTRICTIONS : None.
NOTES : Refer to the undead heroes section for more info.
NAME : Death Coil
HOTKEY : C
COST : 75 Mana.
EFFECT : Deals damage to living units, heals undead units.
RESTRICTIONS : Mechanical, Magic immune units.
NOTES : Refer to the undead heroes section for more info.
NAME : Death Pact
HOTKEY : E
COST : 50 Mana
EFFECT : Turns a friendly unit into HP for the caster.
RESTRICTIONS : Enemies.
NOTES : Refer to the undead heroes section for more info.
NAME : Frost Nova
HOTKEY : N
COST : 125 Mana.
EFFECT : Deals damage to the target and surrounding units,
slowing them down for 5 seconds.
RESTRICTIONS : Allies, Magic Immune units.
NOTES : Best spell in the game. Refer to the undead section
for more info.
NAME : Frost Armor
HOTKEY : F
COST : 40 Mana.
EFFECT : Gives the target additional armor, and any melee enemies
attacking the target will be slowed down for 5 seconds.
RESTRICTIONS : Enemies, Magic Immune units.
NOTES : Refer to the undead heroes section for more info.
NAME : Inferno
HOTKEY : N
COST : 175 Mana.
EFFECT : Summons an Infernal, damaging and stunning units caught in
the area of effect.
RESTRICTIONS : None.
NOTES : Funnily enough, despite the Dreadlord being my least favorite
hero alongside the Keeper of the Groove, this is the spell
that made me bought the game. Refer to the undead heroes
section for more info.
NAME : Sleep
HOTKEY : E
COST : 100 / 75 / 50 Mana.
EFFECT : Puts target unit to sleep. Only time or a hit will wake it up.
RESTRICTIONS : Allies, Magic immune units.
NOTES : The target it's invulnerable for a second after the spell hits.
Refer to the undead heroes section for more info.
NIGHT ELVES SPELL AND ABILITIES:
NOTE: Both Druids turn back to their original forms with the same
key as they turned into animals.
NAME : Abolish Magic
HOTKEY : B
COST : 50 Mana.
EFFECT : Dispells buffs from enemies, debuffs from allies and
deals 180 damage to summoned units.
RESTRICTIONS : None.
NOTES : Autocast. For some reason, though it does affect infernals,
it's not cast automatically on them.
NAME : Bear Form
HOTKEY : F
COST : 25 Mana.
EFFECT : Turns the caster into a bear, gaining HP, attack power,
and quicker HP regeneration, but losing MP regeneration
speed. It's also a bit slower.
RESTRICTIONS : None.
NOTES : The Druid of the Claw can't cast spells while on Bear Form.
NAME : Cyclone
HOTKEY : C
COST : 150 Mana
EFFECT : Removes target enemy from battle.
RESTRICTIONS : Mechanical, allies, magic immune.
NOTES : None.
NAME : Detonate
HOTKEY : D
COST : None.
EFFECT : Sacrifices the Wisp, dispelling all magic effects and draining
all MP from units in the area.
RESTRICTIONS : None.
NOTES : Powerful defensive tactic against harrasing Archmages.
NAME : Eat Tree
HOTKEY : E
COST : None.
EFFECT : Eat target tree to recover 150 HP.
RESTRICTIONS : None.
NOTES : As of 1.10, the recovery is gradual.
NAME : Entangle Gold Mine.
HOTKEY : G
COST : None.
EFFECT : Entangles gold mine, to allow Wisp to mine gold.
RESTRICTIONS : The Ancient must be nearby the Mine.
NOTES : The entangled Gold Mine is a new building. Destroying
it will destroy the link, and you will have to entangle
it again to mine gold out of it.
NAME : Faerie Fire
HOTKEY : R
COST : 35 Mana.
EFFECT : Downgrades the target's armor by 5, and gives vision of
the unit for 45 seconds.
RESTRICTIONS : Magic Immune units, allies.
NOTES : Use on big, bulky units or heroes.
NAME : Mount Hypogriph / Pick up Archer.
HOTKEY : U
COST : None.
EFFECT : Mounts an Archer in the Hypgryph.
RESTRICTIONS : None.
NOTES : This link cannot be undone.
NAME : Rejuvenation
HOTKEY : E
COST : 125 Mana.
EFFECT : Heals 500 HP over 30 seconds.
RESTRICTIONS : Mechanical units. enemies.
NOTES : None.
NAME : Replenish Mana and Health
HOTKEY : R
COST : 1 Mana
EFFECT : Heals 2 HP and .5 Mana per MP spent.
RESTRICTIONS : None.
NOTES : None.
NAME : Roar
HOTKEY : R
COST : 100
EFFECT : Adds a 30 % damage bonus for 45 seconds.
RESTRICTIONS : None.
NOTES : Much better on TFT, where the DotC can use it while
on bear form.
NAME : Uproot / Root
HOTKEY : R
COST : None.
EFFECT : Turns the Ancient into a unit / into a building.
RESTRICTIONS : None.
NOTES : When uprooted, Ancients barely have Medium Armor.
Be Careful.
NAME : Sentinel
HOTKEY : E
COST : None. (must be researched)
EFFECT : Sends an owl with true sight to watch over an
area on an tree.
RESTRICTIONS : Only on Tree.
NOTES : The Sentinel can be dispelled attacking the Tree
it is on. One shot ability.
NAME : Shadow Meld
HOTKEY : L
COST : None.
EFFECT : Turns the Sentinel invisible at night, as long
as it remains immobile.
RESTRICTIONS : Only at night.
NOTES : All female Night Elves have this ability. Curiously.
in TFT, the Dark Ranger doesn't.
NAME : Storm Crow Form.
HOTKEY : F
COST : 50 Mana.
EFFECT : Turns the unit into a Storm Crow, gaining a better
air attack, and making it a flying unit.
RESTRICTIONS : None.
NOTES : Very powerful anti-air unit. The Druid can't cast
spells while on this form.
NAME : Entangling Roots
HOTKEY : E
COST : 75 Mana.
EFFECT : Immobilizes and deals damage to target unit.
RESTRICTIONS : Allies, Magic Immune.
NOTES : As of 1.10, it also disrupts channeling spells.
Refer to the Night Elves heroes section for more info.
NAME : Force of Nature
HOTKEY : F
COST : 125 Mana.
EFFECT : Turns target cluster of trees into Treants.
RESTRICTIONS : Must be cast on Trees.
NOTES : Refer to the Night Elves heroes section for more info.
NAME : Immolation
HOTKEY : L
COST : 25 to turn on, and drains mana per second.
EFFECT : Any enemy unit touching the caster will be burnt
per second.
RESTRICTIONS : None.
NOTES : Refer to the Night Elves heroes section for more info.
NAME : Mana Burn
HOTKEY : B
COST : 50 Mana.
EFFECT : Burns away the target's Mana pool, dealing equal
damage to the target.
RESTRICTIONS : Magic Immune units, Mana Burn wielders.
NOTES : Refer to the Night Elves heroes section for more info.
NAME : Metamorphosis
HOTKEY : T
COST : 150 Mana.
EFFECT : Turns the caster into a demon, gaining ranged chaos
damage, and bonus damages, armor and HP.
RESTRICTIONS : None.
NOTES : Refer to the Night Elves heroes section for more info.
NAME : Scout
HOTKEY : C
COST : 100 / 75 / 50
EFFECT : Summons an invincible, true sighted, flying scout.
RESTRICTIONS : None.
NOTES : Refer to the Night Elves heroes section for more info.
NAME : Searing Arrows
HOTKEY : R
COST : 8 Mana.
EFFECT : Deals extra damage per shot.
RESTRICTIONS : Magic immune units.
NOTES : Autocast. Refer to the Night Elves heroes section for more
info.
NAME : Starfall
HOTKEY : F
COST : 200 Mana.
EFFECT : Deals damage to all enemy units around the PotM. Last for
45 seconds.
RESTRICTIONS : None.
NOTES : Refer to the Night Elves heroes section for more info.
NAME : Tranquility
HOTKEY : T
COST : 125 Mana.
EFFECT : Heals surrounding allies units around the KotG. Lasts for
45 seconds.
RESTRICTIONS : None.
NOTES : Refer to the Night Elves heroes Section for more Info.
It would be a lesson of pain to include the stats of each and every single
creep in the game, so I will add the groups of each creep, the tileset
they are on and a general description. Stats might be added in time, but
don't count on it: There are 159 different creeps in the game.
__________________________________________________________________
| |
| CLASIFICATION OF THE CREEP (name of the creep(level) |
|__________________________________________________________________|
DESCRIPTION: Description of the creep. Despite being classified as
something, some creeps might have a vastly different look from the
rest of its peers.
TILESET: Where are they found commonly through the game.
NOTES: Any differences or notes regarding the creeps, abilities they might
have. All abilities are level 1 unless noted.
DESCRIPTION: Humans using leather armor. The Bandit Lord is a Knight
with a different skin.
TILESET: Any.
NOTES: Shadowmeld. The Brigand is a ranged unit. The Assassin has
evenomed spears. The Enforcer has Evasion (level 1). The Bandit Lord
has Devotion Aura (level 1) and can cast Divine Shield (level 1).
DESCRIPTION: Men with a horse body, armed with spears or axes.
TILESET: Kalimdor.
NOTES: The Archer, the Impaler and the Sorcerer are ranged units. The Impaler
has searing arrows. The Sorcerer has Abolish Magic and Bloodlust (!). The
Khan has Warstomp, Endurance Aura and Reincarnation.
* Trolls come in three varieties, DARK TROLLS, FOREST TROLLS and ICE TROLLS.
They are all identical in stats. There is a fourth kind of troll, the JUNGLE
TROLL, but they are the one allied with the horde and it's only applicable
to the storyline.
** Dark Trolls, Forest Trolls and Ice Trolls are level 1.
DESCRIPTION: Colored humanoid with big teeth, wielding axes and thongs.
TILESET: Any (Ice Trolls in cold places only)
NOTES: Both Priests can cast heal. Trapper has Ensnare. High Priest can cast
Sleep. Warlord has Trueshot Aura (level 1).
* Dragons come in five varieties, BLACK, RED, BLUE, GREEN and BRONZE. They
are all identical in stats.
DESCRIPTION: Flying Lizards.
TILESET: Any
NOTES: Flies. Dragons have devour. In previous versions, Dragons were
immune to magic- changed with the release of TFT due to spellcasters getting
magic damage type.
DESCRIPTION: Dark colored Treants.
TILESET: Any.
NOTES: Poison has envenomed attacks. Plague has Disease Aura. Poison and
Plague have Entangling Roots.
DESCRIPTION: Funny looking bipedal bears.
TILESET: Forest.
NOTES: Shaman and Elder Shaman are ranged units with Rejuvenation. Elder
Shaman can cast Lightning Shield. Ursa Warrior has Command Aura and Warstomp.
DESCRIPTION: Uhh... Spiders?
TILESET: Any.
NOTES: Spitting spider and Brood Mother have evenomed attacks. Giant Spider
and Brood Mother can cast Ensnare. When the Brood Mother Dies, two Spiders
will be spawned. In the Campaign Mode, you can often find spider eggs nearby
these creeps. Destroying them will net you either Items, Spiders, or nothing.
DESCRIPTION: Weredogs armed with morning stars.
TILESET: Lordaeron.
NOTES: The Poacher, the Warden and the Assassin are ranged units. The Assasin
has evenomed bolts. The Warden can cast Purge. The overseer has Command Aura.
_________________________________________________________________________
| |
| GOLEM (Mud (2), Rock (6), Granite (9), Battle (3), War (6), Siege (9)) |
|_________________________________________________________________________|
DESCRIPTION: Rock humanoids (rock, granite, mud), walking armors (battle,
war, siege).
TILESET: Any.
NOTES: Immune to Spells. The Mud Golem can cast slow. Rock, Granite, Battle,
War and Siege can hurl boulders at enemies (slowing them). Grainite Golem
can cast Slam.
DESCRIPTION: Flying female humanoids.
TILESET: Kalimdor.
NOTES: Flying units. Windwitch can cast Faerie Fire and Abolish Magic.
The Stormhag can cast curse and Slow. The Queen can cast Rejuvenation and
Cyclone.
DESCRIPTION: Slightly bigger acolytes.
TILESET: Any.
NOTES: Ranged Unit. The Deceiver can cast Curse. The Heretic can cast Raise
Dead and Carrion Swarm.
DESCRIPTION: Bipedal rats.
TILESET: Caves.
NOTES: The Geomancer is a ranged unit. Can cast Slow and Abolish Magic. The
Tunneler and Taskmaster have Bash. The Taskmaster has Command Aura.
DESCRIPTION: Big Dinasaurs.
TILESET: Any.
NOTES: The Lightning Lizard can cast Purgue. The Thunder Lizard can cast
Slam. The Storm Wyrm can cast Lightning Shield and Chain Lightning and
has Devour. Ranged Units.
DESCRIPTION: Priests or Archmage skin swamps.
TILESET: Any!
NOTES: Ranged Units. The Rogue can cast Frost Armor. The Renegade can cast
Purgue and Lightning Shield. Dark has Brilliance aura, Raise Dead and
Polymorph.
DESCRIPTION: Walking fishes.
TILESET: Any.
NOTES: Huntsman can cast Ensnare. Plaguebearer has Disease Aura. Fleseater
has Canibalize. Nightcrawler has Evenomed Spears and Shadowmeld. Mutant
can cast Cripple.
DESCRIPTION: Priests or Archmage skin swamps.
TILESET: Northtrend.
NOTES: Ranged Units. The Rogue can cast Frost Armor. The Renegade can cast
Purgue and Lightning Shield. Dark has Brilliance aura, Raise Dead and
Polymorph.
DESCRIPTION: Werepigs.
TILESET: Kalimdor.
NOTES: The Quillboar and the Hunter are ranged units. The Hunter has Evasion.
The Medicine Man can cast Healing Ward and Feral Spirit. The Chieftain has
Thorns Aura and Boulders.
DESCRIPTION: Floating armors.
TILESET: Any.
NOTES: Fire has Immolation. Frost can cast Blizzard. Lightning can cast Chain
Lightning and Purgue. Ice has Vampiric Aura and Frost nova. Death can cast
Raise dead, Animate Dead and Death Coil.
DESCRIPTION: Red Dinosaurs.
TILESET: Any.
NOTES: Ranged units. The Level 5 Salamander has Immolation and Firebolt.
The Vizier has Abolish Magic, Manaburn and Bloodlust. The Lord has Immolation,
Rain of Fire and can Devour.
DESCRIPTION: Huge brown humanoid monsters.
TILESET: Any.
NOTES: Elder has Bash and Force of Nature. Oracle has Roar and Rejuvenation.
Ancient has Slam, Force of Nature and Reincarnation.
DESCRIPTION: Brown humanoids with horns.
TILESET: Any.
NOTES: Trickster and Shadowdancer are ranged units. Shadowdancer has Shadow
Meld and Curse. Trickster has Purgue. Soulstealer has Manaburn and Raise
Dead. Hellcaller has Unholy Aura and Animate Dead.
DESCRIPTION: Huge White humanoid monsters.
TILESET: Northtrend.
NOTES: Elder has Bash. Shaman has Roar and Rejuvenation. Ancient has Bash,
Warstomp and Reincarnation.
_________________________________________________________________________
| |
| WOLF (Frost (2), Timber (2), Giant (4), Giant Frost (4), Dire Frost (6),|
| Dire (6) )) |
|_________________________________________________________________________|
DESCRIPTION: Big Doggies.
TILESET: Timber Wolves class in Azeroth. Frost in Northtrend. As if it
wasn't painfully obvious.
NOTES: Giant and Giant Frost have Critical Strike. Dire have Critical strike
and Roar.
DESCRIPTION: Skeletons
TILESET: Any.
NOTES: Burning has Searing Arrows. Marksman has Cold Arrows. All except the
Giant are ranged units.
*BURNING LEGION UNIT*
8.2.- Neutral Buildings.
All neutral buildings are invulnerable and have around 10,000 HP which
means that you can't actually see their hit points in their stat portrait.
MERCENARY CAMP: As the name suggest, you hire mercenaries here. Some of
them are quite powerful, like the Ogre Mauler, but it really depends on
what's there to hire. One of my favorite mercenaries, for example, is
the Dark Troll Warlord, which is a huge and powerful ranged unit with
Trueshot aura. The Ogre-Magi are also very powerful. One advantage is
that they are there always available while supplies lasts, and they
appear at the second you pay. Watch your food limit when hiring.
Check the Creeps and Mercenaries section for some info about them.
GOBLIN MERCHANT: Here you can buy some items for your heroes, like potions
and the such. Great part of the strategy can be formed here, via potions
and scrolls of town portal.
_______________________________
| | |
| ITEM | Gold |
|-------------------------------|
| Potion of Invisibility | 100 |
| Potion of Healing | 150 |
| Potion of Mana | 200 |
| Scroll of Healing | 250 |
| Scroll of Protection | 200 |
| Scroll of Town Portal | 350 |
| Gem of True Seeing | 200 |
| Wand of Negation | 200 |
|________________________|______|
GOBLIN LABORATORY: Another goblin place, where you can hire Goblin
Sappers, Goblin Shredders, Goblin Zeppelins and reveal small portions
of the map for some money.
_______________________________________________
| | | | |
| ARTICLE | Gold | Lumber | Food |
|-----------------------------------------------|
| Goblin Sapper | 250 | 100 | 2 |
| Goblin Zeppelin | 280 | 60 | - |
| Goblin Shredder | 440 | 100 | 4 |
| Reveal | 50 | - | - |
|________________________|______|________|______|
DRAGON ROOST: You can hire Dragon Whelps, Dragons and Drakes here. Of course,
good luck finding one of these ^_^.
_______________________________________________
| | | | |
| UNIT | Gold | Lumber | Food |
|-----------------------------------------------|
| Dragon Whelp | 200 | 60 | 2 |
| Drake | 340 | 80 | 5 |
| Dragon | 700 | 200 | 8 |
|________________________|______|________|______|
IMPORTANT: This section is HUGE. Use ctrl+f to searc for the item you need info
about. I used the map editor to compile this section. That's the hardest copy
you can find about them because, well, that's hardcoded. Inconsistencies have
been reported. Feel free to ask about them.
Item's level range from 1 to 8. No longer do level 10 item exist.
CHARGED: Item which comes with several useage. When it runs out, it dissapears.
That number of useages are denoted by a little number on the icon.
ARTIFACT: Level 7 or higher items. Difficult to find.
MISCELLANOUS ITEM: Dropped at random by critters.
POWER UP ITEM: Permanent power up. As of 1.10, they act immediatly when picking
them up. Previously, they went into the inventory, and they had to be used
manually to provide the Power up.
NOTE: All items have 75 HP, light armor type. You can destroy them, which in
fact is a good idea if you're not gonna use the item and don't want the enemy
casting multiple instant lightning shields on your units (For some reason
that particular item - not the spell - seems to work wonderfully for everyone
but me).
NOTE: Items which provide an aura do not stack (do not add) to an aura or
passive ability already had by the hero. They all work at level 1.
NOTE II: I had some trouble separating the items from the expansion pack, and
as such, some item might have been mistakenly labeled as such. Any corrections
would be appreciated. I also cannot understand the difference between the
regular level of the item and the 'unclassified' level. As always, feel free
to help.
NOTE ABOUT THE ORBS: These items are erratic on their info. Any comments will
be very appreciated, especially about their level and price. All the orbs
were changed when The Frozen Throne was released (added ranged attack against
air, as well as adding an Orb of corruption, Slow and Venom), and I guess some
changes were made for The Reign of Chaos as well.
NOTE III: I couldn't find any hard info about the potion of speed or the potion
of greater invisibility. Another cry for help.
NOTE IV: I did not included the flags for each race, as they are just used for
special scenarios and don't have any particular use or history behind them.
LEGEND:
NAME OF THE ITEM : Brief Description of the item.
TYPE : Type of the item, mostly for map builders.
LEVEL : level of the item.
COST : Cost of the item. Mostly based on the level itself.
NOTES : Any special notes, particular classification.
CLAWS OF ATTACK : Adds the specified number to the attack of
+(3-6-9-12-15) the hero.
TYPE : Item Damage Bonus
LEVEL : 0 - 2 - 3 - 5 - 7
COST : 50 gold - 100 gold - 400 gold - 600 gold - 800 gold
NOTES : The +15 item is considered an artifact. The +3 item is
a miscellaneous item.
RING OF PROTECTION : Adds the specified ammount of armor to the hero.
+(1-2-3-4-5)
TYPE : Item Armor Bonus
LEVEL : 0 -2 - 3 - 6 - 8
COST : 50 gold - 150 gold - 400 gold - 500 gold - 1000 gold
NOTES : The +1 item is a miscellaneous item. The +5 is
considered an artifact.
ALLERIA'S FLUTE OF : Gives the hero a Trueshot Aura.
ACCURACCY
TYPE : Trueshot Aura
LEVEL : 4
COST : 400 gold
NOTES : Alleria was a elvish Ranger who played a big part in the
Warcraft II Expansion: Beyond the Dark Portal.
ANCIENT JANGOO OF : Gives the hero an Endurance Aura.
ENDURANCE
TYPE : Endurance Aura
LEVEL : 5
COST : 500 gold
NOTES : N/A
BELT OF GIANT : Adds +6 to the hero's strenght.
STRENGHT +6
TYPE : Item hero stat bonus
LEVEL : 4
COST : 500 gold
NOTES : N/A
BOOTS OF QUEL'TALAS: Adds +6 to the hero's agility.
+6
TYPE : Item hero stat bonus
LEVEL : 4
COST : 500 gold
NOTES : N/A
BOOTS OF SPEED : Increases the movement speed of the hero.
TYPE : Item move speed bonus
LEVEL : 2
COST : 150 gold
NOTES : +33% movement speed.
CIRCLET OF : Adds +2 to all stats.
NOBILITY
TYPE : Item hero stat bonus
LEVEL : 2
COST : 175 gold
NOTES : N/A
CLOAK OF FLAMES : Gives the hero permanent level 1 immolation.
TYPE : Item immolation.
LEVEL : 5
COST : 600 gold
NOTES : N/A
CLOAK OF SHADOWS : Gives the hero the ability to shadowmeld.
TYPE : Shadowmeld
LEVEL : 1
COST : 100 gold
NOTES : Obviously, that only works at night. As if it wasn't
painfully obvious.
CRYSTAL BALL : Free Farsight, level 1.
TYPE : Item Area Detection
LEVEL : 5
COST : 500 gold
NOTES : Charged. Comes with three charges.
GAUNTLETS OF OGRE : Adds +3 to the hero's strenght.
STRENGHT +3
TYPE : Item hero stat bonus
LEVEL : 1
COST : 100 gold
NOTES : N/A
GLOVES OF HASTE : Adds +33% to the hero's attack speed.
TYPE : Item attack speed bonus
LEVEL : 2
COST : 100 gold
NOTES : N/A
HELM OF VALOR : Adds +4 to strenght and agility of the hero.
TYPE : Item hero stat bonus
LEVEL : 5
COST : 500 gold
NOTES : N/A
HOOD OF CUNNING : Adds +4 to the hero's agility and itelligence.
TYPE : Item hero stat bonus
LEVEL : 5
COST : 500 gold
NOTES : N/A
KHADGAR'S PIPE OF : Gives the hero a Brilliance Aura.
INSIGHT
TYPE : Brilliance Aura
LEVEL : 5
COST : 500 gold
NOTES : Khadgar was a mage, pupil to Medivh, who was the one
responsible to destroy the first Dark Portal.
LEGION DOOM HORN : Gives the hero an Unholy Aura
TYPE : Unholy Aura
LEVEL : 4
COST : 400 gold
NOTES : N/A
MANTLE OF :Adds +3 to the hero's intelligence.
INTELLIGENCE
TYPE : Item hero stat bonus
LEVEL : 1
COST : 100 gold
NOTES : N/A
MEDALLION OF : Adds +4 to the hero's strenght and intelligence.
COURAGE
TYPE : Item hero stat bonus
LEVEL : 5
COST : 500 gold
NOTES : N/A
PENDANT OF ENERGY : Adds +150 to the hero's Mana pool.
