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Here I have found some strategy guides for various games for playstation, playstion 2, playstation 3, xbox 360, and PC for you to use. If you have any problems,ideas, or more games that I should add feel free to email me at adam.templar@gmail.com
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Warcraft III: The Frozen Throne By Lord Zero (dskzero@yahoo.com) Version 1.1 <Fancy Ascii Art Coming soon> ***************************************************************************** Index: 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.- New buildings, Units and Upgrades. 6.1.2.- Heroes. 6.1.3.- General Strategies. 6.2.- Orcs. 6.2.1.- New buildings, Units and Upgrades. 6.2.2.- Heroes. 6.2.3.- General Strategies. 6.3.- Night Elves. 6.3.1.- New buildings, Units and Upgrades. 6.3.2.- Heroes. 6.3.3.- General Strategies. 6.4.- Undead. 6.4.1.- New buildings, Units and Upgrades. 6.4.2.- Heroes. 6.4.3.- General Strategies. 6.5.- Naga. 6.5.1.- Units. 6.5.2.- Heroes. 6.5.3.- Buildings. 6.5.4.- General Strategies. 6.6.- Blood Elves. 6.6.1.- Exclusive Units. 6.7.- Draenei. 6.7.1.- Units. 6.7.2.- Heroes. 6.7.3.- Buildings. 6.7.4.- General Strategies. 6.8.- Neutral heroes. 6.9.- Misceleanous units. 6.9.1.- Storm, Earth and Fire. 6.9.2.- Neutral Heroes Summons. 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.- Terror of the Tides. 11.1.1.- Rise of the Naga. 11.1.2.- The Broken Isles. 11.1.3.- The Tomb of Sargeras. 11.1.4.- Wrath of the Betrayer. 11.1.5.- Balancing the Scales. 11.1.6.- Shards of the Alliance. 11.1.7.- The Ruins of Dalaran. 11.1.8.- The Brothers Stormrage. 11.2.- Curse of the Blood Elves. 11.2.1.- Misconceptions. 11.2.2.- A Dark Covenant. 11.2.3.- The Dungons of Dalaran. 11.2.4.- The Crossing. ** 11.2.5.- The Search for Illidan. 11.2.6.- Gates of the Abyss. 11.2.7.- Lord of Outland. 11.3.- Legacy of the Damned. 11.3.1.- King Arthas. 11.3.2.- The Flight from Lordaeron. 11.3.3.- The Dark Lady. 11.3.4.- The Return to Northrend. 11.3.5.- Dreadlord's Fall. 11.3.6.- A New Power in Lordaeron. 11.3.7.- Chapter Seven: 11.3.7.1.- Into the Shadow Web Caverns. 11.3.7.2.- The Forgotten Ones. 11.3.7.3.- Ascent to the Upper Kingdom. 11.3.8.- A Symphony of Frost and Flame.* 11.4.- The Fouding of Durotar.* 11.4.1.- Act One : To Tame a Land.* 11.4.2.- Act Two : Old Hatreds.* 11.4.3.- Act Three : A Blaze of Glory.* 12.- Easter Eggs.* 13.- Version History. 14.- Frequently Asked Questions. 15.- Hotkeys.* 16.- Credits. 17.- Legal Stuff. *Incomplete sections. Dude, the thing is darned long to write. ** Secret Mission. ***************************************************************************** 1.- File History. -0.1 Started the guide. (08/11/03, 15:22) -0.2 Several sections added (mostly ported over from my ROC guide). (07/27/05, 16:19) -0.3 Working on the Human campaign as of now. Holy crap it's been two years :S. Also working on the creeps section, new items, added version history for the game, got scared by all the things I gotta change, finished the Night Elves Campaign, added a few notes and bits...(20/12/05, 13:47) -0.4 Finished, at goddamn last, the Human Campaign. Started working on the Neutral Heroes, and gathering info about the Naga and Draenei. Some 1337 World Editor skillz? Oh yeah. (01/03/06, 00:14) Happy new year. Oh yeah, todays's my birthday. Didn't knew? Bite me then. -0.5 Started the Undead Campaign (Two missions added), added a few info here and there. My computer died for two weeks. Yay. (03/07/06, 14:00) -0.6 Up to mission 6 of the Undead Campaign. I stopped for a moment and finished the Undead section BTW. (05/27/06, 11:14) -0.7 Wow! Lots done! Wrote the Naga and Draenei section, as well as the neutral heroes section, summons and, well, the whole campaign save the orc one. Time to release the guide. (06/04/06, 14:28) ***************************************************************************** 2.-Introduction. The expansion for the ultra-successful stand alone game "Warcraft III: The Reign of Chaos", The Frozen Throne provides a whole new slew of new units, new heroes, items and buildings, as well as a new campaign for the Undead, Humans and Night Elves, and a bonus campaign for the Orcs, which is more or less an RPG campaign, which is expected to receive periodics updates from Blizzard during this year. The game even adds a rough new two races: The Naga and the Draenei, though the first is only playable in the campaign and the second isn't even for the player to control. The Frozen Throne is a worthy addition to the already wonderful WC III, and it's heavily recommended to inject new life into the game. I've decided to write this guide in order to shed some light about info on this game, as for some reason it has been lacking. ***************************************************************************** 3.- About this Guide. You know: 800x600. Stuff. You better watch the guide under that resolution or better or... er... demons will come out of your screen. Yeah. (Or... Yana's, If you will. Haha.) (Who might Yana be? [1]) (^_^) This guide is designed to be kinda like a "expansion guide" to my WC III guide already published in gamefaqs.com. Think of it as the same guide. Only the most basic sections are reproduced (unlike a certain guide i can think of right now), and the rest is only focused in the new units, buildings and campaigns. As with my Warcraft III guide, I've done EVERYTHING I know for this guide. I can't really say anything else unless i work out some brand new and monstruous strategy or something, so don't bother emailing me if something doesn't works for you. ***************************************************************************** 4.- History. Months after the battle in Mount Hyjal, Illidian Stormrage, the cursed Demon Hunter, now no longer a Night elf yet not a total demon, is out for revenge. Being shunned and misunderstood by everyone, including his brother and his long-time love, he strikes a death pact with a demon to seize control of more power, and destroy the one who threatens his plans: The Lich King. In some other place, the Prince of Blood Elves feels that what is left of his race is being mistreated. He wants to get recgonicion for his work. And finally, there is someone who's looking to get the Demon Hunter. The Warden Maeiv Shadowsong will not let her prey escape once again, or will die trying. (SHAMELESS PLUG: For a very comprehensive plot detailing, check out my Plot Guide for the Warcraft series, available at gamefaqs.com) ***************************************************************************** 5.- The Basics of the Game. 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. In The Frozen Throne, the supply limit is 100, unlike The Reign of Chaos, where the cap is 90. 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. (That said, there is a mission on the campaign where you have to control four heroes.) 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 it :). Upkeep is negligible (read: is 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 60 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 80 supplies, you will be in 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: Level 1: 20 Level 2: 30 Level 3: 40 Level 4: 60 Level 5: 80 Level 6: 120 Level 7: 160 Level 8: 240 Level 9: 320 Level 10: 480 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. In the Frozen Throne, after level 5, heroes will stop gaining experience from Creeps. 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, Crypt Lord, Pandaren Brewmaster, Beastmaster, Pit Lord, Goblin Alchemist. INTELLIGENCE HEROES : Lich, Far Seer, Keeper of the Groove, Arch Mage, Blood Mage, Naga Sea Witch, Elder Sage, Goblin Tinker. AGILITY HEROES : Blade Master, Demon Hunter, Priestess of the Moon, Warden, Shadowhunter, Dark Ranger (Ranger too), Firelord. 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, armor 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: Level 1: 0-199 Level 2: 200-499 Level 3: 500-899 Level 4: 900-1399 Level 5: 1400-1999 Level 6: 2000-2699 Level 7: 2700-3499 Level 8: 3500-4399 Level 9: 4400-5399 Level 10: 5400 Heroes are worth in experience, regardless of race and type: Level 1: 80 Level 2: 100 Level 3: 120 Level 4: 140 Level 5: 160 Level 6: 200 Level 7: 240 Level 8: 280 Level 9: 320 Level 10: 400 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. On the Frozen Throne, the Warden and the Pitlord are also likely hero-killers, thanks to their disabling spells and particulary damaging techniques. Particulary, the Warden is without a doubt the choice to kill an opposing hero, as Shadow Strike + Blinks is absurdly difficult to escape from. 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. ***************************************************************************** 6.- The Four Races: IMPORTANT - LEGEND 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. LEGEND FOR ARMOR vs ATTACK TYPES (As of v1.10) __________________________________________________________________ | | | UNARMORED LIGHT MEDIUM HEAVY FORTIFIED HERO | |NORMAL 100% 150% 100% 100% 50% 100% | |PIERCING 150% 75% 100% 150% 35% 50% | |SIEGE 150% 50% 100% 100% 150% 50% | |MAGIC 75% 100% 200% 100% 50% 50% | |HERO 100% 100% 100% 100% 50% 100% | |__________________________________________________________________| FINAL NOTE: Prices of units have been dropped for the Frozen Throne. All units and buildings cost at least 15% less than what they did during Reign of Chaos. 6.1.- Human Alliance. 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. 6.1.1.- New buildings, Units and Upgrades. a)UNITS: ______________ | | | SPELLBREAKER | |______________| COST: 215 gold, 30 lumber, 3 food. ABILITIES: Control Magic (researched at the Arcane Sanctum). STATS: HP : 600 Attack rating : 13-15 / 15-17 / 17-19 / 19-20 Attack Type : Ranged Normal Armor : 3 / 5 / 7 / 9 Armor Type : Heavy Speed : Average Attack Speed : Average Clasification : Biological The SpellBreakers are magic-immune anti-casters units which are particulary annoying to fight against. They have good fighting stats by themselves, and their ability to run through Flame Strikes undamaged is priceless on the tactic department. The Spellbreakers eat spell casters alive, but are less than great against regular units. Best when paired with the Blood Mage. Their two spells are Control Magic, which can steal opposing summoned units, and Spell Steal, which moves buffs and debuffs to your units and to the enemies respectively. ___________________ | | | DRAGON HAWK RIDER | |___________________| COST: 235 gold, 40 lumber, 3 food. ABILITIES: Animal War Training (Researched at the Barracks). STATS: HP : 700 Attack rating : 18-20 / 20-22 / 22-24 / 24-26 Attack Type : Ranged Piercing Armor : 1 / 3 / 5 / 7 Armor Type : Light Speed : Fast Attack Speed : Average Clasification : Biological Unvaluable in base strikes, the Dragon Hawks are supporting units which can disable enemy base defenses with ease as well as disabling air units with their Air Shackles, making this a very dominant air unit despite their apparent frailty. However (yep...) their are nearly defenseless against ground units, and there are a few air units (namely the Destroyer) which are the bane of this unit. Powerful anyway. _________ | | | PHOENIX | |_________| COST: N/A ABILITIES: None. STATS: HP : 1250 Attack rating : 61 - 75 Attack Type : Ranged Magic Armor : 3 Armor Type : Heavy Speed : Average Attack Speed : Average Clasification : Summoned Mighty indeed, the Phoenix is a very powerful and difficult to destroy flying unit which can easily make fun of a whole army and come back for more. Summoned by the Blood Mage, the Phoenix should be taken special care leaving it behind when it dies, as it will turn into an egg to come back for more in a few seconds. The Phoenix itself will take constant damage until it dies to the Egg form. b) Buildings. ______________ | | | ARCANE VAULT | |______________| GOLD : 130 LUMBER : 30 HP : 485 ARMOR : 5 / 7 / 9 The Arcane Vault is the human shop. You can buy the following items for your heroes here: - Scroll of Regeneration. - Mechanical Critter. - Lesser Clarity Potion. - Potion of Healing. - Potion of Mana. - Scroll of Town Portal. - Ivory Tower. - Orb of Fire. - Staff of Sanctuary. ______________ | | | ARCANE TOWER | |______________| GOLD : 80 LUMBER : 60 HP : 550 ARMOR : 5 / 7 / 8 ATTACK RATING : 8-10 ATTACK TYPE : Normal The Arcane 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 magic units and heroes. Has the same Feedback ability from the Spell Breakers. c) Upgrades: CHANGE: The Gyrocopters are now renamed Flying Machines. CHANGE: The Siege Tanks are now renamed Siege Engines and their appearance has vastly changed. CHANGE: The Wind Serpents (previously a High Elf unit) are now renamed Dragon Hawk Riders. CHANGE: <AS OF VERSION 1.19> Defend now has an extra 30% chance to deflect piercing attacks back at the source. BARRAGE: 50 gold, 150 lumber. Gives the Siege Engines the passive ability to damage nearby enemy air units. Researched at the Workshop. FLAK CANNONS: 100 gold, 150 lumber. Gives the Flying Machines splash air-to-air damage. Researched at the Workshop. FRAGMENTATION SHARDS: 50 gold, 100 lumber. Increses the damage inflicted by Mortar Teams to Medium and unarmored armor types. Researched at the Workshop. CONTROL MAGIC: 75 gold, 75 lumber. Allows the Spell Breakers to use the Control magic ability. Researched at the Arcane Sanctum. CLOUD: 50 gold, 100 lumber. Allows the Dragon Hawk Riders to use the Cloud ability. Researched at the Gryphon Aviary. BACKPACK: 25 gold, 50 lumber. Allows certain ground units (namely the Footmen, Riflemen and Spell Breakers) to carry (but not use) items. Researched at the Town Hall. 6.1.2.- Heroes. a)BLOOD MAGE: NOTES: The Blood Mage is a powerful offensive hero who can lead armies of Spellbreakers into battle and combines power with disruption. The Blood Mage can dominate an unsuspecting opponent with its spells, and is very likely the best human hero. It requires a bit of practice though, since he's a micro spell casting hero. Wonderful with Spellbreakers. HERO TYPE: Support caster. PROS: Massive spells, wonderful summon, two powerful disruption spells which can spell doom on opposing heroes or enemies. Okay stats, pairs with any hero (human or neutral) extremely well. Good ammount of HP for a Intelligence hero. CONS: Okay stats- Often difficult to use. Restricted choice when electing armies. Very mana-intensive. Takes a lot of time to get used to. Banish is a very difficult to use spell. Weak attack power. BEST PAIRED WITH: Archmage or Pandaren Brewmaster. BEST ARMY: Spellbreakers. _________ | | | Level 1 | |_________| Hit points : 500 Damage : 21-27 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Fast Strength : 18 Agility : 16 Intelligence : 19 _________ | | | Level 2 | |_________| Hit points : 550 Damage : 24-30 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 20 Agility : 17 Intelligence : 22 _________ | | | Level 3 | |_________| Hit points : 600 Damage : 27-33 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 22 Agility : 18 Intelligence : 25 _________ | | | Level 4 | |_________| Hit points : 650 Damage : 30-36 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 24 Agility : 19 Intelligence : 28 _________ | | | Level 5 | |_________| Hit points : 700 Damage : 33-39 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 26 Agility : 20 Intelligence : 31 _________ | | | Level 6 | |_________| Hit points : 750 Damage : 36-42 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 28 Agility : 21 Intelligence : 34 _________ | | | Level 7 | |_________| Hit points : 800 Damage : 39-45 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 30 Agility : 22 Intelligence : 37 _________ | | | Level 8 | |_________| Hit points : 850 Damage : 42-48 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 32 Agility : 23 Intelligence : 40 _________ | | | Level 9 | |_________| Hit points : 900 Damage : 45-51 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 34 Agility : 24 Intelligence : 43 __________ | | | Level 10 | |__________| Hit points : 975 Damage : 48-54 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 36 Agility : 25 Intelligence : 46 ABILITIES: FLAME STRIKE The Flame Strike is a definitely strong spell which can deal a lot of damage to a group of enemies, buildings or whatever you might want to aim it at. There are two very important cons to this powerful ability: One, is that there are way too many magic immune units by now and the fact that it take two seconds or so to actually start dealing damage, during the time there is a very noticeable and cool sound which will make everyone notice that the area shinning is about to blow up. LEVEL 1: 45 damage/second, lasts 3 seconds. LEVEL 2: 80 damage/second, lasts 3 seconds. LEVEL 3: 110 damage/second, lasts 3 seconds. BANISH Turning a unit ethereal has three points: They take no damage from regular attacks, they cannot attack, and they take bonus damage from spells (66% more). This can be used with various ends, but in the end this ability isn't very good. LEVEL 1: 75 mana cost, lasts 12 second. LEVEL 2: 50 mana cost, lasts 24 seconds. LEVEL 3: 25 mana cost, lasts 36 seconds. SIPHON MANA The Mana version of the siphons spells, this spell sucks the mana out of the target to give it to your Blood Mage. To be fair and honest, this ability worked intesely great in single-player, but in multiplayer is less than great as it's difficult to manage. Will keep sucking until the target escapes its range. LEVEL 1: 18 mana/second. LEVEL 2: 35 mana/second. LEVEL 3: 55 mana/second. PHOENIX The Phoenix summons a powerful fighting unit which can last forever if used correctly, while it isn't as mounstruous as the Infernal, the Phoenix can deal a lot of damage to other units before it is taken down and even then the thing will come back to life. If the egg is destroyed, the phoenix dies. The Phoenix itself will burn itself to death while it's alive to fall back into the egg state. LEVEL 1: Summons a flying, 1250 HP unit, which has no timer, but will take 25 points of damage per second. When it dies, it will go to the Egg form, which has 200 HP, and has a timer upon which the unit will be reborn. 6.1.4.- General Strategies. Humans haven't changed much from their original strategies (unlike all other races) except for the now lack of effectivity by their magic units thanks to the massive anti-caster overhaul on the expansion. Against most opponents, massing an specific unit continues to be effective: Spellbreakers and a Bloodmage is simply TEH TECH. Or something similar. Problem is that the humans are still lacking that all-around unit to deal the finishing blow. I personally still find the Riflemen to be vital, though now I prefer to use the Blood Mage instead of the Archmage because, well, it's a lot more fun to use. The best two neutral heroes for the humans are the Pandaren Brewmaster or the Beast Master. Of course, the former is the all around dude and the second is the cheapest thing in the game (especially along NE), but since the only heavy hitter for the humans is the Mountain King, both heroes are definitely better choices. 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.- New Units, Buildings and Upgrades. a) Units ________________ | | | TROLL BATRIDER | |________________| COST: 160 gold, 40 lumber, 2 food. ABILITIES: Liquid Fire (researched on the Beastiary). STATS: HP : 500 Attack rating : 11-12 / 12-14 / 13-16 / 14-16 Attack Type : Siege Armor : 0 / 2 / 4 / 6 Armor Type : Light Speed : Fast Attack Speed : Average Clasification : Biological The Troll Batrider is an annoying flying siege unit which can totally obliterate building and bases within seconds thanks to their special ability, Liquid Fire, which prevents buildings from being even repaired. They are also very effective (though costly) anti-air units, with their other ability, Unstable Concoction, which sends them on kamikaze strikes against air units. Good unit. _______________ | | | SPIRIT WALKER | |_______________| COST: 195 gold, 35 lumber, 2 food. ABILITIES: Spirit Walker Adept Training (Researched at the Spirit Lodge), Spirit Walker Master Training (Researched at the Spirit Lodge). STATS: HP : 500 Attack rating : 17-22 Attack Type : Magic Armor : 0 Armor Type : Unarmored Speed : Fast Attack Speed : Average Clasification : Biological The Tauren Spirit Walker is an interesting caster which comes out of the Spirit Lodge in ethereal form, and he can change form (ethereal or physical) at will. The Spirit Walker has Soul Link, which distributes the damage received by the affected units between them. It also has Disenchant, which is a dispel effect, and finally has Ancenstral Spirit, which can raise a friendly dead Tauren (Spirit Walker or regular Taurens, but not Chieftains) from the dead. It also deals an abnormally high ammount of damage for a spell caster. NOTE: The Spirit Walker has been given Resistant Skin as well. ______________ | | | SERPENT WARD | |______________| COST: N/A ABILITIES: none. STATS: HP : 75 / 135 / 135 Attack rating : 11-13 / 23-26 / 41-45 Attack Type : Piercing Armor : 0 Armor Type : Heavy Speed : Fast Attack Speed : Static Clasification : Mechanical The Serpent Ward is summoned by the Shadow Hunter. It's an inmobile unit which will attack nearby enemy units. b) Buildings. _______________ | | | VOODOO LOUNGE | |_______________| GOLD : 130 LUMBER : 30 HP : 485 ARMOR : 5 The Voodoo Lounge is the orcish shop. You can buy the following items for your heroes here: - Scroll of Speed. - Healing Salve. - Dust of Appearance. - Potion of Healing. - Potion of Mana. - Scroll of Town Portal. - Tiny Great Hall. - Orb of Lightning. c) Upgrades. CHANGE: The Catapults are now renamed Demolishers, and their appearance has been vastly changed. BURNING OIL: 50 gold, 150 lumber. Upgrades the Demolisher's attacks to set buildings on fire. Researched at the Barracks. BERSERKER UPGRADE: 75 gold, 175 lumber. Upgrades the Trolls Headhunters to Berserkers, upgrading their hit points and allowing them to use the Berserker ability, which adds to their firepower but lowers their defense. Researched at the Barracks. REINFORCED DEFENSES: 50 gold, 200 lumber. Changes the armor for towers and Burrows to fortified. Researched at the War Mill. SPIRIT WALKER ADEPT TRAINING: 100 gold, 50 lumber. Upgrades the hit points, mana capacity and mana regeneration for the Spirit Walkers, and give them the ability to cast Disenchant. SPIRIT WALKER MASTER TRAINING: 150 gold, 100 lumber. Further upgrades the hit points, mana capacity and mana regeneration for the Spirit Walkers, and give them the ability to cast Ancestral Spirit. BACKPACK: 25 gold, 50 lumber. Allows certain ground units (namely the Grunts, Trolls and Berserkers) to carry (but not use) items. Researched at the Main Hall. 6.2.2.