TYPE : Item mana bonus
LEVEL : 3
COST : 400 gold
NOTES : N/A
PENDANT OF MANA : Adds +300 to the hero's Mana pool.
TYPE : Item mana bonus
LEVEL : 6
COST : 500 gold
NOTES : N/A
PERIAPT OF VITALITY: Adds +300 to the hero's Max HP.
TYPE : Item life bonus
LEVEL : 3
COST : 350 gold
NOTES : N/A
RING OF : Makes the hero regenerate 2 extra HP/second.
REGENERATION
TYPE : Item life regeneration
LEVEL : 3
COST : 200 gold
NOTES : Calculated after regular regeneration.
ROBE OF THE MAGI +6: Adds +6 to the hero's itelligence.
TYPE : Item hero stat bonus
LEVEL : 4
COST : 500 gold
NOTES : N/A
RUNE BRACERS : Adds +33% to the hero's magic resistance.
TYPE : Spell damage reduction
LEVEL : 4
COST : 400 gold
NOTES : N/A
SCOURGE BONE CHIMES: Gives the hero a Vampiric Aura.
TYPE : Vampiric Aura
LEVEL : 4
COST : 450 gold
NOTES : N/A
SLIPPERS OF AGILITY: Adds +3 to the hero's agility.
+3
TYPE : Item hero stat bonus
LEVEL : 1
COST : 100 gold
NOTES : Anybody remembers the spiderman's cartoon theme
song? Hell was is difficult to sing.
SOBI MASK : Makes the hero regenerate 2 extra MP/second.
TYPE : Item mana regeneration
LEVEL : 4
COST : 400 gold
NOTES : Calculated after regular regeneration.
TALISMAN OF EVASION: Gives the hero Evasion.
TYPE : Evasion
LEVEL : 5
COST : 500 gold
NOTES : N/A
THE LION HORN OF : Gives the hero a Devotion Aura.
STORMWIND
TYPE : Devotion Aura
LEVEL : 4
COST : 400 gold
NOTES : N/A
AMULET OF THE WILD : Summons a Furbolg Warrior.
TYPE : Summon item
LEVEL : 6
COST : 750 gold
NOTES : Charged item. Summons a Ursa Warrior.
ANKH OF : One-shot resurrection on the hero carrying it.
REINCARNATION
TYPE : Item Reincarnation
LEVEL : 5
COST : 800 gold
NOTES : Charged item. Summons a Ursa Warrior.
BOOK OF THE DEAD : Summons four skeletons warrior and four archers.
TYPE : Summon item
LEVEL : 4
COST : 450 gold
NOTES : Charged item. Curiously, the "Book of the Dead" is
one of many translations of the fabled black magic
book, the Necronomicon.
HEALING WARD : Summons a Healing Ward.
TYPE : Summon item
LEVEL : 5
COST : 600 gold
NOTES : Charged item. Same as the Witch Doctor's.
HEALTH STONE : Increases life regeneration by 2 HP/second. Can be
consumed for 300 HP.
TYPE : Item healing
LEVEL : 4
COST : 450 gold
NOTES : Charged item.
INFERNO STONE : Summons an infernal.
TYPE : Summon item
LEVEL : 6
COST : 750 gold
NOTES : Charged item. Emulates the effect of the Dreadlord's
spell, INFERNO.
MANA STONE : Increases life regeneration by 1 MP/second. Can be
consumed for 150 MP.
TYPE : Item mana regain
LEVEL : 4
COST : 450 gold
NOTES : Charged item.
POTION OF : Makes the hero invulnerable for 15 seconds.
INVULNERABILITY
TYPE : Divine Shield
LEVEL : 5
COST : 600 gold
NOTES : Charged item. Identical to the Paladin's Spell.
POTION OF GREATER : Recovers 300 MP.
MANA
TYPE : Item mana regain
LEVEL : 3
COST : 400 gold
NOTES : Charged item.
RED DRAKE EGG : Summon a Red Drake.
TYPE : Summon item
LEVEL : 4
COST : 450 gold
NOTES : Charged item.
SCROLL OF ANIMATE : Resurrects dead bodies to fight for you.
DEAD
TYPE : Item Animate Dead
LEVEL : 6
COST : 750 gold
NOTES : Charged item. Emulates the effects of the spell
ANIMATE DEAD, for the Death Knight.
SCROLL OF : Raises 6 of your dead units to fight again.
RESURRECTION
TYPE : Item Resurrection
LEVEL : 6
COST : 750 gold
NOTES : Charged item. Emulates de effects of the Paladin's
spell RESURRECTION.
POTION OF : Heals all MP and HP.
RESTORATION
TYPE : Item healing
LEVEL : 6
COST : 750 gold
NOTES : Charged item.
POTION OF MANA : Recovers 150 MP.
TYPE : Item mana regain
LEVEL : 1
COST : 150 gold
NOTES : Charged item.
POTION OF : Makes the hero invisible for 120 seconds or until it
INVISIBILITY engages a physical action such as attacking or casting.
TYPE : Item temporary invisibility
LEVEL : 1
COST : 100 gold
NOTES : Charged item.
POTION OF : Makes the hero invisible for 180 seconds or until it
GREATER engages a physical action such as attacking or casting.
INVISIBILITY
TYPE : Item temporary invisibility
LEVEL : 0 / 2 (I think it's a level 2 item, but the map editor
says level 0. Go figure.)
COST : 200 gold
NOTES : Charged item.
POTION OF SPEED : Increses your speed for 30 seconds.
TYPE : Item temporary speed
LEVEL : 1
COST : ¿?
NOTES : Charged item.
SCROLL OF : Heals 300 HP and 150 MP to all non-mecha units around
RESTORATION the hero.
TYPE : Item healing
LEVEL : 6
COST : 750 gold
NOTES : Charged item.
SCROLL OF THE BEAST: Raises the attack power of your units temporarily.
TYPE : Roar
LEVEL : 3
COST : 400 gold
NOTES : Charged item. Emulates the effect of the Druids of the
Claw spell ROAR.
SENTRY WARDS : Drops a sentry ward in the location.
TYPE : "Unknown(Ayey)"
LEVEL : 2
COST : 150 gold
NOTES : Charged item. Identical to the Witch Doctor's ability.
And yes, that's the cooldown group in the editor.
SPIKED COLLAR : Summons a Fel Hound.
TYPE : Summon item
LEVEL : 4
COST : 450 gold
NOTES : Charged item.
STONE TOKEN : Summons a Stone Golem.
TYPE : Summon item
LEVEL : 4
COST : 450 gold
NOTES : Charged item.
TALISMAN OF THE : Summons Furlbogs.
WILD
TYPE : Summon item.
LEVEL : 4
COST : 450 gold
NOTES : Charged item. Comes with three charges.
WAND OF ILLUSION : Creates illusions of the hero.
TYPE : Item illusions.
LEVEL : 2
COST : 150 gold
NOTES : Charged item.
WAND OF LIGHTNING : Casts Lightning Shield on the target.
SHIELD
TYPE : Lightning Shield
LEVEL : 2
COST : 150 gold
NOTES : Charged item. Emulates the Lightning Shield Spell.
*MASTER OF THE OBVIOUS* attacks again.
WAND OF THE WIND : Casts Cyclone on the target.
TYPE : Cyclone item.
LEVEL : 4
COST : 450 gold
NOTES : Charged item. Ahem.
MANUAL OF HEALTH : +50 HP to the hero.
TYPE : Item Permanent life gain.
LEVEL : 1
COST : 200 gold
NOTES : Power up item.
TOME OF AGILITY : Adds +1 to the agility of the hero.
TYPE : Item Agility gain.
LEVEL : 1
COST : 150 gold
NOTES : Power up item.
TOME OF AGILITY +2 : Adds +2 to the agility of the hero.
TYPE : Item Agility gain.
LEVEL : 2
COST : 300 gold
NOTES : Power up item.
TOME OF STRENGHT : Adds +1 to the Strenght of the hero.
TYPE : Item Strenght gain.
LEVEL : 1
COST : 150 gold
NOTES : Power up item.
TOME OF STRENGHT +2: Adds +2 to the Strenght of the hero.
TYPE : Item Strenght gain.
LEVEL : 2
COST : 300 gold
NOTES : Power up item.
TOME OF ITELLIGENCE: Adds +1 to the intelligence of the hero.
TYPE : Item intelligence gain.
LEVEL : 1
COST : 150 gold
NOTES : Power up item.
TOME OF ITELLIGENCE: Adds +2 to the intelligence of the hero.
+2
TYPE : Item intelligence gain.
LEVEL : 2
COST : 300 gold
NOTES : Power up item.
TOME OF KNOWLEDGE : Adds +1 to the intelligence, strenght and agility of
the hero.
TYPE : Item int/str/agi gain.
LEVEL : 2
COST : 500 gold
NOTES : Power up item.
TOME OF EXPERIENCE : Adds 200 experience to the hero.
TYPE : Item experience gain.
LEVEL : 2
COST : 500 gold
NOTES : Power up item.
TOME OF GREATER : Adds 500 experience to the hero.
EXPERIENCE
TYPE : Item experience gain.
LEVEL : 5
COST : 1000 gold?
NOTES : Power up item. Doesn't drops in multiplayer games.
CROWN OF KINGS +5 : Adds +5 to the intelligence, agility and Strenght of the
hero.
TYPE : Item hero stat bonus.
LEVEL : 8
COST : 1000 gold
NOTES : Artifact.
MASK OF DEATH : Allows the hero to steal 50% of the damage inflicted in
HP to add to his or her own reserves.
TYPE : Item life steal.
LEVEL : 8
COST : 1000 gold
NOTES : Artifact. Ridiculous with a Blade Master.
ORB OF FROST : Adds +6 cold damage to the hero's attacks, as well as
slowing down the target.
TYPE : Item attack frost bonus.
LEVEL : 7
COST : 800 gold
NOTES : Artifact.
ORB OF FIRE : Adds +6 fire damage to the hero's attacks, as well as
causing splash damage.
TYPE : Item attack fire bonus.
LEVEL : 3 / 5 (not sure, most items downgraded when ported to
the frozen throne, and thus with the 1.10 update. The
map editor considers it a level 3 item, but its power
is far too much for that and I remember it being a level
5 item before.)
COST : 400 gold
NOTES : Only orb not considered an artifact. Surprising,
considering the ridiculous effect combined with a
Mountain King using Bash.
ORB OF LIGHTNING : Adds +6 lightning damage to the hero's attacks, as well
dispelling spells on the target and dealing 75 bonus
damage to summoned units (!).
TYPE : Item attack lightning bonus.
LEVEL : 8 / 10 (not sure - changed with the frozen throne)
COST : 450 / 1000 gold (again, not sure)
NOTES : Artifact.
TOME OF POWER : Adds 1 level of experience to the hero.
TYPE : Item level gain.
LEVEL : 8
COST : 1250 gold
NOTES : Power up item. It only gives the experience you need for
the next level of the hero, so it pays to wait for a
regular level up if you need very little experience
to use, to maximize its effect.
SCROLL OF TOWN : Teleports the hero and units around him / her to a
PORTAL town hall of your choice. Takes a few seconds to work,
during that time the hero is invulnerable.
TYPE : Item town portal
LEVEL : 5
COST : 350 gold
NOTES : Charged item. Your first hero always starts with one.
WAND OF NEGATION : Dispells magic effects and deals 200 damage to
summoned units on the target area.
TYPE : Item dispel
LEVEL : 2
COST : 200 gold
NOTES : Charged item.
AMULET OF RECALL : Transports units to your hero.
TYPE : Item recall
LEVEL : 4
COST : 250 gold
NOTES : The map editor considers it a level 0 item. This is,
however, because it doesn't appears on multiplayer games.
(I can imagine the chaos)
ANCIENT FIGURINE : Adds +1 intelligence to the hero.
TYPE : Item hero stat bonus.
LEVEL : 0
COST : 150 gold
NOTES : Miscellaneous item. That's the venus of milo!
ANTI-MAGIC POTION : Gives the hero magic invulnearbility for 90 seconds.
TYPE : Item anti-magic shell.
LEVEL : 0
COST : 750 gold
NOTES : Miscellaneous item. Identical to the Banshee's spell.
GEM OF TRUE SEEING : Gives the hero True Sight.
TYPE : Detector (?)
LEVEL : 2
COST : 200 gold
NOTES : Miscellaneous item.
GOBLIN LAND MINES : Gives the hero the ability to drop three land mines,
which deal 500 damage when a unit steps on them.
TYPE : Item place goblin land mine.
LEVEL : 0
COST : 225 gold
NOTES : Charged item. Miscellaneous item. Doesn't appear on
multiplayer games due to a well-known cheese used to
lock production and destroy buildings with them.
GOBLIN NIGHT SCOPE : Increases the hero's night vision radious.
TYPE : Ultravision.
LEVEL : 0
COST : 200 gold
NOTES : Miscellaneous item. Useless for the Night Elves.
IRONWOOD BRANCH : Adds +1 to the hero's strenght.
TYPE : Item hero stat bonus.
LEVEL : 0
COST : 50 gold
NOTES : Miscellaneous item.
JADE RING : Adds +1 to the hero's agility.
TYPE : Item hero stat bonus.
LEVEL : 0
COST : 50 gold
NOTES : Miscellaneous item.
LION'S RING : Adds +1 to the hero's agility.
TYPE : Item hero stat bonus.
LEVEL : 0
COST : 50 gold
NOTES : Miscellaneous item.
MAUL OF STRENGHT : Adds +1 to the hero's strenght.
TYPE : Item hero stat bonus.
LEVEL : 0
COST : 50 gold
NOTES : Miscellaneous item.
NECKLACE OF SPELL : Makes the hero immune to spells (duh).
IMMUNITY
TYPE : Spell immunity.
LEVEL : 0 / 8 / 10 (Map editor considers it a level
0 and as such a miscellaneous item. It's actually
a level 8 item, though most people say it's a
level 10 item. I'm guiding myself through the regular
level listed by the map editor, but these inconsistences,
though not important - the level only means how difficult
it's to find - are to be noted and common.)
COST : 1000 gold
NOTES : Miscellaneous item.
RING OF SUPERIORITY: Adds +1 to strenght, agility and intelligence.
TYPE : Item hero stat bonus.
LEVEL : 0
COST : 100 gold
NOTES : Miscellaneous item.
(OH EM GEE!!11!! It's t3h 0n3 r1N6!!!!11one!!shift+1!!)
SPIDER RING : Adds +1 to the agility of the hero.
TYPE : Item hero stat bonus.
LEVEL : 0
COST : 50 gold
NOTES : Miscellaneous item.
TOTEM OF MIGHT : Adds +1 to the strenght of the hero.
TYPE : Item hero stat bonus.
LEVEL : 0
COST : 50 gold
NOTES : Miscellaneous item.
VOODOO DOLL : Adds +1 to the intelligence of the hero.
TYPE : Item hero stat bonus.
LEVEL : 0
COST : 50 gold
NOTES : Miscellaneous item.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!NOTE: THE FOLLOWING ITEMS ARE ONLY FOR THE CAMPAIGN AND ARE MOSTLY USELESS!!
!!!!!!!!!!!!!THEY ARE ONLY ADDED FOR COMPLETITION REASONS.!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BLOOD KEY : Campaign item.
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : Also used in the Warchasers Scenario.
CHEESE : It's a goddamn cheese, for crying out loud.
TYPE : Campaign.
LEVEL : 0
COST : 250 gold
NOTES : It's the Cheese! Cheese cheese cheese cheese! Actually,
it's useless. It's only there for custom maps and to make
fun of Perfect Dark's hidden cheeses (which, for some,
could be considered the Farsight).
FULL VIAL : Campaign item.
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : N/A.
GEM FRAGMENT : Campaign item.
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : N/A.
GHOST KEY : Campaign item.
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : Also used in the Warchasers scenario.
GLYPH OF : Campaign item.
PURIFICATION
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : N/A.
HEART OF ASZUNE : Campaign item.
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : N/A.
HORN OF CENARIOUS : Gives 200 bonus hit points and 2 HP/second added
regeneration.
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : Malfurion comes equipped with it.
KEY OF THE THREE : Campaign item.
MOONS
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : Must be assembled with the Moon Keys.
MOON KEY : Campaign item.
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : Part of the Key of the Three Moons. Also
used in the Warchasers scenario.
PARTIAL KEY OF THE : Campaign item.
THREE MOONS
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : Two moon keys together. Part of the Key of the
three moons.
PHAT LEWT : The Phattest Lewt, definitely.
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : Useless. "Phat Lewt" is 1337 language for Fat Loot.
1337 is "leet", which is how you say "Elite". And,
finally, that's the way 90% of the internet like to
refer themselves, particulary "Hackers". Particulary,
I think that's pretty stupid, but, hey, I'm just a
dude. Bah. Anyway, yes, it's useless.
(you could sell it, though)
SKULL OF GUL'DAN : Campaign item.
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : Illidan has this in The Frozen Throne, though the name
name is different, and it grants him a few powers. Here,
however, it's useless.
SUN KEY : Warchasers item.
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : Wee!. Go an play the goddamn scenario now!
THE HEART OF : Campaign Item.
SEARINOX
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : N/A.
URN OF KING : Campaign item.
TERENAS
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : N/A.
WIRT'S LEG :Could it be that a portal opened up and expelled the
remains of our dearest pal from the world of Diablo to
here? If so, was it a player, or a Demon? Just how many
worlds have the Burning Legion conquered? Could the Demons
of the Burning Legion and those of Sanctuary be one and the
same? The mind w(*INCOMPLETE ON THE WORLD EDITOR*)
TYPE : Campaign.
LEVEL : 0
COST : 200 gold
NOTES : Wirt's was a character from Diablo II, who complained
that he had lost his leg. Guess it's here where it ended.
Useless. Worth noting is the flavor text for Wirt's Other
Leg, from the Frozen Throne (and a lot easier to find that
this one).
"Perhaps the overzealous adventurer pried this off before
his Journey here thinking it might give him one last
opportunity at bovine slaughter. Little did he know where it
would lead him."
Which reffers to the secret cow level in Diablo II, a really
demented place with armed cows attacking the player.
(If anyone knows where can you find Wirt's Leg, please email
me)
The Walkthrough has been written on Normal difficult though I expect to have
a hard more walkthrough rather quickly after the regular walkthrough, secrets
and anything else are done. I've purposely left the cinematics and the such
out of the guide for the sake of shortening up the count of spoilers.
(It isn't like I've not already spoiled the whole series on my Plot Guide)
The Items section of each mission is probably imcomplete, and for some
missions, empty. Any help or contributions will be REALLY appreciated.
The Heroes levels are just recommendations. They will start in the level
you left them in the previous mission, though each mission has its
individual level caps. These are (mostly) accurate.
I've purposely left most of the items out of the walkthrough, though
I've added them to the list. This is for you, dear reader, to get
off your lazy ass and try to find them all on your own.
11.1.-
________________________________
| |
| PROLOGUE : EXODUS OF THE HORDE |
|________________________________|
The Prologue is more or less a tutorial for the new players to learn the
basics of the game and hero system. Originally, this episode was 5 levels
long, but the final three levels were cut off from the final release. They
are now available on the Demo Version of the game and in the Frozen Throne.
I added them to the same prologue for continuity reasons.
Somewhere in the Arathi highlands, Thrall, young war Chief of the Orc hordes
wakes from his terrible dream...
MAIN QUESTS: FIND THE PROPHET
- Follow the Narrator's Directions.
- Find the Prophet.
OPTIONAL : N/A
QUESTS
ITEMS FOUND: Potion of Mana
Potion of Health
Ring of Protection +1
Phat Lewt*
STARTING : Thrall (level 1 Far Seer Hero)
FORCES
*You can't really get it though.
The first tutorial mission is fairly straightforward, and no real problems
should be encountered.
To get thru it, listen to the Narrator, or simply follow the path. You
will find some resistance around, but they will all be low level creatures.
Be careful, though, at the low-right corner of the game are two level 3 Stone
Golems, which are immune to Thrall's Chain Lightning.
Another fairly straightforward mission. At the start, start mining gold
and the comp will gift you with three other peons. You need to build a
regular base and 5 grunts in order to continue. This should be easy,
and hell, I can't tell you how to do it!
Killing the Gnolls next to your base will yield you a Scroll of Healing.
When the fifth Grunt comes out, you will be greeted by a band of humans
(four Footmen and a Captain), which will build a bridge out of water (!),
and attack you. You can actually save the tower they are attacking, though
it might be kinda hard for begginers. Once you kill them, advance killing
humans and attacking and taking down the doors. Every once in awhile you
will come and find some cages. When the nearby humans are dispatched, either
Grunts or Shamans will come out of them. After the third group of cages, you
will find Grom, though he's being watched by some towers.
The two Knights in there might take out a couple of grunts, but they shall
be overwhelmed by sheer numbers. Same for the Towers. Once the towers are
razed, the mission is over.
11.1.3.-
_____________________
| |
| RIDERS ON THE STORM |
|_____________________|
MAIN QUESTS: IT'S MY ISLAND!
- Destroy the Human Outpost.
OPTIONAL : DEFILED FOUNTAIN
QUESTS - Obtain the Vine of Purification
- Obtain the Seed of Expulsion
- Return both items to the fountain
ITEMS FOUND: Tome of Agility
Potion of Mana
Claws of Attacks +3
Circlet of Nobility
Potion of Healing
Scroll of Healing
Scroll of Protection
Scroll of the Beast
Tome Of Intelligence +2
NOTE: RIDERS ON THE STORM is one of the "lost missions" available either
in the Frozen Throne or in the demo, available for download. They occur
here in the storyline. The Frozen Throne ones don't even have speeches.
These missions are kinda buggy (particulary on the graphics doodads),
but they are pretty nice.
Directly north of you is another rescueable HH, and a bit more north some
human troops. Your objective is to destroy the human base to the west.
This is rather easy. To the west of your base a Troll Heahunter will join
you and give you the OPTIONAL QUEST, DEFILED FOUNTAIN. For now, go south,
eliminating whatever enemies you find. Amongst them are some hard to see
level 2 Mud Golems who drop an item. From there, head east and eliminate
the Lizards and claim the Seed of Expulsion.
To the west of the south section are some more creeps, some humans and two
more Head Hunters. Now head to the center of the map, some more Heahunters
will join you.
The Vine of Purification is north of your base, guarded by three Ogres.
Return to the Fountain, and you will restore it, and you will receive
from Sen'jil three Healing Wards.
Also, the humans might attack you right here, with a level 3 Archmage.
I think, but I haven't comfirmed, that he will attack you automatically,
furthermore, he will be respawned instantly.
Anyway, time to attack. Grab a few Grunts (8 or so), a couple Catapults,
and whatever Trolls you have left and hit the human base. As soon as you
destroy the Town Hall, the mission is finished.
11.1.4.-
______________________
| |
| THE FIRES DOWN BELOW |
|______________________|
Thrall finds himself in an underground lair, held prisoner by the
Murlocs, and separated from his companions...
MAIN QUESTS: THE GREAT ESCAPE
- Rescue 10 Prisoners.
THE RITUAL
- Kill the Murloc Sorcerer
OPTIONAL : None.
QUESTS
ITEMS FOUND: Potion of Mana x3
Tome of Strenght
Ring of Protection +2
Scroll of Healing x3
Scroll of Protection
Potion of Greater Mana
Claws of Attack +6
Orb of Fire
Hood of Cunning
Tome of Knowledge
Tome of Intelligence +2
Tome of strenght +2
Tome of agility +2
NOTE: Another of the "Lost Missions". Check above.
After Thrall's amazing escape, head east destroying crates, and
rescuing your units. You can free the Humans as well, but they will
only attack you. Be careful of the second cell, where a level 3
ghost will attack you. You should rescue three units on this hall.
At the end of the hallway, attack the two Murloc Mutants (level 6),
and destroy the gate. Keep going and you will behold a huge fight
between humans and murlocs. The Murlocs will most than likely win,
and it's up to you to finish the job. A Scroll of Healing is your
reward. BY Now you should have 7 prisoners left.
Go north, cross the river killing the skeletons, and you will find
two imprisoned Grunts (5 prisoners left). Head north and destroy
the spiders. Keep going and a spider ambush will occur when you
see the human dead bodies. Keep going and destroy the Lizards,
which will yield an Orb of Fire.
Well, now, you will reach a place where some golems will attack
you. Don't go north, go south to liberate a Shaman (4 Prisoners
left). You can free him either breaking the cell, or from the back,
destroying the rocks. Your choice. Now, go north.
Eventually you will hit a place with a boulder wall and a Troll
will say something. Break through the rocks and free two more
Trolls (2 prisoners left). Keep pushing west, and face a rather
large group of Gnolls after large group of Gnolls. Head south,
and you will reach a large hallway where another shaman is held.
Free him (1 prisoner to go).
Now you can go south to defeat a group of wraiths, which are
protecting four different tomes (!), and then north, where the
last... THREE? (wtf)units wait for you to rescue them. Once
you do, you will trigger a cutscene and recieve a new MAIN QUEST,
THE RITUAL. You need to go north and kill the three Murloc Guardians,
and then the energy field with go down. Now, kill the Murloc Sorcerer,
who's quite a powerful magician, and finish the mission. Yipee!
11.1.15.-
_________________________
| |
| COUTNDOWN TO EXTINCTION |
|_________________________|
Sunlight greets Thrall and his companions as they escape the
underground lair and find their way back to the surface.
MAIN QUESTS: HOLD THE LINE
- Survive for 20 minutes.
OPTIONAL : ISLAND TROLLS
QUESTS - Rescue the Troll for Reinforcementes
ITEMS FOUND: Talisman of Evasion
Mana Stone
Ring of Protection +4
Scroll of Healing
Gloves of Haste
Claws of Attack +6
Potion of Mana
This is a defensive map. Just as you start, a couple trolls will
come over, and give you the OPTIONAL QUEST, ISLAND TROLLS. These
Trolls locations are marked in the map and don't require more than
Thrall and a handful of grunts.
Build lots of Towers and Trolls. You can, as a matter of facts,
destroy the Murloc bases, but they are ridiculously difficult
to destroy since their build speeds are insanely fast.
Use Thrall as a a mobile shock troop with some Grunts. Replace fallen
towers and use a couple of catapults to soften the enemies. Don't
try to go and attack them unless you have lots of units, and, as a
matter of facts, you better don't try it. It's far too difficult.
Instead, keep defending . Place one or two Shamans per entrance
with a few grunts, five or so Headhunters, and a couple o' Witch
Doctors, to heal your battered units.
As ussual, at the end, a massive rush will ensue. Treat it accordingly to
end this one. The storyline for this one continues on the Orc Campaign,
in Kalimdor.
11.2.-
__________________________
| |
| THE SCOURGE OF LORDAERON |
|__________________________|
The Human campaing is a fairly moderate difficult campaign which concentrates
on Prince Arthas on his quest to save Lordaeron. The campaign revolves mostly
in "build base, raze opponent's" mission but there are a few with some twists.
11.2.1.-
_______________________
| |
| DEFENSE OF STRAHNBRAD |
|_______________________|
Recent Orc uprisings in south Lordaeron has forced the Alliance to take
decisive measure to contain the Orcish threat. King Terenas has sent two
of the realm's greatest Paladins - his son, Prince Arthas, and the legendary
Uther the Lightbringer to deal with the Orcs once and for all.
MAIN QUESTS: DEFEND STRAHNBRAD
- Travel to Strahnbrad
- Arthas must survive
KILL THE SLAVEMASTER
- Kill Slavemaster
OPTIONAL : BANDIT LORD
QUESTS - Slay Menag, the Bandit Lord
- Return Ledger to Gerrard
SAVE TIMMY
- Slay the Gnolls who have kidnapped Timmy.
ITEMS FOUND: Ring of Protection +1
Potion of Mana
Potion of Healing.
Scroll of Protection
Scroll of Healing
Tome of Strenght
You will be left by Uther in order to reach Strahnbrad. Follow down
the road until you find a woman named Maria. Follow north from there and
you will find a dude named Benedict who will yearn for your help. It's a
trap!! You will have to face several bandits and Benedict himself who will
leave an scroll of Healing at death.
Now move to the south, and you will find two rather big villagers who will
join your party as Footmen. Move further south and you will meet a woman
named Alicia who will ask you to save her son Timmy, who was kidnapped
by Gnolls. This will update your Quest Screen with the SAVE TIMMY optional
quest.
To complete this quest, move to the east from where you met Alicia, and
you will find two Gnolls and a Gnoll Poacher (all level 1). When you will
them you will free Little Timmy and you will receive a Ring of Protection
+1.
Now, continue with your way and you will meet Gerrard who's under attack
by bandits. You will scare them off after a little fight and receive
the BANDIT LORD optional quest.
To complete this quest, go to the east and kill the Bandits in there.
You will find three bandits (level 1) and a Brigand (level 2) in the river,
and then four Bandits, two briands and Menag himself, who's level 5. Kill
them (one of them will drop a Potion of Mana), and recover the Ledger, and
bring it back to Gerard. He will give you something for your trouble: A
Tome of Strenght.
Finally, move to the town and kill all orcs around. When you reach
the Slavemaster you will see him take away some humans, unfortunately,
you can't save them yet. Kill the remaining orcs to finish the mission.
11.2.2.-
____________________
| |
| BLACKROCK AND ROLL |
|____________________|
Twenty Minutes later, at Uther's Encampment near the Blackrock clan
village...
MAIN QUESTS: ESTABLISH A BASE
- Construct a Barrack
- Train 6 Footmen
- Construct 2 farms
- Arthas Must Survive
BLADEMASTER
- Defeat Blademaster
OPTIONAL : DRAGON HUNTERS
QUESTS - Slay Searinox, the Black Dragon
- Bring the Heart of Searinox to Feanor Steeltoe
ITEMS FOUND: Orb of Fire
Potion of Mana
Claws of Attack +3
Gauntlets of Ogre Strenght +3
Wand of Negation
At the start, Uther will be patroling around so base defense will not be
a problem since he's a mighty level 10 paladin.
Build the base, and as soon as the sixth footmen appears, a Blademaster
will appear, but it would be an illusion. Now you will receive the
BLADE MASTER main quest. This also appears if you reach the Blademaster before
you build the sixth peon. He's located to the northeast of your base, and
is level 6. Slay him to finish this quest.
To the right of your base is a Workshop with a Dwarven Mortar Team named
Feanor Steeltoe in there. He will give you the DRAGON HUNTERS quest.
To complete this quest, to the east of this place, there are several Black
Dragon Whelps, as well as as a level 8 Black Drake named Searinox. Kill
him, recover the item, and bring it back to Steeltoe. You will receive
an orb of fire. Be sure to bring a few Dwarven Riflemen to engange the
monster, as he's fairly dangerous.
To the north of your base is a Gnoll encampment with three Gnolls. One of
them drops a Potion of Mana. Further north is a Murloc Encampment with several
Murlocs and a Murloc Huntsman which will drop a Claws of Attack +3.
To the north of the map is an orc encampment which is fairly difficult to
destroy. I suggest to destroy the farms first with a good contingent of
Footmen and Riflemen, then destroy the unit producers. It makes things
much easier.
Once the Blademaster is killed, the mission ends.
11.2.3.-
_______________________
| |
| RAVAGES OF THE PLAGUE |
|_______________________|
Three days later in Alterac, Arthas and his men wait near a crossroad along
King's road.
MAIN QUESTS: INVESTIGATE VILLAGE
- Explore the countryside
- Arthas Must Survive
- Jaina Must survive
GRAIN WAREHOUSE
- Destroy Grain Warehouse
OPTIONAL : FOUNTAIN OF HEALTH
QUESTS - Find the Fountain of Health
ITEMS FOUND: Maul of Strenght +1
Mantle of Intelligence +3
Potion of healing x2
Bracer of Agility
Scroll of Protection
Scroll of Healing
Potion of Greater Healing
Potion of Mana
This another fairly easy mission, largely thanks to Jaina, who's an
Archmage, who can become certainly powerful quickly. Coupled with Arthas,
this mission should be a piece of cake.
Start by going northwest, and talk to whoever asks to be talked to. They
will mention that the bridge ahead is broken, and you will have to take
the long road to get to the other side. Head east now, and you will face a
group of Bandits (level 1). When you kill them, you will earn a Potion
of Greater Healing. You will also get the FOUNTAIN OF HEALTH optional
quest. Keep going north.
You will face a group of Murlocs (Tiderruners and Huntsmen), and, when
the path breaks, go to the north to face a group of Enforcers and Rogues,
then go south to go on.
The next battle might yield some causalties, so keep healing, and more
importantly, get your Footmen (and captain) into defend mode. Heal the
three allied footmen, because what's left of you will be your reinforcements.
The Wand of Negation hidden in the previous mission might prove useful
here as Skeletons are totally destroyed by it. To the northwest of here
is the Fountain of Health, where the FOUNTAIN OF HEALTH quest is
accomplished. Now go south, and you will find an infected granary. When
you destroy it (actually when you find it), the INVESTIGATE VILLAGE
quest will be completed. Now go south, and face the skeletons and
necromancers, which shouldn't pose a threat. Further south you will
get two Priests. Keep them behind.
Now head left, where you will also get a Dwarven Mortar Team, which wouldn't
be thaaaat useful, but hey, it's reinforcements :). To the south is a
very visible Mantle of Intelligence +3, which will work wonders for Jaina.
To the north, you will meet the Necromancer Kel'thuzad, who will flee
leaving an Abomination and several ghouls. The abomination will attack
you right away, the Ghouls will wait for you. Afterwards, just target
and destroy the granary to finish the mission.
11.2.4.-
____________________
| |
| CULT OF THE DAMNED |
|____________________|
The next day, on the outskirts of Andorhal.
MAIN QUESTS: INVESTIGATE ANDORHAL
- Explore Andorhal
- Arthas Must Survive
- Jaina Must survive
This mission might get you unprepared if you don't build a good defense.
The Undead base to the north of yours will regulary attack you with waves
of Ghouls and Necromancers. Build plenty of Priests to counter the second,
the first ones will be dealt by Arthas and his footmen rather well. I
recommend you to build two towers by the west entrance of your base.
Nearby your base is a destroyed farm and a woman. As you approach her,
two ghouls will appear. Be careful.
You will be revealed another mine. Send Jaina with four or five footmen to
clear out the path, and establish a Town Hall in there and start mining.
Start building another barrack and start pumping out Footmen and Riflemen,
and tech to get Priests and train at least 8 or 10 of them. When you have
a sizeable force (say ten footmen, ten riflemen, and 8 or 6 priests),
led them with Arthas and Jaina to take out the enemy base. Establish a base
there as well. Go further and you will meet Kel'thuzad again, who will
warn you and leave two ALMIGHTY GHOULS TO ELIMINATE YOU FROM THE FACE OF
THE EARTH, BWHAHAHAHAHAH*COUGH*HAHAHA*COUGHCOUGH*HAHAHAARRRRGH*CHOKES*...
Actually, those are two regular ghouls.
Follow the path north, and you will find several Abominations and a
Slaughterhouse, as well as Kel'thuzad. He should not pose any trouble.
When he's down to 3 HP, the mission ends.
11.2.5.-
______________________
| |
| MARCH OF THE SCOURGE |
|______________________|
Early the next morning, Arthas and Jaina approached the village of
Hearthglen.
MAIN QUESTS: DEFEND HEARTHGLEN
- Survive for Thirty Minutes
- Arthas Must Survive
OPTIONAL : THE GRAIN CARAVAN
QUESTS - Destroy the Grain Caravan before it gets to the last
village.
You will be greeted by a number of zombies, who won't be a problem, but
several of your Footmen will die anyway. To the south is a little house,
get Arthas there to get three additional footmen. Start building footmen
and Riflemen on lots and position them according on the three entrances.
The northeast will get rarely attacked, but at least you know you have
those troops in there. There are two undead bases which will constantly
attack you.
It would serve as a good idea to hotkey a group of eleven footmen with Arthas.
Keep them on the move to attack invaders. Also, keep a very atent eye to the
meat Wagons who will make fun of your towers.
When there are about 21:40 minutes left, you will receive THE GRAIN CARAVAN
optional subquest. You will receive notice when they move, and you need to
destroy them. If you don't, for each infected village you will be attacked
by several ghouls and zombies. Furthermore, if you fail to destroy it, a
third undead base will rise, and the final waves will be even harder to stop.
The Caravan will stay where they are for you for awhile. You should assault it
with Arthas and a lot of Riflemen and several Footmen. Is fairly difficult
to destroy, but is easier this way.
At the end of the mission, at around 2 minutes left, you will be heavily
attacked from all sides. Make sure you're ready. If a Town Hall survives,
as well as Arthas, you've won.
11.2.6.-
_____________
| |
| THE CULLING |
|_____________|
Early in the Morning, on the outskirts of Stratholme...
MAIN QUESTS: THE CULLING
- Destroy Plagued Villager Houses
- Kill 100 villagers
- Stop Mal'ganis from claiming 100 zombies.
- Arthas Must Survive
This mission is a frantic effort to stop Mal'ganis from claiming villagers,
while you try to kill him. Furthermore, the Undead will also attack your
base. This is a midly difficult mission in Normal, but in Hard is ridiculously
tough.
On your base, start doing the ussual building and commanding. You need to
set up a quick defense via several towers, riflemen, and a couple of
footmen. The Riflemen are very important for defense on this level. Second,
build several knights, and group them with Arthas. You might also want some
Priests, though in Normal i've managed to drudge it around without 'em.
Of course, i'm a freaking masochist. For crying out loud, i'm writing a
walkthrough.
A few Mortar Teams might be useful.
Mal'Ganis will be visible to you all the time he's on town. He will do
the same as you do, except he doesn't kills them, he barely consumes them.
You need to kill villagers as well as stop him. The first minutes, go
full throttle and attack all buildings and kill everything you see. An
important thing to note is that Villagers will get out of their houses,
they will take a moment before they fall asleep and turn into zombies.
Villagers are INFINITELY easier to kill than zombies. They will die in one
hit by Arthas or the Knights. If you can move fast enough, you can kill
all villagers before they turn into Zombies and save a helluva lot of time.
Engaging Mal'Ganis is a viable idea at the start of the mission, but after
being killed once or twice he will come back with a really big army behind
his back which will make him extremely difficult to take down. His sleep
ability will need a lot of micromanagment to counter, but it's all you
can do to keep the battle going. Once you kill 100 villagers, the mission
is over.
11.2.7.-
_________________________
| |
| THE SHORES OF NORTHREND |
|_________________________|
One month later, along the icy coast of Daggercap Bay.
MAIN QUESTS: ESTABLISH BASE CAMP
- Find a gold mine.
- Arthas Must Survive
MAL'GANIS
- Destroy Mal'ganis Base.
OPTIONAL : RESCUE MURADIN'S MEN
QUESTS - Rescue Dwarves' base.
*Captain is a slightly buffed up Ranger with the Elven Footman model. If
he dies, he can't be resurrected as he's not a hero. His fate doesn't
makes any difference to the game.
At the start, go quickly attacking to the left, and taking out the
wolves you will find. Stay hugging the northeast side of the map since
otherwise you will most likely find Wendigos, and that is not on your
best interests since they are mighty annoying.
Eventually you will find a gold mine, and you will meet Muradin, a level
5 Dwarven Mountain King who will be very useful. You will also receive
the RESCUE MURADIN'S MEN Optional quest, as well as three Peasants who
will start building the base.
This mission is fairly simple now. You can use Muradin and Arthas to
creep around and gain some experience. I recommend now to build 12
or 16 Riflemen and attack with both heroes to the base north of yours. If
you reach the Dwarves' base before is totally destroyed, you will get
it as a new base, plus some units.
Mal'ganis base is to the northwest of this one and is equally simple,
except for the annoying level 6 Lich in there and the group of Gargoyles.
Using Siege Tanks will make this a lot easier, backed up by a good amount
of Riflemen and both heroes should be the doom of them. Mission Complete.
Early the next morning at Arthas' new base camp...
MAIN QUESTS: BURN THE BOATS
- Destroy the five ships before times runs out
- Muradin must survive
- Arthas Must Survive
OPTIONAL : None.
QUESTS
ITEMS FOUND: Goblin Night Scope
Potion of mana
STARTING : Arthas (Level 8 Paladin Hero)
FORCES Muradin (Level 6 Mountain King Hero)*
Mortar Team x2
*Not really sure about Muradin's level.
NOTE: Despite what the game tells you, you cannot hit the
ships with Storm Bolt.
This level gives you 15 minutes to finish five ships. Mortar
Teams are invaluable in taking them down. While you can recruit units,
they won't really be needed, but they can be useful.
Start going west, taking out the ghouls. You will reach a place with
an Spirit tower. Shoot at the nearest ghoul to attract them, and
take them out with Arthas and Muradin. DO NOT LET THE MORTAR TEAMS DIE.
THEY WILL BE NEEDED. Your first recruit camp will be there. The best
choice are the healers, but you can recruit them all right now.
Go ahead, and carefully move the heroes to the northern path and take
out the undead in the graveyard. Now, move again carefully the Mortar
teams north and begin taking out from the ledge the Spirit towers.
Keep the mercenaries with them to protect them. Sink now the nearby ship.
The next ship is close and the only obstacle is a mighty group of powerful
Nerubians (two lords, several seers and a queen), which might kill some
of your units (DO NO LET THE MORTAR TEAMS DIE), and then sink the next
ship. There is a close Mercenary Camp to refill your army.
Keep going and you will find a group of Murlocs, and the next ship, as well
as the next Goblin Shop. You can buy some sappers to make quick work of
the trees or use the Mortar Teams. The next mercenary camp is close,
and the final test, a huge undead camp. You can buy an Amulet of Recall and
run Muradin and Arthas to the last ship, then use the amulet to transport
the troops and finish the mission.
*Once again, not sure about Muradin's Level. He might be level 7 however,
at least.
Well, this is the last human mission, and it's a toughie. To start, you
need to find Frostmourne, the mythical sword, as well as defend your base.
Start building up your defenses. The base is fairly vulnerable right now,
so send down several Riflemen and Footmen to each front, and a couple of
Griphon Riders will be useful to hunt down ranged attackers. It's mighty
difficult to keep them all alive, though six priests (three for each front),
should buy you enough time. The northeast entrance is almost harmless.
Now, take control of Arthas and Muradin, and start making your way north.
This path might be challenging but is fairly straightforward. Just make
sure you heal your units, because you need them all for the final battle.
You will meet various wolves, and at the graveyard, skeletons and Wraiths.
The last can curse you, so wait for awhile for it to vanish. There is a Healing
Fountain over there if you need it.
The Last battle is a gainst a rather heavy level 10 creep which can
severely deal a lot of damage. Use Muradin's Avatar for the best results. Once
you beat it, you will lose Muradin, and Arthas will reach Frostmourne,
gaining Chaos Damage type.
Now, with Arthas back in your base, is time to go to the offensive. There
are two Undead Bases, but your objective is the green one to the north.
You can try taking out the other one as it is MUCH MORE easier to destroy.
The green one will require a good army. I recommend two full units of
Riflemen and Footmen, several priests and Sorceress, five or so Gryphons,
all fully Upgraded. You don't need the Sorceress, or Knights, but hell are
they useful. You can try replacing the Footmen with Knights if resources
allow. Use the melee troops to engage enemies with the help of Arthas,
and let the Riflemen shoot buildings. Priests in the back will
extend the life of your units, and if you brought Sorceress, they
will slow down enemy units, which is substantially more useful in base
attacks than what it seems. Gryphons are mighty Building Demolishers (TM),
so let them hack at it while the defenders are distracted.
The attack will take a long time, so make sure you replenish your forces
if you are falling behind. There is a mercenary camp on the way between
your base and the purple undead base. Furthermore, there is a secondary
green outpost to the west of the main one, which will do you well if
you destroy it. When the base is razed, the mission (and episode) is over.
11.3.-
________________________
| |
| THE PATH OF THE DAMNED |
|________________________|
The Undead campaign is a considerable step up on difficulty respecting
the Human one, but it's definitely a lot more fun to play. It revolves
on the new life of Arthas as a Death Knight serving the Lich King.
11.3.1.-
____________________________
| |
| TRUDGING THROUGH THE ASHES |
|____________________________|
The Lich King's plague of undeath has spread through the capital city and
into the outskirts of Lordaeron City. Shocked and disheartened by the loss
of their beloved king, the forces of Lordaeron were scattered by the ravenous
undead warriors. Now, Lordaeron is but a shadow of its former glory - and
Prince Arthas has yet to be seen...
MAIN QUESTS: RESCUE ACOLYTES
- Rescue 24 Acolytes
- Arthas Must Survive
OPTIONAL : FIND THE GRAVEYARD
QUESTS - Bring Arthas to the Graveyard.
- Arthas Must Survive.
ITEMS FOUND: Potion of Healing x3.
Potion of Greater Healing x2.
Ring of Protection +2.
Spider Ring.
This is a fairly straightforward mission. Your mission is to run thru the
villages looking for the villagers whose colors are dark red: Those are
acolytes in hiding, who will turn into their true forms once you reach them.
The twist is that you have to avoid the other villagers (or kill them)
or you will have to face human guards.
At the start, head southwest and gather whatever acolytes you see there.
You will meet one in the middle of the bridge. There is one next to the guy
chopping wood and another just leaving the village. This one will give you
your optional quest FIND THE GRAVEYARD, which we will complete in a second.
The next section might spell some problems, so leave the ghouls there. You
will be granted a Shade to scout for you. Set it to guard the round of Footmen,
and use Arthas to move to the south, where you will find a lumber mill, two
villagers and an acolyte (should be the fourth). Kill the villagers, use
the death coil if nescesary. Break the boxes to reveal a Potion of Healing.
Use the same with the north group of villagers (5). Go south again.
NOTE: Killing the patrol group will net you a Potion of Greater Healing,
and killing the horses behind the barracks will reveal a Ring of
Protection +2. Be wary, though, both tasks will be extremely difficult to
accomplish.
To the south are two more acolytes hiding. From there, to the north,
is an small town, however, the main entrance is HEAVILY guarded, so just use
the back entrance, just north of the farm grounds. Another acolyte is just
there, (7) and there are three more all around. It might be worthy this
time to just scout, touch the acolytes, and get the hell out of there.
Leaving the town is the graveyard, where Arthas will raise four skeleton
warriors and two ghouls, as well as completing the optional quest FIND THE
GRAVEYARD. Wee.
Go north now. In the town a bandit assault will occur, kill everyone and
rescue the acolyte (11), and now go left and south, where you will find
an acolyte... well, a busy acolyte. Now go north, and you will find four
bandits and an assassin (level 4). Kill them and you will be granted with
another Potion of Healing and a Spider Ring, as well as the 13th acolyte.
Push east now, and break the door, meeting two Footmen and another acolyte.
To the left of the door is another acolyte.
This town has an acolyte going inmediatly south, one hiding in the bushes
with a sheep, and two going the south path. You will most likely have to
face another round of two footmen on this one. Now, find the
resting acolytes on the town, which will be imprisoned on the cages, and
there is another acolyte to the north, which should be the final one.
11.3.2.-
_____________________
| |
| DIGGING UP THE DEAD |
|_____________________|
The next morning, on the outskirts of Andorhal.
MAIN QUESTS: RECOVER REMAINS
- Kill the Paladin guarding the graveyard
- Bring Arthas to Kel'Thuzad's tomb.
- Arthas Must Survive
ESTABLISH A BASE
- Build a Necropolis
- Build a Crypt
- Build a Graveyard
- Haunt a gold mine
- Build 3 Ziggurats
CLAIM THE URN
- Kill the Paladins
- Claim the Urn
OPTIONAL : None.
QUESTS
ITEMS FOUND: Potion of Healing
Potion of Greater Healing
Claws of Attack +6
Goblin Night Scope
Pendant of Energy
Gloves of Haste
Scroll of Protection
This level has plenty of secrets, so check out the secrets section.
The start of the mission is pretty easy. Use the Meat Wagons to take
out buildings and towers, and the ghouls with Arthas as a strike
force. Kill the Paladin and approach the graveyard to finish the
first objective.