- Heroes. a) SHADOWHUNTER: NOTES: A much needed supporting hero, the Shadowhunter is an useful backyard caster which can heal and send help from behind the lines in order to save your units. Unlike the rest of the horde heroes, the Shadowhunter is actually a very defensive hero, which should be choosen first as a healer, and later in the game his other abilities will be sure to dominate the battleground. HERO TYPE: Supporting caster. PROS: It's a frigging Healer for the game's biggest units. Enough said. CONS: Fairly fragile. No direct damage spell. Seems to die first in combat since it has a huge bulleye in his chest as he is the healer. Often difficult to use. BEST PAIRED WITH: Tauren Chieftain. BEST ARMY: Grunts. STATS (for each level gained. No items or tomes used) _________ | | | Level 1 | |_________| Hit points : 475 Damage : 22-28 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 15 Agility : 20 Intelligence : 17 _________ | | | Level 2 | |_________| Hit points : 525 Damage : 23-29 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 17 Agility : 21 Intelligence : 19 _________ | | | Level 3 | |_________| Hit points : 575 Damage : 25-31 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 19 Agility : 23 Intelligence : 22 _________ | | | Level 4 | |_________| Hit points : 625 Damage : 26-32 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 21 Agility : 24 Intelligence : 24 _________ | | | Level 5 | |_________| Hit points : 675 Damage : 28-34 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 23 Agility : 26 Intelligence : 27 _________ | | | Level 6 | |_________| Hit points : 725 Damage : 29-35 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 25 Agility : 27 Intelligence : 29 _________ | | | Level 7 | |_________| Hit points : 775 Damage : 31-37 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 27 Agility : 29 Intelligence : 32 _________ | | | Level 8 | |_________| Hit points : 825 Damage : 32-38 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 29 Agility : 30 Intelligence : 34 _________ | | | Level 9 | |_________| Hit points : 875 Damage : 34-40 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 8 Move Speed : Fast Strength : 31 Agility : 32 Intelligence : 37 __________ | | | Level 10 | |__________| Hit points : 925 Damage : 35-41 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 8 Move Speed : Fast Strength : 33 Agility : 33 Intelligence : 39 ABILITIES HEALING WAVE Exactly the same thing as the Chain lightning, except that it heals. Lazy Blizzard. Lack of work behind, Healing Wave is a very powerful spell which can turn around battles combined with the naturally resistant Orc units. It can't damage undead, but, heh, you asked for a healer, you got it. Beggars can't be choosers. LEVEL 1: Heals 130 HP, jumps 3 times. LEVEL 2: Heals 215 HP, jumps 4 times. LEVEL 3: Heals 300 HP, jumps 5 times. HEX Exactly the same thing as the Polymorph, except that this one is actually useful. Lazy Blizzard. Eh. Hex turns an opposing unit to a random critter for a set ammount of time. The best thing about this spell is that it works on any kind of enemy unit, including HEROES, but excluding summoned units. It's a difficult spell to get used to, but it can be really useful. LEVEL 1: Lasts 15 seconds. LEVEL 2: Lasts 30 seconds. LEVEL 3: Lasts 45 seconds. SERPENT WARD Interesting spell to get additional firepower, the Serpent Ward is a powerful enough static ranged unit which can deal a lot of damage if left unattended, and, furthermore, it's immune to magic. Unfortunately, the thing only has up to 135 HPs and the range is rather limited. Lasts 40 seconds. LEVEL 1: 11-13 damage, 75 HP. LEVEL 2: 23-26 damage, 135 HP. LEVEL 3: 41-45 damage, 135 HP. BIG BAD VOODOO Insanely abusable spell, Big Bad Voodoo turns all of your nearby friendly units invulnerable for 30 seconds, provided that you can protect the Shadow Hunter during that time, as the hero does not turn invulnerable himself, and the spell is channeled. Great in base strikes. LEVEL 1: Turns all of the nearby friendly units invulnerable for thirty seconds. 6.2.3.- General Strategies. Orcs are now fairly proficient in base strikes, with three very annoying siege units. I've won several games by using a small force as a diversion in order to smash on the back of their base with 12 Batriders. The Blademaster's improved Windwalk has earned him a place on most player's strategy. Using him and a bunch of Raiders,to ensnare enemies, a group of Spirti Walkers to Spirit link everyone and a few Kodos is a powerful strategy backed up by a Shadow Hunter that's being adopted as the definitive tactic by orcish fans. 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.- New buildings, Units and Upgrades. a) Units: ________________ | | | MOUNTAIN GIANT | |________________| COST: 425 gold, 100 lumber, 7 food. ABILITIES: Resistant Skin (researched at the Ancient of Lore), Hardened Skin (researched at the Ancient of Lore) STATS: HP : 1400 Attack rating : / / / Attack Type : Normal Armor : 4 Armor Type : Medium Speed : Slow Attack Speed : Slow Clasification : Biological The Mountain Giant is a ridiculously resistant unit which is mainly engineered in order to absorb damage. He's both resistant to damage and to spells, and can take a tree in order to gain a bit more range and siege damage and can also use Taunt which will cause all enemy units around it to attack the Giant. It is, however, extremely expensive and very slow. _______________ | | | FAERIE DRAGON | |_______________| COST: 125 gold, 25 lumber, 2 food. ABILITIES: none. STATS: HP : 450 Attack rating : 13-14 Attack Type : Ranged Piercing Armor : 0 Armor Type : Light Speed : Fast Attack Speed : Average Clasification : Biological Another anti-caster unit, the Faerie Dragon also serves as a very cheap air unit which can wreck havoc against the unsuspecting enemy. It's also rather difficult to kill if used correctly since their both abilities serve to evade damage somehow: Phase Shift allows it to be "un-targeted" by enemy units and to evade attacks and dispell de-buffs cast on it, and Mana Flare causes it to gain 12 additional armor and to deal 70 damage per second to nearby enemy units. It's also the cutest thing ever seen on a game since Kara's berserker suit on Final Fantasy V. _____________________ | | | AVATAR OF VENGEANCE | |_____________________| COST: N/A ABILITIES: None. STATS: HP : 1200 Attack rating : 25-36 Attack Type : Normal Armor : 2 Armor Type : Heavy Speed : Average Attack Speed : Average Clasification : Biological With Hardened skin and Magic immunity, the Avatar of Vengeance is a heavy unit which true strenght lies on its ability to raise Spirits of Vengeace from dead bodies. This ability is greatly improved in massive battles, and the Avatar itself isn't exactly powerful. NOTE: This unit is particulary abusable on team games. Keep that in mind. _____________________ | | | SPIRIT OF VENGEANCE | |_____________________| COST: N/A ABILITIES: None. STATS: HP : 500 Attack rating : 14-18 Attack Type : Ranged Piercing Armor : Invulnerable Armor Type : Heavy Speed : Average Attack Speed : Average Clasification : Biological Very powerful in packs, the Spirits are raised by the Avatar of Vengeance from dead bodies. It's extremely difficult to get rid of these units, and they are quickly raised as the ability cooldowns very fast, so wait until there are many dead bodies in order to get the most of these units. b) Buildings: ___________________ | | | ANCIENT OF WONDER | |___________________| GOLD : 130 LUMBER : 30 HP : 485 ARMOR : 5 The Ancient of Wonder is the night elven shop. You can buy the following items for your heroes here: - Moonstone - Lesser Clarity Potion - Dust of Appearence - Potion of Healing - Potion of Mana - Scroll f Town Portal - Staff of Preservation - Orb of Venom - Anti-Magic Potion c) Upgrades: CHANGE: The Chimera's ground attack against units is now considered magical (and as thus it will not damage magic immune units) CHANGE: The Druid of the Talon attack while in Crow mode is now considered magical (and as thus it will not damage magic immune units) CHANGE: The Ballistae are renamed Glaive Thrower and their appearance has slightly changed. Their upgrade is now renamed Vorpal Blade, though the ability is exactly the same. CHANGE: <AS OF VERSION 1.19> Archers have a new Passive ability, Elune Graces, which gives them a 30% damage reduction against piercing attacks and 20% spell resistance. MARK OF THE TALON: 25 gold, 100 Lumber. Allows the Druids of the Talon to cast Faerie Fire in Crow form. Researched at the Ancient of Wind. MARK OF THE CLAW: 25 gold, 100 lumber. Allows the Druids of the Claw to cast Roar in Bear form. Researched at the Ancient of Lore. HARDENED SKIN: 100 gold, 250 lumber. Increases the Mountain Giant's resistance to physical damage. Researched at the Ancient of Lore. RESISTANT SKIN: 50 gold, 100 lumber. Increases the Mountain Giant's resistance to magical damage. Researched at the Ancient of Lore. WELL SPRING: 75 gold, 150 lumber. Increases the Moon Wells' mana pool by 200 and almost doubles its mana regeneration speed. Researched at the Hunter's Hall. BACKPACK: 25 gold, 50 lumber. Allows certain ground units (namely the Grunts, Trolls and Berserkers) to carry (but not use) items. Researched at the Main Hall. 6.3.2.- Heroes: a)WARDEN NOTES: The Warden is a powerful manouverable hero which pairs very well with the Demon Hunter thanks to her great spells. Best used as a first hero in order to get the most out of her Blink, which is easily her most important spell. However, her stats are barely okay and she's extremely vulnerable and easy to kill if not used correctly. That said, the Warden is quite likely the best hero killer in the game, which goes pretty well with the theme. HERO TYPE: Specialist. PROS: Incredible powerful manouvering and positioning. Small and quick. Powerful and damaging spells. Interesting ultimate. Can often win in heavy hero Vs hero battles. CONS: Rather fragile. Easy to get killed if not looked for carefully. Very low HP and damage. Often overwhelmed by more powerful heroes. BEST PAIRED WITH: Demon Hunter, Dark Ranger, Naga Sea Witch. BEST ARMY: Archers. STATS (for each level gained. No items or tomes used) _________ | | | LEVEL 1 | |_________| Hit points : 550 Damage : 22-42 Type of Attack : Hero Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 18 Agility : 20 Intelligence : 15 _________ | | | LEVEL 2 | |_________| Hit points : 600 Damage : 23-43 Type of Attack : Hero Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 20 Agility : 21 Intelligence : 17 _________ | | | LEVEL 3 | |_________| Hit points : 650 Damage : 25-45 Type of Attack : Hero Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 22 Agility : 23 Intelligence : 19 _________ | | | LEVEL 4 | |_________| Hit points : 725 Damage : 26-46 Type of Attack : Hero Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 25 Agility : 24 Intelligence : 21 _________ | | | LEVEL 5 | |_________| Hit points : 775 Damage : 28-48 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 27 Agility : 26 Intelligence : 23 _________ | | | LEVEL 6 | |_________| Hit points : 850 Damage : 30-50 Type of Attack : Hero Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 30 Agility : 28 Intelligence : 25 _________ | | | LEVEL 7 | |_________| Hit points : 900 Damage : 31-51 Type of Attack : Hero Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 32 Agility : 29 Intelligence : 27 _________ | | | LEVEL 8 | |_________| Hit points : 950 Damage : 33-53 Type of Attack : Hero Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 34 Agility : 31 Intelligence : 29 _________ | | | LEVEL 9 | |_________| Hit points : 1025 Damage : 34-54 Type of Attack : Hero Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 8 Move Speed : Fast Strength : 37 Agility : 32 Intelligence : 31 __________ | | | LEVEL 10 | |__________| Hit points : 1075 Damage : 37-59 Type of Attack : Hero Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 8 Move Speed : Fast Strength : 39 Agility : 34 Intelligence : 33 ABILITIES BLINK Arguably the best non-damaging spell in the game, Blink is a ridiculous spell in the hands of a competent player. This spell allows the Warden to bassically control the flow of the battle as the Warden herself is a important target, and also allows her to catch upon fleeing enemies or to escape from a certain death. Powerful stuff. Not to mention that is terrifyingly funny to teleport around. LEVEL 1: 50 mana cost, 10 seconds cooldown. LEVEL 2: 10 mana cost, 10 seconds cooldown. LEVEL 3: 10 mana cost, 1 second cooldown. FAN OF KNIVES Interesting spell and definitely useful in certain situations, Fan of Knives suffers from the fact that it really doesn't does a lot of damage, and unlike other similar spells (such as Warstomp and Thunderclap) it doesn't leaves any stat effect and it can only hit up to five units. Powerful harrassing spell, though. LEVEL 1: 70 damage per target, 350 max. LEVEL 2: 115 damage per target, 575 max. LEVEL 3: 180 damage per target, 980 max. SHADOW STRIKE Very damaging ability which not only damages, but it also slows down the affected unit and causes damage over time. Great hero-killer spell and perhaps the best choice over Fan of Knives. The poison effect it's, however, dispellable. Is that even a word? LEVEL 1: 75 initial damage, 15/damage each 3 seconds, movement speed slowed by 50% . LEVEL 2: 150 initial damage, 30/damage each 3 seconds, movement speed slowed by 50% . LEVEL 3: 225 initial damage, 45/damage each 3 seconds, movement speed slowed by 50% . VENGEANCE Vengeance's true power is really shown only in team games as the summoned unit isn't really powerful, but the power of summoning invulnerable fighting units with such speed out of dead bodies is definitely overwhelming on the right situations. Concentrate on other abilities if you're not playing with many players, but make sure to play with it if the situation offers enough dead bodies to abuse it. LEVEL 1: Summons a 1200 HP magic immune unit which can raise invulnerable spirits of vengeance from dead bodies. When the avatar dies, so will the spirits. 6.3.3.- General Strategies. The night elves new units (and the changes to the Chimerae) are mainly concentrated on fighting off enemy casters and heroes (main problem they had before). Concentrating on a couple of units still works, though the Night Elves naturally wonderful versatility is a big asset in order to win. Archers, Demon Hunter or Warden and Druids of the Talon are still a powerful strategy. I would advice avoiding Dryads if the opponent is playing humans since they are ridiculously easily countered by masses of Spellbreakers or Footmen. Similary, against Orcs the Druids of the Talon, I would advice a defensive strategy to see what they are up to, since the Faerie Dragons works wonders against a massive Shaman-Grunts rush, and Huntress are a better way to counter Trolls. Against Undead or Night Elves themselves, Dryads and Archers, with later support from Druids of the Claw or Mountain Giants (If you CAN afford them :S) are more effective. 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. 6.4.1.- New buildings, Units and Upgrades. a) Units: _________________ | | | OBSIDIAN STATUE | |_________________| COST: 200 gold, 35 lumber, 2 food. ABILITIES: Destroyer Form (researched at the Slaughterhouse). STATS: HP : 550 Attack rating : 7-8 Attack Type : Magic Ranged Armor : 4 Armor Type : Heavy Speed : Slow Attack Speed : Average Clasification : Mechanical (¿?) A very good support unit, the Obsidian Statue is a very resistant unit which can heal HP or restore MP to allied units. A good addition for any army, though their best thing is being able to morph into the Destroyers. ___________ | | | DESTROYER | |___________| COST: 100 gold, 50 lumber, 2 food. Morphed from Obsidian Statues. ABILITIES: none. STATS: HP : 900 Attack rating : 19-21 / 20-24 / 21-27 / 22-30 Attack Type : Ranged Magic Armor : 3 / 5 / 7 / 9 Armor Type : Light Speed : Fast Attack Speed : Average Clasification : Biological A really heavy anti-magic air unit, the Destroyer is a powerful unit adept at wrecking havoc from above. It's immune to spells, can devour magic buffs to regain mana and HP, Orb of Annihillation, which adds 20 extra damage to their attacks, and area damage. Finally, they can destroy their allies mana to regain their own. Their weakness is that they don't regenerate mana, they degenerate it, and, being their attack magical in nature, it can't hit several dangerous units *coughInfernalscough*. _______________ | | | SKELETAL MAGE | |_______________| COST: N/A. ABILITIES: Skeletal Longevity (researched at the Temple of the Damned). STATS: HP : 230 Attack rating : 11-12 / 12-14 / 13-16 / 14-18 Attack Type : Ranged Piercing Armor : 2 / 4 / 6 / 8 Armor Type : Medium Speed : Fast Attack Speed : Average Clasification : Summoned When Skeletal Mastery is researched, one of the skeletons raised will be a Mage. Slightly less damaging that the regular ones, but noticeably more dangerous due to their ranged attack. b) Buildings: ________________ | | | TOMB OF RELICS | |________________| GOLD : 130 LUMBER : 30 HP : 485 ARMOR : 5 The Tombs of Relics is the Undead shop. You can buy the following items for your heroes here: - Rod of Necromancy - Sacrificial Skull - Dust of Appearence - Potion of Healing - Potion of Mana - Scroll f Town Portal - Orb of Corruption - Scroll of Healing ________________ | | | NERUBIAN TOWER | |________________| GOLD : 100 LUMBER : 20 HP : 550 ATTACK RATING : 9-10 ATTACK TYPE : Magic Ranged ARMOR : 5 The Watch Tower is your new 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 heavy units. It slows down the targets, but it's pretty weak. c) Upgrades and Changes: CHANGE: The Cannibalize upgrade also affects Abominations. CHANGE: The Halls of the Dead and Black Citadel's attack is now freezing in nature. BACKPACK: 25 gold, 50 lumber. Allows certain ground units (namely the Ghouls and Crypt Fiends) to carry (but not use) items. Researched at the Main Hall. SKELETAL MASTERY: 125 gold, 150 Lumber. Allows the Necromancers to raise a Skeletal Mage from corpses. Researched at the Temple of the Damned. EXHUME CORPSES: 125 gold, 100 lumber. Allows the Meat Wagons to generate dead bodies (ghouls) to use. Researched at the Slaughterhouse. DESTROYER FORM: 175 gold, 150 lumber. Allows the Obsidian Statues to morph into Destroyers. Researched at the Slaughterhouse. BURROW: 75 gold, 75 lumber. Allows Crypt Fiends to burrow, which hides them and increases HP regeneration. Researched at the Crypt. NERUBIAN TOWER: 100 gold, 20 Lumber. Turns Ziggurats into Nerubian Towers. 6.4.2.- Heroes. a)CRYPT LORD: NOTES: The only hero which can actually match the Tauren Chieftain in raw power, the Crypt Lord is a migthy tank hero which can sustain a ridiculous ammount of damage and dish it out too. Full of defensive abilities and a versatile summon, the Crypt Lord is easily one of the best heroes in the game. HERO TYPE: Tank Hero. PROS: Versatile abilities. Incredibly powerful ultimate. Can take a lot of punishment and withstand enemy spells. Attracts fire like there is no tommorrow. Difficult to kill on direct combat. CONS: Very big and bulky: Has a lot of trouble moving around the battlefield. While his regular strikes are very damaging, his spells are not definitely damaging. BEST PAIRED WITH: Death knight or Lich. BEST ARMY: Crypt Fiends (Or Destroyers). STATS (for each level gained. No items or tomes used) _________ | | | LEVEL 1 | |_________| Hit points : 675 Damage : 29-35 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 2 Move Speed : Average Strength : 26 Agility : 14 Intelligence : 14 _________ | | | LEVEL 2 | |_________| Hit points : 750 Damage : 31-37 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 29 Agility : 15 Intelligence : 15 _________ | | | LEVEL 3 | |_________| Hit points : 825 Damage : 34-40 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 32 Agility : 16 Intelligence : 17 _________ | | | LEVEL 4 | |_________| Hit points : 900 Damage : 37-43 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 35 Agility : 17 Intelligence : 18 _________ | | | LEVEL 5 | |_________| Hit points : 975 Damage : 40-46 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 38 Agility : 18 Intelligence : 20 _________ | | | LEVEL 6 | |_________| Hit points : 1075 Damage : 44-50 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 42 Agility : 20 Intelligence : 22 _________ | | | LEVEL 7 | |_________| Hit points : 1150 Damage : 47-53 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 45 Agility : 21 Intelligence : 23 _________ | | | LEVEL 8 | |_________| Hit points : 1225 Damage : 50-56 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 48 Agility : 22 Intelligence : 25 _________ | | | LEVEL 9 | |_________| Hit points : 1300 Damage : 53-59 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 51 Agility : 23 Intelligence : 26 __________ | | | LEVEL 10 | |__________| Hit points : 1375 Damage : 56-62 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 54 Agility : 24 Intelligence : 28 ABILITIES IMPALE A powerful ranged attack, it will damage and stun all enemies on its way. The width of the attack is a lot bigger than it seems, making it possible to stun a whole tightly-packed army. The damage done is negligible (the Crypt Lord Himself will probably deal more damage with his regular attack), but it's the best ability this hero has, because, as the Mountain King showed us, Strenght Hero plus stunning long range attack equals beatz. :P LEVEL 1: 50 damage, 2 second stun. LEVEL 2: 80 damage, 2 second stun. LEVEL 3: 110 damage, 4 second stun. SPIKED CARAPACE The Crypt Lord's passive ability it's quite powerful, though it's a signal that the Crypt Lord isn't an army-oriented character. The extra armor added is absurd, plus the damage returned really hurts melee heroes facing off the beetle one-on-one. Only affects melee attacks. LEVEL 1: 15% damage returned, 3 bonus armor. LEVEL 2: 25% damage returned, 5 bonus armor. LEVEL 3: 35% damage returned, 7 bonus armor. CARRION BEETLES Only permanent summon in the game, the Crypt Lord can summon these from dead bodies. The real downside to this spell is the fact that you can only have 5 Carrion Beetles at once, and they aren't very powerful either, though many have found that they are best used as scouts once level 2 is attained, as they can burrow. That said, I particulary like the flavor of the spell, and the Crypt Lord surrounded by its Carrion Beetles looks pretty cool. As a footnote, once I faced a guy who managed to guess my next expo spot, and burrowed five level three beetles in there. I was playing NE, and he managed to destroy my Tree of Life, effectively piercing a huge hole in my economy, and later, this set back cost me the game. I was careless to send the Wisps alone, but, regardless, it was an interesting move. LEVEL 1: 140 HP, 8-9 damage. LEVEL 1: 275 HP, 15-18 damage, Burrow. LEVEL 1: 410 HP, 22-27 damage, Burrow. LOCUST SWARM A powerful ultimate, particulary due to its ease of use, which takes advantage of the bulk of the Crypt Lord. It releases a bunch of insects which will damage every enemy nearby the Crypt Lord, sucking health for it. The Insects will home on the enemies, and will chase them even out of the range of the spell. ULTIMATE: Releases a swarm of insects, damaging enemies and healing the Crypt Lord. Last 30 seconds. 