Now you will be granted a number of Acolytes and more ghouls. Start
establishing a regular base, while you tak eyour attack units and
go south. Kill all the golems, and reach the southeast corner of the
map, where a Granite Golem (level 9!!) will attack you. It will leave
a pendant of energy.
The first base you would like to destroy will be the upper one, as its
the easier. A level 4 Paladin will be there. Smash him down.
The blue base will be continously attacking you with footmen, but it
shall pose no problem provided you have two or three Spirit Towers
and a few ghouls on guard. The blue base itself is pretty easy, save
the level 5 Paladin which is sorta difficult. A group of at least 16
ghouls would do, backed up by Arthas and a few Meat Wagons. The Paladin
will leave a Gloves of Haste for your work.
Uther Lightbringer is to the south of the blue base, and is considerably
more powerful than any other Paladin. He is a pain in the ass to beat.
Attack with at least 24 ghouls, and it might require two assaults to
bring him down, one to kill his guard and one to kill him. One of
his tents has a Scroll of protection. Once you take him out and take
the Urn, the mission ends.
11.3.3.-
________________________
| |
| INTO THE REALM ETERNAL |
|________________________|
Six days later, near the forested Netherlands of Quel'thalas.
MAIN QUESTS: THE ELF GATE
- Destroy the High Elf base (blue) guarding the Elf Gate.
OPTIONAL : None.
QUESTS
ITEMS FOUND: Potion of Healing
Potion of Greater Healing
Potion of Greater Mana
Health Stone
Ring of Protection +2
After the initial cutscene, build your base, and try to get a defense
up an running very quickly. On this mission, the objective is to
destroy the southern High Elf (blue) base, but there are numerous other
High Elf bases (teal ones) which will be annoying you, and, most
importantly you will have to deal with the constant attacks by Silvanas
Windrunner, a level 4 ranger hero with Trueshot Aura and Cold Arrows.
She will attack within the first two minutes or so by the southeast
entrance to your base.
Keep Meat Wagons with you at all times to destroy trees.
To the east is a small teal base, which might be worth destroying for
extra money, and it's easy to defend, shall Silvanas' forces ever hit it.
Just south of it is an useful Goblin Merchant. There are other two teal
bases. Forces of Ghouls and Meat Wagons will do, but keep an eye for
Silvanas, who can (and will) change the course of battle if she gets
there.
The last base, the blue one, is best taken down with Meat Wagons guarded
by Ghouls, and let Arthas and necromancers be the main weapons. The
Skeletons generated by the massive peons will help a lot to take this
one out, and remember to take out Silvanas as soon as she appears.
11.3.4.-
________________________
| |
| KEY OF THE THREE MOONS |
|________________________|
Moments later, just beyond the shattered Elf gate...
MAIN QUESTS: THREE MOONS
- Destroy the three high elf altars
- Collect all 3 Mooncrystals
THE ELFGATE
- Bring Arthas to the Elfgate.
OPTIONAL : None.
QUESTS
ITEMS FOUND: Scroll of mana.
Potion of greater healing.
After seeing how Silvanas mocks Arthas and pisses him off, we're
stuck on this side of the river. On the good side, she mentions
that we need a special key to open the next door.
You will receive three Crypt Fiends at the start of the mission.
To the west is a small settlement with two knights, kill them both
and destroy the crates to receive a scroll of Mana. To the east is
another small base, where you can use your Crypt Fiends to destroy
the enemies and establish your own base. The objective of this
mission is to destroy three High Elf Altars of Kings, and claim
the three pieces of the key of the final door.
The gold will be a pressure to go. Make sure you make good use of
it. Your base will be constantly attacked by air units as well as
Silvanas, who's still trying to send Arthas' undead ass back home.
She will be respawned almost instantly each time she's killed,
which means that no matter how many times you kill her, she'll be
there to defend her base, which is, BTW, the northwest one. That should
be the last one you attack, as it is the hardest one to take down.
She'll be level 5 by now, which means that her Cold Arrows are
devastating.
Well, the point is, quickly, go east and get the free zeppellins. Fill
them with Crypt Fiends and Meat Wagons, and send them to the smaller
base to the east, with Arthas leading them. Necromancers will do
wonders at base defense, but be sure to send Arthas back if Silvanas
attacks. To the north of your base, build plenty of Spirit Towers to
destroy the air units blue will throw at you.
Advance slowly, using the Crypt Fiends as meat shields for your Meat Wagons,
and the base should fall. Take out the Altar of Kings (1), and establish
another base there.
The Gate Portal there will lead to the settlement directly north of your
base. There isn't any Altar, but the next portal leads directly into
Silvanas' base. While it would make more sense to attack here next, the
fact that Silvanas' herself is hanging out here will make it pretty
hard to beat this base. Attack with lots of Crypt Fiends and Necromancers,
creating a massive meat shield with Skeletons, and direct your fire to
the priests. Ignore the Dragon Hawks if possible, as no corpse comes out
of them. Raze the Altar as quickly as possible to stop Silvanas' from
vexing you any longer. You may want a third base here.
The next base will require plenty of Crypt Fiends, but since they have
no heroes there, is much easier to destroy. Once the final Altar is
destroyed, and the three mooncrystals picked up, send a zeppellin with
Arthas and a few Meat Wagons to the Elfgate, and enter the circle of
power.
11.3.5.-
________________________
| |
| THE FALL OF SILVERMOON |
|________________________|
Moments later, on the outskirts of the elves capital of Silvermoon...
MAIN QUESTS: THE SUNWELL
- Defeat Sunwell's guardians
OPTIONAL : SILVANAS WINDRUNNER
QUESTS - Destroy Silvanas' Base
SILVERMOON RUNNERS
- Destroy every runner she sends
- Do not alert Silvermoon of your presence.
This is an interesting mission. Once again, the grudge between
Silvanas Windrunner and Arthas continues, now on the line of
Silvermoon. Silvanas will be level 7 now, and she will throughly
annoy you this level, after a couple of minutes and so on. She
will also send runners to Silvermoon, and if she succedes, the biggest
High Elf city will start attacking you, and that's something you
don't really want.
Fortunately, four Gargoyles will be patroling the farthest path of
the runners, and you can take care of the others rather easily.
This mission is actually easier than the last. Simply, build a rather
large attack force with 4 Meat Wagons, 12 Crypt Fiends and a couple of
Necromancers, and raze Silvanas base. Once you destroy it, Silvanas
will join you as a beefed up banshee, but the best part is that you
now will be able to build your own banshees. From now on, the rest
of the mission is straight forward: You have all the time in the world
to assault Silvermoon. Build lots of Gargoyles and Crypt Fiends, and use
your Banshees to steal enemy units.
The four guardians on the Sunwell are pretty tough, but, fortunately,
they fall quickly to hordes of skeletons. So there.
Your goal on this level is to destroy the red orc base. Unfortunately,
that's pretty difficult. Fortunately, you will have access to your
air siege unit, the Frost Wyverns, which will make short work of towers
and the like. You will be gifted with one as soon as the mission starts.
Also, you have Kel'thuzad, who, as a Lich, will help lots on combat.
A few minutes later, a Blademaster will attack you along a few units.
Once you waste him, you will receive the KILL ORC HEROES OPTIONAL QUEST.
Each one you will will net you a tome of something, so it's pretty
lucrative to do this quest. Only Light Blue and brown Orcs will attack
you, but their attacks are pretty brutal- you might want to destroy
them first. Red will send Dragons every once in awhile.
Well, start by building an strong defense, particulary to the southeast,
since the brown orc base will strike with Ogre-Magi, which are very
destructive and powerful. Try to take them out as soon as possible. I
managed (with some massive micro-management) to destroy it with three
Frost Wyverns, five Crypt Fiends, Arthas and Kel'thuzad, but you might
want something that's less risky. Seven more Crypt Fiends and perhaps
a couple of Meat Wagons will surely give you victory, just make sure
you target those Ogre-magi first. Genjuros, a level 4 Blademaster, is
here.
You might be tempted to build a base here, but guard it, as light blue
will attack it. Light Blue's base is just north of it, the same attack
force, reinforced with your favorite options (I recommend more Crypt
Fiends) will do. Mazrigos, a very annoying level 6 Far Seer, is there.
Now you can safely attack the Red base, but perhaps finishing the
optional quest is a better idea. Head directly west from your base and
you will find the blue base, which has Khanzo, a level 4 Blademaster.
The final base (orange) has Trok'feroth, a level 6 Far seer. Both bases
are more or less easy to take down.
Red's base is a pain in the ass. Drop the Frost Wyrm, and load on
Necromancers, Crypt Fiends/Ghouls (depending whether you want to rely
on your Necromancers or not), and lots of Gargoyles. A few Meat Wagons
and both heroes. Now, stay on the border of the base and strike the towers.
When Dragons come flying in, send the Gargoyles, and use the cannon fodder
to protect your Wagons. When the battlefield becomes cluttered enough, and
no Catapults are on sight, crank out skeletons.
You may have to repeat the strike once or twice, as the base is ridiculously
difficult to destroy. Jubei'thos himself, a level 8 Blademaster, is a
very hard enemy. If you destroyed all the other bases, though, you should be
able to repeat the siege until you win the mission.
11.3.7.-
______________________
| |
| THE SIEGE OF DALARAN |
|______________________|
The next morning, at the gates of Dalaran...
MAIN QUESTS: SLAY THE ARCH MAGI
- Slay the first mage
- Slay the Second Mage
- Slay Antonidas
While this is a difficult stage, I personally didn't found it so impossible
as some people said (Someone suggested an strategy for a quick four-hour
victory on a particular strategy guide - not the writer's fault, but
he should have filtered some particular, while effective, ridiculous
strategies). Good control and quick and decisive strikes will spell
victory on this fun mission.
Well, the objective is to take out the three Arch Magi holding the
aura up. While on the aura, undead units will turn purple and receive
constant damage. When a Arch Magi is killed, a part of the aura will
dissapear. When you kill Antonidas, the rest of the aura will dissapear,
and the mission will end.
You get to (finally) train abominations on this level. There is a goblin
merchant to the east, and a level 6 Archmage to the west, who will give you
a Health Stone ones you kill it. The crates near the ruined town will give
you a Scroll of Mana.
The First Arch Mage is just near the entrance to Dalaran. Jump at him
with a few Abominations, and nuke him with Arthas and Kel' Thuzad. Make
sure to kill the Priests first, and he shall fall rather easily. He's
level 3. You may now sent a full out assault at the light blue base,
which will wreck you if you let them. Use Abominations, both heroes
and a few Meat Wagons. You can even build a new base here, though you
won't be able to use the possessed peasants to build up anything (it
would make the mission ridiculously easy).
Nearby are two cages guarded by a few humans. Defeat them and destroy the
gates to release two golems. These units are particulary useful because they
are not affected by the aura. Conversely, you can use Banshees to possess
enemy units to use them as assault teams.
The next Archmage can be taken out in a variety of ways. The easier (But
definitely longer and annoying) is to take out the guards just north of
your position, then use the Golems to throw boulders at the Archmage.
He's level 6, and this way you can take him out without casualties.
Otherwise, you will have to go all the way around using Abominations and the
two heroes to engage him in battle. He's rather difficult, but it's still
easy to kill. Using the long way will also pit you against Water Elementals
and towers. At some point here you will find a cage with a Ogre Mage, who
can cast Bloodlust.
The next target is the blue base, which is a pain in the ass to take out.
They have two Archmagi, one at level 1 (which will rise in levels
accordingly), and a level 8 one which is quite annoying.Try to form a meat
shield with Abominations and use Unholy Frenzy to turn them on. Take out
Priests and Sorceress first, and make sure the level 8 Archmage is down
the second you see him. Once you take out that base, you're free to take
out the final Archmage, Antonidas himself, who's level 10. You can free
two Drakes and four Spiders to help you, and you will need it, since he's
mighty tough to crack. Fortunately, you can nail him down with Death Coil
and Frost Nova and he will die soon, and the mission will be finished.
Try to ignore the last base, as it is obsenely difficult to destroy.
11.3.8.-
_______________________
| |
| UNDER THE BURNING SKY |
|_______________________|
An hour later, a hill overlooking Dalaran...
MAIN QUESTS: ARCHIMONDE
- Kel'thuzad must survive for 30 minutes
OPTIONAL : GOBLIN LAND MINES
QUESTS - Acquire the Goblin Land Mines
ITEMS FOUND: Ring of protection +5
Tome of Strenght +2
Goblin Land Mines
Scepter of Mastery
Medal of Courage
Did you thought the last mission was difficult? Welcome to Hell, buddy,
this one is, without a trace of doubt, the toughest mission in the game.
Your objective is to keep Kel'thuzad alive for thirty minutes against
the constant attacks by the humans. It's a lot tougher than what it
sounds.
Start by building many, but MANY towers. You can always have another
one. Also, move the Acolytes standing by the towers away so they won't
be hurt by the Griphons. Also, take Arthas and a few Crypt Fiends to
the middle of the map. There you will find a level 8 Archmage who will
left a Ring of Protection +5 (!) and a Tome of Strenght +2.
Now, while the deal is to survive (and that is hard enough), you can try
to get two very powerful items. They are in a magical vault in the
top right corner, but it's certainly difficult to get there.
The main idea is to build many, but many many towers, and use Crypt Fiends
and Necromancers to defend. Every six or so minutes you will be given
Burning Legion units (Fel Hounds or Infernals), so be sure to catch them.
In the last minute, all of the human units will attack you. You can use
Land Mines here to give yourself a little breathing room. You can also
try to raze all oppossing bases, but that will be also quite difficult,
and perhaps is simply a lot more fun to defend :)
When the timer is out, if Kel'Thuzad is alive, the Undead Campaign is
over.
11.4.-
__________________________
| |
| THE INVASION OF KALIMDOR |
|__________________________|
The third Campaign stars the Orcs after their escape from Lordaeron and
their accidented arrival at Kalimdor, the deserted continent. Overall
not as difficult as the previous campaign but still challenging. Kinda
repetitive, though. The first missions could have been a lot more interesting.
11.4.1.-
__________
| |
| LANDFALL |
|__________|
Following the mysterious prophet's instructions, Thrall led the Horde across
the Great Sea. Now, after weeks of traversing the raging seas, the Orcish
Horde has landed upon the savage shores of Kalimdor. With their stolen ships
broken and drowned, the Orcs cautiously venture inland, wary of the unseen
dangers lurking within the crags of the desolate land.
MAIN QUESTS: RALLY THE HORDE
- Discover where the other ships have landed
- Thrall must survive
PROTECT CAIRNE
- Follow Cairne to the Tauren village
- Protect Cairne from his enemies
- Cairne Bloodhoof must survive
- Thrall must survive.
OPTIONAL : None.
QUESTS
ITEMS FOUND: Potion of Mana x3
Healing Wards x2
Scroll of Protection
Ring of Protection +1
Scroll of the Beast
As a quick tip, smash every crate you see for valuable items.
Start by going north, where you will find a few creeps. By going southeast from
their position, you will find a few more crates guarded by two dragon
hatchlings, one of the crates contains a Ring of Protection +1. Continue your
way north for more creeps and then east, where you will meet some Quillboars.
From there, go south until you find even more Quillboars, and rescue a few
units. You will find every once in a while a few centaurs attacking a Tauren,
don't try to save them. Just focus on killing the Centaurs.
To the east you will meet a few more troops. From there to the north, there
are three ways, one contains three harpies which will net a Scroll of the Beast,
the middle one has two lizards, and the third contains a few Quillbears and the
way to go.
Continue and you will see a band of Centaurs marching north. Ignore them. Go
forth and you will find a Foutain of Health, and more troops. Later, you will
meet Cairne, and you will be given the PROTECT CAIRNE quest, which will
require you to follow Cairne and protect the Tauren Village. If Cairne
falls, you're screwed. It's fairly easy. Concentrate on killing the
Centaurs and Cairne will defend himself. As soon as the fourth wave, which
includes a level 5 Centaur Champion, ends, you'll win.
11.4.2.-
________________
| |
| THE LONG MARCH |
|________________|
Two days later, upon the desolate plains of the Barrens.
MAIN QUESTS: THREE OASIS
- Lead the caravan to the first oasis
- Lead the caravan to the second oasis
- Lead the caravan to the third oasis
- Thrall, Cairne and the caravan must survive.
THE CARAVAN
- Protect the caravan
- At least two Kodo Beasts must survive
- Cairne must survive
- Thrall must survive
OPTIONAL : None.
QUESTS
ITEMS FOUND: Potion of Mana x3
Potion of Greater Mana x2
Scroll of Healing x2
Ancient Figurine
Mantle of Intelligence +3
You must lead Cairne and his caravan of cows (sorry, Tauren) to
the three Oasis marked on the automap. Like the previous stage, this one
is also a long and slow scenary. I personally dislike this stage because
the AI used for the caravan is incredibly annoying. For some reason,
this reminded me of my arguments with Boddyknock, the Sorceror from
Neverwinter Nights, screaming at the computer monitor to the Goddamn
character to move his ass out of the way.
Anyway, The Caravan will only move following your lead, and if the
Kodo Beasts give a damn and form a line. That's the rule on this stage.
To start, head west. You will find a few centaurs, and continue going
east, and then in the end north. You will have to deal with several annoying
centaur casters, but they won't be that difficult to take out. Be sure
to protect your Trolls, as they are very vulnerable. On that little
village, you will find a couple items.
The Caravan will be taken on from behind on several ocasions. While you
can trust on Cairne and the Tauren to hold their own, don't leave them
alone. Eventually they will be overwhelmed. Keep walking and fending off
Centaurs until you find the first oasis, and three Grunts will join you.
Rest, and now go on to the west again. More Centaurs and a few Harpies
(be sure to destroy the Harpy Nest for an intelligence item), and
a Goblin shop, where three Wolf Raiders will join your army. Now go
north until the next Oasis. Use your Raiders' ensnare ability to take
down annoying fliers. On the second Oasis you will find get three
Catapults.
Using the Catapults, take down the towers on the next section, and
use Thrall and the Headhunters to defend them from a distance.
Eventually you will reach a few more Centaurs led by a Khan, which
will reincarnate once killed. It's just a matter of killing him again,
and you will reach the third and final Oasis.
11.4.3.-
____________________
| |
| CRY OF THE WARSONG |
|____________________|
Five Days later, near the foothills of the Stonetalon Mountains...
MAIN QUESTS: ESTABLISH A BASE
- Build a Great Hall
- Thrall must survive
SECURE ZEPPELINS
- Destroy all hostile units at the lab
- Return two Goblin Zeppelins to your base
OPTIONAL : PACIFY HUMANS
QUESTS - Destroy all human bases (!)
ITEMS FOUND: Potion of healing
Scroll of healing
Gauntlets of Ogre Strenght +3
Circlet of Nobility
STARTING : Thrall (Level 3 Far Seer Hero)
FORCES Grunt x2
Wolf Raiders x2
Peon x4
Kodo Beast
This map is pretty easy so long as you keep an strong defense, as the
attacks themselves are quite easy. At the start, build a Great Hall
after you find Grom Hellscream. Start establishing your base, and eventually
Grom will send out an attack despite Thrall's orders. This will trigger the
optional quest PACIFY HUMANS, and the main quest SECURE ZEPPELINS in that
order.
All human base are virtually defenseless, but they do have some wild heroes:
The gray one has a level 6 (!¡) Mountain King, the light blue one has a
level 4 Paladin, and the blue has a level 4 Archmage. Fortunately, the
green one doesn't has anything.
Establish a tight defense with towers, and then go right to attack the
light blue base. A few catapults and lots of Grunts will secure victory.
Just be sure to take down the Altar quickly, as the Paladin can get annoying.
The attack on the blue one (which is the only one which is actually needed
to be destroyed in order to finish the mission), can be launched
from the light blue base location or from your main base itself. Either
side is equal, but the light blue one is slightly less defended. Again,
lots of Grunts and a few catapults will be required.
The other two bases are available to be taken down in order to finish
the optional quest, but not for the main quest. Anyway, the green one
is very easy to destroy as they have no heroes, but the gray one has
a very powerful Mountain King. If you wish to finish that quest,
include some Headhunters in your line up, and try to coordinate
the attack with Grom's forces, as it will make it a lot easier.
Once the blue base is down, send a large strike force with Headhunters
and Grom to attack the passage north of the blue base. You will find
a Centaur Khan which will require some use of brute force to kill.
Finally, you will find the Goblin laboratory, guarded by a group
of Harpies. Use Grom's Lightning Bolt to kill them. Once killed,
buy two Zeppelins and send 'em to the base. Mission accomplished.
11.4.4.-
__________________________
| |
| THE SPIRITS OF ASHENVALE |
|__________________________|
Two days later, along the borderlands of Ashenvale forest.
MAIN QUESTS: SLASH AND BURN
- Amass 15,00 lumber
- Grom Hellscream must survive
OPTIONAL : FURBOLG CHIEFTAIN
QUESTS - Slay the Furbolg Chieftain
DESTROY TREE OF LIFES
- Destroy all Tree of Lifes
ITEMS FOUND: Potion of Restoration
Potion of Greater Healing
Health Stone
At the start, wait 'till your peons opened a path northwest. Send your
forces there to meet the welcome party from the Night Elves. Now, go
north and you will find a mine to start your base, and three Hypogriph
Riders. Use your Wolf Raiders to ensnare them and kill them.
To the east is a little goblin, named Greedy Needlock. This will trigger
the FURBOLG CHIEFTAIN optional quest, which will reward you with two
Goblin Shredders, which will make this stage a lot easier. You need to
deal with a full compliment of Furbolgs on the west of the map, be sure
to have a lot of Trolls as high level furbolgs have Rejuvenation and
Roar.
To the south of your new position is an small Night Elves camp. Destroy
the Trree of Life and you will receive the TREE OF LIFES optional quest,
which is a pain in the ass. This requires you to attack four different Night
Elves camps in order to deal with Tree of Lifes or its upgrades, and
receive plenty of lumber. All of these bases are surrounding your position,
and are quite difficult to destroy, be sure to attack with plenty of
Grunts and Catapults. You do not need to destroy the bases, just the
Trees.
By the time you destroy the last tree, the shredders should have collected
enough lumber. Mission accomplished. Not the most impressive mission ever.
11.4.5.-
_______________________
| |
| THE HUNTER OF SHADOWS |
|_______________________|
MAIN QUESTS: THE CHAOS WELL
- Discover the source of power
- Destroy the satyrs guarding the well
CENARIOUS
- Destroy Cenarious
OPTIONAL : None.
QUESTS
ITEMS FOUND: Fire Orb
Claws of Attack +9
Anti-Magic Potion
Ring of Protection +3
Potion of Greater Healing
Periapt of Health
As soon as you start, on the base where Grom is settled, start
building towers, Headhunters and a few grunts. Cenarious will
appear and decimate all of your surrounding bases, and establish
his own forces there. He will eventually attack your main base,
but you should be able to stop him rather easily. If you fail, try
again but with Raiders instead of Headhunters.
Once he calms the hell down, rebuild your base.
Cenarious is a level 10 beefed up Keeper of the Groove with 4000 HP
of health and a massive damage output. He also has divine armor type,
meaning anything will deal 1 damage to him unless it has Chaos attack
type (which Cenarious posseses, as well). A minute or so after the
attack, a Witchdoctor will give you THE CHAOS WELL quest.
Take a catapult, a few grunts and shamans, and Grom Hellscream north,
to a marked spot with a few trees nearby. Take down the trees and
send the strike force there, and deal with the Furbolgs (four regular
(lvl 4), two shamans (4), two trackers (6), an elder shaman (7) and
a single Ursa, level 8). The Ursa will prove to be a big obstacle,
though the catapult can wear it down. Continue west, and you will
have to deal with a few Satyrs. Heal and reinforce before heading
the Waygate.
More Satyrs. However, there will be a time when you will meet a lonely
level 9 Pyromancer, which will summon four Fire Archers (level 3),
which will cause some troubles. Use Grom's ultimate ability to take
care of the Satyr and let your grunts eat the skeletons.
Go north, kill the skeletons, and now east. You will be greeted by a group
of Satyrs led by an annoying Hellcaller (level 8). Once killed, you
will be granted Chaos Orc units, which are all Chaos damage able, and
are considerably stronger than the regular orcs.
You can also build warlocks, which aren't very special, but, eh.
With 'em, you can kill Cenarious. He will appear once you attack
succesfully a Night Elf encampment. Use a group of Grunts supported by
Warlocks and Kodo Beasts to attack either camp. Use your Warlocks to
stun with the Fireball the opposing flyers.
When Cenarious come down, forget about everything and nail the thing.
He's ridiculously hard and strong, so keep pounding. As soon as he's dead,
your mission is completed.
11.4.6.-
____________________
| |
| WHERE WYVERNS DARE |
|____________________|
MAIN QUESTS: STONE TALON PEAK
- Destroy the Human Base Guarding the Peak
OPTIONAL : WYVERNS
QUESTS - Find the Wyverns
- Save The Wyverns
DEFILED FOUNTAIN
- Kill Centaur Khan
- Return the Glyph of Purification to restore the fountain
ITEMS FOUND: Periapt of Vitality
Health Stone
Glyph of Purification
Pendant of Mana
Potion of Mana
Scroll of Protection
STARTING : Thrall (Level 6 Far Seer Hero)
FORCES Cairne Bloodhoof (Level 6 Tauren Chieftain Hero)
Peon x5
Witch Doctor x1
Headhunter x2
Grunt x1
Wolf Raider x1
Tauren x2
Now you can build Taurens, which will be very useful for the optional
quests. At the start of the mission, you will receive the WYVERNS OPTIONAL
QUEST. Just to the west of your base, is a defiled foutain, which will
trigger the DEFILED FOUNTAIN OPTIONAL QUEST, after killing 4 level 2
lizards and two leve 6 thunder lizards..
The DEFILED FOUNTAIN is the easiest, though it isn't simple. You need to
go directly north from your base, devastating hordes of level 4 Centaurs.
Importantly, there is a goblin lab in there which you can use to buy
Zeppelins. Further north, there are more centaurs (Outrunners and Impalers),
level 4 and 5, which won't be that much of a challenge, be sure to bring
plenty of grunts.
Norhteast is where the Centaur Khan is located. He's still very tough to
take down, though this time around you should have much more to show him.
He still resurrects, as well. When killed, he will drop the Glyph of
Purification, which you can bring to restore the fountain, which will
turn into a regular Fountain of Health. That completes the DEFILED
FOUNTAIN OPTIONAL QUEST.
The other quest is a bit more annoying. Bring 8 or so Headhunters, plus
your two heroes. On the way west, you will find Razorman Brutes (level 3)
a Medic (level 5) and a Chieftain (level 7). Kill them all to advance.
Afterwards, you will meet some Harpies, level 4, 5 and 6 (The Queen is
level 6 only). They can be really difficult as they have a variety of
curse spells at their dispossal, and their numbers are great. Cairne's
Aura should provide a good help as well as Thrall's Chain Lightning. The
Queen is also pretty annoying, but she should fall easily if you have
enough units. You will complete the WYVERNS OPTIONAL QUEST, and
receive several Wyverns. You can also build your own Wyverns. Destroy
the harpies' nest to receive an item, as well.
Now, with the optional quests out of the picture, you're free to
finish the actual mission. There are two human bases. The Grey one
will eventually attack you with small groups, and eventually with
the hero, a level 6 Archmage. Despite that, you can set up an
small defense, and forget about them. The blue one is the one
you need to destroy. It is directly north of your base, inaccessable
by land, you'll need a few Zeppelins to get there.
Set up 12 or so Wyverns, and get a few Shamans, Catapults, and either
Thrall or Cairne (Leave the other at the base to defend it). Using the
Wyverns, attract the attention of the gryphons flying around, and kill
them with concentrated firepower. You can safely land your land troops
on the southside of the base. Advance slowly but surely using your catapults
to destroy buildings and the hero and the shamans to protect them.
You can always bring reinforcements. The Gryphons should fall to your
more versatile Wyverns. When the base is razed, the mission has ended.
11.4.7.-
____________
| |
| THE ORACLE |
|____________|
Twenty Minutes later, in the caverns of Stone Talon Peak...
MAIN QUESTS: THE ORACLE
- Seek out the Oracle
- Thrall must survive
THE HEART OF ASZUNE
- Find the Heart of Aszune
- Return the Heart of Aszune
ENCHANTED GEMSTONE
- Find the Enchanted Gemstone
- Bring the Enchanted Gemstone to the Spectral Brige
- Cairne Bloodhoof must survive
OPTIONAL : None (uh? YOU WANT MORE???)
QUESTS
ITEMS FOUND: Potion of Mana x5 ->There are probably more,
Potion of Health -->I simply lost count
Mantle of Intelligence +3
Scroll of Healing x4
Scroll of the Dead x3
Orb of Fire
Tome of Intelligence x2
Blood Key
Crown of Kings +5
Sobi Mask
Talisman of Evasion
Amulet of Spell Immunity
Ghost Key
Enchanted Gemstome
Heart of Aszune
STARTING : Thrall (Level 7 Far Seer Hero)
FORCES Cairne Bloodhoof (Level 7 Tauren Chieftain Hero)
Witch Doctor x1 ---> Thrall's group
Grunt x2 ----------> Thrall's group
Wolf Raider x2 ----> Thrall's group
Shaman x1 ---------> Thrall's group
Tauren x3----------> Cairne's group
You will begin controlling Thrall and his group. Destroy all crates
you see, many contain valuable stuff. Furthermore, there are plenty of
creeps around. Be careful with them, and make sure to heal with your
Witch Doctor.
Begin by heading west, killing creeps, and follow the road until you're
given choice by goind north or south. North is a cell with a Mantle
of Intelligence +3. South is the way to go. Go forth, smash the crates
(Be careful, one will net you an item *and* a level 6 wraith). When the path
forks, go first south, and kill the level 3 Fire Revenant, and bust open
the crates for more items. Now, go north, and kill the creeps there
(The big revenant gives a very cool Orb of Fire), and, before continuing,
follow the west path. You will find another item.
Now, go east, and face the enemies. There will be a bigass skeleton. From
there, go south and kill the Salamander. It protects the Blood Key, which
opens the door to the tresuary, where there are various items, including
a Crown of Kings +5. Now, go east and follow the waygate.
You will find a few peasants which will take on arms against you. Nail
them with a Chain lightning before they turn into footman for an easier
time.
The next Rooms will find you going east and finding a jail. Out of the
first cell a level 5 Kobold Taskmaster will attack. Out of the second,
three Headhunters will join you. The third one hides a very tough
level 10 Salamander Lord, which drops a Sobi Mask. Continue the road,
and you will find several sheeps. After a funny remark, two human
Sorceress will lead an ambush. Kill them all. Now, go left to rescue
a few headhunters and fin another scroll of resurrection.
Now, go north from where you found the human party, and you will see
a dragon fighting off a bunch of harpies. Watch out, and wait until one
side wins, and kill the rest. You will acquire the Heart of Aszune.
Go into the waygate to the north and from where you appear go south.
Aszune, the Priestess of the Moon with the Wrong Weapon will let you
pass. From here on, it's up to Cairne.
Who you have to control, of course.
Cairne's part is noticeably more difficult, though it's also shorter.
Drive him southwest to kill some creeps and find some more potions.
Now go southeast, where you will find some ill-fated humans. Don't
mind them. Keep going south and then right, You will see some more
kobolds, and Cairne will note that they are guarding the gemstome.
There is a nearby circle of power which will kill them instantly, but
if you actually kill them in combat, they will drop a Talisman of
Magic Immunity. But, thing is, they are quite difficult to kill. Your
choice.
Either way, you also have to head north, and you will find antoher circle
of power which will open the gates. Proved the Kobolds are dead, you
will find the Enchanted Gemstome you need for Thrall. Collect it, and
head east. You will need to kill a few more Kobolds, a toughie Salamander
Lord (Which is a lot easier with Cairne), and after you cross the lava,
two Level 6 War Golems will atack you. Further to the right, a level
9 Siege Golem will appear as well. It will drop the Ghost Key you need
to open the door to find Thrall. Give the Gemstome to the pilar, and
the mission will end.
Shocked already?
11.4.8.-
_____________________
| |
| BY DEMONS BE DRIVEN |
|_____________________|
MAIN QUESTS: HELLSCREAM
- Capture Grom in the Soul Gem
- Bring Grom to Jaina's Ritual Circle
OPTIONAL : None.
QUESTS
ITEMS FOUND: Scroll of Mana
Medallion of Courage
Potion of Healing
This is a very difficult mission. You have to go directly to the
farthest point of the Chaos Orc's base, raze it to the ground, and then
capture Grom. If that isn't difficult enough, every few minutes, a couple
infernals will land at random parts of the map and attack your base.
You have Jaina's help on this mission (As useless as she can be).
You should start setting up a tight defense around all your base, with
Grunts and Towers en masse. Then, set up a group with Cairne or Thrall
(leave one at your base), and start creeping around. Have a couple catapults
if you spot one of the many enemy encampments, which are tough to take
down. Once the map is free of enemy forces (save the two northernmost
bases), you can start planning an offensive.
Remember the Infernals. They are very dangerous.
There are several camps just south of Grom's Base. They hold a few orc
units hostage. Save them if you wish.
There is not much strategy involved on the siege on the main bases. Send
in catapults, Tauren and your heroes once your defense is complete. Start
by slowly taking out buildings. Send also a couple Witch Doctors for
easy healing. Don't rush in, that would kill you.
Once you take down the left base, go right. There, you will have to make it
even slower. Take down the base, and prepare to deal with Burning Legion
units. There are Doom Guards and Felhounds, and both are extremely damaging
units. Use your Taurens and Cairne to deal with them (no need for mana,
Felhounds can cast Mana Burn).
You have to use the Soul Gem to catch Grom. Once you do that, get the hell
out of there and go straight to the Ritual Circle. That will end the mission
and the episode.
11.5.-
________________
| |
| ETERNITY'S END |
|________________|
The Final Episode. Very fun and challenging, though considerably shorter
than the other three episodes. Get yourself some coffee (If you like coffee)
and let's go.
11.5.1.-
_____________________
| |
| ENEMIES AT THE GATE |
|_____________________|
MAIN QUESTS: NIGHT ELF BASE
- Entangle a gold mine
- Build a Moon Well
- Build an Ancient of War
- Train 5 archers
INVADERS
- Slay the Paladin
OPTIONAL : FURBOLG VILLAGE
QUESTS - Locate 10 missing Furbolgs
ITEMS FOUND: Scroll of Protection
Potion of Healing
Healing Wards
STARTING : Tyrande (Level 1 Priestess of the Moon Hero)
FORCES Archer x1
Wisp x4
Pretty easy mission. At the start you will be given the NIGHT ELF
BASE MAIN QUEST, which is pretty straightforward this far. When
it's completed, the INVADERS MAIN QUEST will be granted. We will
solve that one later.
To the south is the Furbolg Village. There the Furbolg Shaman will
give you the FURBOLG VILLAGE OPTIONAL QUEST. Fair enough. these
are the locations:
- The first two Furbolgs are directly north of your base. Slightly
east of there are three Archers waiting for you to reclaim.
- Two more are southwest of your base location. Slightly west is a
human outpost with four footmen and a few items once you destroy
the tents.
- More southwest of there are two more. Don't wander into the
human and orc base unless you are prepared.
- Three more are north, captured by three Orc Wolf Raiders. You
will have to, um, kill them.
- Two more are northwest of there. You will have to kill the
two Orcish Wyverns around. There are several bases like that one
around, both human and orc. Join Greenpeace and kill them.
BTW, that makes eleven Furbolgs. Just in case you missed it. There
is a twelfth Furbolg directly south as well.
Return to the Furbolg Elder Shaman to receive your reward: Two
level 4 Furbolgs, and a level 7 Furbolg Champion, which is a
pretty heavy melee unit.
With these units, and 12 or so Archers, send Tyrande to assault
the human base. It's quite undefended, so muscle your way in
(One of the tents has Healing Wards for you), and 'duke' it
out with Duke Lionheart, a level 6 Paladin. When killed, the
mission ends.
11.5.2.-
_______________________
| |
| DAUGHTERS OF THE MOON |
|_______________________|
MAIN QUESTS: ESCAPE INTO SHADOW
- Bring Tyrande to the Night Elf Town
- Hide from the patrolling Doom Guard
- Tyrande Whisperwind must survive
OPTIONAL : None.
QUESTS
ITEMS FOUND: Claws of Attack +3
Slippers of Agility +3
Potion of Greater Healing
Scroll of Healing
Potion of Healing
Ring of SUperiority
Mantle of Intelligence +3
Gloves of Haste
Ring of Protection +2
Manual of Health
Tome of Strenght
Health Stone
STARTING : Tyrande (Level 2 Priestess of the Moon Hero)
FORCES
Remember to keep hiding with Shadowmeld, and the mission will go on
smooth. You are no match for the dozens of Doom Guards around.
Up north are two Doom Guards. Evade them and grab the two items.
Go on south, and keep smashing the crates around for items and
evading the Doom Guards. If you're attacked, just hit 'i' to
escape. Be really careful, though. You can free a Furbolg
trapped in a cage. He will go on to engage the nearby Doom Guard,
and will leave then. It doesn't makes much, though, and you have
to kill the Doom Guard with his help. The Furbolg will simply
go back to its cage (?) later. You continue.
Go southwest. There you will find some troops and a few tents.
Destroy everything for another item. Go east and finish the
battle, and once again destroy the crates to get Ring of
Superiority. Keep going east, and a big group of Orcs will attack
a big group of Undead. Once finished, grab the Mantle of Intelligence+3,
and go on forth.
You will receive some more troops after the Waygate.
The next section features Shades, which can see your Shadowmelded units
Evade the two Doom Guards, grab the items if you can. If you're gonna
do this, you might be better off sending units in small groups.
The next section features another shade and a few humans battling a Doom
Guard. Wait for the battle to end (Or avoid it altogether), and make
sure you grab the Tome of Strenght the Doom Guard drops. Continue through
the door to the northwest. More Troops.
Heal up at the fountain, and go east. You will find a Spirit Tower, destroy
it, and go forward. You will receive some Ballistae. More to the east is a
Fountain of Health where you will receive more reinforcmentes. The path you
saw earlier leads to some items (guarded by a spirit Tower and two Doom Guards)
and the second path is a tower-heavy base which will be torn apart by your
Ballistae. Up ahead is the Night elf town. Just guard your siege units,
and it should fall easily.
11.5.3.-
____________________________
| |
| THE AWAKENING OF STORMRAGE |
|____________________________|
MAIN QUESTS: FURION STORMRAGE
- Reach Moonglade Isle behind the Orc Base
- Slay the Primal Guardians
- Bring Tyrande to the Horn of Cenarious
- Slumbering Furion Stormrage must survive
OPTIONAL : None.
QUESTS
ITEMS FOUND: Healing Wards
Boots of Speed
Jade Ring
Anti-Magic Potion
STARTING : Tyrande (Level 3 Priestess of the Moon Hero)
FORCES Archer x1
Huntress x2
Wisp x6
You will get three Dryads as soon as the mission start. You have 100
trees of time to get the horn of Cenarious. 25 or so minutes. You need
to tear down the Orc base, and kill 'em all to reach the Isle, decimate
the three Primal Guardians, and get the Horn before it happens.
It isn't possible to reach the Undead base, but they will probably attack
your from time to time. Not that you want to go there, Tichondrious (level
10!) is sitting there.
In the middle of the map is a group of Murloc Tiderunners (level 1) and
Nightcrawlers (level 3). You will get an item for destroying the hut,
and access to a Goblin shop.
The Orcish base is pretty easy to destroy. Assault with a few Ballistae,
and send in lots of Huntress to deal with other units. Keep Tyrande
around. There is a crate here with Healing Wards. try to attack early,
so they can't build more units. There is a level 5 Blademaster.
Go up north to face the Primal Guardians. First is the Fire Guardian,
which uses Inner Fire. It's pretty easy, but keep in mind it's level 6.
Some level 4 Owlbears will try to help it. Destroy the crates for a
Jade Ring.
Keep walking (There is a Fountain of Health), and smash the Ice
Guardian, which uses Frost Nova, and slows your units with its attack.
Two level 4 owlbears and a level 6 enraged one will attack you as well.
A crate north leaves an anti-magic potion.
Finally, the last one is the Lightning Guardian, which uses Lightning
Shield and Purgue (¿?). Two level 6 Enraged Owlbears, and a level 8
big one will attack you as well. Get the Horn, and finish the mission.
11.5.4.- The Druids Arise.*
__________________
| |
| THE DRUIDS ARISE |
|__________________|
MAIN QUESTS: AWAKEN DRUIDS
- Reach the Barrow Dens
- Destroy the corrupted Night Elf Base
- Bring Furion to Barrow Dens
OPTIONAL : CRAZED FURBOLGS
QUESTS - Kill the Furbolg Warlord
CURSED GLADE
- Kill the Death Revenant to restore the Forest
ITEMS FOUND: Potion of Healing
Ironwood Branch
Potion of Mana
Claws of attack +6
Sobi Mask
Ring of Protection +2
STARTING : Tyrande (Level 4 Priestess of the Moon Hero)
FORCES Furion (Level 4 Keeper of the Groove Hero)
Archer x3
Huntress x2
Wisp x5
NOTE: Furion comes equipped with the Horn of Cenarious.
This is another straight forward mission, though it's somewhat more
challengng. You need to reach the Barrow Dens, which are guarded by
a human base.
Start by building a heavy air defense. Though you cannot access those
bases (save via Force of Nature), the red orcs, the purple Undead and
the light blue humans will send in air units to attack your base.
The light blue base you can access is the one you need to destroy.
Northeast of your base is a defiled fountain with some Furbolgs. You
will have to kill them as they are corrupted. You will be given
the CRAZED FURBOLGS OPTIONAL QUEST, which live north of here. You will
have to deal with five level 4 Furbolgs, three level 7 Elder Shaman,
a level 6 tracker and a level 9 Warlord. Kill this one to receive a
Claws of Attack +6, and there is a Potion of Mana on a crate nearby.
Now go east, and attack the human base. 12 Huntress and a couple
Archers plus your heroes should do the trick, as it's pretty much
undefended. There is a level 4 Paladin in there, but he won't cause
too much trouble. Raze the base and head south. Remember to keep up
your defense in town.
Get some reinforcements, and head south. This cursed forest features
a lot of Skeleton Archers (level 3?), Ghosts (level 4), Wraiths
(level 6), and your objective, a level 8 Death Revenant. He is located
in the lower right corner of the section. Charge with plenty of units,
this part could be difficult. To the southwest is a Storm Wyrm Lord,
behind some trees, which drops a Sobi Mask. The CURSED GLADE OPTIONAL
QUEST your received earlier will be completed.
Now, from there on, go north, where you will find a Corrupted Night
Elf base, with a lot of Satyrs and cursed Treants. There are one or
two Satyr Hellcallers (level 8) which are pretty tough and annoying.
Go with Ballistae and a full unit of Huntress. Get some Dryads as well.
Go slowly but surely, and finally, send Stormrage to the goal. Mission
accomplished.
11.5.5.-
___________________
| |
| BROTHERS IN BLOOD |
|___________________|
MAIN QUESTS: AWAKEN DRUIDS
- Discover the location of the Barrow Deeps
- Bring Furion to the center of the cave Circle of Power
- Tyrande Whisperwind must survive
- Furion Stormrage must survive
FREE ILLIDAN
- Locate Illidan's prison
- Defeat the Watchers
- Tyrande Whisperwind must survive
OPTIONAL : BEAR NECESSITIES
QUESTS - Get water from the Fountain of Life
- Return the filled vial with the Furbolgs
ITEMS FOUND: Potion of Healing
Scroll of Healing x3
Potion of Greater Healing
Wand of Lighting Shield.
Spider Ring
Necklace of Spell Immunity
Empty Vial (Becomes Full Vial)
Claws of Attack +9
Robe of the Magi +6
Tome of Knowledge
Ring of Regeneration
Land Mines
STARTING : Tyrande (Level 4 Priestess of the Moon Hero)
FORCES Furion (Level 4 Keeper of the Groove Hero)
Archer x2
Huntress x2
Druid of the Talon x2
Dryad x3
Another maze map. Oh joy. You know what's annoying about these? The
ammount of items I have to find to write 'em down. Damn.
NOTE: The mushrooms are, technically, trees. You can use them
for Furion's Force of Nature spell.
Anyway, Go east. There are some Kobolds, kill them for a Potion
of Healing. West, some Wendigoes. They drop a Scroll of Healing. Now
go south to continue, killing spiders. Your biggest concern will
be the two Brood Mothers, level 6, who will leave small spiders when
killed.
Further southwest, you will face a few undead enemies, who will leave a
potion of Greater Healing and a Wand of Lightning Shell. Go west, and
you will find a Giant Spider, kill it for a Spider ring, and go round
to the other side of the ice blockade, where there are some more
spiders, and some eggs: one of those holds an item.
(Here is a notorious easter egg. Check section 12 for that.)
Going south, you will meet some Furbolgs, who will give you the
BEAR NECESSITIES OPTIONAL QUEST. You will also receive an empty vial.
Grab it, and go northwest, through the lower path (BUT GOING NORTHWEST!,
going south when the path forks will have you continuing the mission
and not ending the quest!). Fight the Lizards, and reach the Fountain
of Life. That will fill the vial. Hand the Full Vial to the to Furbolgs,
and you will receive 3 Talisman of the Wild. Nifty, for what easy is
this quest.
Now, go south from where the Fountain of Life.
From this part on, You will have only Furion and whatever Dryads and
Druids of the Claw you have left. Go east, killing creeps, and when
you see a group of mushrooms, use FoN and get in there. Killing
the undead will net you a Scroll of Healing. South of the mushrooms,
are more mushrooms which can lead you to a circle of power
which takes you to a hidden area with more undead and a Robe of the
Magi +6
Now go back to the circle of power (north are some Kobolds, but they
drop nothing), cross the bridge, and go forth. Three level 4 Owlbears
will attack and drop a claw of attack +9
Go north, kill the dragon whelps. You will find the druids, but they
are not friendly. Keep going north (use cyclone and entangling roots to
keep the druids from attacking). You will find some spiders and Sludges,
and they will attack you. You MUST NOT kill any druid of the claw, but
the other creeps, can be easily killed without any problem.
Run to the circle, destroying the gates, and that part of the mission is
over. Now, go on with Tyrande.
Tyrande has to free Illidan. This is fairly straightforward as there is no
obvious branchs involved. You need to first find two different Circle of
Power. It's pretty much obvious where have to go. Defeat all the enemies,
enter both circles to continue. To the south of where you start, however,
is a tome of knowledge.
Go on after the door opens, be sure to check all the rooms. Some hold
interesting stuff. Follow the road until the Waygate.
From the Waygate, go down 'till you find the Land Mines. With them,
you can pass the walking Owlbears easily. To the north is a weak
Keeper of the Grove (Califax), and some enemies. There you can free Illidan
and finish the mission.
11.5.6.-
_______________________________
| |
| A DESTINY OF FLAME AND SORROW |
|_______________________________|
MAIN QUESTS: THE SKULL OF GUL'DAN
- Destroy the Demon Gate guarding the skull
- Bring Illidan to the skull
DESTROY TICHONDRIOUS
- Destroy Tichondrious with your newfound powers
OPTIONAL : None
QUESTS
ITEMS FOUND: Manual of Health
Scroll of the Beast
Potion of Mana
Gloves of Haste
Boots of Elvenkind +6
Ring of Protection +3
Mana Stone
Scroll of Restoration
Claws of Attack +6
Medallion of Courage
STARTING : Illidan (Level 7 Demon Hunter Hero)
FORCES Archer x2
Huntress x2
Druid of the Claw x2
Wisp x9
Wow, lots of *interesting* items. Too bad you won't get to keep them.
This map isn't very difficult, though it's time consuming. Getting
all those items take ages of blasting through spider eggs. There
are many creeps as well, and two Corrupted Ancients' bases, plus
Tichondrious small settlement.
Build up your defenses as soon as the mission starts. Some Satyrs
will attack your base and taunt you.