6.4.4.- General Strategies. The Undead are possibly the only race which hasn't really taken a hit to their strategy, but gained a whole lot of abilities, particulary with their new unit, the Destroyer. This unit has become the core of the Undead strategy due to their really high damage output compared with their relative low cost. Having two dominant flying units (Gargoyles and Destroyers, alongside the ocassional Frost wyrms), it can, easily, lead to a victory on the shoulders of four nuking heroes. Micro-management of your heroes is still crucial, as correct nuking of core enemy units (Bears, heroes, Priests and even spirit walkers, though it's important to note their spell resistance). Crypt Fiends are nice complementary units (though perhaps no longer a good main army) to go. 6.5.- Naga. Ah, yes, the Naga. The so-called new race of the game, the Naga are a really powerful and straightforward race with few units and spells, only one hero (which it's hard to call a Naga hero or Neutral hero), few buildings, and particular stats. Like the Undead, they have a unit which is, technically, part of the race, but it's unnatainable. The Naga are only controlled by the player during the final NE mission, and a few other human (or rather blood elf) mission. During the times you control them, or face them, it's clear that the Naga, just like the Burning Legion, is extremely over-powered: their units are incredibly effective, and they have a huge advantage, which is being able to build on water. Plus, they regenerate everywhere, everytime, and finally, they are ALL amphibious units. Tipically led by Illidan, who can also walk on water, makes clear that this race could not be playable without a severe weakening. 6.5.1.- Units. NOTE: All naga units are amphibious. _______________ | | | MUR'GUL SLAVE | |_______________| COST: 75 Gold, 1 Food. ABILITIES: None. STATS: HP : 250 Attack rating : 7-8 Attack Type : Melee Normal Armor : 0 Armor Type : Unarmored Speed : Slow Attack Speed : Very slow Clasification : Biological The worker of the Naga, the Slave is a normal one. They don't have any particular ability. They harvest resources just like Orcish Peons, and, funcionally, they are identical to the green workers. ________________ | | | MUR'GUL REAVER | |________________| COST: 120 Gold, 2 Food. ABILITIES: None. STATS: HP : 400 Attack rating : 18-21 / 19-22 / 20-23 / 21-24 Attack Type : Melee Normal Armor : 0 / 2 / 4 / 6 Armor Type : Heavy Speed : Average Attack Speed : Average Clasification : Biological A regular melee unit, not very interesting, but it gets the job done. That said, there is not reason (save a really tough economic situation) to use these when the Myrmidon is just there. __________ | | | MYRMIDON | |__________| COST: 225 Gold, 55 Lumber, 4 Food. ABILITIES: Ensnare (Researched at the SPawning Grounds), Submerge (Researched at the Temple of the Tides). STATS: HP : 1080 Attack rating : 33-39 / 34-41 / 35-43 / 36-45 Attack Type : Melee Normal Armor : 2 / 4 / 6 / 8 Armor Type : Heavy Speed : Average Attack Speed : Average Clasification : Biological Ah, yes, the meat of the Naga Army, the Myrmidons are extremely effective cost wise, dealing lots of damage and being really hard to destroy. Furthermore, their ability to deal with flying units bringing them down with Ensnare it's incredible. Best Melee unit in the game. _____________ | | | SNAP DRAGON | |_____________| COST: 200 Gold, 25 Lumber, 3 Food. ABILITIES: Submerge (Researched at the Temple of the Tides). STATS: HP : 500 Attack rating : 25-29 / 26-30 / 27-31 / 28-32 Attack Type : Ranged Piercing Armor : 0 / 2 / 4 / 6 Armor Type : Medium Speed : Fast Attack Speed : Fast Clasification : Biological Fast and annoying, the Dragons are good anti-air and support units due to their slow poison. They are sort of fragile, though, so masses of Snap Dragons isn't really recommended (There is no Death Knight with the Naga). _______ | | | SIREN | |_______| COST: 130 Gold, 20 Lumber, 2 Food. ABILITIES: Siren Adept training (Researched at the Temple of Azshara) Siren Master Training (Researched at the Temple of Aszhara). STATS: HP : 400 Attack rating : 9-12 Attack Type : Ranged Magic Armor : 0 Armor Type : Unarmored Speed : Average Attack Speed : Average Clasification : Biological The caster for the Naga, the Sirens are extremely effective support units for your Myrmidons. Via Frost Armor and Cyclone, you can select your targets, and they have an exclusive spell, Parasite, which plants a parasite (duh) on enemy units which releases a unit when they die. Powerful stuff. ________________ | | | DRAGON TURTLES | |________________| COST: 320 Gold, 65 Lumber, 5 Food. ABILITIES: None?. STATS: HP : 750 Attack rating : 26-38, 66-134 / 27-40, 68-136 / 28-42, 70-138 / 29-44, 72-140 Attack Type : Ranged Piercing, Ranged Siege Armor : 1 / 3 / 5 / 7 Armor Type : Heavy Speed : Slow Attack Speed : Average Clasification : For some reason, Mechanical. The Siege unit for the Naga, the Dragon Turtles are another overpowered unit, due to their ability to not only eat buildings, but their resistant skin, Spiked Shell (Which deals damage back to melee attacks), and Devour. A group of four deals lots of damage to bases, and can be a decisive factor in base strikes. ________ | | | COUALT | |________| COST: 235 Gold, 30 Lumber, 2 Food. ABILITIES: None. STATS: HP : 525 Attack rating : 42-50 / 44-52 / 46-54 / 48-56 Attack Type : Ranged Piercing Armor : 3 / 5 / 7 / 9 Armor Type : Light Speed : Fast Attack Speed : Average Clasification : Biological. A Fast light air unit, they have a huge ability in Abolish Magic. Otherwise, not very remarkable since they are really weak in open combat. Use as support. _____________ | | | ROYAL GUARD | |_____________| COST: N/A. ABILITIES: None. STATS: HP : 1350 Attack rating : 47-61 / 49-65 / 51-67 / 53-69 Attack Type : Chaos Melee Armor : 5 / 7 / 9 / 11 (!) Armor Type : Heavy Speed : Average Attack Speed : Average Clasification : Biological. Tied with the Doom Guard for the most powerful non-hero unit in the game, the Royal (ass-kickin') Guard is a ridiculously powerful unit with a very high damage output, plenty of HP, obscene armor, and even CHAOS attack type. Furthermore, they have Resistant Skin, and three unique and really powerful spells: Crushing Wave, which is sorta like the Dread Lord's Carrion Swarm, Frost Bolt, which is kinda like the Mountain King's Storm Bolt, and Summon Sea Elemental, which is more or less like the Archmage's Summon Water Elemental. Well, maybe they are not that unique. Either way, they are arguably the best unit in the game. Cannot be built by the player, though, and are only awarded at the single player missions either at the start, or as reinforcements. _______________ | | | SEA ELEMENTAL | |_______________| COST: N/A. ABILITIES: None. STATS: HP : 550 Attack rating : 28-37 Attack Type : Ranged Piercing Armor : 2 Armor Type : Medium Speed : Average Attack Speed : Average Clasification : Summoned. Regular ranged unit summoned by the Royal Guards. Has Bash. _______________ | | | WATERY MINION | |_______________| COST: N/A. ABILITIES: None. STATS: HP : 240 Attack rating : 10-11 Attack Type : Melee Normal Armor : 2 Armor Type : Heavy Speed : Average Attack Speed : Average Clasification : Summoned. Weak melee unit brought to life when a unit affected by Parasite dies. 6.5.2.- Heroes. NOTE: The only Naga Hero is the Naga Sea Witch, Lady Vashj herself. For the sake of continuity, I'll add the info of the Sea Witch here as well as on the Neutral Heroes section [6.7]. NAGA SEA WITCH A mystical Hero, adept at ranged combat. These scaly denizens of the ocean have often been associated with the coming of prodigious storms, but few have actually seen them rise from the sea and lived to tell the tale. The Naga is a wonderful if not impressive hero (kinda like the Far Seer), which can spell a lot of problems with her Frost Arrows and Forked Lightning, or play a bit more defensive with her Mana Shield. Either way, she's quite powerful as a hero killer or as a support, depending on how you build her. A good choice for first or second hero. HERO TYPE: Ranged Support / Hero Killer. PROS: Frost arrows could be enough of a reason to get her. Powerful attack power, lots of good abilites, powerful ultimate, she's the most disrupting hero in the game. CONS: Low HP, needs a lot of mana to function correctly. BEST PAIRED WITH: Beastmaster, Mountain King, Warden, Tauren Chieftain, Crypt Lord. BEST ARMY: Myrmidons. STATS (for each level gained. No items or tomes used) _________ | | | LEVEL 1 | |_________| Hit points : 475 Damage : 24-34 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 15 Agility : 16 Intelligence : 22 _________ | | | LEVEL 2 | |_________| Hit points : 525 Damage : 27-37 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 17 Agility : 17 Intelligence : 25 _________ | | | LEVEL 3 | |_________| Hit points : 575 Damage : 30-40 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 19 Agility : 18 Intelligence : 28 _________ | | | LEVEL 4 | |_________| Hit points : 625 Damage : 33-43 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 21 Agility : 19 Intelligence : 31 _________ | | | LEVEL 5 | |_________| Hit points : 675 Damage : 36-46 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 23 Agility : 20 Intelligence : 24 _________ | | | LEVEL 6 | |_________| Hit points : 725 Damage : 40-50 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 25 Agility : 21 Intelligence : 38 _________ | | | LEVEL 7 | |_________| Hit points : 775 Damage : 43-53 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 27 Agility : 22 Intelligence : 41 _________ | | | LEVEL 8 | |_________| Hit points : 825 Damage : 46-56 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 29 Agility : 23 Intelligence : 44 _________ | | | LEVEL 9 | |_________| Hit points : 875 Damage : 49-59 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 31 Agility : 24 Intelligence : 47 __________ | | | LEVEL 10 | |__________| Hit points : 925 Damage : 52-62 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Average Strength : 33 Agility : 25 Intelligence : 50 ABILITIES FORKED LIGHTNING A good attack, it will home on three units, dealing damage to them on a range. Pretty basic, but extremely disrupting as it deals regular damage to different units, making healing more difficult. Really good to get rid of units in the middle of the battle, when units are damaged. LEVEL 1: 85 damage per unit. LEVEL 2: 160 damage per unit. LEVEL 3: 250 damage per unit. FROST ARROWS The most powerful weapon on the Sea Witch Arsenal, it will slow down the target unit's attack and movement, making them either useless on combat, or unable to escape properly. It even gives extra damage. Most powerful attack-affecting spell. LEVEL 1: +5 damage, 30% reduction on attack rate and movement speed. LEVEL 2: +10 damage, 50% reduction on attack rate and movement speed. LEVEL 3: +15 damage, 70% reduction on attack rate and movement speed. MANA SHIELD Really abusable spell with the right items (namely lots of MP recovering items or items that increase MP regeneration), but only powerful on level 3. It will absorb damage, taking away a proportional ammount of MP. LEVEL 1: 1 damage per point of mana. LEVEL 1: 1.5 damage per point of mana. LEVEL 3: 2 damage per point of mana. TORNADO Another one of those "if it wasn't channeling" spells, the Tornado sends out massive damage to building, slows down units, and even sends some of them flying around at random. One thing people tend to miss is the fact that you can control the Tornados. They aren't really all that responsive, but it can spell the difference between taking out that tower, or losing the spell. ULTIMATE: Creates Tornados. NOTE: This ability is particulary weird. Stay tuned for more info. 6.5.3.- Buildings. _____________________ | | | TEMPLE OF THE TIDES | |_____________________| GOLD : 385 LUMBER : 150 HP : 1500 ARMOR : 5 The Great Hall is where Slaves and Reavers are trained and resources are dropped. Pretty much, the center of any expansion. Notably, it cannot be upgraded, and weapon and armor upgrades are researched here. The Following can be researched at this building: CORAL BLADES: 150 Gold, 75 Lumber. Increases the attack damage of Reavers, Snap Dragons, Coualts, Myrmidons, Dragon Turtles and Royal Guards. CHITINOUS BLADES: 225 Gold, 225 Lumber. Futher increases the attack damage of Reavers, Snap Dragons, Coualts, Myrmidons, Dragon Turtles and Royal Guards. RAZORSPINE BLADES: 300 Gold, 475 Lumber. Further increases the attack damage of Reavers, Snap Dragons, Coualts, Myrmidons, Dragon Turtles and Royal Guards. CORAL SCALES: 125 Gold, 75 Lumber. Increases the Armor of Reavers, Snap Dragons, Coualts, Myrmidons, Dragon Turtles and Royal Guards. CHITINOUS SCALES: 225 Gold, 225 Lumber. Futher increases the Armor of Reavers, Snap Dragons, Coualts, Myrmidons, Dragon Turtles and Royal Guards. RAZORSPINE SCALES: 325 Gold, 475 Lumber. Further increases the Armor of Reavers, Snap Dragons, Coualts, Myrmidons, Dragon Turtles and Royal Guards. SUBMERGE: 25 Gold, 25 Lumber. Allows Myrmidons and Snap Dragons to hide underwater. __________________ | | | SPAWNING GROUNDS | |__________________| GOLD : 205 LUMBER : 60 HP : 1500 ARMOR : 5 At the Spawning Grounds, you can train Myrmidons, Snap Dragons and Dragon Turtles, 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: ENSNARE: 50 Gold, 75 Lumber. Allows Myrmidons to use the Ensnare Ability. ____________ | | | CORAL BEDS | |____________| GOLD : 115 LUMBER : 40 HP : 500 ARMOR : 5 Coral Beds add food and... nothing else. Okay... Adds 15 food, which is quite a lot for its price, though they don't have any secondary use. ___________________ | | | SHRINE OF AZSHARA | |___________________| GOLD : 180 LUMBER : 70 HP : 1050 ARMOR : 5 The Shrine of Aszhara allows you to build and upgrade your magic units, namely the Sirens and Coualts, both of them capable magic units. The Following can be upgraded on this building: SIREN ADEPT TRAINING: 100 gold, 50 Lumber. Increases the HP, MP, MP regeneration of Sirens, and allows them to cast Frost Armor. SIREN MASTER TRAINING: 100 gold, 150 lumber. Further increases the HP, MP, MP regeneration of Sorceress, and allows them to cast Cyclone. _____________________ | | | ALTAR OF THE DEPTHS | |_____________________| GOLD : 255 LUMBER : 100 HP : 900 ARMOR : 5 The Altar of The Depths 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 450 gold and 100 lumber as well as the food to come. A curious thing will be noted, though, since the Naga don't have "tiers" per se, you can actually summon every hero available right away. ________________ | | | TIDAL GUARDIAN | |________________| GOLD : 130 LUMBER : 80 HP : 500 ARMOR : 5 ATTACK RATING : 33-45 ATTACK TYPE : Ranged Piercing The Tidal Guardian 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. 6.5.4.- General Strategies. I know you're itching for strategies about the Naga, but, seriously, what mod are you playing? I'd love to find one which enables the naga as a playable race. :P 6.6.- Blood Elves. The Blood Elves are controlled by the player during a few missions of the first campaign. They are bassically the same as the High Elves on ROC, though they are a lot more similar to humans. A list of the Alliance units available to the Blood Elves: - Priests. - Sorcerer. - Dragon Hawk. 6.6.1.- Exclusive Units. Blood Elves units are exactly the same as alliance units (save the Archers, which emulate the Night Elves Archers, minus the Infravision upgrade), so I will just list them here without much fuzz. NOTE: The Workers and the Engineers are actually the same thing. ___________ | | | 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 ___________________ | | | WORKER / ENGINEER | |___________________| COST: 90 gold, 1 food. ABILITIES: None. STATS: HP : 220 Attack rating : Attack Type : Melee Normal Armor : 0 Armor Type : Medium Speed : Average Attack Speed : Slow Clasification : Biological 6.7.- Draenei. The mysterious Draenei, only a memory before this game, are back with a vengeance. Lost and thought to be extinct before the first game, and with all probabilities of survival decimated by the apocalypse in Draenor during the WC II expansion, you get the chance to use them during the Alliance Campaign. Designed mostly for stealth, the Draenei, while not so overpowered like the Naga, are a powerful and effective race. Note that all of this info was painfully collected via the World Editor, as you never get the actual chance to build a base and units with them during the regular game. Furthermore, there are more Draenei Units, though they are used only as creeps, and are not part of the Draenei playable race. 6.7.1.- Units. _________ | | | LABORER | |_________| COST: 75 Gold, 1 Food. ABILITIES: None. STATS: HP : 280 Attack rating : 6-7 Attack Type : Melee Normal Armor : 0 Armor Type : Unarmored Speed : Slow Attack Speed : Very slow Clasification : Biological The worker of the Draenei, the Laborer is a normal one. They don't have any particular ability. They harvest resources just like Orcish Peons, and, funcionally, they are identical to the green workers. _________ | | | STALKER | |_________| COST: 270 Gold, 30 Lumber, 4 Food. ABILITIES: None. STATS: HP : 465 Attack rating : 32-42 Attack Type : Melee Normal Armor : 1 Armor Type : Heavy Speed : Fast Attack Speed : Average Clasification : Biological Permanently cloaked, the Stalker is a light but annoying attack unit. Dead meat if found, but extremely good for badly defended bases. Aim at the workers. Has Ensnare and Evasion. ____________ | | | VINDICATOR | |____________| COST: 225 Gold, 15 Lumber, 4 Food. ABILITIES: None. STATS: HP : 900 Attack rating : 28-32 Attack Type : Melee Normal Armor : 4 Armor Type : Heavy Speed : Average Attack Speed : Average Clasification : Biological Regular (but tough) melee units. Not much to say there. ____________ | | | DEMOLISHER | |____________| COST: 260 gold, 70 lumber, 4 food. ABILITIES: none. STATS: HP : 425 Attack rating : 82-102 Attack Type : Ranged Siege Armor : 0 Armor Type : Medium Speed : Slow Attack Speed : Slow Clasification : Mechanical The Demolisher, 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. Funcionally identical to the Orcish Demolisher. (NOTE: The stats might be wrong. This are the stats of the Orcish Demolisher, and I suspect it might be the same, unfortunately, gathering data for the Draenei Units is notably difficult as you don't get the chance to manage a Draenei base) ______ | | | SEER | |______| COST: 210 gold, 30 lumber, 3 food. ABILITIES: none. STATS: HP : 775 Attack rating : 36-42 Attack Type : Ranged Piercing Armor : 0 Armor Type : Heavy Speed : Average Attack Speed : Average Clasification : Biological Armed with Slow, Healing Wave, and a strong ranged attack, plus level one Brilliance Aura, the Seer is a powerful support unit, and, IMHO, the best caster in the game. Unfortunately, it's unavailable for the player. :( ____________ | | | HARBRINGER | |____________| COST: 165 gold, 20 lumber, 2 food. ABILITIES: none. STATS: HP : 450 Attack rating : 29-34 Attack Type : Ranged Piercing Armor : 0 Armor Type : Medium Speed : Average Attack Speed : Average Clasification : Biological Another powerful caster, this time with Bloodlust and Ray of Disruption. Notably less powerful than Seers, but still a good support unit. ________________ | | | ELITE ASSASSIN | |________________| COST: N/A ABILITIES: none. STATS: HP : 525 Attack rating : 41-50 Attack Type : Melee Normal Armor : 0 Armor Type : Heavy Speed : Average Attack Speed : Average Clasification : Biological Tough unit with Critical Strike and Level one Howl of Terror. Only available during the LORD OF THE OUTLAND mission, the last mission of the Alliance Campaign. Permanently invisible. __________ | | | SABOTEUR | |__________| COST: N/A ABILITIES: none. STATS: HP : 600 Attack rating : 81-90 Attack Type : Ranged Siege Armor : 0 Armor Type : Medium Speed : Average Attack Speed : Average Clasification : Biological Powerful ranged unit with Burning Oil and Healing Wave. Only available during the LORD OF THE OUTLAND mission, the last mission of the Alliance Campaign. Permanently invisible. 6.7.2.