Your main objective is to destroy the top right base. There lies
the Skull of Gul'dan. Drop several Ballistae, plenty of Huntress and
a few Druids of the Claw, plus Illidan himself, and the base should
fall in no time. Be careful of the disease aura some Corrupted Treants
carry. The base also contains six Doom Guards, two Infernals and a few
Felhounds. The Doom Guards are *extremely* dangerous. Use the Ballistae
to wear them down, and be careful with their spells. The Infernals
aren't that difficult this far, and Illidan is an extremely competent
hero.
Destroy the Demon Gate to stop the new Burning Legion units flow, and
you will get the Skull. Illidan will turn into a permanent metamorphed
level 10 Demon Hunter.
Now you need to take down Tichondrious. Send in lots of Dryads to deal
with the Infernals and some Huntress to deal with the Doom Guards.
Only Illidan can hurt Tichondrious (AND ONLY ILLIDAN ON DEMON FORM!,
NO USE COMING BEFORE GETTING THE SKULL!), so send him one on one
with Tichondrious. Use Mana Burn and Immolation. He should fall
rather easily, though he is indeed mighty. A couple of Potions of Health
should help a lot.
11.5.7.-
__________________________
| |
| THE TWILIGHT OF THE GODS |
|__________________________|
MAIN QUESTS: DELAY ARCHIMONDE
- Delay Archimonde for 45 minutes
- Archimonde must not reach the mountain summit
OPTIONAL : None
QUESTS
ITEMS FOUND: Scroll of Mana
Potion of Greater Healing
STARTING : Tyrande (Level 6 Priestess of the Moon Hero)
FORCES Furion (Level 6 Keeper of the Groove Hero)
Archer x2
Huntress x2
Druid of the Claw x2
Hypogriff Rider x2
Wisp x9
Shandris*
------------------------------------------
*Shandris is a slightly buffed up Archer with the Ranger model. If
she dies, she can't be resurrected as she's not a hero. Her fate doesn't
makes any difference to the game.
This is a defense map. You need to stop Archimonde from reaching the summit.
This is made by defending the three bases for 45 minutes.
Start by building a few Ancient Protectors at the human base and move all of
your units there. Build up Dryads and Huntress and send them there. That
should be enough to hold off the Burning Legion for 20 or so minutes.
Keep building more and more units and replace them. The Human Base will
eventually fall (probably around 20 minutes from the start), as they will
send out undead heroes and Pit Lords, which are by themselves terrible to
face. They have Resurrection and the ridiculous damage output, paired with
the dozens of undead units on their rear is incredibly difficult to deal
with.
Starfall and Tranquility will prove invaluable here.
The undead base is way too difficult to destroy. They take little to no
time to build units and Archimonde (level 10 warlock with divine armor
and chaos damage) is at the entrance, guarding it.
Once any of your allies' base falls, the undead will unsummon their previous
base and build another one. If you destroy the Orc base, though, they will
build a base there (with the "Third and Final Base" message), and leave
their first base there. This can make for some interesting strategies, though
Archimonde may choose to go to the Orc location, destroying anything on its
path, so don't count on this.
The first three waves will be Ghouls, Crypt Fiends, Meat Wagons. Then Doom
Guards, Fel Hounds and banshees will join the fun. From the fifth wave or
so (earlier on hard mode), Heroes will join in. Liches, Dreadlords and Pit Lords.
Infernals, Frost Wyrms, Gargoyles and Abominations will join later.
At some point, the Pit Lord will attack *alongside* the Lich. This is very
difficult. Use Cyclone to keep 'em apart.
The orc Base will last a lot more than the Human one. Drop Druids of the
Claw to help the Orcs and Archers to deal with fliers. When 30 seconds are left,
Archimonde will rush to the summit. Throw everything you got at him to slow
him down, he can't walk if he's attacking! Once the time is up, you've won.
Bassically all of the pissed quotes of the units are Easter Eggs. Feel free
to check out Munkibleedsgreen's faq available on gamefaqs.com.
The same goes to the cheat codes.
INSTANT WIN : allyourbasearebelongtous
"Zero Wing" intro, a 1990 Sega Genesis videogame, which spawned a massive
fad and mania since the discovery of its oddly translated introduction,
appearing everywhere from the net to the TIME magazine. There are like 10
different flash-animations done for it. Check out on any search engine.
The whole intro is as follows:
"In A.D. 2101
War was beginning
Outside Ship - An explosion occurs.
Ship's Bridge
Captain: "What happen ?"
Mechanic: "Somebody set up us the bomb."
Close-Up of Excited Communications Officer
Operator: "We get signal."
Captain: "What !"
Close up of CATS
CATS: "How are you gentlemen !!"
CATS: "All your base are belong to us."
CATS: "You are on the way to destruction."
Close up of captain & CATS
Captain: "What you say !!"
CATS: "You have no chance to survive make your time."
Ship's Bridge
CATS: "Ha ha ha ha ...."
Close up of Forlorn Captain
Operator: "Captain !!"
Ship's Bridge (ZIGs on monitors)
Captain: "Take off every 'ZIG'!!"
Shows a ZIG pilot powering up
Captain: "You know what you doing."
Shows a ZIG moving into launch position
Captain: "Move 'ZIG'."
ZIGs on monitors, Bridge Explodes
Captain: "For great justice." "
(Took from Frank Provo's Guide to Zero Wing )
The game was released by the now defunct company Toaplan in
1989, a regular (but really difficult) shoot 'em up for
the arcades, ported then to the Genesis console. For more
information, check out Frank Provo's guide for Zero Wing,
available in gamefaqs.com.
INSTANT LOSS : somebodysetusthebomb
See above.
REVEAL THE MAP : iseedeadpeople
"Sixth Sense", Bruce Willis' ultra-famous movie about a children
who has the ability to see ghost. Said by the child.
UNLIMITED MANA : thereisnospoon
"The Matrix", Keanu Reaves' ultra-famous movie. The first one. I
doubt anyone has yet to see that movie, but it's about a cyber-punk
theory that the whole world is a computer program. Said
by a child on the Prophet's sequence, explaining he can bend the
spoons because they don't actually exist. They are part of the
program.
EXTRA GOLD : keysersoze # type the ammount of gold you want.
"Ussual Suspects", Kevin Spacek's movie, the name of the guy the main
character blames for the death of all the others. I can't really
comment on the movie without spoiling the whole damn thing.
ITEMS
Several items (such as the claws of attack) look like items from the
Marvel comics series. Such claws of attack look like Wolverine's
claws, from the X-Men comic book.
ITEMS - WIRT's LEG:
(I know this item is found in the campaign, but I can't recall
where exactly. Any help?)
"Could it be that a portal opened up and expelled the remains of our
dearest pal from the world of Diablo to here? If so, was it a player,
or a Demon? Just how many worlds have the Burning Legion conquered?
Could the Demons of the Burning Legion and those of Sanctuary be one and
the same? The mind w(*INCOMPLETE ON THE WORLD EDITOR*)"
Wirt's was a character from Diablo II, who complained that the had lost
his leg. Guess it's here where it ended. Useless. Worth noting is the
flavor text for Wirt's Other Leg, from the Frozen Throne (and a lot easier
to find that this one).
"Perhaps the overzealous adventurer pried this off before his journey
here thinking it might give him one last opportunity at bovine slaughter.
Little did he know where it would lead him."
Which reffers to the secret cow level in Diablo II, a really
demented place with armed cows attacking the player.
CREDITS (from the main menu)
Once you finish the game, you will see Hydralisks coming from the cave and
fight the units walking around.
CREDITS & OUTAKES
The whole ending is a damn easter egg! The first section is a reenactment of
the intro for WARCRAFT II: The Tides of Darkness. It even features the same
music, though it is lacking the speech.
The second section is also a cutscene of the second game. Furthermore, the
director screams "THE GOOGLES! THEY DO NOTHING", which is a fad play on a
line said by Homer of the tv show THE SIMPSONS.
The third section is a joke on Arthas Haircut and how he looks like a heavy
metal singer. Go figure. The joke goes on by Frozen Throne.
The fourth section is another joke, though there is something that seemed
weird: When the paladin appears, there is a very fast figure flying through
the left side of the screen. Any comments?
The fifth section is also a joke. The sixth however, if you finish the game
on hard, will show a group of Space Marines from Starcraft duking it out
with Zerglings and Hydralisks from the same game. They will kill the Zerg,
and a group of Chaos Space Orcs (orcs on red space suits, armed with
flamethrowers) will come and battle. At the end, a sheep
will come and explode, killing the survivors. This is probably a joke about
the strategy game WORMS, which features a weapon which is an exploding sheep
among many exotic pieces of weaponry.
NIGHT ELF UNITS: DEMON HUNTER
Watch the Demon Hunter's weapons closely. It's a panda! Also watch his death
sequence: he kills himself as he dies.
NIGHT ELF UNITS: BALLISTAE
The name of the Ballista upgrade, Vorpal Blade, is taken from the name
of the sword used to kill the Jabberwock in the poem The Jabberwocky,
from Through the Looking Glass, the second Alice book, from Lewis Carroll.
UNDEAD UNITS: DEATH KNIGHT
Lord Perenolde, one of the Death Knight's possible names, was the name of
the leader of a human nation in WC II, Alterac.
EDITOR
If you watch the tooltips for the wandering animals (sheeps, stags and the such)
it says "Invoke the power of the *name of animal* to save you". If you find
the Flying sheep one, it says "Invoke the power of the Uber Sheep to save you".
("Uber" is german for "Super". It's common for video game players to use that
as a substitute for "Super", like using "Pwned" for "owned")
PROLOGUE: MISSION I - CHASING VISIONS -
Type iseedeadpeople or use Thrall's Farsight ability to watch the north
center region of the map. You will see two "Scurvy Pirates" guarding the
"Phat Lewt" (Fat Loot). Do it at the day, as they shadowmeld.
PROLOGUE: MISSION III - RIDERS ON THE STORM -
(Only on the demo or the Frozen Throne XP) "Riders of the storm" is one
of the most famous The Door's songs. There is a small (huge) grammatical
discordance but I'm sure it's the same.
PROLOGUE: MISSION V - COUNTDOWN TO EXTINCTION -
(Only on the demo or the Frozen Throne XP) "Countdown to Extinction" is
a Megadeth song (or album, I'm not sure).
EPISODE 1: MISSION II - BLACKROCK AND ROLL TOO! -
Watch for the "UNLUCKY FOOTMEN" in a cutscene.
EPISODE 1: MISSION IV - CULT OF THE DAMNED -
You can save Timmy in the first mission of the episode, however, he's
doomed to be a running gag among developers.
After you first speak with Kel'Thuzad, look around for a cage, destroy
it, and you will find Timmy, who's been turned into a ghoul. Poor kid.
Kill him to end his torment and get a Ring of Superiority. Look for
Timmy in the Frozen Throne as well.
EPISODE 1: MISSION VI - THE CULLING -
To the right of the map are a few cages, one containing a rat named Filson
the Rat. You cannot kill it, but you can click on it until it explodes.
It leaves a Talisman of Evasion.
EPISODE 1: MISSION VIII - DISSENSION -
In the center of the map is a lonely Panderan (level 4). Kill it for a Pendant
of mana.
EPISODE 2: MISSION I - TRUDGING THROUGH THE ASHES -
There are two villagers fighting, named Robert and Tyler, from the movie
FIGHT CLUB.
Furthermore, there is a building with a sign "BOB'S GUNS", a reference
to a Starcraft doodad on the asphalt tileset.
EPISODE 2: MISSION II - DIGGIN' UP THE DEAD -
West of the human green base, knock down the trees. You will see a waterfall.
Send a unit to watch a flash of a baby panda sitting on the shoulders of a
big Panda (We would come to learn it's a hero from the expansion, a Pandaren
Brewmaster), and a message "SECRET FOUND Pandaren Relaxation Area". This
is a reference to the Pandaren race used on a April's Fool Joke by Blizzard.
There is another, on the path leading to a Rogue Wizard, you can knockdown
some trees and watch a hilliarious cutscene dealing with Sasquatches planning
to take over the world. Right. Kill them to get a Claw of Attack +6.
EPISODE 3: MISSION VII - THE ORACLE -
When you get to control Cairne, head south and you will reach a big
neutral salamander named Hungry Hungry Lizard (From the old game Hungry Hungry
Hippo). Let it eat the mushrooms until it explodes. It leads to a Lion Horn of
Stormwind, a valuable item.
EPISODE 4: MISSION I - ENEMIES AT THE GATES
In the closing cutscene, there is a... Panda! running around. Given Moonglade's
forest's wheather, there is no point in having a Panda around there. Another
sighting, I suppose.
EPISODE 4: MISSION II - SISTERS OF THE MOON
After you get the Ballistae, scout with Tyrande's ability the north region of
the part of the map you're around. You will see an strange neutral unit.
Use your Ballistae to destroy the trees, and claim it with Tyrande. It's
an Hydralisk, a unit from Starcraft, another RTS game developed by Blizzard.
It's stats are:
STATS: HP : 700
Attack rating : 84-120 (!)
Attack Type : Ranged Piercing
Armor : 0
Armor Type : Light
Speed : Fast
Attack Speed : Fast
The Hydralisk will appear in the closing cutscene, if it's around.
EPISODE 4: MISSION III - THE AWAKENING OF STORMRAGE
I don't know if this is intentional or not, but whatever way you look at it,
the Horn of Cenarious looks remarkably similar to Kermit, the toad from the
Muppets. Probably an Easter Egg, since Kermit is also present on at least
one pissed quote ("it's not easy being green").Otherwise is just a crow head,
but it simply doesn't makes much sense.
NOTE FROM VERSION 1.9: I originally had "Rene" as the toad's name. It was
the name from the spanish version. A remarkable slip-up. Sorry. :)
EPISODE 4: MISSION V - BROTHERS IN BLOOD
There is an optional quest named "BEAR NECESSITIES". This is a song
performed by Baloo the Bear on the Disney movie "The Jungle Book".
When you find the spider lair (nearby the giant spider that drops a Spider
Ring), you might note a largue cluster of mushrooms. Open them up using
Furion Force of Nature, and you will find the Largest Panda Ever, a level
10 massive creep which drops a Necklace of Spell Immunity.
This is an almost exact copy and paste version of the patch.txt file found
in your Warcraft III directory, which I am putting here for reference sakes.
Whatever editting I made will be marked with "NOTE FROM LORD ZERO:", which
will be more likely undocumented features. Most of the "WE" in there
are referred to Blizzard staff themselves, I had nothing to do with them :).
Another thing is, Replays won't load from major revisions (1.18-1.7),
unfortunately. I know of a user-made program which lets you download your
version to watch previous replay, but I've never found it. Any help?
PATCH 1.18
FIXES
- Fixed a problem that prevented selection sounds from playing when
units were drag-selected.
- Fixed a problem that caused Gargoyles to become stuck in Stone Form.
- Fixed a problem with Dark Ritual or Death Pact leaving an unusable
corpse.
- Fixed a problem that caused a player's units to continue to harvest
resources after they were dropped and no one has control of them.
- Fixed a problem that allowed Magic Immune units to take Magical damage
from missiles that were in flight as they became Magic Immune.
- Fixed a problem that caused Heroes holding items that increase their
primary attribute to display an increase in their base damage on the
info panel. Their actual damage was not affected.
- Fixed a problem with Metamorphosis that allowed the timer to remain
active after the Hero had died.
- Fixed a problem with Goblin Zeppelins being considered Undead instead of
Mechanical in custom maps.
- Fixed custom buff support for Inferno.
- Fixed multiple-level support for Shadowmeld.
- Fixed Rain of Chaos' order id.
PATCH 1.17
FEATURES
- A "Profile" button has been added to the Battle.net toolbar. You can now
look at your profile from the Battle.net news page without ever entering
chat.
- Replays now display their version number in the Replay selection screen.
FIXES
- Fixed a problem that caused some instant spells cast after a targeted
spell to execute before the targeted spell.
- Fixed problems with the Melee AI when it attempted to use certain
instant spells.
- Fixed a problem with Morphing units re-executing commands that were
interrupted by the morph timer expiring.
- Fixed an exploit that would allow players to track enemy units under
the fog of war with queued move commands.
- Fixed a problem with units following enemy units and never proceeding
to the next order when they moved underneath the fog.
- Fixed a problem with spells that can target a point or unit (like
Shockwave) failing when the selected target dies. If the selected target
runs under the fog or teleports, the spell is intended to fail.
- Fixed a problem with Envenomed Spears wearing off too early if the
affected unit was also affected by Slow Poison.
- Fixed the invisibility transition time for levels 2 and 3 of Wind Walk.
- Fixed Devour such that devoured units now give experience to the owner of
the Kodo Beast if it gets polymorphed/hexed and instantly digests the unit.
- Fixed rally points such that friendly units will no longer cancel rally
orders to Heroes that teleport or Mirror Image.
- Fixed illusions so they now get correct damage, armor, life, and mana
bonuses consistent with the original units.
- Fixed an issue with morphed units that could cause them to cost food when
revived by Animated Dead if they had died in their morphed form.
- Fixed upgrading buildings such that they now receive the correct hit point
bonus from the Masonry upgrade.
- Fixed a problem that could cause manually cast arrow abilities to
occasionally fail.
- Fixed channeling units so they will auto-queue orders issued to the entire
selection except for Stop and Hide. Orders issued to the selected subgroup
will break channeling (so you can teleport out of the area while
channeling).
- Fixed units in the middle of a non-channeling spell such that they will now
auto-queue all orders until the spell is complete.
- Fixed observers so they now recieve notifications when ANY player's forces
are under attack.
- Fixed Hero icons so their order is now consistent throughout the game.
- Fixed replay speeds so they can once again be changed while the replay
is paused.
MAPS
- (6)Dark Forest - Cleaned up some trees to provide wider areas for larger
groups to path through. The creep camp guarding the top middle expansion
gold mine no longer attacks units that path nearby.
BALANCE CHANGES
General
- Haunted and Entangled Gold Mines are now indicated on the minimap.
- Line damage spells such as Shockwave and Carrion Swarm no longer damage
a targeted friendly unit.
- Arrow abilities set to autocast now override Orb effects.
- Default autocast spells (like Bloodlust) that require research will now
have autocast enabled when the research completes.
- Repairing an upgrading building now uses the repair time and cost of the
original building.
- Harvesting, building, and repairing workers are the only units left
behind by a teleport.
- Multiple units casting the same spell now distribute the load more
efficiently.
- Missile spells no longer wake creeps when launched. Instead, the creeps
now wake when a spell hits.
- Constructing Peasants are now included in group selections. A
constructing Peasant will automatically queue all orders unless it is
the only unit selected, or until it receives a Stop order.
- Channeling ultimates now cancel invulnerability. If an invulnerability
spell is used while channeling, channeling will end.
- Damage-capped AOE spells now have a seperate cap for friendly, enemy,
and neutral units.
- Enemy units now take damage from Lightning Shielded illusions.
- If a unit is rallied to a unit/Hero that dies, the rallied unit will
now continue to move towards the last spot the rally target occupied.
Human
- Divine Shield can no longer be deactivated.
Undead
- Banshee attack range increased to 600 from 500.
- Units raised by Animate Dead are now invulnerable to dispels as well as
damage.
- Unsummoning an upgraded building now provides resources for the original
building in addition to the cost of the upgrade (before it was just the
cost of the upgrade).
Orc
- Experience granted for killing the Spirit Wolves summoned by the spell
Feral Spirit increased by approximately 40%.
- Wind Walk now allows the Blademaster to walk through units.
- Wind Walk's backstab damage reduced to 40/70/100 from 50/85/120.
- Chain Lightning will now jump to sleeping targets if the primary target
is also asleep.
Night Elf
- Abolish Magic no longer auto-dispels hero spells.
- Abolish Magic no longer removes positive buffs on friendlies or negative
buffs on enemies when manually cast (it already did this for autocast).
- Rejuvination can now target magic immune units.
- Level-1 Entangling Roots base duration reduced to 9 seconds from 12, but
level-3 Entangling Roots damage increased to 25 per second from 15 per
second.
- Faerie Fire armor debuff reduced to 4 from 5.
- Ancient Protector's attack now uses a homing missile.
- The Huntress' bouncing attacks will no longer bounce back to the initial
target.
Items
- All Orbs now affect magic-immune units.
- Targeting an unwalkable location with a Scroll of Town Portal will now
try to place units as close to that location as possible. If no valid
location can be found, the units will be teleported to an area around
the town hall.
PATCH 1.16
BALANCE CHANGES
Orc
- Bladestorm mana cost reduced to 200 from 250.
Items
- Shared cooldown of 20 seconds added on all summoning items.
- Wand of Lightning Shield given 10-second cooldown.
- Sentry Ward item duration reduced to 5 minutes from 10 minutes.
PATCH 1.15
FEATURES
- The matchmaking system has been significantly updated. New accounts should
more quickly begin playing against opponents of equivalent skill level.
- Display of channel moderators has changed.
- Ladder information is now more clearly separated in your user profile.
- Free For All (FFA) games are now anonymous. Account names and player levels
will no longer be displayed to other participants. Other players will be
displayed as "Player X", where X is the number of the player in the game.
- Added an on/off button for the "Alt" formation toggle functionality to the
Options --> Gameplay menu. The option is "On" by default.
- Added a "Worker Selection" button that appears beneath the construction
progress indicator for Night Elf and Orc buildings. This allows Orc and
Night Elf players to re-select workers that are currently constructing a
building and give them additional way-pointed orders.
- Added the ability for users to double-click replay files (*.w3g files) from
system directories. Doing so will automatically launch the game and load the
appropriate replay.
- Buff and debuff icons (not including auras) now flash when their duration
has 10 or fewer seconds remaining.
- Buff icons will display in the tooltip when a group-selected unit is high-
lighted in the info panel.
FIXES
- Fixed an issue with cargo-based structures/units (Entangled Gold Mines, Orc
Burrows, Goblin Zeppelins, etc.) which could cause units to get stuck
inside permanently.
- Fixed a problem where water elementals that died during Mass Teleport were
not being properly removed from the game.
- Fixed an issue that caused hit point bars not to show up properly for some
teams when viewing replays.
- Fixed an issue that caused the Anti-magic Shell art to display incorrectly
on Crypt Fiends after they unburrow.
- Fixed a problem where a Scroll of Town Portal could be wasted if the
targeted town hall was destroyed before the spell completed. The Hero now
retains the Scroll if the spell doesn't complete.
- Fixed an issue with the "Observers on Defeat" functionality that caused
units not to be displayed on the minimap.
- Fixed an issue that could cause the Web and Ensnare graphics to display
improperly.
- Fixed a problem with the Scroll of Town Portal which did not allow Heroes to
regenerate the appropriate hit points and mana while the spell was being
cast.
- Fixed Shockwave's damage radius to 125.
- Fixed an issue with Militia in which units ordered "Back to Work" could
change back into Militia when arriving back at the town hall.
- Acolytes harvesting from a Haunted Gold Mine with the Entangling Roots buff
now register as idle like other peons.
- Fixed Lightning Shield so that if two units with Lightning Shields overlap
each other, they both correctly take damage.
- Fixed an issue with Animate Dead which in some cases caused the spell to
transfer the unit upgrades to the new owner.
MAPS
- (2)Plunder Isle - Added some trees to the north and south location near the
Goblin Merchant to prevent the player from making purchases without engaging
the creep guarding the building. Cleared some room around the Goblin
Merchant to prevent Archer cheese.
BALANCE CHANGES
Human
- Mass Teleport cooldown increased to 20 seconds from 15 seconds.
- Bash % chance to hit increased by 5% across all levels.
- Slow mana cost increased to 50 from 40.
Undead
- Frost Nova cold effect now lasts 2/3/4 seconds against Heroes. It previously
lasted 4/6/8 seconds against Heroes.
- Animate Dead mana cost reduced to 175 from 250.
- Death Coil cooldown increased to 6 seconds from 5 seconds.
- Possession damage multiplier reduced to 166% from 225%.
Orc
- Feral Spirit cooldown increased from 25 to 30.
- Wind Walk bonus damage increased to 50/85/120 from 50/75/100.
Night Elf
- Force of Nature casting range increased to 800 from 700.
- Faerie Fire mana cost increased to 45 from 35.
Items
- Red Drake Egg is now a level-4 charged item, down from 5.
- Talisman of the Wild is now a level-5 charged item, up from 4.