- Heroes. The only Draenei Hero is the Elder Sage, Akama himself. ELDER SAGE Permanently cloaked, with Shadow Strike AND Chain Lightning, plus Feral Spirit, you can tell easily that the Elder Sage is an all out assassin. With all those stealthy and disabling spells, taking out enemy heroes is a breeze, and it's also a good front-attacker, only if he wasn't that freaking vulnerable. In my opinion, he could have been an interesting Neutral Hero. HERO TYPE: Specialist Hero. PROS: Powerful spells, difficult to kill if used correctly. Reincarnation. Shadows Strike is a bad joke combined with cloaking (That much has DOTA taught me). Really high damage output. CONS: Hmmm... REALLY low HP for a hero with _melee_ damage. BEST PAIRED WITH: N/A BEST ARMY: He melds perfectly with his own units. STATS (for each level gained. No items or tomes used) NOTE: Akama's Strenght is actually modified in the campaign. His strenght is notably lower actually. _________ | | | LEVEL 1 | |_________| Hit points : 475 Damage : 19-33 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 15 Agility : 20 Intelligence : 19 _________ | | | LEVEL 2 | |_________| Hit points : 500 Damage : 22-36 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 16 Agility : 21 Intelligence : 21 _________ | | | LEVEL 3 | |_________| Hit points : 525 Damage : 25-39 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 17 Agility : 22 Intelligence : 24 _________ | | | LEVEL 4 | |_________| Hit points : 550 Damage : 28-42 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 18 Agility : 23 Intelligence : 27 _________ | | | LEVEL 5 | |_________| Hit points : 575 Damage : 31-45 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Average Strength : 19 Agility : 24 Intelligence : 30 _________ | | | LEVEL 6 | |_________| Hit points : 600 Damage : 34-48 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Average Strength : 20 Agility : 25 Intelligence : 32 _________ | | | LEVEL 7 | |_________| Hit points : 625 Damage : 37-51 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Average Strength : 21 Agility : 27 Intelligence : 35 _________ | | | LEVEL 8 | |_________| Hit points : 650 Damage : 40-54 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Average Strength : 22 Agility : 28 Intelligence : 38 _________ | | | LEVEL 9 | |_________| Hit points : 675 Damage : 43-57 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 8 Move Speed : Average Strength : 23 Agility : 29 Intelligence : 41 __________ | | | LEVEL 10 | |__________| Hit points : 700 Damage : 46-60 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 8 Move Speed : Average Strength : 24 Agility : 30 Intelligence : 43 ABILITIES CHAIN LIGHTNING 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. LEVEL 1: 85 damage, jumps 4 times. LEVEL 2: 125 damage, jumps 6 times. LEVEL 3: 180 damage, jumps 8 times. FERAL SPIRIT 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. SHADOW STRIKE Very damaging ability which not only damages, but it also slows down the affected unit and causes damage over time. Great hero-killer spell and perhaps the best choice over Fan of Knives. The poison effect it's, however, dispellable. Is that even a word? LEVEL 1: 75 initial damage, 15/damage each 3 seconds, movement speed slowed by 50% . LEVEL 2: 150 initial damage, 30/damage each 3 seconds, movement speed slowed by 50% . LEVEL 3: 225 initial damage, 45/damage each 3 seconds, movement speed slowed by 50% . REINCARNATION What else is there to be said about the Reincarnation? This is simply the best passive ability in the game. Revive the elder? 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 Elder Sage will be revived automatically. 6.7.3.- Buildings. Well, while writing this section I realized that Draenei buildings have an abnormally high ammount of HP. NOTE: I couldn't find any hard info about the Hut (the farm equivalent). All of the huts I could find on the World Editor is the neutral non-functional building. Any help will be appreciated. __________ | | | BARRACKS | |__________| GOLD : 170 LUMBER : 55 HP : 1250 ARMOR : 5 At the Barracks, you can train Vindicators, Stalkers and Demolishers. 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. ____________ | | | SEER'S DEN | |____________| GOLD : 100 LUMBER : 140 HP : 1150 ARMOR : 5 The Seer's Den allows you to build your magic units, namely the Harbringers and Seers, both of them capable magic units. _______ | | | HAVEN | |_______| GOLD : 400 LUMBER : 195 HP : 1500 ARMOR : 5 The Great Hall is where peons are trained and resources are dropped. Pretty much, the center of any expansion. It also serves as a Hero building, allowing to train and revive heroes. 6.7.4.- General Strategies. See 6.5.4. 6.8.- Neutral Heroes. a)DARK RANGER A cunning Hero, adept at manipulating opponents. Forcibly raised from the dead, the former Rangers of Quel'Thalas enjoy nothing more than sowing dissension and hatred within the enemy ranks. I've really had very good experiences with the Dark Ranger as a purely offensive hero armed with lots of damage items. Even by herself, she can put up a mighty fight by picking off weaker units and assembling an army, or simply charming them. Unfortunately, in lower levels and if not really taken care of, she will be weak. A Natural fit for Undead players as she is undead herself. HERO TYPE: Offensive support. PROS: Great damage output, wonderful spells, can build up an army by herself, rarely killed, easy to escape. Can disable enemy casters so easily it isn't even funny. Counters basically all the most powerful heroes. CONS: Weak as hell in the first levels. Level one Dark Arrow is lame. Very easy to kill if not used as a main hero. While it is a very offensive hero, she is not suited to take on bases alone. She can counter all she wants, but she's perhaps the worst Hero killer in the game. BEST PAIRED WITH: Pandaren Brewmaster, Mountain King, Death Knight, Blademaster or Demon Hunter / Wander. BEST ARMY: Abominations, Taurens... heavy melee units. STATS (for each level gained. No items or tomes used) _________ | | | LEVEL 1 | |_________| Hit points : 550 Damage : 23-33 Type of Attack : Hero Range : Ranged Attack speed : Fast Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 18 Agility : 21 Intelligence : 15 _________ | | | LEVEL 2 | |_________| Hit points : 575 Damage : 24-34 Type of Attack : Hero Range : Ranged Attack speed : Fast Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 19 Agility : 22 Intelligence : 17 _________ | | | LEVEL 3 | |_________| Hit points : 625 Damage : 26-36 Type of Attack : Hero Range : Ranged Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 21 Agility : 24 Intelligence : 20 _________ | | | LEVEL 4 | |_________| Hit points : 675 Damage : 27-37 Type of Attack : Hero Range : Ranged Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 23 Agility : 25 Intelligence : 22 _________ | | | LEVEL 5 | |_________| Hit points : 725 Damage : 29-39 Type of Attack : Ground Range : Ranged Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 25 Agility : 27 Intelligence : 25 _________ | | | LEVEL 6 | |_________| Hit points : 775 Damage : 30-40 Type of Attack : Hero Range : Ranged Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 27 Agility : 28 Intelligence : 28 _________ | | | LEVEL 7 | |_________| Hit points : 825 Damage : 32-42 Type of Attack : Hero Range : Ranged Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 29 Agility : 30 Intelligence : 30 _________ | | | LEVEL 8 | |_________| Hit points : 875 Damage : 33-43 Type of Attack : Hero Range : Ranged Attack speed : Fast Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 31 Agility : 31 Intelligence : 33 _________ | | | LEVEL 9 | |_________| Hit points : 925 Damage : 35-45 Type of Attack : Hero Range : Ranged Attack speed : Fast Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 33 Agility : 33 Intelligence : 35 __________ | | | LEVEL 10 | |__________| Hit points : 975 Damage : 36-46 Type of Attack : Hero Range : Ranged Attack speed : Fast Type of Armor : Hero Amount : 8 Move Speed : Fast Strength : 35 Agility : 34 Intelligence : 38 ABILITIES SILENCE Silence is a powerful spell in order to counter Humans and Orcs and their ability driven heroes and units, as it renders the affected units unable to cast spells. While 12 seconds seems like a ridiculous low time (that's the time working on a hero), it's more than enough to disable them. On a side note, I've been successfully made Night Elf players use the Priestess of the Moon on any maps with a tavern, as this ability completely shuts down both the Warden and the Demon Hunter. LEVEL 1: 15 second silence, short radius. LEVEL 2: 20 second silence, medium radius. LEVEL 3: 24 second silence, large radius. BLACK ARROW An interesting ability that mirrors the Priestess of the Moon's Searing Arrows and the Naga (or the Ranger) Ice Arrows, while a lot more underpowered early on. It will add damage to the attacks, as well as put hit enemies into a special stat that lasts a few seconds, under which, should they die, a Dark Minion will emerge under the Dark Ranger's control. LEVEL 1: 2 extra damage, 215 Lesser Dark minion. LEVEL 2: 10 extra damage, 290 Dark Minion. LEVEL 3: 20 extra damage, 405 Greater Dark Minion. LIFE DRAIN This spell will drain life of the affected unit until it escapes its range (which is rather short, 80). That said, it's difficult to use, and often not quick enough to save you from death, prompting its use at difficult to time moments (at around 40% of the DR life it's optimal). Lasts eight seconds. That said, the ammount of damage done is ridiculous, 200 HP at first level, 320 at level 2 and 500 at level 3. LEVEL 1: 25 HP per second drained. LEVEL 2: 40 HP per second drained. Level 3: 55 HP per second drained. CHARM: Ah, the premier ability of the Dark Ranger is one of the most powerful spells of the game. Often difficult to use, but always worth it. Always aim it at either the bigger units or the Spellcasters. ULTIMATE: Takes control of target enemy unit permanently. b)PANDAREN BREWMASTER Hailing from the secretive Pandaren Empire, the mighty brewmasters travel the world in search of exotic ales and the finest brewed spirits. These affable warriors rarely seek out danger or trouble, preferring instead to spend their time concocting new and tasty beverages for any brave enough to imbibe them. However, if attacked, the laughing brewmasters bring all of their pandaren agility and ferocity to bear! They are peerless warriors and world class drinkers all in one! The Pandaren Brewmaster is a very easy to use hero which can be a worthy addition to any army due to his naturaly high strenght and useful spells. He, however, suffers from the same problem as the Tauren Chieftain: Is hellish big and slow, but, unlike the cow, the Brewmaster can definitely deal with it since his spells are much more powerful. And, for the hell of it: The dude is a friggin' panda. HERO TYPE: Leading offensive hero. PROS: Lots of defense, HP and attack power. A couple wonderful spells. It's a jack for all trades and is very easy to use. CONS: Slow, difficult to manouver, one infinitely useless spell. It's a definitely all-round hero, which doesn't gives it the upper edge anywhere. BEST PAIRED WITH: Dark Ranger, Warden. BEST ARMY: Ranged units. STATS (for each level gained. No items or tomes used) _________ | | | LEVEL 1 | |_________| Hit points : 650 Damage : 24-34 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 22 Agility : 14 Intelligence : 15 _________ | | | LEVEL 2 | |_________| Hit points : 725 Damage : 27-37 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 25 Agility : 15 Intelligence : 16 _________ | | | LEVEL 3 | |_________| Hit points : 800 Damage : 30-40 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 28 Agility : 17 Intelligence : 18 _________ | | | LEVEL 4 | |_________| Hit points : 875 Damage : 33-43 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 31 Agility : 18 Intelligence : 19 _________ | | | LEVEL 5 | |_________| Hit points : 950 Damage : 36-46 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Average Strength : 34 Agility : 20 Intelligence : 21 _________ | | | LEVEL 6 | |_________| Hit points : 1025 Damage : 39-49 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Average Strength : 37 Agility : 21 Intelligence : 22 _________ | | | LEVEL 7 | |_________| Hit points : 1100 Damage : 42-52 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Average Strength : 40 Agility : 23 Intelligence : 24 _________ | | | LEVEL 8 | |_________| Hit points : 1175 Damage : 45-55 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Average Strength : 43 Agility : 24 Intelligence : 25 _________ | | | LEVEL 9 | |_________| Hit points : 1250 Damage : 48-58 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Average Strength : 46 Agility : 26 Intelligence : 27 __________ | | | LEVEL 10 | |__________| Hit points : 1325 Damage : 51-61 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 8 Move Speed : Average Strength : 49 Agility : 27 Intelligence : 28 ABILITIES BREATH OF FIRE Breath of fire deals damage to a cone of enemies in front of the Brewmaster. The damage isn't really surprising (actually very low), but when first hit with Drunken Haze, the enemies will catch on fire, dealing double the damage over a few seconds. Difficult to maintain given the mana cost, but powerful. NOTE: The special after the slash is only after Drunken Haze. LEVEL 1: 65 damage / 7 damage per second burning LEVEL 2: 125 damage / 14 damage per second burning LEVEL 3: 170 damage / 21 damage per second burning DRUNKEN HAZE Slows down units, and causes them to miss. This is a thematically funny spell, but alone it doesn't seems to work at all. Only combined with Breath of Fire or other debuff spells (such as Slow, or Cripple)(Not Purgue) is worth it. Lasts 12 seconds. LEVEL 1: 15% movement speed decrease, 45% chance to miss LEVEL 2: 30% movement speed decrease, 65% chance to miss LEVEL 3: 50% movement speed decrease, 80% chance to miss DRUNKEN BRAWLER One of the best passive abilities in the game, Drunken Brawler gives you a 10% chance to deal critical damage *and* evasion! A must have! LEVEL 1: 7% evasion, two times damage. LEVEL 1: 14% evasion, three times damage. LEVEL 3: 21% evasion, four times damage. STORM, EARTH AND FIRE (HEED MY CALL!!!) One of the coolest attacks, The Brewmaster's ultimate is probably one of the strongest ultimates in the game. The real deal lies in the fact that only one of the pandas needs to survive in order to have the hero back. Check out the miscelleneous unit section for more info about Storm, Earth and Fire, the units. Up front, Storm is a caster, Earth is a Tank, and Fire is a killer. ULTIMATE: Split into three specialized units for a full minute, upon which, if any of the three units is alive, the Hero will be reborn. c) GOBLIN TINKER Goblins are known for their mechanical expertise and clever, though sometimes peculiar, inventions, and the Tinker is certainly no exception. With his Claw-Pack/Hammer-Tank combo, the Tinker's ingenuity is undeniable. Though his parts may sometimes fail and the occasional explosion does occur, the spirit and enthusiasm of this Hero are never diminished. There truly is more to the Goblin Tinker than meets the eye! I love the Tinker. While it isn't the best hero in the world, he's a mighty powerful base destroyer, and it's easy and fun to use. His abilities take awhile to get used to (I, for example, still can't get the Pocket Factory to work), but it's a fresh adition and works for any race. A thing to note, though: He's a mystic hero... but he has a melee attack. Be careful with him. He has very high stats, though. HERO TYPE: Specialist and demolisher hero. PROS: Starts with high armor, Cluster Rockets is a versatile spell. One of the best ultimates in the game, sinergistic abilities. Lots of HP for an intelligence based hero. Buildings aren't safe with him around. VERY high stats. CONS: Difficult to use and get used to. Pocket Factory isn't as cheap. While you can use Cluster Rockets to chase down enemies, sometimes you want a little more bang for your buck. BEST PAIRED WITH: Firelord, or other heavy ranged heros. BEST ARMY: Ranged units. STATS (for each level gained. No items or tomes used) _________ | | | LEVEL 1 | |_________| Hit points : 600 Damage : 22-28 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 20 Agility : 15 Intelligence : 20 _________ | | | LEVEL 2 | |_________| Hit points : 650 Damage : 24-30 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 22 Agility : 16 Intelligence : 22 _________ | | | LEVEL 3 | |_________| Hit points : 700 Damage : 30-40 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 24 Agility : 17 Intelligence : 25 _________ | | | LEVEL 4 | |_________| Hit points : 775 Damage : 27-33 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 27 Agility : 18 Intelligence : 27 _________ | | | LEVEL 5 | |_________| Hit points : 825 Damage : 29-35 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Average Strength : 29 Agility : 19 Intelligence : 30 _________ | | | LEVEL 6 | |_________| Hit points : 900 Damage : 32-38 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Average Strength : 32 Agility : 20 Intelligence : 33 _________ | | | LEVEL 7 | |_________| Hit points : 975 Damage : 35-41 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Average Strength : 34 Agility : 21 Intelligence : 35 _________ | | | LEVEL 8 | |_________| Hit points : 1000 Damage : 37-43 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Average Strength : 36 Agility : 22 Intelligence : 38 _________ | | | LEVEL 9 | |_________| Hit points : 1075 Damage : 40-46 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Average Strength : 39 Agility : 23 Intelligence : 40 __________ | | | LEVEL 10 | |__________| Hit points : 1125 Damage : 45-51 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Average Strength : 41 Agility : 44 Intelligence : 43 ABILITIES POCKET FACTORY Sets up a pocket factory, which will automatically create Clockwerk Goblins, small and weak units that will explode upon death. I haven't been able to make it work alright, but I've seen some people causing havock with it. Clockwerk Goblins' explosion damage raises with each level. LEVEL 1: 30 damage LEVEL 2: 60 damage LEVEL 3: 80 damage CLUSTER ROCKETS Deals damage and stuns enemies for a single second. Useful to interrupt spells, and to chase down enemies. While the damage is very low, its cooldown time (6 seconds!) allows for a barrage of rockets to be shoot very quickly. Powerful stuff. LEVEL 1: 30 damage, stun. LEVEL 2: 65 damage, stun. LEVEL 3: 100 damage, stun. ENGINEERING UPGRADE Another powerful passive unit, it not only adds damage and movement speed to the Tinker, it also improves his other abilities! This and your ability of choice. You won't regret it. As for the changes, it enhaces the Cluster Rocket's area of effect, the Pocket Factory building speed and the Demolish ability and the armor of the Robo Goblin. LEVEL 1: 10% Movement speed, +2 damage. LEVEL 1: 20% Movement speed, +4 damage. LEVEL 3: 30% Movement speed, +6 damage. ROBO-GOBLIN It turns the Tinker into a huge tank, turning Mechanical in nature, and earning bonus strenght and armor (with Engineering Upgrade level 3, that's 11 extra strenght and four extra armor!), and the Demolish ability, which will make your attacks deal 3.5 times the normal damage against buildings. You can also repair him while on that state. The Tinker can turns for 25 mana into Robo and regular form. Take advantage of that to heal him or to avoid spells. ULTIMATE: Turn into the Robo-Goblin aquiring 8 extra strenght, extra armor and the Demolish ability (twice times the damage against buildings). d) GOBLIN ALCHEMIST In this unconventional pairing, a fanatical Goblin master rides on the back of his Ogre slave. Despite undergoing a series of chemical "treatments" to enforce compliance, the Ogre sometimes shows signs of independence and even outright defiance. However, these outbursts are swiftly quelled by the Goblin master, who can be like his concoctions -- harsh and volatile. Though personal differences may at times distract this duo, when it comes to biological warfare and raw, brute strength, the Goblin Alchemist and his Ogre slave are truly at the top of their game! While the Alchemist moveset isn't very interesting or attractive, what abilities don't tell you (Unlike EVERY SINGLE OTHER HERO), is that the Alchemist has the HIGHEST attack damage and the HIGHEST HP in the game for all the heroes, surpasing even the Tauren Chieftain in that regard. That, coupled with his Chemical Rage and his Acid Bomb ability, turns him into a one-man army, capable of tear through enemies like a hot knife through butter. A powerful first pick, and, if you didn't had to wait a few minutes before picking him, he would be the best hero in the game, for he's mighty at harrassing. HERO TYPE: Leading attack hero. PROS: Ridiculous attack power and HP. Extremely damaging and difficult as hell to stop. Good (If not spectacular) support abilities, and a funny ultimate. CONS: Doesn't really helps your army too much (well, you can use him as a healer, but...). His ultimate isn't really that good or useful. Might not look too attractive to be a neutral hero. Very low armor. BEST PAIRED WITH: DREADLORD!!!... or Paladin. BEST ARMY: Any, though air units might benefit from the meat tank. STATS (for each level gained. No items or tomes used) _________ | | | LEVEL 1 | |_________| Hit points : 725 Damage : 28-55 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 1 Move Speed : Average Strength : 25 Agility : 10 Intelligence : 18 _________ | | | LEVEL 2 | |_________| Hit points : 800 Damage : 31-58 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 1 Move Speed : Average Strength : 28 Agility : 11 Intelligence : 20 _________ | | | LEVEL 3 | |_________| Hit points : 875 Damage : 34-61 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 1 Move Speed : Average Strength : 31 Agility : 12 Intelligence : 22 _________ | | | LEVEL 4 | |_________| Hit points : 950 Damage : 37-64 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 34 Agility : 13 Intelligence : 24 _________ | | | LEVEL 5 | |_________| Hit points : 1050 Damage : 41-68 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 2 Move Speed : Average Strength : 38 Agility : 14 Intelligence : 26 _________ | | | LEVEL 6 | |_________| Hit points : 1125 Damage : 44-71 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 41 Agility : 15 Intelligence : 28 _________ | | | LEVEL 7 | |_________| Hit points : 1200 Damage : 47-74 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 44 Agility : 16 Intelligence : 30 _________ | | | LEVEL 8 | |_________| Hit points : 1300 Damage : 51-78 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 48 Agility : 17 Intelligence : 32 _________ | | | LEVEL 9 | |_________| Hit points : 1375 Damage : 54-81 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 51 Agility : 18 Intelligence : 34 __________ | | | LEVEL 10 | |__________| Hit points : 1450 (!) Damage : 57-84 (!!) Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 54 (HOLY &%$#!!!!) Agility : 19 Intelligence : 36 ABILITIES HEALING SPRAY Shoots up 3, 4 o 5 spray waves that heal units caught in the area of effect. All units, not only allies ¬_¬. Not very useful, since healing is best used in the heat of battle. LEVEL 1: 3 waves, heals 40 HP each LEVEL 2: 4 waves, heals 55 HP each LEVEL 3: 5 waves, heals 70 HP each CHEMICAL RAGE Very powerful ability, it increases your movement speed by 50% and your attack speed by 25%, 75% or 125% depending of your level. That, coupled with the Alchemist naturally absurd attack power, turns the Alchemist into a monster. Last 15 seconds, but the cooldown is only 30 seconds. (That means only 15 seconds between rages ^_^) LEVEL 1: 25% attack rate increase LEVEL 2: 75% attack rate increase LEVEL 3: 125% attack rate increase ACID BOMB Damages all enemies caught in the splash area over time, and reduces their armor. The damage is lessened on the edges of the area of effect. It's pretty good for softening up your next target. Lasts 15 seconds. LEVEL 1: 5 max damage per second, -3 armor LEVEL 1: 10 max damage per second, -4 armor LEVEL 3: 15 max damage per second, -5 armor TRANSMUTE Instantly kills target non-hero, and non-creep-above-level-5, and turns it into gold for you. It is quite good, but not very useful (not something you'd expect from a level 6 killing machine). As you could guess, you get more money from killing more expensive units (I.E: A lot more money if you kill a Tauren - around 300 - than if you kill a Ghouls - around 20 -). ULTIMATE: Kill target unit, turn into gold added to your reserves. e) FIRELORD * Long ago, when the world was in a state of constant turmoil, the Elementals (Earth, Wind, Fire and Water) faithfully served their Old-God masters. When the Old Gods were defeated by the coming of the Titans, the Elementals were banished to an alternate plane of existence. Over time the world became Azeroth, where Human wizards learned how to call back the Elementals through the art of summoning. The Firelord is one of these liberated Elementals. Consumed by hatred for all organic life, he roams the world he once called home, sewing chaos, wreaking vengeance, and inflicting pain with extreme prejudice. The Firelord is a difficult to use hero, and he doesn't really pays back too much once you get around his limited mana pool at lower levels and overcosted spells. He looks very powerful on paper, but unless you devote all of your time to him, he won't even stand up to regular units. That said, his Ultimate is quite powerful, but he's an easy target for more damaging heroes, such as the Mountain King or the Demon Hunter. His spells are, that said, incredibly powerful, amongst the best in the game. If only he had more mana, he would be the best hero in the game. (I have a funny history of a Goblin Alchemist chasing a Firelord across the map as well) HERO TYPE: Support hero. PROS: Damaging spells, great summon, powerful ultimate. Looks really cool :P CONS: Overcosted spells, difficult to use, easy to kill due to his low HP. Abysmal stats. BEST PAIRED WITH: ... Difficult to say. I'd say the Archmage. BEST ARMY: Heavy units, preferably Taurens or Abominations. STATS (for each level gained. No items or tomes used) _________ | | | LEVEL 1 | |_________| Hit points : 475 Damage : 22-28 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 15 Agility : 20 Intelligence : 18 _________ | | | LEVEL 2 | |_________| Hit points : 525 Damage : 23-29 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 17 Agility : 20 Intelligence : 18 _________ | | | LEVEL 3 | |_________| Hit points : 575 Damage : 25-31 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 19 Agility : 23 Intelligence : 23 _________ | | | LEVEL 4 | |_________| Hit points : 625 Damage : 26-32 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 21 Agility : 24 Intelligence : 25 _________ | | | LEVEL 5 | |_________| Hit points : 675 Damage : 28-34 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 23 Agility : 26 Intelligence : 28 _________ | | | LEVEL 6 | |_________| Hit points : 725 Damage : 30-36 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 25 Agility : 28 Intelligence : 30 _________ | | | LEVEL 7 | |_________| Hit points : 775 Damage : 31-37 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 27 Agility : 29 Intelligence : 33 _________ | | | LEVEL 8 | |_________| Hit points : 825 Damage : 33-39 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 29 Agility : 31 Intelligence : 35 _________ | | | LEVEL 9 | |_________| Hit points : 875 Damage : 34-40 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 8 Move Speed : Fast Strength : 31 Agility : 32 Intelligence : 38 __________ | | | LEVEL 10 | |__________| Hit points : 925 Damage : 36-42 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 8 Move Speed : Fast Strength : 33 Agility : 34 Intelligence : 40 ABILITIES SOUL BURN Damages a unit over time, while preventing casting of spells, and halving attack damage. Powerful, but really out of character. Okay, I can't hide my dislike of this hero. :( LEVEL 1: 100 damage over 14 seconds. LEVEL 2: 225 damage over 16 seconds. LEVEL 3: 375 damage over 18 seconds. SUMMON LAVA SPAWN Summons a Lava Spawn (duh), which is a pretty good unit, which has a special trait, that they split after 15 attacks, creating two different Lava Spawns. Interesting ability. LEVEL 1: 425 Hit Points, 13-37 damage. LEVEL 1: 575 Hit Points, 21-45 damage. LEVEL 1: 700 Hit Points, 32-56 damage. INCINERATE Kinda like Searing Arrows, but much more powerful, this adds a little bonus to damage, but units affected will receive extra damage, which is cumulative, and can really add up. When the affected unit dies, it will cause an explosive which will hurt ONLY enemy units. The downside is the high MP cost, and the naturally low MP pool of the Firelord. LEVEL 1: 1 bonus damage, 30 incineration damage. LEVEL 2: 2 bonus damage, 45 incineration damage. LEVEL 3: 3 bonus damage, 60 incineration damage. VOLCANO Massively powerful channeling attack, which every five seconds will cause molten rocks to erupt from the volcano, damaging for 100 damage and stunning for two seconds nearby unit, while dealing twice the damage to buidings. Last 35 seconds. ULTIMATE: Causes a volcano to erupt from the location. Last 35 seconds. f)NAGA SEA WITCH A mystical Hero, adept at ranged combat. These scaly denizens of the ocean have often been associated with the coming of prodigious storms, but few have actually seen them rise from the sea and lived to tell the tale. The Naga is a wonderful if not impressive hero (kinda like the Far Seer), which can spell a lot of problems with her Frost Arrows and Forked Lightning, or play a bit more defensive with her Mana Shield. Either way, she's quite powerful as a hero killer or as a support, depending on how you build her. A good choice for first or second hero. HERO TYPE: Ranged Support / Hero Killer. PROS: Frost arrows could be enough of a reason to get her. Powerful attack power, lots of good abilites, powerful ultimate, she's the most disrupting hero in the game. CONS: Low HP, needs a lot of mana to function correctly. BEST PAIRED WITH: Beastmaster, Mountain King, Warden, Tauren Chieftain, Crypt Lord. BEST ARMY: Knights or Mountain Giants. STATS (for each level gained. No items or tomes used) _________ | | | LEVEL 1 | |_________| Hit points : 475 Damage : 24-34 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 15 Agility : 16 Intelligence : 22 _________ | | | LEVEL 2 | |_________| Hit points : 525 Damage : 27-37 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 17 Agility : 17 Intelligence : 25 _________ | | | LEVEL 3 | |_________| Hit points : 575 Damage : 30-40 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 19 Agility : 18 Intelligence : 28 _________ | | | LEVEL 4 | |_________| Hit points : 625 Damage : 33-43 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 21 Agility : 19 Intelligence : 31 _________ | | | LEVEL 5 | |_________| Hit points : 675 Damage : 36-46 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 23 Agility : 20 Intelligence : 24 _________ | | | LEVEL 6 | |_________| Hit points : 725 Damage : 40-50 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 25 Agility : 21 Intelligence : 38 _________ | | | LEVEL 7 | |_________| Hit points : 775 Damage : 43-53 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 27 Agility : 22 Intelligence : 41 _________ | | | LEVEL 8 | |_________| Hit points : 825 Damage : 46-56 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 29 Agility : 23 Intelligence : 44 _________ | | | LEVEL 9 | |_________| Hit points : 875 Damage : 49-59 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 31 Agility : 24 Intelligence : 47 __________ | | | LEVEL 10 | |__________| Hit points : 925 Damage : 52-62 Type of Attack : Hero Range : Ranged Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Average Strength : 33 Agility : 25 Intelligence : 50 ABILITIES FORKED LIGHTNING A good attack, it will home on three units, dealing damage to them on a range. Pretty basic, but extremely disrupting as it deals regular damage to different units, making healing more difficult. Really good to get rid of units in the middle of the battle, when units are damaged. LEVEL 1: 85 damage per unit. LEVEL 2: 160 damage per unit. LEVEL 3: 250 damage per unit. FROST ARROWS The most powerful weapon on the Sea Witch Arsenal, it will slow down the target unit's attack and movement, making them either useless on combat, or unable to escape properly. It even gives extra damage. Most powerful attack-affecting spell. LEVEL 1: +5 damage, 30% reduction on attack rate and movement speed. LEVEL 2: +10 damage, 50% reduction on attack rate and movement speed. LEVEL 3: +15 damage, 70% reduction on attack rate and movement speed. MANA SHIELD Really abusable spell with the right items (namely lots of MP recovering items or items that increase MP regeneration), but only powerful on level 3. It will absorb damage, taking away a proportional ammount of MP. LEVEL 1: 1 damage per point of mana. LEVEL 1: 1.5 damage per point of mana. LEVEL 3: 2 damage per point of mana. TORNADO Another one of those "if it wasn't channeling" spells, the Tornado sends out massive damage to building, slows down units, and even sends some of them flying around at random. One thing people tend to miss is the fact that you can control the Tornados. They aren't really all that responsive, but it can spell the difference between taking out that tower, or losing the spell. ULTIMATE: Creates Tornados. NOTE: This ability is particulary weird. Stay tuned for more info. g) PIT LORD * A warrior hero, exceptional at weakening enemies and melee combat. These massive Demons take sadistic pleasure from instilling crazed terror, and then slaughtering their enemies. It's difficult to say if I like or not the Pit Lord. While on ROC he was a ridiculously overpowered and dominant hero, he has been logically weakened and even given a new model. He is really damaging and has interesting abilities, but his mana pool is really limited and he's quite difficult to control in the heat of battle, and tends to die despite his massive HP level. A natural fit for undead like the Dark Ranger (also makes a pretty good companion to that one, which is something difficult to manage as well). Something to note is that the Pit Lord has two builds depending on how much "protagonism" you want to give him. Either choosing Rain of Fire OR Howl gives him two very different roles on the battlefield, making him the most versatile hero in the game, for whatever's worth. This is probably why he isn't really used a lot: for a melee strenght hero, he requires a lot of foresight to use him effectively. HERO TYPE: Tank Hero. PROS: Powerful attack, interesting abilities. Attracts fire like it's going out of style. Extremely powerful ultimate. Very versatile. CONS: Bulky. Limited MP. Difficult to play. His ultimate can't be used on heroes or level 6+ creeps. Overly reliant on his spells to be effective. BEST PAIRED WITH: The Tauren Chieftain makes a great partner due to his aura, but he works great with ranged heroes (*coughLichcough*) BEST ARMY: Ranged units. STATS (for each level gained. No items or tomes used) _________ | | | LEVEL 1 | |_________| Hit points : 700 Damage : 26-36 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 2 Move Speed : Average Strength : 26 Agility : 14 Intelligence : 14 _________ | | | LEVEL 2 | |_________| Hit points : 775 Damage : 29-39 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 29 Agility : 15 Intelligence : 15 _________ | | | LEVEL 3 | |_________| Hit points : 850 Damage : 32-42 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 32 Agility : 16 Intelligence : 17 _________ | | | LEVEL 4 | |_________| Hit points : 925 Damage : 35-45 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 35 Agility : 17 Intelligence : 18 _________ | | | LEVEL 5 | |_________| Hit points : 1000 Damage : 38-48 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 38 Agility : 19 Intelligence : 20 _________ | | | LEVEL 6 | |_________| Hit points : 1100 Damage : 42-52 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 42 Agility : 20 Intelligence : 21 _________ | | | LEVEL 7 | |_________| Hit points : 1175 Damage : 45-55 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 45 Agility : 21 Intelligence : 23 _________ | | | LEVEL 8 | |_________| Hit points : 1250 Damage : 48-58 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 48 Agility : 23 Intelligence : 24 _________ | | | LEVEL 9 | |_________| Hit points : 1325 Damage : 51-61 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 51 Agility : 24 Intelligence : 26 __________ | | | LEVEL 10 | |__________| Hit points : 1400 Damage : 54-64 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 54 Agility : 25 Intelligence : 27 ABILITIES RAIN OF FIRE Similar to Blizzard, Rain of Fire also ignites the affected creatures (your own units as well) for a few seconds. This is one of the Pit Lord builds (Rain/Cleave/Rain/Cleave/Rain/Doom) and forces him to become a secondary support hero. It's an interesting strategy (keeping him back with your weaker units to protect them), but it's notably more difficult to control. Better suited against low HP based races, the Undead and most notably the Night Elves. It has a damage cap when it hits more than five units. Channeling spell. LEVEL 1: 25 per wave, 6 waves, 5 damage/second, 125 max damage cap. LEVEL 2: 30 per wave, 8 waves, 10 damage/second, 150 max damage cap. LEVEL 3: 35 per wave, 10 waves, 15 damage/second, 175 max damage cap. HOWL OF TERROR Similar to Roar, but a reverse one. It's devastating against high damaging units such as Knights or Abominations. This is the other build, which is suited to turn him into your main hero, throwing him in the heat of battle, better suited against Humans and Orcs due to their reliance on heavy hitters to deal the main damage. Easier to play with, but perhaps less effective, though is necesary against those races. Howl of Terror must be maintained for its full effect, don't forget to keep it active during the whole battle, as both races it's effective against excel on unit preservation. LEVEL 1: 30% damage reduction. LEVEL 2: 40% damage reduction. LEVEL 3: 50% damage reduction. CLEAVE Finally an ability I don't have to write a lot about. This passive ability is the icing on the cake, as it gives splash damage to the Pit Lord's already massive damage output. LEVEL 1: 30% splash damage. LEVEL 1: 55% splash damage. LEVEL 3: 80% splash damage. DOOM Where is my BFG9000? Okay, a bad joke. Doom deals 40 damage per second to the target, and will spawn a Doom Guard when it dies (if it does). It last 180 seconds. It can target both enemy or allied units (important to remember that one, as it can turn your near-dead unit into the monstruous Doom Guard), and it cannot be dispelled. Doom it's a very powerful spell, but suffers greatly from not being able to be cast on heroes or creeps above level 5. Remember the Doom Guard is arguably the most powerful unit in the game! ULTIMATE: Puts target unit into Doom status. h) BEASTMASTER * A warrior Hero, able to call forth the creatures of the forest to serve him. These lone wandering forest dwellers come from all backgrounds and cultures, seeking the essence of combat through the mimicry of wild beasts. In the weird (but ultimately right) form of a Strenght hero, comes a much asked for summoner hero. A great choice for NE due to the sinergy between his summons, limited mana pool and Moon Wells, the Beastmaster was once considered the strongest (cheese) hero due to that interaction until his summons were a bit weakened, as well as his ultimate. He remains a predictable choice for NE players, and some HU due to his ability to remain as a tank while playing support. Look for the stats for the summons on the <currently under construction> misceleneaous units section. HERO TYPE: Support Tank Hero. PROS: Great summons. Quillbeast summons deals a hellish lot of damage. Powerful attacks, interesting (if unwielding) ultimate. Versatile choice. Lots of HP and good stats. CONS: Limited MP. Has the natural weakness of being a neutral hero, and as such, difficult to make a main hero, and difficult to keep up with your other heroes about level. BEST PAIRED WITH: Archmage or Demon Hunter. (The Keeper of the Grove also makes an interesting pair) BEST ARMY: Ranged units, or spellcasters. STATS (for each level gained. No items or tomes used) _________ | | | LEVEL 1 | |_________| Hit points : 650 Damage : 24-34 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 2 Move Speed : Average Strength : 22 Agility : 14 Intelligence : 15 _________ | | | LEVEL 2 | |_________| Hit points : 700 Damage : 26-36 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 24 Agility : 15 Intelligence : 16 _________ | | | LEVEL 3 | |_________| Hit points : 775 Damage : 29-39 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 27 Agility : 16 Intelligence : 18 _________ | | | LEVEL 4 | |_________| Hit points : 850 Damage : 32-42 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 30 Agility : 17 Intelligence : 20 _________ | | | LEVEL 5 | |_________| Hit points : 925 Damage : 35-45 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 33 Agility : 19 Intelligence : 22 _________ | | | LEVEL 6 | |_________| Hit points : 1000 Damage : 38-48 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 36 Agility : 20 Intelligence : 24 _________ | | | LEVEL 7 | |_________| Hit points : 1075 Damage : 41-51 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 39 Agility : 21 Intelligence : 25 _________ | | | LEVEL 8 | |_________| Hit points : 1150 Damage : 44-54 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 42 Agility : 23 Intelligence : 27 _________ | | | LEVEL 9 | |_________| Hit points : 1225 Damage : 47-57 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 45 Agility : 24 Intelligence : 29 __________ | | | LEVEL 10 | |__________| Hit points : 1300 Damage : 50-60 Type of Attack : Hero Range : Melee Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Average Strength : 48 Agility : 25 Intelligence : 31 ABILITIES SUMMON BEAR The tank summon, the bear is more effective at lower levels due to his high HP and his ability to deal more damage. However, the cooldown and mana cost makes him a lot less useful in the late game, loosing to the more versatile and damaging Quillbeast. Of course, you can't beat a teleporting bear. :\ LEVEL 1: Summons a bear. LEVEL 2: Summons a bear with Bash. LEVEL 3: Summons a bear with Base and Blink. Seriously, BLINK? Whatever gave them that idea? SUMMON QUILLBEAST The most offensive summon, the Quillbeast starts out rather weak, but on level three the damage done is tremendous and the cooldown and mana cost is a lot better costed for the long run. Furthermore, players tend to ignore Quillbeasts for some reason (That reason being probably that the Quillbeast doesn't do much sound), ignoring as well the damage dealt. LEVEL 1: Summons a Quillbeast. LEVEL 2: Summons a Quillbeast with Frenzy. LEVEL 3: Summons a Quillbeast with Frenzy and splash damage. SUMMON HAWK The scout (it doesn't has an attack on the first level), it's a good chasing unit due to its speed. Otherwise, not very attractive. LEVEL 1: Summons a hawk. LEVEL 1: Summons a hawk with an attack. LEVEL 3: Summons a hawk with an attack and permanent invisibility. STAMPEDE Summons a bunch of thunder lizards, which explode upon hitting something on a very large area, dealing 60 damage. Very damaging, though being a channeling spell hurts it dearly. ULTIMATE: Summons an Stampede. 6.9.- Misceleanous units. 6.9.1.- Storm, Earth and Fire. Summoned (or rather transformed from) the Pandaren Brewmaster with his ultimate, these three units last 60 seconds. If all of them are killed, the Brewmaster himself will die, but if one survives, your Brewmaster will be back. They share the same soundset of the Brewmaster, but with different pitches. They are all actually biological units, so they won't be harmed by the likes of Dispel. _______ | | | STORM | |_______| COST: N/A. ABILITIES: None. STATS: HP : 1200 Attack rating : 48-58 Attack Type : Ranged Piercing Armor : 2 Armor Type : Heavy Speed : Fast Attack Speed : Average Clasification : Biological More or less the spell caster of the group, Storm comes with Dispel, Wind Walk and Cyclone, plus Resistant Skin. I like to Cyclone away dangerous units, then have him either run away or keep him on the edge of the battle, to ensure my Pandaren survives. _______ | | | EARTH | |_______| COST: N/A. ABILITIES: None. STATS: HP : 1700 Attack rating : 48-58 Attack Type : Melee Normal Armor : 5 Armor Type : Heavy Speed : Fast Attack Speed : Fast Clasification : Biological The tank of the group. Has Taunt, Resistant Skin *and* Spell Immunity, as well as Pulverize, making him the best thing to suck up the damage after the Mountain Giant. Has more HP than the Brewmaster himself at level 10. :S ______ | | | FIRE | |______| COST: N/A. ABILITIES: None. STATS: HP : 1100 Attack rating : 70-82 Attack Type : Melee Normal Armor : 2 Armor Type : Heavy Speed : Fast Attack Speed : Fast Clasification : Biological With Resistant Sking, Permanent level one Immolation, and a massive damage output, this unit is perfectly suited to go in, and deal damage. Lots of it. that said, its HP level is the lower out of all of the Storm, Earth and Fire incarnations, but it's still pretty high. 6.9.2.- Neutral Heroes Summons. Not much commentaries here, though. ;_; ______ | | | BEAR | |______| COST: N/A. ABILITIES: None. STATS: HP : 600 Attack rating : 19-21 Attack Type : Melee Normal Armor : 1 Armor Type : Heavy Speed : Average Attack Speed : Average Clasification : Summoned _____________ | | | RAGING BEAR | |_____________| COST: N/A. ABILITIES: Bash (Level 1). STATS: HP : 900 Attack rating : 28-30 Attack Type : Melee Normal Armor : 1 Armor Type : Heavy Speed : Average Attack Speed : Average Clasification : Summoned _____________ | | | SPIRIT BEAR | |_____________| COST: N/A. ABILITIES: Bash (level 1), Blink (level 1). STATS: HP : 1100 Attack rating : 38-40 Attack Type : Melee Normal Armor : 1 Armor Type : Heavy Speed : Average Attack Speed : Average Clasification : Summoned WTF Blink FTW! ______ | | | HAWK | |______| COST: N/A. ABILITIES: None. STATS: HP : 300 Attack rating : N/A. Attack Type : N/A Armor : 0 Armor Type : Light Speed : Fast Attack Speed : N/A Clasification : Summoned ______________ | | | THUNDER HAWK | |______________| COST: N/A. ABILITIES: None. STATS: HP : 450 Attack rating : 21-25 Attack Type : Ranged Magic Armor : 3 Armor Type : Light Speed : Very Fast Attack Speed : Fast Clasification : Summoned _____________ | | | SPIRIT HAWK | |_____________| COST: N/A. ABILITIES: Permanent Invisibility. STATS: HP : 650 Attack rating : 48-57 (!) Attack Type : Ranged Magic Armor : 5 Armor Type : Light Speed : Very Fast Attack Speed : Fast Clasification : Summoned ____________ | | | QUILLBEAST | |____________| COST: N/A. ABILITIES: None. STATS: HP : 425 Attack rating : 13-15 Attack Type : Ranged Piercing Armor : 0 Armor Type : Medium Speed : Fast Attack Speed : Fast Clasification : Summoned _________________ | | | DIRE QUILLBEAST | |_________________| COST: N/A. ABILITIES: Frenzy. STATS: HP : 515 Attack rating : 26-30 Attack Type : Ranged Piercing Armor : 0 Armor Type : Medium Speed : Fast Attack Speed : Fast Clasification : Summoned ___________________ | | | RAGING QUILLBEAST | |___________________| COST: N/A. ABILITIES: Frenzy, Splash Damage. STATS: HP : 600 Attack rating : 39-45 Attack Type : Ranged Piercing Armor : 0 Armor Type : Medium Speed : Fast Attack Speed : Fast Clasification : Summoned _________ | | | TORNADO | |_________| COST: N/A. ABILITIES: None. STATS: HP : 500 Attack rating : N/A Attack Type : Melee Normal Armor : 0 Armor Type : Heavy / Invulnerable Speed : Slow Attack Speed : N/A Clasification : Summoned Yep, it counts as a summoned unit. ____________________ | | | LESSER DARK MINION | |____________________| COST: N/A. ABILITIES: None. STATS: HP : 215 Attack rating : 9-12 Attack Type : Melee Normal Armor : 0 Armor Type : Heavy Speed : Fast Attack Speed : Average Clasification : Summoned _____________ | | | DARK MINION | |_____________| COST: N/A. ABILITIES: None. STATS: HP : 290 Attack rating : 15-17 Attack Type : Melee Normal Armor : 0 Armor Type : Heavy Speed : Fast Attack Speed : Average Clasification : Summoned _____________________ | | | GREATER DARK MINION | |_____________________| COST: N/A. ABILITIES: None. STATS: HP : 405 Attack rating : 16-19 Attack Type : Melee Normal Armor : 0 Armor Type : Heavy Speed : Fast Attack Speed : Average Clasification : Summoned ______________________________ | | | LAVA SPAWN (LEVEL 1 / 2 / 3) | |______________________________| COST: N/A. ABILITIES: None. STATS: HP : 425 / 550 / 700 Attack rating : 11-27 / 21-45 / 32-66 Attack Type : Ranged Piercing Armor : 0 / 1 / 2 Armor Type : Heavy Speed : Fast Attack Speed : Average Clasification : Summoned ____________________________________ | | | CLOCKWERK GOBLIN (LEVEL 1 / 2 / 3) | |____________________________________| COST: N/A. ABILITIES: Kaboom! (30 / 60 / 800). STATS: HP : 80 / 80 / 80 Attack rating : 12-14 / 12-14 / 12-14 Attack Type : Melee Normal Armor : 1 / 1 / 1 Armor Type : Heavy Speed : Average Attack Speed : Average Clasification : Mechanical __________________________________ | | | POCKET FACTORY (LEVEL 1 / 2 / 3) | |__________________________________| COST: N/A. ABILITIES: None. STATS: HP : 300 / 450 / 600 Attack rating : N/A Attack Type : N/A Armor : 0 / 0 / 0 Armor Type : Normal Speed : Immobile Attack Speed : N/A Clasification : Mechanical Technically a unit. ***************************************************************************** 7.- Spells and abilities notes. 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 Flying Machine'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 : HOTKEY : COST : EFFECT : RESTRICTIONS : NOTES : HUMANS SPELLS AND ABILITIES: 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. <UNDER CONSTRUCTION, MISSING SPELLS EXCLUSIVE FOR THE FROZEN THRONE> ***************************************************************************** 8.- Neutral units and buildings. 8.1.- Creeps and Mercenaries. 8.1.- Creeps and Mercenaries. 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. _________________________________________________________________________ | | | ROGUES (Bandit (1), Brigand (2), Rogue (3), Assassin (4), Enforcer (5), | | Bandit Lord (7)) | |_________________________________________________________________________| 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). _________________________________________________________________________ | | | CENTAURS (Archer (2), Drudge (2), Impaler (4), Outrunner (4), Sorcerer | | (5), Khan (8)) | |_________________________________________________________________________| 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 ((1), Priest (2), Trapper (3), Berserker (4), Hight Priest (4) | | Warlord (6)) | |_________________________________________________________________________| * 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 (Whelp (3), Drake (6), Dragon(10) | |_________________________________________________________________________| * 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. _________________________________________________________________________ | | | ELEMENTALS (Enraged (4), Berserker (8)) | |_________________________________________________________________________| DESCRIPTION: Exactly like Water Elementals. TILESET: Dalaran. NOTES: Immune to spells. The Berserker can cast Frost Nova. Ranged unit. _________________________________________________________________________ | | | TREANTS (Corrupted (1), Poison (3), Plague (5)) | |_________________________________________________________________________| DESCRIPTION: Dark colored Treants. TILESET: Any. NOTES: Poison has envenomed attacks. Plague has Disease Aura. Poison and Plague have Entangling Roots. _________________________________________________________________________ | | | FURBOLG ((4), Tracker (6), Shaman (4), Champion (7), Elder Shaman (7) | | Ursa Warrior (8)) | |_________________________________________________________________________| 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. _________________________________________________________________________ | | | GHOST ((3), Wraith (6)) | |_________________________________________________________________________| DESCRIPTION: Color swapped Banshees. TILESET: Any. NOTES: Undead. Ranged units. Can cast Possession, the Wraith can cast curse as well. _________________________________________________________________________ | | | SPIDER ((1), Black (1), Forest (1), Spitting (3), Giant (4), Brood | | Mother (6)) | |_________________________________________________________________________| 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. _________________________________________________________________________ | | | GNOLL ((1), Poacher (1), Assassin (3), Brute (3), Warden (3), Overseer | | (5)) | |_________________________________________________________________________| 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. _________________________________________________________________________ | | | HARPY (Scout (1), Rogue (3), Windwitch (3), Stormhag (5), Queen (7)) | |_________________________________________________________________________| 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. _________________________________________________________________________ | | | ACOLYTES (Fallen Priest (1), Deceiver (3), Heretic (5)) | |_________________________________________________________________________| DESCRIPTION: Slightly bigger acolytes. TILESET: Any. NOTES: Ranged Unit. The Deceiver can cast Curse. The Heretic can cast Raise Dead and Carrion Swarm. _________________________________________________________________________ | | | KOBOLD ((1), Geomancer (3), Tunneler (3), Taskmaster (5)) | |_________________________________________________________________________| 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. _________________________________________________________________________ | | | LIZARDS (Lightning (2), Thunder (6), Storm Wyrm (level 9)) | |_________________________________________________________________________| 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. _________________________________________________________________________ | | | WIZARD (Apprentice (1), Rogue (3), Renegade (5), Dark (8)) | |_________________________________________________________________________| 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. _________________________________________________________________________ | | | MURLOC (Tiderruner (1), Huntsman (2), Plaguebearer (2), Flesheater (3), | | Nightcrawler (3), Mutant (6)) | |_________________________________________________________________________| 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. _________________________________________________________________________ | | | NERUBIAN (Spiderling (1), Warrior (3), Webspinner (3), Seer (5), | |_________________________________________________________________________| 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. _________________________________________________________________________ | | | OGRE (Warrior (3), Magi (5), Mauler (5), Lord (7)) | |_________________________________________________________________________| DESCRIPTION: Big two headed fat guys. TILESET: Any. NOTES: Magi can cast Bloodlust. Lord has Defensive Aura and Shockwave. _________________________________________________________________________ | | | WILDKIN ((4), Enraged (6), Berserk (8)) | |_________________________________________________________________________| DESCRIPTION: Feathered bears with bird heads. TILESET: Any. NOTES: The Berserk has Warstomp and Bash. _________________________________________________________________________ | | | QUILLBOAR ((1), Razormane Scout (1), Hunter (3), Brute (3), Medicine | | Man (5), Chieftain (7)) | |_________________________________________________________________________| 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. _________________________________________________________________________ | | | REVENANT (Fire (3), Frost (4), Lightning (6), Ice (8), Death (9)) | |_________________________________________________________________________| 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. _________________________________________________________________________ | | | SALAMANDER (Hatchling (3), (5), Vizier (7), Lord (10)) | |_________________________________________________________________________| 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. _________________________________________________________________________ | | | SASQUATCH ((5), Elder (6), Oracle (7), Ancient (9)) | |_________________________________________________________________________| 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. _________________________________________________________________________ | | | SATYR ((1), Trickster (1), Shadowdancer (3), Soulstealer (5), | | Hellcaller (8)) | |_________________________________________________________________________| 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. _________________________________________________________________________ | | | SLUDGE (Minion (1), Flinger (3), Monstrosity (5)) | |_________________________________________________________________________| DESCRIPTION: Black uh... Sludges? TILESET: Caves. NOTES: Flinger is a Ranged unit. All of them can cast slow. _________________________________________________________________________ | | | WENDIGO ((4), Elder (6), Shaman (7), Ancient Wendigo (9)) | |_________________________________________________________________________| 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. _________________________________________________________________________ | | | SKELETON (Archer (1), Burning (3), Marksman (3), Giant(3)) | |_________________________________________________________________________| DESCRIPTION: Skeletons TILESET: Any. NOTES: Burning has Searing Arrows. Marksman has Cold Arrows. All except the Giant are ranged units. *BURNING LEGION UNIT* <UNDER CONSTRUCTION, MISSING CREEPS EXCLUSIVE FOR THE FROZEN THRONE> 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. Here is a quick table. Feel free to print it out and stick it to your mother's refrigerator for reference. _______________________________________________ | | | | | | MERCENARY | Gold | Lumber | Food | |-----------------------------------------------| | Assassin | 240 | 30 | 3 | | Centaur Outrunner | 240 | 30 | 3 | | Forest Troll Berserker | 240 | 30 | 3 | | Forest Troll Priest | 180 | 10 | 2 | | Frost Revenant | 240 | 30 | 3 | | Furbolg Shaman | 240 | 30 | 3 | | Gnoll Brute | 200 | - | 2 | | Gnoll Warden | 200 | 20 | 2 | | Harpy Rogue | 200 | 20 | 2 | | Ice Troll Berserker | 240 | 30 | 3 | | Ice Troll Trapper | 200 | 20 | 2 | | Kobold | 100 | - | 1 | | Kobold Geomancer | 200 | 20 | 2 | | Murloc Flesheater | 200 | 20 | 2 | | Murloc Huntsman | 140 | 10 | 2 | | Nerubian Warrior | 200 | 20 | 2 | | Ogre Magi | 300 | 50 | 4 | | Ogre Mauler | 300 | 50 | 4 | | Ogre Warrior | 200 | 20 | 2 | | Razormane Medicine Man | 300 | 50 | 4 | | Rogue | 200 | 20 | 2 | | Satyr Shadowdancer | 200 | 20 | 2 | | Satyr Soulstealer | 300 | 50 | 4 | | Sludge Flinger | 200 | 20 | 2 | | Thunder Lizard | 340 | 50 | 4 | |________________________|______|________|______| 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 | |________________________|______|________|______| ***************************************************************************** 9.- Items. IMPORTANT: This section is HUGE. Use ctrl+f to search 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, (1.7 with TFT)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 and their moms but me (and probably my mom)). 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. In clear english for the not hardcore-ier than thou heroes, that means that a Tauren Chieftain with Endurance aura will not get any benefit from a Jangoo of Endurance, for example. NOTE II: I still 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. This affected the Map Editor. 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. NOTE V: Some items were changed for the Frozen Throne. For instance, the Orbs add anti-air attack to the hero holding them. I might have missed some, though it is unlikely. *IMPORTANT* NOTE VI: Items work differently in the Frozen Throne. They have a cooldown time after they were used, and you won't be able to use the same item for that brief time. 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. DEMONIC FIGURINE : Summons a Doom Guard. TYPE : Summon item LEVEL : 6 COST : 750 gold NOTES : Charged item. 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 : Heals 300 HP. HEALING TYPE : Item healing LEVEL : 3 COST : 400 gold NOTES : Charged item. 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 HEALING : Heals 250 HP. TYPE : Item healing LEVEL : 1 COST : 150 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. Also adds anti-air attack. 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. Also adds anti-air attack. 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 (!). Also adds anti-air attack. 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). EMPTY VIAL : Campaign item. TYPE : Campaign. LEVEL : 0 COST : 200 gold NOTES : N/A. ENCHANTED GEMSTONE : Campaign item. TYPE : Campaign. LEVEL : 0 COST : 200 gold NOTES : N/A. 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) <Didn't find the item you were looking for? *dskzero@yahoo.com*> <UNDER CONSTRUCTION, MISSING ITEMS EXCLUSIVE FOR THE FROZEN THRONE> ***************************************************************************** 10.- Cheats. As ussual, Cheats are enter by pressing enter, type the code, and press enter again. LEVEL SELECT : motherland RACE LEVEL - Type the race and the level you want to face. motherland orc 2 will take you to the second orcish mission. INVULNERABILITY : whosyourdaddy AND ONE HIT KILLS INSTANT WIN : allyourbasearebelongtous INSTANT LOSS : somebodysetusthebomb EXTRA MONEY : greeisgood # - type the ammount of gold and lumber you want. REVEAL THE MAP : iseedeadpeople UNLIMITED MANA : thereisnospoon NO WIN : itvexesme NO LOSE : strenghtandhonor EXTRA GOLD : keysersoze # type the ammount of gold you want. EXTRA LUMBER : leafiitome # type the ammount of lumber you want. INSTANT DAWN : riseandshine INSTANT DUSK : lightsout CHOOSE TIME : daylightsavings # type the hour you want. No hour will effectively stop time. FAST BUILDING : warpten NO FOOD LIMIT : pointbreak UPGRADE 1 LEVEL : sharpandshiny ENABLE ALL TECH : synergy Plays "Power of :TenthLevelTaurenchieftain the Horde", the hidden track. Caps sensitive. ***************************************************************************** 11.- Walkthrough. 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.- _____________________ | | | TERROR OF THE TIDES | |_____________________| The Night Elf Campaign revolves mostly on Maeiv's Quest hunting Illidan, and her righteous attitidue will provide an interesting plot twist at the end. Starts up easy and ends up rather difficult. 11.1.1.- __________________ | | | RISE OF THE NAGA | |__________________| Though the Demonlord, Archimonde, and the Burning Legion were finally defeated at the battle of Mount Hyj'al, much of the forests remain tainted by the foul, demonic energies. The combined effort of the druids and the Sentinel have brought a tenous peace to the northlands, but dark creatures still lurk in the shadowy woods. In this perillious time, Maeiv Shadowsong, the Warden who once guarded Illidan's barrow prison, has come forth to hunt her dangerous prey-- and chain him once again beneath the cold earth. MAIN QUESTS: THE DEMON'S TRAIL QUESTS - Follow Illidan's trail - Maeiv must survive BURNING SHIPS - Save at least two ships - Maeiv must survive OPTIONAL : ENRAGED BEAST - Slay the Wildkin SEARCH AND RESCUE - Search and rescue ITEMS FOUND: Rune of Mana x10 Rune of Lesser Healing x3 Jade Ring Tome of Agility Rune of Greater Healing Tome of Intelligence +2 Tome of Strenght Tome of Intelligence Ring of Protection Claws of Attack +3 Spider Ring STARTING : Maeiv (Level 2 Warden hero) FORCES Archer x3 Naisha* *Naisha is a slightly buffed up Huntress slightly bigger and with a different palet. If she dies, she can't be resurrected as she's not a hero. Her fate doesn't makes any difference to the game. HINT: Blink, blink, blink everywhere. There are *lots* of secrets to be found using Maeiv's Blink. This stage sets you with Maeiv on the trail of Illidan. Go north, and you will be faced by a few Mur'gul Cliffrunners(level 1). Go through the door and you will see a cutscene. After that, take on the Furbolgs (level 4), and go west, (watch out for the two Furbolgs). You will be ambushed by three level 1 Satyrs, and one level 3 Satyr Trickster. Deal with them the way you see fit. Go north and you will receive reinforcements and the ENRAGED BEAST OPTIONAL QUEST. We will complete this in a second. Push north and deal with the Mur'gul there. They are around the waterfalls. Now go east and you will see the enraged Wildkin. Chase it. You will face two Wilkin level 4 and the one Berserker Wildkin, level 8, which is a pain in the ass, and you can expect to lose a unit here. It leaves a Tome of Agility. Further in the road, you will meet up with a group of Naga. Prior to that, is a Rune of Greater Healing. Try to leave it for after the battle, as the Naga are really tough. NOTE: There is a Mur'gul Clam Seashucker or something similar. This is the only time in the game you ever see one of these. Go west now to find some more Mur'guls and some more Satyrs. You will receive the SEARCH AND RESCUE OPTIONAL QUEST. Go north, and free the Night Elves. There are several Satyrs, and a level 3 Satyr Shadowdancer. Now go right, and destroy the gate. You will see Illidan escaping, and you will receive the BURNING SHIPS MAIN QUEST. You must save at least two ships. Quickly use Maeiv's Blink to reach the parties attacking the ships and kill all the Naga. Use Maeiv to attract enemy fire, and kill the Couatls at once. They are the most dangerous foe.Once all the Naga are dead, the mission is over. 11.1.2.