- Legion Doom-Horn is now a level-5 permanent item, up from being a level-4
permanent item.
- Wand of Lightning Shield reduced to 2 charges from 3.
Miscellaneous
- All autocast buffs and debuffs cast by racial units now have a cooldown of 1
second. Before, some had cooldowns of 0 seconds, while others had cooldowns
of 1 second. This change does not include Priest Heal.
- To purchase from a neutral shop or Mercenary Camp, a valid unit or Hero must
now be within 450 distance units, down from 600 distance units. Note that
this change does not affect racial shops.
WORLD EDITOR FEATURES/IMPROVEMENTS
General
- Reduced minimum map size to 32 (was 64).
WORLD EDITOR FIXES
General
- Object Properties dialogs now properly load facing angles between 270-360
degrees.
Trigger Editor
- Dialogs will now respond to clicking the 12th button.
- Compile errors in the custom script section will no longer disable all
triggers or lead to an infinite loop of error messages.
Object Editor
- Warnings about resetting objects now properly refer to the current tab.
PATCH 1.14b
FIXES
- Fixed an issue with recalling control groups and quickly pressing 'TAB'
to change your selected subgroup.
PATCH 1.14
FIXES
- Fixed an issue that caused Scroll of Town Portal to always place your
units to the lower right side of your town hall instead of the location
you clicked.
- Fixed an issue that caused a unit to permanently lose 75% of its attack
speed if it was Polymorphed while under the effects of Unholy Frenzy.
- Fixed an issue that caused the Call to Arms command not to work if you
clicked the button an EVEN number of times.
- Fixed an issue with Hero and unit ability orders in which, under certain
conditions, ability orders would not be dispatched properly, causing
"lag" or unresponsiveness.
BALANCE CHANGES
Neutral Units
- Summoned Treants no longer give large gold bounties.
PATCH 1.13b
FIXES
- Fixed an issue related to copy protection.
- Custom save games from version 1.12 (including those from Orc Act I)
incorrectly recognize Hero Agility, causing slow attack speeds after the
1.13 patch is applied. This will be fixed in the 1.14 patch.
- Town Portal always places your units to the lower right side of your town
hall instead of the location you clicked, as it previously did. This will
be fixed in the 1.14 patch.
- If you research the Skeletal Mage upgrade, then you will no longer be able
to use the Raise Dead skill on the corpses inside a Meat Wagon. This will
be fixed in the 1.14 patch.
- When a unit with Unholy Frenzy is Polymorphed or Hexed, the unit
permanently loses 75% of its attack speed. This will be fixed in the 1.14
patch.
- If an Orc player uses the spell Spirit Link, and one of the linked units is
a Troll Berserker with the Berserk ability active, then all units linked
with that Troll will take the increased damage penalty associated with the
Berserk ability. This will be fixed in the 1.14 patch.
- If a unit casting a channeling spell dies from Mana Flare, the channeled
spell lingers in the area permanently. This will be fixed in the 1.14
patch.
- The Call to Arms command does not work if you click the button an EVEN
number of times. This will be fixed in the 1.14 patch.
* Any other confirmed issues that we can fix in time for the release of the
1.14 patch.
PATCH 1.13
FEATURES
- Warcraft III now supports binding an email address to your Battle.net account
so that you can recover your password at a later stage, similar to the
functionality that was added to D2.
MAPS
- (2)Plunder Isle - Added some ground-based anti-air units to the Dragon camps;
also added some trees to the top start location.
- (4)Lost Temple - Adjusted item drop in center area. Expansion gold mines
should be a bit tougher. Each player's expansion gold mine now has one melee
creep. The Goblin Merchant camp is now tougher and has anti-air.
BALANCE CHANGES
Human
- Storm Bolt stun is now 5 seconds vs. units and 3 seconds vs. Heroes at all
levels. Previously, it had this level of stun at level 1, but went up 2
seconds vs. units and one second vs. Heroes each level. Additionally,
level-2 and level-3 damage are now 225 and 350, respectively.
- Blizzard is now damage capped. This damage cap is invoked when Blizzard hits
more than 5 targets.
- Holy Light mana cost reduced to 65 from 75.
Orc
- Stasis Trap area of effect reduced to 400 from 500.
- Shockwave now has a damage cap of roughly 12 units affected. Note that this
limit will not typically be reached except in team games.
Night Elf
- Detonate mana drain reduced to 50 from 100.
- Eating trees now heals 500 hit points over 30 seconds, up from 200
hit points over 10 seconds.
Neutral Buildings and Units
- Creep Bloodlust mana cost increased to 75 from 50.
- Creeps with Faerie Fire always use the creep version of Faerie Fire now.
Additionally, creep Faerie Fire cooldown increased to 8 from 5.
- Creep Curse cooldown increased to 8 from 5.
- Thunder Lizard cost increased to 6 food from 5, and 150 lumber from
80 lumber.
Items
- Sentry Wards now have 2 charges, down from 3.
- Anti-magic Potion duration increased to 15 from 10.
- Healing Wards and Ankh of Reincarnation are now level-4 items (down from 5).
- Red Drake Egg, Stone Token and Spiked Collar are now level-5 items, up from
level 4.
Other
- We have made modifications to how gold is mined. Although these changes are
somewhat difficult to describe, the effect is that in almost all cases, 5
peons are required for an Orc or Human to mine a gold mine at maximum
efficiency (assuming the town hall equivalent is as close as possible).
WORLD EDITOR FEATURES/IMPROVEMENTS
General
- Map-specific option for game data set to be used (custom vs. melee).
- Model selection dialog now includes all doodad/destructible variations.
- Added preference for "Automatically zoom Previewer to fit new models" (Visual
tab).
- Added "Advanced->Reset Fixed Object Heights" option. (Turn off to preserve
any fixed object heights [set via ctrl-page up/down] while moving them.)
- Increased maximum texture space for tilesets (was 12, now 13).
Trigger Editor
- Increased maximum length of trigger comments (was 640, now 2048).
- "Event Response - Triggering Player" is now valid during "Dialog - Dialog
Button Click" events.
- Added special doodad animation tags "show" and "hide".
- Added Map Flag value "Observers on defeat".
Sound Editor
- Added Edit->Find command (works on sound/music list and variable list).
Object Editor
- Option to sort objects by name only (View->Sort Objects By Name).
- Holding down Shift while modifying a numerical value will disable all min/max
limits for that field (use with caution; this can potentially crash the
game!).
- Tech Item dialog allows selection of special multi-unit "Equivalents" (any
Altar, etc.).
- New unit fields for tier-based tech tree requirements.
WORLD EDITOR FIXES
General
- Item Tables dialog is accessible from Unit Properties dialog.
- Pre-placed summoned units count towards creep camp minimap icons.
- "Extra->Cinematic Arthas" model file reference is invalid.
- Game lock-up when decreasing level of "Attribute Bonus" ability.
- Excessive performance loss when units and start locations overlap.
- Doodad "fixed height" status is not preserved across undo operations.
- Pre-placed random units may have their team color set to red in game,
regardless of owner.
- Unit Properties dialog does not display mana value for buildings with mana.
- Moving a start location which is on top of another start location can cause
duplicate start locations.
- Random Group references used for dropped items are not displayed properly in
the Object Manager.
- View menu does not always refresh properly after changing layers.
- Advanced->Adjust Cliff Levels does not adjust water height along with
terrain.
Trigger Editor
- Unit event "Uses an item" does not fire for items with unlimited charges.
- Attempting to enable a trigger does not properly validate that the trigger
script compiles.
- Action "Skip Remaining Actions" can cause compile errors if used as a parameter
to another function.
- "Event Response - Target Point Of Issued Order" becomes reset after a "Wait"
action.
- Function menu appears in the dialog for setting variable initial values.
- "Automatically create unknown variables when pasting" option does not work for
"Set Variable" actions.
- Deleting functions may corrupt the strings within other "cut" functions
(manifest after pasting).
- "Event Response - Learned Skill Level" result is off by one for all levels
greater than one.
- Variables dialog sorting by Initial Value does not sort properly.
- Map Flag value "Observer chat" is obsolete and causes compile errors.
Sound Editor
- There is no way to remove imported sounds.
Object Editor
- Custom "Required Animation Names" values do not display properly in the editor
(works in game).
- Character limit on extended tooltip fields is too small (was 300, now 1024).
- Custom values of "Techtree - Requirements - Levels" field are not loaded
properly in game.
- Hotkey field not allowed to be empty.
- Changing an object "category" does not automatically refresh the field list, if
necessary.
- "Stats - Build Time" values less than 8 cause Heroes to be unable to revive.
- Object tabs do not always refresh properly after importing "all" object data
file.
- Buildings with no pathing map crash the game.
- Auto Fill dialog allows any character for hotkey fields.
- "Art - Scaling Value" is not applied to building placement cursor in game.
- Pasting "True" values over "False" values does not work.
PATCH 1.12
FIXES
- Anti-air creeps have been added to each Mercenary Camp in the map
(4)Tranquil Paths (Reign of Chaos).
- Wyvern hit points have been reduced from 600 to 570.
- Halls of the Dead and Black Citadel attack cooldown have been reduced
from 2.0 to 1.5.
- The multiplayer custom map desync that occurs between Reign of Chaos and
Frozen Throne players has been fixed.
PATCH 1.11
FIXES
- Campaign unit damage has been adjusted to match 1.01 values.
- Some custom maps would crash because they had pre-1.10 data embedded in them.
- Czech-only: fixed a crash with the display news items.
- Graphical errors related to the Gryphon Unit within the Teen Version have now
been fixed.
- Fixed a number of text strings within our localized versions.
- Fixed a number of hotkeys within our localized versions.
PATCH 1.10
FEATURES
- Upgrades and units can be queued in the same queue chain.
- Buildings can now be queued.
- A graphic placeholder is displayed to notify where a building is going to
be constructed after the command to queue the building has been given.
- Minimap filters now "remember" your preferences so you no longer have
to toggle them on or off in every game.
- A creep camp minimap filter has been added. When it is used, small circular
graphics are displayed on the minimap representing the location of creep
camps.
- Added a third minimap "ally" filter that changes the colors displayed for
allies in the minimap.
- When using "ally" settings, the colors for the player, enemies, and allies
now properly adjust in the world frame.
- Improved defeat conditions address "hide the farm" strategies.
- An "Occupied" graphic now appears over Orc Burrows, Goblin Zeppelins,
Entangled Gold Mines, etc. This allows players to quickly tell how many
units are currently occupying a structure or transport.
- Hero icons for allied players are now displayed on your console if an ally
drops from a game or shares unit control.
- Flying Unit Improvements: We have turned off collision detection for flying
units so that they can now easily pass through each other. This will allow
air units to move about more smoothly than before. We have also added
"separation behavior" so air units will break out of clusters once they
reach a destination.
- Upgrade & Research Complete alerts now include text messages that indicate
which upgrade has just finished.
- Added player handicaps that allow players to limit their units' maximum hit
points prior to a game starting.
- Easy AI effectiveness has been further reduced. Combined with handicaps,
the AI can now be severely limited.
- Normal & Hard AI strategies have been improved. The AI now chooses between
a few different build orders per race (mass casters, mass Gargoyles, etc.),
which include varying numbers of Heroes.
- Holding the ALT key displays the health bars for all units on screen.
Alternately, holding the "[" key will display friendly unit health bars,
while the "]" key will display enemy unit health bars exclusively.
- Players can now quickly reply to the last "tell" command received by using
the "/r" command from in the game (if connected to Battle.net).
- Waypoints now have a graphical representation in the world frame and on the
minimap.
- Increased the number of waypoints that can be placed at one time.
- Shops have been given an improved interface which now allow players to
select which Hero or unit is purchasing items, units, or services.
- Added the ability to see the inventory of the purchasing Hero when the shop
is selected.
- Added the ability to sell items back to shops.
- A new resource indicator is displayed for players whose teammates leave in
the middle of a game. The indicator appears in the top right corner of the
screen and allows players to see the allied army's current resources.
- Players can now transfer resources to the allied army of a teammate who
left the game.
- Tomes are now "powerups". This means that if you right-click on them
with a Hero selected, the Hero will now automatically use them rather than
pick them up.
- In-game chat messages now display who will be the recipient(s)
(All, Allies, a specific player, etc.).
- Buildings can now be assigned to a single hotkey and can be "tabbed" through
similar to unit subgroups.
- Battle.net: Players can now search for AMM opponents while continuing to chat
on Battle.net.
- Battle.net: Players can alt-tab while searching for a game. Once a game has
been found, Warcraft III will automatically maximize.
- Battle.net: Players can now veto a limited number of maps using the thumbs
up/thumbs down system.
- Battle.net: Players can now filter custom games to only show game types they
want to play.
- Battle.net: Players can now select their icon from icons they have unlocked.
They can also see how many wins are required for each icon.
- Observers can now use minimap pings to alert other observers to points of
interest.
- A new type of observer has been added called the "referee." A referee can
chat with the players in the game.
- Improved creep AI.
- Players can now modify hotkeys. Please see the CustomKeyInfo.txt file found
in your Warcraft III installation directory for further information.
- Town portals can now be "aimed" to a particular area around the town hall.
Players can also double-click on the Scroll of Town Portal to quickly
teleport to the highest upgraded town hall.
- Rally points can now be given waypoints to avoid running into creep camps
while rallying new units.
- Units "following" other units now inherit the behavior of the unit they are
following. If the unit they are following goes into attack mode, they will
drop into attack mode as well.
- A Hero channeling a spell will not stop casting the spell when a group
containing this Hero is given a new command. The Hero must be individually
selected in order to be given another command.
- Undead Acolytes and Night Elf Wisps that are rallied to an incomplete
Entangled or Haunted Gold Mine will now automatically begin to mine once the
structure is completed.
MAPS
- All multiplayer maps that were shipped with the original product have
been patched to have improved item drop tables.
- Some maps have been additionally improved with other minor enhancements.
- Tranquil Paths now has random creeps.
BALANCE CHANGES
Humans
- Devotion now gives 1.5/3/4.5 armor per level.
- Thunder Clap damage reduced to 60/100/140 from 70/110/150.
- Gyrocopter damage increased to 27-32 from 25-30.
- Powerbuild effectiveness has been reduced to 60% of its previous strength
in terms of how much speed additional Peasants add when supporting the
construction of a building. Note that the cost increase per additional
Peasant is unchanged.
Undead
- Shade speed increased to 350 from 270, but hit points reduced to 125
from 250.
- Animate Dead's duration reduced to 40 from 120, cooldown reduced from
180 to 240. Additionally, animated units are invulnerable, but can
still be dispelled.
- Death Pact and Dark Ritual can now be used on invulnerable units.
- Carrion Swarm max damage reduced to 300/600/1000 from 375/700/1000 and
damage per target reduced to 75/125/200 from 100/150/200.
- Halls of the Dead and Black Citadel attack cooldown is now 2 seconds
up from 1 second, and their damage has been reduced by 33% as well.
- Gargoyle attack versus air decreased to 1d11 + 43 from 1d13 + 50 to
reflect new air pathing changes.
NOTE FROM LORD ZERO: The Abominations' new Canibalize compatibility is
an undocumented change.
Orcs
- Wind Walk now has a cooldown of 5 seconds, costs 75 mana at all levels
(changed from 100/75/25), and deals "backstab" damage. When a Blademaster
attacks while using Wind Walk, he deals bonus damage to his victim.
NOTE FROM LORD ZERO: This only applies to the first strike when leaving
the Wind Walk stat.
- Lightning Shield range increased to 600 from 500.
- Ensnare duration increased to 15 from 12, and range increased to 500
from 400.
- Feral Spirit mana cost reduced to 75 from 100 and cooldown increased to
25 from 15.
- Shockwave area of effect width reduced to 250 from 300.
- Chain Lightning base damage reduced to 85/125/180 from 100/140/180.
- Tauren Chieftain speed increased to 270 from 250.
- The Tauren Chieftain now has a smaller collision size: 32 down from 48.
This means that he takes up less space on the ground.
- Wyvern hit points increased to 600 from 500.
- Wyvern poison now lasts 25 seconds and deals 4 damage a second.
- Headhunter cooldown reduced to 2.26 from 2.34.
- Berserker Strength now requires a Stronghold instead of a Fortress.
- Mirror Image cost reduced to 125 from 150.
Night Elves
- Dryad damage increased from 15-17 to 16-18.
- Entangle now prevents an affected unit from attacking, and interrupts
channeling spells such as Blizzard and Starfall. However, its duration
has been reduced to 12(3)/24(4)/36(5) (unit(Hero)).
- Treants created by Force of Nature now benefit from the Nature's Blessing
upgrade.
- Mana Burn cooldown is now 7/6/5 seconds by level, down from 7/7/7 seconds
by level.
- Tranquility cooldown reduced to 60 from 120.
- Tranquility mana cost reduced to 125 from 200.
- Cyclone no longer affects mechanical units.
- Rejuvenation can now be cast on units at full health.
- Ancients now attack while rooted.
- Hippogryph attack decreased from 1d9 + 37 to 1d7 + 31 to reflect new
air pathing changes.
- Chimaera splash increments reduced by 50 for quarter, 25 for half. This
effectively means that Chimaeras will do less splash damage than previously.
Items
- Items have been revamped with new level tables. Items now have a level
from 1 to 8, along with one of several categories. Items of levels 1 to 6
can be charged items, permanent items, or powerups. Items of level 7 or
higher are artifacts.
Examples: Wand of Lightning Shield (charged), Stone Token (charged), Ring
of Protection +2 (permanent), Tome of Strength +2 (powerup), Mask of Death
(artifact).
- You can now sell items at the Goblin Merchant by right-clicking on an item,
and then "dropping" it onto a Goblin Merchant.
- Scroll of Town Portal now takes 5 seconds to use. During this time it is
being "channeled", and the Hero using it cannot be attacked or stunned.
Under no circumstances can the town portal be aborted once started.
- Wand of Illusion can no longer be cast on hostile units. This change was
made to prevent players from cheesing high level creep camps by using Wand
of Illusion on high level creeps, and then using this illusionary creep to
tank the damage.
- Boots of Speed no longer stack--two Boots of Speed will make a Hero just
as fast as one.
Other
- When "attack-moving", air units now prefer to attack other air units more
often than previously.
- Creeps that are not in combat now ignore flying units. This means that if
you move flying units around using "move" instead of "attack move", creeps
will generally not attack them.
- Creeps can no longer be dragged via constant attacks--they eventually give
up and return to their start location.
- Goblin Sappers now deal 750 damage to buildings, 250 damage to all units,
and 185 damage to Heroes. These values are reduced by armor values such as
'5 armor', but do not interact with armor types (e.g. 'Medium armor').
- Units in a transport killed over ground will "spill out" over a wider
area. This means that surrounding a webbed transport and killing it will
generally not kill the passengers.
NOTE FROM LORD ZERO: In clear english, that means that the units drop by
the killed webbed transport would die if their "landing spot" (chosen at random
from a small radius) was already taken by another ground unit. Now, the
landing spot radius is much, but MUCH wider.
PATCH 1.06
BALANCE CHANGES
Improved Counterability
You can find further information related to armor and damage types on
Blizzard's web site at
http://www.battle.net/war3/basics/armorandweapontypes.shtml
NOTE FROM LORD ZERO: Edited this since the whole thing is somewhere else
in the document so it makes no sense to add it here as well.
Spellcaster Rebalance
- Most spellcasters (Sorceress, Priest, Shaman, Witch Doctor, Necromancer,
Banshee, Druid of the Talon) have been re-balanced. In general, units
with piercing damage rip up spellcasters, while basic melee units, such
as Ghouls or Footmen, are weak against spellcasters. The specific
changes to the units in question are:
* They have a new armor type, unarmored, which takes bonus damage from
siege and piercing attacks.
* They also have a new damage type, magic, which does reduced damage to
fortified and hero armor, but does bonus damage against medium armor.
* They had their damage adjusted, typically downwards.
* They no longer gain damage as they go up in level, and gain less
hitpoints as they go up in level (but start with more hitpoints when
initially built)
* Many autocast buffs and debuff costs reduced.
* Casters, including Dryads, have had their mana regeneration rates
boosted by 30%.
NOTE FROM LORD ZERO: This only applies to Multiplayer. Single Player
campaign keeps their previous damage and armor types.
Hero Damage
- Heroes now have an aptly named hero damage type. It deals 100% damage
to everything except fortified armor, to which it deals 50% damage. Hero
damage was added so that heroes no longer strongly counter ranged units
such as Archers and Crypt Fiends.
Advanced Structures
- Most advanced technology structures had their build times reduced. This
reduction ranged from 20 seconds for especially underused structures, to
10 seconds for less underused structures. For instance, the Slaughterhouse
builds 20 seconds faster now, while the Arcane Sanctum build time was only
reduced 10 seconds.
Humans
- Flares now cost 75/25 to research, down from 100/50.
- Inner Fire cost increased to 35, from 25.
- Slow cost reduced to 40 from 50.
- Slow duration vs heroes reduced to 10 seconds from 20 seconds.
- Thunderclap debuff is 50% at all levels, and lasts 5/3 at all levels.
Undead
- Curse now causes a 33% chance to miss, up from 25%.
- Curse now lasts 2 minutes, up from 1 minute.
- Curse cost reduced to 40 mana from 50.
- Web lasts 12 seconds, down from 20 seconds, and has a cooldown of 12
seconds, down from 20 seconds.
- Carrion Swarm max damage increased to 375/700/1000 from 300/550/800.
- Carrion Swarm no longer hits wards.
- Boneyard cost reduced to 250/100 from 350/125.
- Acolytes now have 220 health, up from 180.
- Necropolis cost reduced to 300 gold, down from 350 gold.
- Black Citadel now has 2000 hitpoints, down from 2300.
- Halls of the Dead now has 1750 hitpoints, down from 2000.
Orcs
- Bloodlust cost reduced from 50 mana to 40 mana.
- Raiders now have light armor instead of heavy armor.
- Raider Ensnare lasts 12 seconds, down from 20 seconds, and has a cooldown
of 12 seconds, down from 20 seconds.
- Bladestorm cooldown reduced to 3 minutes, down from 4 minutes.
Night Elves
- Cyclone duration on units increased to 15 from 10.
- Faerie Fire cost reduced to 35 from 75.
- Chimaera Roost cost reduced to 230/70 from 280/100
- Ancients temporarily lose their fortified armor when they uproot,
becoming medium armor units.
- Dryads now have the unarmored armor type. This change was made to
further specialize Dryads as melee killers, but allow piercing damage
units, such as Crypt Fiends and Archers, to counter them more
effectively.
- Dryad hitpoints increased to 435 from 380.
Other
- All basic siege units (Mortar Teams, Catapults, etc.) have had their night
sight increased to 1100 from 1000.
Creeps
- Creep-cast Polymorph duration reduced to 25.
- Creep autocast Heal heals 12 hp a cast not 15.
- Lightning Lizards, Thunder Lizards and Storm Wyrms no longer friendly
fire - their attacks only hit hostile targets.
- Lightning Lizard damage reduced from 1d8 + 16 to 1d8 + 14
- Thunder Lizard damage reduced from 1d11+30 to 1d8+26.
- Centaur Impaler hitpoints reduced to 350 from 450.
Items
- Anhk of Reincarnation is now a level 7 item.
- Potion of Restoration now heals 500 health and 200 mana, rather than fully
replenishing a hero's health and mana.
- Scroll of Restoration now heals 300 health and 150 mana, rather than fully
replenishing all targets health and mana.
- Tome of Experience is now a level 5 item
- Scroll of Protection cost reduced to 150
NOTES: Replays are incompatible between major game revisions (1.05 replays
cannot be viewed with the 1.06 version of Warcraft III).
PATCH 1.05
FIXES
- Fixed a problem with viewing certain replays.
PATCH 1.04c
FIXES
- Dates now use the system date format.
- Fixed some issues related to IME text input.
- Fixed some minor text wrapping issues that were occurring with Asian languages.
- Fixed an issue that allowed players to keep Castles and Keeps alive for
abnormal lengths of time while those buildings were under attack.
PATCH 1.04
FIXES
- Fixed an issue related to full shared unit control and allied play that could
cause one or more players to lose the ability to train or upgrade their own
units.