- __________________ | | | THE BROKEN ISLES | |__________________| The next day, on the shores of a mysterious island chain, Maeiv and her Watchers inspect some ancient, yet strangely familiar ruins... MAIN QUESTS: LOCATE ILLIDAN - Locate Illidan NAGA GUARDIANS - Kill the Naga guarding the Tomb of Sargeras OPTIONAL : SILENCE GHOSTS QUESTS - Destroy all three summoning pits - Bring the Skull Artifacts to Drak'Thar ITEMS FOUND: Rune of Mana x3 Pendant of Energy Scroll of Healing Periapt of Vitality Scroll of Protection Tome of Intelligence x3 Claws of Attack +6 Maul of Strenght STARTING : Maeiv FORCES Naisha Archer x3 Wisp x12 NOTE: you can build ships on this mission. Abuse them. Start by building a couple Ancient Protectors to the west of your base. It will do you good. The Naga will send in small punishment groups to scourge in your base every once in awhile. Also, build four or five Archers and keep it to the north. Once your defense is secure get a ship and start to explore. There are several creeps and items around. To the north is an Orcish Warlock who'll ask you for help. Talk to him and you will receive the SILENCE THE GHOST OPTIONAL QUEST, which asks you to destroy the summoning pits located directly north of your base. There are skeletal orcs battling. Ignore them and destroy the summoning pits, which will otherwise keep reinforcing the fallen orcs. To the northeast of the map lies a library you might find interesting. Blink around the walls for more items. In the center of the map is a Mercenary Camp. South of your base, a Goblin Hut. Now, there are two Naga Bases around. The west one, which is small and easy to take on, and the north one, which is pretty difficult to deal with. Start with the red one, attacking with lots of Huntress. Now, mass Archers and strike the purple one. this is noticeably more difficult, since the have Coautls in there. Make sure to have lot of Archers, and use the ships you may have to attack, since the whole base is built in shallow water. Once you destroy it, you will receive the NAGA GUARDIANS MAIN QUEST. Destroy the gate and face the six Myrmidons and two Sirens to finish the Mission. 11.1.3.- ______________________ | | | THE TOMB OF SARGERAS | |______________________| Moments later, while on the entrance of the shadowed tomb, Maeiv and her Watchers brace themselves for an ambush... MAIN QUESTS: THE SEARCH FOR ILLIDAN - Find Illidan - Maeiv must survive THE TOMB OF SARGERAS - Bring Maeiv to the Tomb Entrance - Maeiv must survive OPTIONAL : SHADOW ORB QUESTS - Find the missing pieces of the Shadow Orb BARRIERS - Destroy the Barriers ITEMS FOUND: Rune of Lesser Healing x2 Rune of Shielding Potion of Greater Mana. Rune of Mana x9 Tome of Itelligence +2 Manual of Health Shadow Orb Fragment x10 Ring of Protection +2 Tome of Agility Healing Salve Rune of Healing Rune of Greater Mana Rune of Greater Healing Rune of the Wild Stone Token x2 STARTING : Maeiv (Level 4 Warden hero) FORCES Naisha Huntress Archer x3 NOTE: MORE THAN EVER BEFORE: USE BLINK! NOTE: Don't let Naisha die on this mission. Start by going north and deal with the skeletal orcs and the Necrolyte (level 6) there. Recover the items and then go east from the starting postion. From there, use blink to get the items, and continue the road. From that position, head west, and pass the two gates. Obliterate everything there (there is a level 7 Pit Lord), and take note of the ledge there. Now, head back to the two (now non-existent) doors, and head south. Eliminate the two Fel Stalkers (level 3), and use Maeiv to blink where you WILL see a Rune. There you will find a few Skeletons, and follow the corridor, where a Skeletal champion will attack you (Level 3). From there you will see two items in the ledge I told you to take note of. One of those is a piece of the Shadow Orb, which will start the SHADOW ORB OPTIONAL QUEST. This quest will be completed during the whole mission, but it's very rewarding if very time consuming. Continue through the corridor where we fought the Fel Stalkers, and follow the stairs. You will notice a few rocks. Maeiv will then start the BARRIERS OPTIONAL QUEST. Attack the chunks to receive two Druids of the Claw. Step on the switch. Now, follow the cave where the Druids came from and use blink to teleport to where the bats are. There is another shadow orb piece. Backtrack to the switch and head north. Blink to the left ledge, and attack the creeps. Third orb piece is there. From there, blink to the left edge, and then blink to the plataform where the Slime Hurler (level 5) is. From there you can blink to the leftmost ledge, and you will find the fourth orb piece. Head north from there, and kill them Mur'guls there. Go west and you will find a few hydras, turtles and the such. Only the Elder Hydra (level 7) shall pose any trouble. From the elder Hydra, blink to the right ledge for the fifth orb piece. Northwest are three smaller hydras, to the left is another ledge with a rune of mana, and the sixth Shadow Orb fragment. You might have noticed the rocks. Two dryads will come. Head east and you will find a few more hydras. Blink to the north to kill a lone Turtle, which will leave another Shadow Orb. Keep going east. You will find a cutscene then you will have to deal with a few Naga. Target the Myrmidon First and that will be easy. East again. Another chunks of rock will give you two Druids of the Talon and complete the BARRIERS OPTIONAL QUEST. North is a single hydra which you have to reach by blinking with Maeiv. Destroy the crates to find the eighth shadow orb fragment. Now, head south where a few Naga sirens will attack. East will show you even more naga. Head through the gate after the cutscene. Now, south of here, besides some rocks, is the final Shadow Orb fragment, but it's difficult to get. Run around until you can see a bit of ground, and blink there. NOTE: With the complete Orb, Maeiv becomes a walking monster. Use and abuse her immense strenght, and she's not as fragile as before. The thing gives +10 attack power, +3 armor and +2 or so HP regeneration per second. Head east, and face the group of Naga. Use the Druids of the Talon Cyclone on the Myrmidon for an easy kill. Attack the door and a cutscene will ensue. After that, you have three minutes to escape. Use Maeiv's ability to blink to escape quickly. There will be many more monsters and many more items, but you can ignore most of them if not all, and finish the mission sending her back to the entrance. 11.1.4.- _______________________ | | | WRATH OF THE BETRAYER | |_______________________| Hours later, suffering from grievous wounds and exhaustation, Maeiv stumbles back in the relative safety of her base camp. MAIN QUESTS: THE RUNNER'S TRANSPORT - Rescue the Night Elf Transports - The Runner must survive - Your base must survive ESCAPE TO THE SEA - Send the runner to open sea - The Runner must survive - Your base must survive OPTIONAL : NAGA EXCAVATORS QUESTS - Kill the Naga Excavators ITEMS FOUND: Staff of Teleportation Orb of Slow Glyph of Fortification Staff of Negation Mana Stone Slippers of Agility +3 Talisman of Evasion STARTING : Maeiv (Level 5 Warden hero) FORCES Druid of the Claw x4 Archer x6 Dryad x2 Huntress x5 Wisp x8 Runner You must escort the runner to open sea. To do this, treat this as a regular stage, and leave the Runner behind. You cannot reinforce Maeiv's group, but she shouldn't need it (particulary if you have the full Shadow Orb). Keep your base well-defended, as Naga will eventually start attacking your base with rough groups and perhaps a level 4 Seawitch, which is a pain in the ass. Start heading south with Maeiv. Kill the first Naga group you find, and you will receive the useful Staff of Teleportation to send Maeiv around and the NAGA EXCAVATORS OPTIONAL QUEST. This is the first excavation zone. Keep following the track, and you will eventually receive a couple Huntress, and then you will have to deal with the second excavation site. Now keep heading north (Don't forget the defense at your base). You can blink to get the great Glyph of Fortification. Now, head south and you will reach the transports, as well as receiving a few units you will need. Directly south are the two other excavation sites. Use Maeiv to deal with them as soon as possible, as the Naga will be pounding in your base in the meantime. Grab the transports and load up. Use your Glaive Throwers to destroy the towers and advance to the exit. NOTE: Next stage will be a pain for Maeiv. Try to buy the Poison orb and find the Stun Orb, which will make things a lot easier (not to mention sky rocket her attack power) 11.1.5.- ______________________ | | | BALANCING THE SCALES | |______________________| The next day, at the shores of the Broken Isles, Maeiv and her Watchers attempt to hold the line against Illidan's final strike... MAIN QUESTS: MAEIV'S DISTRESS - Reach Maeiv's Base - Tyrande and Malfurion must survive ILLIDAN'S MINIONS - Destroy Illidan's Base OPTIONAL : NIGHT ELF SHIPS QUESTS - Reach the first ship - Reach the second ship - Reach the third ship ITEMS FOUND: Tome of Strenght +2 Tome of Agility +2 x2 (And the second one's a toughie) Tome of Intelligence +2 Rune of Mana Bracer of Agility Lesser Clarity Potion x2 Scroll of Mana Scroll of Regeneration Minor Replenishment potion Circlet of Nobility Moonstone Scroll of Healing Ring of Protection +3 STARTING : Maeiv (Level 6 Warden hero)------------------ FORCES Huntress x6---------------------------------- AT MAEIV'S BASE Archer x3------------------------------------ Wisp x5-------------------------------------- Tyrande (Level 10 Priestess of the Moon)-- Malfurion (Level 10 Keeper of the Grove)-- Archer x3--------------------------------- RESCUE GROUP Huntress x2------------------------------- Dryad------------------------------------- Druid of The Claw x2---------------------- NOTE: The Staff of Teleportation is, sadly, lost at this stage. Maeiv's base will be constantly under attack. You need to get Malfurion and Tyrande quickly, or her demise will be undeniable. Fortunately, Tyrande and Malfurion, both level 10, are quite strong and competent (Is funny how the two weakest NE heroes are, storyline wise, the strongests out there). The basic directives for this stage are to guard Maeiv's base (which, if you completed the Shadow Orb quest two stages ago, shall not be that difficult), and to guide Tyrande and Malfurion. Start by exploring around, and tackling the weaker creeps you'll find. To the north, you will find some ruins where the Naga will be introduced yet again, and you will find some items. This will not pose major problems if you keep your units alive by using both Regeneration and Tranquility. Make sure to pick up all the gold coins you see. It's the only gold income you will find for awhile, save for the creeps you kill. After the ruins, keep going north, where you will be given the NIGHT ELF FLEET OPTIONAL QUEST. Follow the road (And watch out for the Sea Giant Behemot, level 8, which can stun your characters), until you find the two War Golems. Ignore them for now and go down the road, and find the circle of power, which will complete the first ship of the NIGHT ELF FLEET OPTIONAL QUEST. Now, go back, and lay the smack down on the Golems, which will only activate after you get near them. Up ahead is the Naga base. Destroy it (and, for crying out loud, you have two level 10 heroes). It could pay to use Maeiv's as a crutch if you have any trouble. Once you destroy it, you will receive the ILLIDAN'S MINIONS MAIN QUEST. For now, let's go get the reinforcements. The Second Ship is north of your new base (Mountaing Giants!), and the third one is south. Easy enough. Leave the MG at the base with Tyrande and Malfurion, and they will easily ward off enemies. Not even Illidan should be able to push through if you keep Entangling him. Grab whatever forces you've got left, and group them with Maeiv, and start exploring. There is another gold mine to the northeast, but you need Malfurion's Force of Nature to get to it. Otherwise, the rest of the mission is simply mop up. Gather a unit of Archers, an unit of Huntress, a few Dryads, and your heroes, and it should be done rather quickly. BTW, the second Tome of Agility (which is quite nasty to find) it's in the lower section of the Naga base, blink to the ledge with the barrels. 11.1.6.- ________________________ | | | SHARDS OF THE ALLIANCE | |________________________| MAIN QUESTS: ESCORT PRINCE KAEL AND HIS CARAVAN - Lead the caravan across the river - At least two supply wagons must survive - Maeiv, Tyrande and Kael must survive OPTIONAL : RETRIEVE SUPPLIES QUESTS - Find the Hidden Caches ITEMS FOUND: Scroll of Mana Wand of Mana Stealing Rune of greater Healing Potion of Mana Scroll of Animate Dead Rune of Lesser Healing Potion of Replenishment Boots of Quel'Talas +6 STARTING : Maeiv (Level 7 Warden hero) FORCES Tyrande (Level 10 Priestess of the Moon hero) Druid of the claw x2 Mountain Giant x2 This is an interesting mission. You need to protect the supply wagons at all costs. While Kael (Level 2 Blood Mage hero) will assist you, he's at a far too low level to be of any real use, and is sure to piss you off with his Firestorm spell. Try to keep your distance, but don't stray too far. Use Maeiv to explore around. Start by going south. Make sure to move swiftly, as more undead will appear at periodic times. Not much the undead will do, though, as many of the units you will face at the start have magic damage- you Spirit of Vengeance will be quite powerful against them. Proceed further and you will meet a Mercenary camp and will be given the RETRIEVE SUPPLIES OPTIONAL QUEST. Just ahead is a small undead post with a level 1 Dreadlord. Destroy it and approach the Circle of power to find the first of three hidden caches. Use the money to buy, preferably, Troll High Priests, which will prove invaluable. As you advance, you will reach a town where the caravan will be repaired and a bit of chit chatting will occur. Further down the road, you will reach another (slightly more difficult) Undead outpost. Just use Tyrande's Starfall to deal with it easily, and reach the second cache. Buy whatever mercenaries you see fit (I like the Kobold Task Master for its aura), and continue north. You will have to deal with another level one Dreadlord. As you go forward and reach another rest post, you will be given the choice to go left or right. Either way, first go with Maeiv right, and down then to get the final cache of resources. - LEFT WAY: Which is easier but longer. There is, indeed, an undead base, but it's nearly actionless. Only a few enemies, and that is. There are a Boots of Quel'talas +6 near the Goblin store, but I'll leave you up to the task to find out how to get them. - RIGHT WAY: Has you going down with a full-fledged Undead Base with yet another level one Dreadkid, *and* a level 3 Lich. Oh joy. Either way is actually the same. As you reach the ruined town, you will be attacked by many undead. Just stand next to the caravan, and use Tyrande's starfall. As they are all killed (again), the mission is completed. 11.1.7.- ______________________ | | | THE RUINS OF DALARAN | |______________________| Later that evening, at the Night Elves base camp, Malfurion returns to warn Maeiv and Tyrande of his brother's dangerous sorcery... MAIN QUESTS: SPELL OF DESTRUCTION - Destroy the summoners before the timer runs out - Magic attacks and spells can damage the summoners OPTIONAL : FREE THE PALADIN QUESTS - Save the Paladin ITEMS FOUND: Rune of Lesser Healing Tome of Intelligence +2 Helm of Valor (There are others, but they are very hard to get. On the next version) STARTING : Malfurion (Level 10 Keeper of the Grove hero) FORCES Maeiv (level 8 Warden hero) Druid of the Claw x2 Druid of the Talon x2 Archer x1 Huntress x2 Wisp x8 Chimera x1 Faerie Dragon x2 Mountain Giant x1 You've got thirty minutes to kill the four summoners. This a lot harder that it seems, but you should take five minutes to complete the optional quest (which is given automatically after a few minutes). There is an easier way, which is using a Faerie Dragon to scout the area where the Paladin (level 8) is being kept, and using Maeiv to blink there and use her Spirit of Vengeance to free the hero. Otherwise you will have to deal with all the enemies around, and, while you still have to go back and deal with most of them, with the Paladin is a lot easier. Now, this mission is, and I stress, *chaotic*. You need to move fast to reach the summoners in time, though the tip the game gives you is the key: MANA FLARE. This cheap ability will take out the summoners in about fifteen seconds, but the problem is to keep the Faerie Dragons alive until you reach them. Ignore the undead. A few Huntress will deal with the attacks, and you do not need to destroy their bases (on hard, though, you will require to help Kael repel off the attacks. Use a full unit of Huntress as a strike team and keep them grouped). Futhermore, you do not really want to deal with two level 6 liches (your units have the LEAST HP of the game. Frost Nova is really the best spell in the game, and you already know that. You don't really want a proof.). Take at least ten archers, a couple Druids of the Claw, and your three heroes to the southern entrance to the Naga Base. Train at least eight Faerie Dragons, and you might want to neglect the Chimeras. You will need some time to get them, and time is not an abundant resource. Build a second Ancient of War, and keep a constant influx of Archers in order to keep the reinforcements coming. With Malfurion's tranquility and the Paladin's Heal Light, keep your units alive, and abuse Maeiv's Spirit of Vengeance. Once you reach the summoners, sneak the Faerie Dragons, and use Mana Flare. Mission Accomplished. 11.1.8.- ________________________ | | | THE BROTHERS STORMRAGE | |________________________| Hours later, along the banks of River Arevass, Malfurion and Illidan work together to pick up Tyrande's trail. Moving quickly through the woods, their skills and senses start working in unison-- their twin wills bent on finding their beloved priestess before it's too late. MAIN QUESTS: TYRANDE'S RESCUE - Use Malfurion's Forces to defend the Night Elf Base - Use Illidan's Forces to destroy the red Undead Base OPTIONAL : DAM TROLLS QUESTS - Destroy the Trolls guarding the dam ITEMS FOUND: Mask of Death Crown of Kings +5 Rune of Restoration Pendant of Mana Healing Wards STARTING : Malfurion (Level 10 Keeper of the Grove hero) FORCES Illidan (level 10 Warden hero) Druid of the Claw x2 Archer x2 Huntress x2 Wisp x8 Myrmidon x2 Siren x2 Dragon Turtle Mur'Gul slave x8 NOTE: Keep in mind that this mission is about ten times more difficult in hard mode. Malfurion will be constantly attacked, which will leave you with little time to direct Illidan's strike force. This is your first chance to use the Naga Units, which you will learn to use as much as hate to face them. The Naga Myrmidon and the Dragon Turtles are amongst the best units in the game, as for sheer damage and resistance they are nearly unmatched. Also, note that, except the Sirens and the Qualtz, all Naga units have Heavy Armor. Even Slaves. They are also all amphibous, so they can swim. Illidan too, but he, uh, walks on water. Holy crap. >_< You must reinforce your Night Elf Base, and build a sizeable Naga Force to destroy the undead. That said, this mission is not very hard, though you do have a limited timeframe to finish it (while unlikely, the Undead can eventually kill Tyrande... which, ironically, doesn't seems to be a mission requeriment). You do not need to destroy any undead base save the red one, which rocks because they all have level 6 heroes or more, and they are VERY hard to destroy. When you go south from Illidan's base, you will receive the DAM TROLLS OPTIONAL QUEST, which requires you to go south and wipe the Trolls in there. Eight or so Myrmidons will do the job, alongside Illidan. Just make sure to Mana Burn or preferably kill the healers that guard the leader, who's a level 11 (!) berserker. When you destroy the trolls, all it's left is to raze the red base. Going from the south entrance will prove a lot easier. Move twelve Myrmidons, six Dragon Turtles, and Illidan himself to destroy the south orange outpost. Watch out for the level 8 Dreadlord and the level 5 Lich, and that's about it. Takes about 20 minutes if you don't slack off. 11.2.- __________________________ | | | CURSE OF THE BLOOD ELVES | |__________________________| While technically the Human campaign, you will mostly control Blood Elves units (which are about the same) following Kael's tale. Very cool and fun, and it even sports a secret mission for you to unlock. 11.2.1.