- Fixed an issue that caused the experience point bars in Battle.net profiles
to improperly reflect recently gained or lost points.
- Fixed a graphic issue related to the ladder profile and the scroll bar.
BALANCE CHANGES
Humans
- Divine Shield duration increased to 15/30/45 from 10/20/30.
- Divine Shield cooldown changed to 35/50/65 from 60/60/60.
- Avatar cooldown increased to 180 from 120.
- Resurrection mana cost reduced to 200 from 250.
- Sorceress acquisition range increased to 700 from 600, improving the
frequency with which Slow is auto-cast.
Undead
- Banshee acquisition range increased to 700 from 500, improving the frequency
with which Curse is auto-cast.
- Anti-magic Shell is once again dispellable. A summoned unit under a shell
does not take damage from the dispel, but will lose the shell.
- Anti-magic Shell mana cost reduced to 50 from 75.
- Sleep duration decreased on Hero units to 5/10/15 from 10/20/30.
- Web duration decreased on Hero units to 7 from 20.
- Animate Dead mana cost reduced to 250 from 300.
- Player-controlled Ghouls no longer turn off pathing against units when they
are instructed to harvest lumber.
- Possession now takes 1 second to cast, up from 0.
Orcs
- Wards are no longer hit by Huntress Moon Glaive bounce.
- Critical Strike no longer receives damage from Thorns Aura. However, the
Blademaster's base attack associated with a Critical Strike still interacts
with Thorns appropriately.
Night Elves
- Thorns no longer interacts with Critical Strike.
- Mana Burn mana cost reduced to 50 from 75.
- Mana Burn drain amount reduced to 50/100/150 from 100/200/300.
- Mana Burn cooldown reduced to 7 from 9.
- Huntress damage reduced to 1d3+14 from 1d3+15.
- Metamorphosis cooldown increased to 180 from 120.
- Cyclone duration reduced to 10/5.5 from 30/6 (normal unit/Hero units).
- Starfall cooldown increased to 180 from 120.
- Druid of the Talon (in Night Elf form) acquisition range increased to 700
from 600, improving the frequency with which Faerie Fire is auto-cast.
- Ballista Impaling Bolt no longer functions with "Attack Ground."
- Ancient Protector cost reduced to 160/80 from 240/100.
- Ancient Protector hit points increased to 600 from 550.
- Ancient Protector armor decreased to 1 from 2.
- Ancient Protector minimum range reduced to 0 from 200.
- Ancient Protector ranged attack damage reduced to 1d10+44 from 1d13+51.
- Ancient Protector damage type changed to pierce from siege.
- Ancient Protector splash damage reduced.
Creeps
- Murloc Mutant damage increased to 1d5+24 from 1d2+12.
NOTE FROM LORD ZERO: Why this change anyway? BTW, this means that the damage
of the Murloc Mutant is 24+one dice of 5 faces- meany anywhere from 25 to
29.
MAP CHANGES
- Many minor changes were made to many maps due to the balance changes made in
patch 1.03 and patch 1.04. Some examples include:
(4) Lost Temple - Added more shallow water to the islands. Center creep camp
is a bit harder. Added Ogre Magi to the corner Ogre creep camps.
(6) Moonglade - Reduced all creep camps approximately 2 levels.
(8) The Crucible - All start locations should now be very similar, close to
trees with enough room to build. All Goblin Merchant creep camps are
now farther off the main path.
(10) Dustwallow Keys - Fixed the choke point in the bottom left. Moved
Razormane creeps off the main paths.
(12) Ice Crown - Fixed the creep levels so that all camps are equal.
NOTES: Replays are incompatible between major game revisions. (1.03 replays
cannot be viewed with the 1.04 version of Warcraft III.) Custom save games will
not load from versions 1.03 and below.
PATCH 1.03
NEW FEATURES
- Each AI player can now be set to one of three different settings:
Easy, Normal, and Insane.
- Allied AI will teleport to human allies' towns when the towns are under
attack.
- Allied AI will ping the minimap to indicate where they are going to attack
next.
- Messages can now be sent when the "Waiting for Players" dialog is up.
- Added PowerPC optimizations and MacOS X 10.2 specific acceleration to the
graphics engine.
FIXES
- Fixed an issue with building reimbursement that could credit a player twice
for canceling a building.
- Fixed a crash that could occur when the system date was set to > 2038.
- Fixed map loading crash that could result from custom units that sell too
many items.
- Fixed crash with Avance Sound cards. The fix requires a minor change to your
registry. If you are experiencing this problem, please contact our technical
support staff.
- Fixed a crash that could occur when loading a corrupted save file.
- Fixed a crash that could occur on custom maps during some unit creation
events.
- Fixed an issue causing localized versions of maps to be passed unnecessar-
ily.
- Fixed Mass Teleport crash that could result from a target unit's dying
before spell completes.
- Fixed save/load map interaction that could result in an unresponsive game.
- Fixed an issue related to unit selection and upgrading Human towers.
- Fixed an issue with Dreadlord that could cause him to not take damage
from Unholy Frenzy if he had the Sleep skill.
- Fixed some AI mining issues that could occur when their original town
hall was destroyed.
- Fixed an AMM chat message bug that could disconnect you if an AMM team
game message was sent just before game launch.
- Fixed an issue that allowed players to save after choosing "Continue" in a
single-player mission.
- Fixed a supply issue related to the Demon Hunter and his Metamorphosis
ability.
- Fixed Zeppelin drop exploit as a method of building locating through fog
of war.
- Fixed an issue with saving while "Waiting for Players" dialog was up that
could result in a soft lock.
- Fixed an issue that could create an invincible Mountain King.
- Fixed an issue related to graphical display of auras from aura-generating
items.
- Fixed an issue with Anti-magic Shell so it now properly interacts with
magic-immune and non-magic-immune summoned units.
- Fixed disappearance of Sentinel owl in conjunction w/ AOE-targeting
circle.
- Fixed an issue with Huntress' bouncing missile that would allow it to hit
a secondary target even if it missed the primary target.
- Fixed an issue with rooted Ancients that would cause them to trigger
Goblin Land Mines.
- Fixed an issue related to Hero illusions' carrying a Ring of Protection.
- Fixed an issue with Town Portal spell art.
- Fixed an issue with hit point/mana upgrades and Polymorph.
- Fixed an issue with the Abolish Magic ability and allies.
- Fixed an issue with poison that could kill a unit. Poison, by itself,
should only take a unit to the brink of death.
- Fixed an issue related to the interaction of Shift-adding units to a group
and unit deaths.
- Fixed an issue related to replays, selection circles, and changing player
perspective.
- Fixed an issue with Cyclone and moving units creating aerial footprints.
- Fixed keyboard screen scroll and "Waiting for Players" interaction.
- Fixed several minor text and tooltip issues.
- Fixed a few improper combat sound assignments on creeps and NPCs.
- Frost Wyrm attack now also slows air units.
- AI Keepers of the Grove no longer cast Force of Nature on different cliff
levels.
- Night Elf AI now uses the Wisp's Renew ability effectively.
- Disease (Plague) and poison no longer wake sleeping units.
- Moon Glaive bounce no longer hits invisible units.
- Demon Hunter's attack while in Demon Form no longer damages self or allies.
- Upgraded building shadows no longer update through the fog of war.
- Necklace of Spell Immunity no longer drops a Blademaster's Wind Walk.
- Observers no longer gain full player UI when entering a loaded game.
- Observers no longer get gold/lumber/supply UI when selecting neutral
buildings.
- Fog of war updates properly now if you are alt-tabbed out of game.
- War3 now warns you when you save game or screenshot or profile if there's
not enough available disk space.
- Improved "We're Under Attack" messages so they trigger at more appropriate
times.
WORLD EDITOR FIXES
- Fixed Macintosh World Editor crash.
- Added Unit Editor field for building upgrades.
- Increased number of possible dialog buttons from 5 to 12.
- Added blank entries for all units that don't normally have abilities or
attacks, allowing a user to potentially add these through the Unit Editor.
- Added Unit Editor field to set unit sounds to that of another unit type.
- Reorganized limits on pre-placed neutral units. Neutral hostile
buildings now count towards the "unit" limit of 512, and only passive
buildings count towards the "building" limit of 96.
- Fixed bug where map auto-save could bypass object limit checks.
- Fixed Sound Editor bug that would sometimes delete an imported sound file
from the map if it was imported from outside the War3 directory and the
Test Map feature was used before the map was saved.
- Fixed force issue that would cause Force 11 when you selected Force 10
for a trigger in the editor.
BALANCE CHANGES
Humans
- Brilliance Aura has been reworked, and is no longer % based. It now adds
a fixed amount of mana per second to units under its power -- .75, 1.5,
and 2.25 respectively by level. While it's just as effective with mass spell-
casters, players will find it is less powerful (though still exceedingly
useful) with Heroes.
- Divine Shield now costs 25 mana, down from 75.
- Blizzard no longer goes up in radius as the level of the ability increases.
- Water elementals now last 60 seconds, down from 75.
Undead
- Gargoyles' ground attack was substantially upgraded. They now do 21-24
damage, up from 16-18 damage. They also have less armor (3, down from 5),
but also hit harder against air units, doing 51-63 damage, up from 46-57
damage. Note that they are still just as effective against air units as
they were before, but their ground attack has been much improved.
- Death Pact now costs 50 mana (down from 75), and can be cast twice as
frequently as before (15 seconds cooldown from 30).
- Lich Heroes now have far more hit points, as they now have 15 str + 2/level,
up from 13 + 1.6/level.
- Frost Armor is now an auto-cast spell which will target units under attack
if auto-casting is enabled. Frost Armor also costs less mana -- 40 down
from 50.
- The Spirit Tower Upgrade now costs 160/40, up from 120/40.
- Crypt Fiends' attack was slightly improved.
Orcs
- Headhunters have more hit points (350, up from 280), but also strike more
slowly.
- Stasis Trap no longer stuns friendly units, but has a shorter duration
(6 seconds, down from 12 seconds). Stasis Traps, when they are set off,
also destroy other Stasis Traps within their area of effect.
- Kodo Beasts now have 1000 hit points, up from 790 hit points. They also
attack more slowly than before.
- Orc Barracks cost less lumber: 50, down from 70.
- Watch Towers now do 16-18 damage, down from 19-22 damage.
- Grunts now have 700 hit points, up 20 from 680.
- Shaman's attack is far less powerful. They attack somewhat more slowly,
and also do 11-12 damage, down from 14-16 damage.
- Stasis Ward and Sentry Ward no longer inhibit movement or building
construction.
Night Elves
- Sentinel can now be removed from a tree with various dispels (Wand of
Negation, Dryads, etc.), as well by attacking the tree with a peon or siege
unit (previously, the tree had to be destroyed -- now it merely has to be
damaged).
- Mana Burn no longer affects units with Mana Burn (Demon Hunters, Satyr
Soulstealers, Felhounds, etc.).
- Thorns is now a %-based ability that reflects 10%, 20% or 30% of melee
damage dealt by level.
- Wisp's sight radius increased by 25%.
- Detonate now does 225 damage against summoned creatures, up from 150.
- Non-tree buildings now have 5 armor, up from 2.
- Ballistae now have an "Attack Ground" command.
- Force of Nature cooldown reduced to 20 seconds, down from 30 seconds.
- Treants now last 60 seconds, down from 75 seconds.
- Eating trees now gives a constant, non-stacking healing effect for 10
seconds.
- Moon Wells now spend mana on health and mana replenishment separately. For
instance, if you sent a 0-mana, nearly dead Demon Hunter to a Moon Well,
and the Moon Well had 100 mana, your DH would gain 25 mana, and 100 health.
Before, the Hero would gain 200 health and 50 mana. This change does not
affect the benefits of healing a unit without mana.
Creeps
- All melee creeps in between levels 1 and 5 are slightly more powerful.
- All creeps of level 6 or higher now have Hero magic resistance.
- Creeps of level 7 or higher will behave more intelligently in general.
- All creeps of level 7 or higher now deal Chaos damage.
- Level 10 Dragons no longer have spell immunity.
- Many minor creep balance tweaks to damage and abilities.
- Mercenaries are now more accurately priced in general, which in most
cases amounts to price decreases.
Items
- Scepter of Mastery no longer will drop randomly in multiplayer maps.
- Tome of Power, Mask of Death both increased in level (8 to 9 and 8 to 10
respectively).
- Wand of Lightning Shield is now a level-3 item, down from level 6.
- Sentry Ward item now comes with 3 charges, down from 5.
- Periapt of Vitality now gives 150 hps, up from 100.
- Pendant of Mana now gives 250 mana, down from 300.
- Tome of Experience now gives Heroes 150 experience points, down from 200.
NOTE: Replays are incompatible between major game revisions. (1.02 replays
cannot be viewed with the 1.03 version of Warcraft III.)
PATCH 1.02a
- Added localized Battle.net messages.
PATCH 1.02
FIXES
- Fixed an issue that allowed players to abuse dragons with Devour.
- Fixed an issue with dragons that could cause them to divert attacks.
BALANCE CHANGES
- Necklace of Immunity, Tome of Greater Experience, and Goblin Land Mines
no longer randomly drop in multiplayer games.
- Scroll of Resurrection & Scroll of Animate Dead item level increased.
- Bridges are no longer destroyable on the (6)Stromguarde.w3m map.
NOTE: Replays are incompatible between major game revisions. (1.01 replays
cannot be viewed with the 1.02 version of Warcraft III.)
PATCH 1.01c
- Fixed an issue with copy protection for certain DVD drives.
PATCH 1.01b
- Fixed a problem where players were disconnected from a game as it was
starting and thus getting a loss.
PATCH 1.01
** Welcome to Warcraft III and improved Battle.net! **
This patch contains various data and code updates necessary for play on
Battle.net as well as some minor balance changes.
NOTE FROM LORD ZERO: This was the original patch you received if you conected
quickly enough to battle.net :P. Most changes were speed related.
That is larguely based on anyone's oppinion or the version number (Some
versions have balance problems that made a race particulary dominant, the
Night Elf was originally terribly unbalanced and the humans sucked badly),
but any race can do, save for someone using some feature (read: cheap tactic
that shouldn't be there ).
14.2.- Are there any Cheat Codes?
Damn right. Check the appropiate section. Hmph.
14.3.- Okay, how about MULTIPLAYER CHEAT CODES?
Feel free to scan the net for a hack and get your CD KEY banned.
Really, refrain from using them. They might get your ranking throughout the
roof, but, frankly, Battle.net is a community. Don't abuse others.
14.4.- Is there an expansion pack?
Yep. The Frozen Throne. Feel free to pick it up from your favorite shop.
It adds new units and buildings, as well as a new hero per race, and four
neutral heroes to be hired on a particular neutral building- including
Pit Lords, and a PANDAREN hero. It also adds three new campaigns (Night
Elf, Humans and Undead, in that order), while the Orcs get an interesting
RPG-ish sceneario. Also contains the Orc Lost missions, the demo campaign
for the Orcs.
NOTE: If you install the Frozen Throne, you will have to update your
game again, as patches are removed and the version number will be set
to 1.07 by default.
14.5.- Are you going to write a faq about THE FROZEN THRONE?
I'd love to, but I'm not really sure. While I do have the start of the
guide and about 60 KBs written, this one has already taken lots of time
to write, and I'm not even finished. But be on the lookout because I
still plan to release it.
14.6.- Wasn't there a Panda race?
No. It was an April's Fool joke by Blizzard.
14.7.- How many Warcraft games are out there?
Six.
Warcraft: Orcs and Humans
Warcraft II: The Tides of Darkness.
Warcraft II: Beyond the Dark Portal (WC II Expansion pack)
Warcraft III: Reign of Chaos.
Warcraft III: The Frozen Throne (WC III Expansion pack)
World of Warcraft (Massive Multiplayer Online RPG)
Another game, Warcraft Adventures, was originally planned. It was
a graphic adventure game. It was cancelled due to poor quality
mostly (And I'm being biased because I hate graphic adventures,
but the graphics were terrible).
14.8.- Can you control the Burning Legion / Terrans / Zerg?
No.
14.9.- Why aren't there any water units when they were on WC II?
Couldn't tell you on a bet.
14.10.- Wasn't the Ranger a human unit before? Where is she?
The Ranger was a human hero in the early betas, but she was removed since
Blizzard thought it would be too difficult to control four heroes, as all
race were supposed to be able to do. Further testing made this a fact, as
well as three heroes are even rarely used.
Silvanas Winderunner is the only Ranger in the game (even the only possible
name if by some reason some user-made map has her in the hero pool). Another
theory is that the Warlocks (Archimonde model) and the Pit Lord (Manorroth
model) were also playable and removed. Those two seemed like undead heroes.
The Orc Warchief was probably the fourth Orc Hero. Dunno about the Night Elves
one.
NOTE: Any mistake is my fault, as I did this bassically from memory. Any upgrade
such as the Orcs Steel / Thorioum / Arcanite Armor is only noted as the first
name.
GENERAL:
Attack: A
Move: M
Stop: S
Hold Ground: H
Patrol: P
Attack Ground: G
Build (or equivalent): B
NIGHT ELVES:
TRAIN:
Wisp: W
Archer: A
Huntress: H
Ballista: B
Demon Hunter: D
Priestess of the Moon: P
Keeper of the Grove: K
Druid of the Claw: C
Dryad: D
Druid of the Talon: T
Hyppogryph: H
Chimera: C
BUILDINGS:
Moonwell: M
Altar of Elders: A
Ancient of War: R
Tree of Life: T
Ancient of Lore: L
Ancient of Wind: W
Hunter's Hall: H
Ancient Protector: P
Chimerae Roost: C
UPGRADES:
Upgrade to Tree of Ages / Eternity: U
Abolish Magic: S
Corrosive Breath: B
Druid of the Claw Adept / Master Training: L
Druid of the Talon Adept / Master Training: A
Hypogriph Taming: I
Improved Bow: I
Marksmanship: M
Moon Armor: A
Nature's Blessing: N
Reinforced Hides: R
Sentinel: S
Strenght of the Moon: M
Strenght of the Wild: W
Ultravision: U
Upgrade Moon Glaive: G
Vorpal Blades: P
ABILITIES:
Searing Arrows: R
Starfall: F
Metamorphosis: T
Scout: C
Immolation: L
Mana Burn: B
Entangling Roots: E
Force of Nature: F
Sentinel: E
Shadowmeld: L
Storm Crow Form: F
Druid Form: F
Rejuvenation: E
Replenish Mana and Health: R
Roar: R
Uproot: R
Root: R
Sentinel: E
Faerie Fire: R
Mount Hypogryph: U
Eat Tree: E
Entangle Gold Mine: G
Faerie Fire: R
Abolish Magic: B
Bear Form: F
Cyclone: C
Detonate: D
UNDEAD:
TRAIN:
Acolyte: C
Shade: S
Ghoul: G
Abomination: A
Meat Wagon: M
Crypt Fiend: F
Gargoyle: A
Banshee: B
Necromancer: N
Frost Wyrm: F
Death Knight: D
Lich: L
Dreadlord: E
BUILDINGS:
Necropolis: N
Ziggurat: Z
Altar of Darkness: A
Crypt: C
Sacrificial Pit: S
Graveyard: V
Slaughterhouse: H
Temple of the Damned: T
Boneyard: B
Haunted Gold Mine: G
UPGRADES:
Upgrade to Halls of the Death / Black Citadel: U
Upgrade to Spirit Tower: T
Banshee Adept / Master Training: A
Cannibalize: C
Creature Attack: A
Creature Carpace: C
Disease Cloud: D
Freezing Breath: B
Ghoul Frenzy: Z
Necromancer Adept / Master Training: E
Skeletal Longevity: S
Stone Form: S
Unholy Armor: U
Unholy Strenght: S
Web: W
ABILITIES:
Frost Armor: F
Frost Nova: N
Inferno: N
Sleep: E
Death Coil: C
Web: W
Animate Dead: D
Carrion Swarm: C
Dark Ritual: R
Death and Decay: D
Raise Dead: R
Unholy Frenzy: U
Cripple: C
Curse: C
Possession: O
Cannibalize: C
Anti-Magic Shell: N
ORC:
TRAIN:
Peon: P
Grunt: G
Orc Rider: R
Tauren: T
Troll Headhunter: T
Catapult: C
Kodo Beast: K
Wyvern Rider: W
Troll Witch Doctor: W
Shaman: S
Blademaster: B
Farseer: F
Tauren Chieftain: T
BUILDINGS:
Great Hall: H
Altar of Storms: A
Barracks: B
War Mill: M
Tauren Totem: T
Spirit Lodge: S
Bestiary: E
Orc burrow: O
Watch Tower: W
UPGRADES:
Upgrade to Stronghold / Fortress: U
Berseker Strenght: B
Ensnare: N
Envenomed Spears: E
Pillage: G
Pulverize: P
Shaman Adept / Master Training: M
Spiked Barricades and Upgrade: S
Steel Armor: A
Steel Melee Weapons: M
Steel Ranged Weapons: R
Troll Regeneration: R
War Drums Damage Increase: D
Witch Doctor Adept / Master Training: D
ABILITIES:
Wind Walk: W
War Stomp: T
Mirror Image: R
Shockwave: W
Earthquake: E
Farsight: F
Feral Spirit: T
Chain Lightning: C
Bladestorm: B
Stasis Trap: T
Sentry Ward: W
Lightning Shield: L
Battle Stations: O
Stand down: D
Devour: D
Ensnare: E
HUMAN:
TRAIN:
Peasant: P
Footman: F
Knight: K
Rifleman: R
Mortar Team: M
Gyrocopter: G
Gryphon Rider: G
Priest: P
Sorceress: S
Siege Tank: E
Paladin: L
Archmage: A
Mountain King: M
BUILDINGS:
Town Hall: H
Farm: F
Altar of Kings: A
Barracks: B
Lumber Mill: L
Blacksmith: S
Workshop: W
Arcane Sanctum: R
Gryphon Aviary: G
Scout Tower: T
UPGRADES:
Upgrade to Keep / Castle: U
Upgrade to Guard Tower: G
Upgrade to Cannon Tower: C
Animal War Training: A
Black Gunpower: G
Defend: D
Flare: R
Gyrocopter Bombs: B
Improved Lumber Harvest: L
Improved Masionry: M
Iron Forged Swords: S
Iron Plating: P
Long Rilfles: L
Magic Sentry: M
Priest Adept / Master Training: T
Sorceress Adept /Master Training: O
Storm Hammers: H
Studded Leather Armor: A
ABILITIES:
Call to arms : C
Back to Work : W
Defend: D
Dispel: D
Flare: F
Heal: E
Inner Fire: F
Polymorph: O
Invisibility: I
Slow: W
Avatar: V
Blizzard: B
Divine Shield: D
Mass Teleport: T
Heal Light: T
Resurrection: R
Storm Bolt: T
Summon Water Elemental: W
Thunderclap: C
- Frank Provo for information about Zero Wing.
- To Blizzard for this awesome game. This company rules.
- To Me, for taking parts of my very limited and valuable time to write this.
Actually, I enjoy it, but if I seem pissed off it makes me look cooler :P.
- To the people I've fought and seen for the ideas and strategies they have
left me with.
- To all the Warcraft Comunnity for making this game such a blockbuster hit
after six years of waiting for it. Now, of course, we need to complain until
they give us Starcraft II ^_^.
- To the people reading this. For the hell of it.
- To CjayC on gamefaqs.com for giving me and a lot of people the chance to
publish their work.
- My dear girlfriend Maga for supporting me through this hellish part of my
life. Love, coffee and bites, babe ;)
- Alf. Got Cat?
- Lucky Strike.
This file is owned by Lord Zero (dskzero@yahoo.com)
You MAY distribute, print, read, show to your friends or enemies this
guide freely, AS LONG as you credit Lord Zero as the author, keep
the copyright on it, and is used for non-profit purposes. You MAY NOT
change ANYTHING on this guide, adding or taking anything out of it,
including banners, links, or anything else. You MAY NOT distribute this
guide on any non-electronic media. All I ask from you if you wish to
publish this guide on your site, is to keep it updated, and to notificate
me of your URL.
All Rights Reserved. Anything not mentioned on this text can be discussed
via email to the address below.