- ________________ | | | MISCONCEPTIONS | |________________| At Grand Marshall Garithos' base camp in the outskirts of Dalaran, Prince Kael and his troops arrive bearing ill news... MAIN QUESTS: REPAIR OBSERVATORIES - Find and Repair the observatories OPTIONAL : HIDDEN CACHES QUESTS - Find the Hidden Caches ITEMS FOUND: Rune of Mana x6 Scroll of the Beast Maul of Strenght Rune of Greater Healing Tiny Castle Tiny Barracks Tiny Altar of Heroes Manual Of Health Tome of Intelligence +2 Rune of lesser resurrection x2 Rune of lesser healing Claws of Attack +3 Periapt of Vitality Scroll of Healing x2 Rune of Rebirth (perhaps something else I've missed. There are many items on this mission) STARTING : Kael (Level 2 Blood Mage hero) FORCES Footman x3 Spellbreaker x2 Priest x2 Peasant x1 This mission is quite easy. Learn to manouver and use Kael, he'll be your main hero during the campaign, and he's a Blood Mage, and those heroes are very difficult to use. You'll also introduced to the Spellbreakers, which are cool anti-caster units, which are excelent to actually forget about Footmen. At the start you will face a few creeps (Dalaran mutants (level 3), Blood Wizards (level 3), Fel units (range from 1-5), and lower level apprentices (level 1)), none shall pose too much trouble. Directly north of your starting position is a group of trees which can be taken down with Kael's Firestorm, which will lead you to a hidden group of four Murloc Nightcrawlers (level three) and a single tiderrunner (level 1), which yields a Maul of Strenght. Obviously, it's goddamn useless with Kael, but, eh... As you advance, Kael will give you the HIDDEN CACHES OPTIONAL QUEST, which we will complete as we go. The first one is north of the first groups of wizards, includes some gold and a Tiny Castle. By now, the first observatory will be completed, and you are given the location to build a new base. That Tiny Castle is your start. Further below it's a group of potentially dangerous Felguards (level 2), A Bloodfiend (level 4) and a single Overlord (level 6). Banish the Overlord as soon as possible, and deal with the rest. The rest of the island only contains many items and more creeps. Nothing too exciting, save the Hidden Cache (defended by level 2-5 rogues), which contains, among other items, a few tiny buildings (such as a barracks and an Altar). At the south of the island, as you reach the second ruined shipyard, you'll see a cutscene and the Naga will gift you with two transports. Jump to the main island, establish yourself and train new footmen. There are Trolls everywhere on the island, ranging from level 1 to level 11, and including priests. A full unit of Footmen should allow you to kill all the Trolls and seize control of the island, allowing you to repair the second observatory. You don't really need to take down the Undead Base to finish the mission, but it's satistying ;). Still, a full unit of Spellbreakers or Footmen and a few siege weapons (such as Mortars), plus Kael will bring swift death to those who refuse to goddamn die. The two resting caches are pretty far from the main road, but are easy to catch. Once the undead base is down, you have all the time of the world to decimate the annoying gnoll army near the third observatory. 11.2.2.- _________________ | | | A DARK COVENANT | |_________________| The next day, at the Alliance base camp, Kael and his men ready themselves to move out. MAIN QUESTS: CRUSH AND DESTROY - Destroy the green undead base OPTIONAL : ACQUIRE A GOLD MINE QUESTS - Secure a Gold Mine and Build a Town Hall ITEMS FOUND: Tiny Castle STARTING : Kael (Level 3 Blood Mage hero) FORCES Peasant x10 Archer x3 Priest x5 Sorceress x2 Thunderhawk Rider x2 At the start, all of your perimetral bases will be razed. Not much you can do, except trying to save the units up there by running away. As a side note, even if you kill the Acolytes, after the cutscene, the bases will be there anyway. Despite the overwhelming oppossition, our first target is to get a mine. After the cutscene, Lady Vashj will join you alongside four Myrmidons, a couple Sirens and a Royal Guard, which is a extremely powerful unit which can cast a few spells. And you will get, for some funny reason, a Spellbreaker. Establish a defensive force of at least eight Archers near the top entrance of your base. Gargoyles and ocassionally Destroyers will attack you. Take all of your Naga, the two Riders and your two heroes and attack the north undead base. With the Thunderhawk Rider's Cloud ability, you should have no trouble attacking and overtaking it. The crates around have gold and a Tiny Castle, simplifying the mission. Now, build up an attack force composed mostly of spellbreakers, though priests are invaluable. Also add a few Thunderhawks. Use these to cast Cloud on the towers and Halls, use the Spellbreakers to get rid of oppossing Unholy Frenzy, and cripple, while using the Naga and breakers to attack the base. It shouldn't be too difficult by now. 11.2.3.- _________________________ | | | THE DUNGEONS OF DALARAN | |_________________________| Two days later, within the magically shielded dungeons of Dalaran, Kael and his Blood Elves brethen languish in their cells, awaiting their inevitable execution. MAIN QUESTS: FREE THE LITENAUTS - Free the Blood Elves Litenauts - Kael and Vashj must survive THE JAILOR KASSAN - Slay Kassan and his Guards - Kael and Vashj must survive OPTIONAL : THE GHOSTS OF DALARAN QUESTS - Slay the spirits of the Archmagi ITEMS FOUND: Ring of Protection +1 Stone Token Medallion of Courage Tome of Knowledge Ring of the Archmagi Tome of Strenght Rune of Mana Rune of Healing x2 Claws of Attack +3 Scroll of Mana Scroll of Regeneration Tome of Agility Heart of Aszune* Shamanic Totem* Frost Wyrm Skull Shield* * These three items are VERY WELL hidden. Check the Easter Eggs section for info about them. STARTING : Kael (Level 4 Blood Mage hero) FORCES Vashj (Level 3 Sea Witch hero) Ahh, some dungeon crawl. This level is unique since it contains the entryway to the secret level, THE CROSSING, its solution is posted as the last Human mission for the sake of order, and instructions to find it are on the way, as they are easier to explain. Start by choosing your two heroes, and you will receive the MAIN QUEST, and the first of four litenauts is just a few steps. They are tough as hell and even magic immune, so be sure to abuse them. A few more troops are to the south of the Liteunaut's cell. Go forth and you will face a group of spiders led by a level 8 Monstruous Spider which is, well, big. Kill them and go back to the start and go south. As the game notes, banish the guard or face problems. Your priests can kill him once banished. (NOTE: just so you don't forget, there is a stone token on the green river next to the start. You can only get it with Vashj, and it's significantly useful. Use firestorm on the mushrooms to open the way.) Advance and you will be treated to a cutscene and be given the GHOSTS OF DALARAN OPTIONAL QUEST. We will complete it as we go. Now, place one unit on the green rune and another one on the one next to the door to reveal the first Archmage. Kill him and pick up the item. He will be level 1. Follow the way and engage the undead and the human fighting. There is a nearby red rune, the second one is below the girl trapped (turns into an archer) Stepping on both will result on the conflict with the second ghost, a level 3 Archmage. Go back and cross the bridge. You can either break in and kill the humans or release the critters using a ranged unit and the lever. Either way, you're in for a long fight (I'd rather free the critters and kill them. I'm against that stuff of taking freedom away from something. Eh ^_^). Getting the Scroll of Mana will activate the two Siege Golems (Level 6), but you either way want the right one to move and reveal the second red rune, in order to get the Tome of Agility. And it's experience. Go forward, and you will find a rune with no pair: It is on the green river. Use Vashj to get it. It will release the third Ghost, a level 6 Archmage. Ignore the other for now, and follow the road to free the third Litenaut. The next room has a massive ammount of people fighting. Let them settle their differences and wipe the rest. As you go, you will find a door to the right. This is the entrance to the Secret Level. There are three sheeps and three switches. The top sheep is the "Cold Sheep", the middle is the "Inner Sheep", and the bottom is the "Fire Sheep". Press the switches in order: - COLD - FIRE - INNER You should hear something to the extent of "BAA RAM YOU". This will open the door to the Secret Level Powerup, ringed by Flying Sheeps on Fire. Silly. Follow, and you will be faced against two Lesser Flesh Golems (level 11), and a Flesh Golem (level 11 too, though a lot more powerful), which are noted as the only golems which can be affected by magic. As you continue, you will be treated to cutscene where Kassan the turquish (i suppose) jailor taunts you. Stop for a second and go back to the red rune we ignored. And make someone step to the gold room, and watch for the cave with blue things flying from it. Have that someone enter the cave to appear next to the other red rune. Face the final level 9 Archmage and claim your prize. Now, go for Kassan. He's Magic immune, but he shall prove no problem. 11.2.4.- ***************************SECRET LEVEL*************************** ______________ | | | THE CROSSING | |______________| Moments later, as the Naga and the Blood Elves spill out on the back alleys of Dalaran MAIN QUESTS: DEFEND THE PORTAL - Build towers to stop Garithos' men - The portal must survive OPTIONAL : None QUESTS ITEMS FOUND: Mana Stone Gloves of Haste Orb of Slow Claws of Attack +15 (Some other items ;) STARTING : Kael (Level 5 Blood Mage hero) FORCES Vashj (Level 4 Sea Witch hero) NOTE 1: Heroes can't gain experience on this level. NOTE 2: On ocassions (Particulary on HARD MODE) a Periapt of Vitality's been sighted. On WIREWYRM's Hard Mode walkthrough it is mentioned, I've seen it (but ignored it) and a friend told me about it... but I have no idea where is it actually found. Wirewyrm says it's dropped by the Pandaren Brewmaster, but after several tries, I haven't been able to find it. NOTE 3: While its on your best interest to win this mission, it isn't really needed. The game will progress as ussual if the portal is destroyed. NOTE 4: There are many items hidden in crates and magical cubes. THE CROSSING is a Tower Defense level, like many built for this game. The deal is: the enemy sends lots of enemies running at the portal at the south, and you need to stop them. The only thing you can build are defensive towers, of several kinds. You will also control Vashj and Kael, though you will agree with me that after a few waves they are kinda... useless. There are five towers you will be eventually able to build. You will be told when a new tower is available: BOULDER TOWER: Splash damage, only attacks land units. MAGIC TOWER: Quick firing. FIRE TOWER: Rapid fire! ICE TOWER: Slows enemies, does not hit magic immune units. DEATH TOWER: Well, the name says it all. You have to deal with 30 waves: WAVE 1: PEASANTS WAVE 2: MILITIA WAVE 3: FOOTMEN (Plus a captain) WAVE 4: FLYING MACHINES WAVE 5: MORTAR TEAMS (Plus a level 1 Mountain King) WAVE 6: RIFLEMEN WAVE 7: KNIGHTS (Plus a level 2 Paladin) WAVE 8: GRYPHON RIDERS WAVE 9: SIEGE ENGINES WAVE 10: APPRENTICE WIZARDS (Plus a level 3 Archmage) WAVE 11: ENFORCERS (Plus a level 6 Bandit Lord) WAVE 12: FOREST TROLLS (Plus a level 6 Forest Troll Warlord) WAVE 13: GOBLIN ZEPPELINS (Each one has four Sappers) WAVE 14: OGRE WARRIORS (Plus a level 4 Mountain King) WAVE 15: ROYAL GUARD (Plus a level 5 Paladin which starts with Divine Shield) WAVE 16: RED DRAKES. WAVE 17: SIEGE ENGINES (Plus a level 6 Mountain King which starts with Avatar) WAVE 18: WARRIOR ARACHNATHIDS (Plus a level 7 Overlord) WAVE 19: THUNDER LIZARDS (Plus a level 8 Storm Wyrm) WAVE 20: WATER ELEMENTALS (Plus a level 7 Archmage) WAVE 21: GOBLIN ZEPPELINS (Each one has four Shredders) WAVE 22: ROCK GOLEMS (This one's a bitch) WAVE 23: ELDER SASQUATCHES (Plus a level 9 Ancient Sasquatch) WAVE 24: RED DRAGONS WAVE 25: SIEGE GOLEMS WAVE 26: CENTAUR KHANS WAVE 27: GARGANTUAN SEA TURTLES WAVE 28: PANDERANS (Plus a level 15 (!) Panderan Brewmaster) Not much I can tell you about this mission. Just build lot of towers. Unlike most of those TD maps on battle.net, you can't actually make a "maze" with Towers, so you will have to rely on firepower to win. Quite a fun mission. 11.2.5.- ________________________ | | | THE SEARCH FOR ILLIDAN | |________________________| After three days of fruitless searching, Prince Kael and Lady Vashj realize they are lost in the barren wilderness of the Hellfire Peninsula. MAIN QUESTS: THE DEMON WITHIN - Use your heroes to capture Illidan's cage - The cage must not reach the Night Elves base. ESCORT ILLIDAN - Bring Illidan's Cage to the Blood Elves base. OPTIONAL : None QUESTS ITEMS FOUND: None. STARTING : Kael (Level 5 Blood Mage hero) FORCES Vashj (Level 5 Sea Witch hero) Mushi Ale-Hearth (Level 5 Pandaren Brewmaster hero)* *Only if you beat the secret level. NOTE: The Pandaren Brewmaster can't carry items on this mission for some reason. Furthermore, he won't be on the next mission with you. And his name is random. A NOTE ABOUT LEVEL CAPS: As far as I have been able to find, the level caps are set at seven for all three heroes. That said, it's very unlikely all three heroes will be at level 7 when you finish the mission unless you spend an eternity killing Maiev. I'll leave it at 7 for Kael, and 6 for Vashj. Like last level, this one is actually inspired by the DOTA (Defense of the Ancients)-like maps made for the game. The deal is, you only control your heroes, while the AI works with the units. It will be constantly sending squads at the enemy, and your job is to lead them. You will control Kael and Vashj (And the Brewmaster if you finish THE CROSSING), and your job is, eh, kill Maeiv and then approach the Cage. It will automatically move towards your base. You have to keep Maeiv from killing all of your heroes and approaching the cage then. The problem is that Maeiv is a WARDEN, which is the best hero killer in the game, and she's level 10. With the combined power of your three heroes (And the Brewmaster it's invaluable here), you need to take her out of the picture FAST. Later you can think about the horde of NE coming at you. Make good use of your abilities, and if any of your heroes die (and they will) they will respawn after a few seconds at your base. There is a Mercenary camp which sells Warlocks, which are quite the deal as they can cast Fireball, stunning units (I.E.: MAIEV!), and two Goblin Labs, plus your Arcane Vault, for items. Once the cage reaches the Circle of Power at the entrance of your base, you've won the mission. 11.2.6.- ____________________ | | | GATES OF THE ABYSS | |____________________| Two days later, upon the desolate plains of Outlands, illidan and Prince Kael'thas prepare to assault Magtheridon's dimensional Gateways. MAIN QUESTS: DIMENSIONAL GATES - Close each Dimensional Gate. - Bring Illidan to each Dimensional Nexus. - Illidan must survive for three minutes per gate. OPTIONAL : DRAENEI VILLAGE QUESTS - Destroy the Orange Fel Orc base ITEMS FOUND: Scroll of Resurrection Potion of Greater Healing Rune of Lesser Resurrection Manual of Health Ring of Protection +4 Goblin Land Mines x2 Rune of Dispell Magic Khadgar's Gem of Health Rune of Shielding STARTING : Kael (Level 7 Blood Mage hero) FORCES Vashj (Level 6 Sea Witch hero) Illidan (Level 10 Demon Hunter hero) Worker x9 Archer x3 Swordsman x6 Priests x3 Reaver x2 Siren x1 (¿?) NOTE: The starting forces were very difficult to get. I don't quite think they are right. This mission doesn't requires much strategy so long you build up enough forces for each Dimensional Gate. The only point you can get stuck (and I did), is when you hit upon the northern Orc base, which can build dragons seemingly from any building. Build up an strong defense, as soon as you manage to close the first Gate. Illidan can take quite a beating, and the enemies will die as soon as the Gate closes, but don't take risks. Also, there are many items on crates around, plus there are a few Draenei you can rescue on cages. To the South of your base is the Draenei base. You will receive the DRAENEI VILLAGE OPTIONAL QUEST, which requires you to destroy the orange orc base, east of the Draenei base. Take upon a sizeable force (four Myrmidon, a few archers and priests) and your three heroes, and wait for the Draenei to launch an attack, preferably with Akama, their leader, present. It should be enough to take out the base, since Illidan's Metamorph and Kael's Phoenix will be very valuable. On the back lines, use Vashj's ultimate to deal with buildings. The other Orc bases aren't really all that difficult to deal with, EXCEPT, the last northern base, which can build dragons and has a level 6 Blademaster. Furthermore, after your first attack, if you fail, it will build as much as eight Red Dragons, which you can say are pretty annoying. The only way I found of it this one was to build many, but MANY Coualts. About 12-18 are barely sufficient, probably 24 would be okay. Have them and your heroes (and a PHOENIX, summoned from Kael) concentrate on the Dragons, while your ground force (which should consist of ten or so Myrmidons, a few Priests, and as many Archer as you think you can) strikes the base. If you, once again, coordinate with the Draenei and their siege engines, it will be even easier. Otherwise, be sure to have a few Dragon Turtles, which will help a lot taking out towers. 11.2.7.- _________________ | | | LORD OF OUTLAND | |_________________| Later that day, at the base of Magtheridon's Black Citadel, Illidan marshalls his forces for their final strike. MAIN QUESTS: SHADOWKEYS - Slay the Master of Pain - Slay the Mistress of Torment SLAY MAGTHERIDON - Slay the Mighty Pit Lord Magtheridon OPTIONAL : DISABLE DEFENSES QUESTS - Destroy the Power generators SIEGE BASTION - Slay the Siege Demolishers ITEMS FOUND: STARTING : Kael (Level 8 Blood Mage hero) FORCES Vashj (Level 8 Sea Witch hero) Illidan (Level 10 Demon Hunter hero) Akama (Level 7 Elder Sage Hero) Spellbreaker x6* Priest x3* Sorcerer x2* Elite Assassin x3** Saboteur x2** Royal Guard x2*** Snap Dragon x3*** Dragon Turtle x2*** * With Kael and Illidan. ** Draenei units. With Akama, just north of Kael and Illidan. *** With Vashj. NOTE: This walkthrough is kinda weird. I admit, this mission doesn't require much strategy, it's all pretty straightforward. These are just some hints. The Draenei units will be yours to command at last. Check out the units section for a little bit of more info about them. Also, you can controls two Naga Royal Guards. Try to keep them alive, they are a very important asset. It's really up to you how do you start, but keep this one in mind: while the left side, all the way up to the Master of Pain, is noticeably harder, the Mistress of Torment herself is a lot more difficult that the Master. Also, all of your heroes can potentially reach level 10 on this mission. I personally like to eliminate the Mistress first because she's pretty much twice as powerful as the Master (And the Pop Culture Dominatrixes attack once again)(Not that I'm complaining)(Hell is this game sexist!), but the Walkthrough will concentrate on the Master of Pain first, so we can lead all four heroes against the Dominatrix. Well, this stage is really all about using your Draenei to destroy the generators (I haven't been able to beat the stage without destroying them, though i reckon it shouldn't really be all that difficult), and using your main forces in order to annihilate the orcs around. Remember that, while the Draenei are the one who are permanently invisible, you can turn Kael and Illidan invisible too (And Laugh about how Illidan ends up stealthy as a bombing raid). NOTE: Nothing to do with the stage or campaign, this reminds me of a DOTA Allstars game I had recently, where someone of my team had chosen the TFT Illidan. We were ganging up on on the other's team Sniper (Dunno if you've played the map, but the Dwarven Rifleman - Named "Sniper"- is terribly unbalanced), but another enemy came up and we had to run. Not only did we had to face a character whose last ability's range is around 2000 (Regular Riflemen have 400 range), but the other enemy was chasing us due to my partner's flaming footsteps. Needless is to say, nobody really picks TFT Illidan's anymore. Go north from Illidan's starting place, and trash the orcish base. To the west, you will receive the SIEGE BASTION OPTIONAL QUEST, which you can complete right now. Just go inside the room, kill the guards, and you will earn four Demolishers to speed up the trashing. Make sure to save the Draenei units, as for they are essential to deal with the Generators. Finally, the Orcs will track you down and send units every once in awhile. Bring up Illidan's forces north, and eliminate all resistance. The Master of Pain lies at the end of the north. Unlike the Mistress, it's noticeably weaker, though his girls can charm your units. Just bring swift death, and break the boxes for a couple Fel units. Reaching the Mistress of Torment also requires destroying an orc base, but you will need to control Lady Vashj alone for awhile. Build many Dragon Turtles to deal with the boats, as you need to keep the Royal Guard alive. After dealing with the orc base, find the explosives to the north and blow them up to reach some items. Now, after dealing with the first orc base, on Illidan's side, you should have seen a floorplate. Pressing it will raise one part of the bridge. After you deal with Lady Vashj's side, you should be able to press the other Floorplate. This will allow you to join both forces, and now gang up on the Mistress of Torture, who's a lot tougher. Once both are dead, head for the center. I recommend to advance slowly and take out the enemies one by one, though it's possible to send up just a single character (Akama should be the one), and lure Magtheridon out, as he's very aggressive. Magtheridon isn't really all that tough save his absurd HP level and his ridiculous damage output. Just keep him stunned with the Royal Guards, Shadow Strike him, and slow him down. He will be quickly killed. Watch out, though, for the Eredars, and the Doom Guards around. They are lot more dangerous than the Pit Lord. Once killed, the Human (or Blood Elves) Campaign is finished. 11.3.- ______________________ | | | LEGACY OF THE DAMNED | |______________________| The Undead campaign, at last, the last piece of known storyline, revolves around Arthas' comeback to Lordaeron, to reclaim his place as King, with Kel'Thuzad and Silvanas Windrunner, now a Dark Ranger. Lots of fun, and lots of dramatic moments, but very, VERY difficult. IMPORTANT NOTE: Arthas won't be able to win experience or levels, as a matter of facts, he will LOSE levels as the campaign progresses. This is an storyline artifact. 11.3.1.- _____________ | | | KING ARTHAS | |_____________| At the capital city of Lordaeron, near the ruined Palace Gardens, Archimonde's pet Dreadlords discuss their current plans for the Scourge. MAIN QUESTS: SLAUGHTER HUMAN REFUGEES - Destroy the refugee towns - No more than 20 villagers may escape SLAY THE PALADINS - Destroy the Three Altars OPTIONAL : None. QUESTS ITEMS FOUND: Tome of Strenght Tome of Agility Tome of Intelligence Wyrm Shield Slippers of Agility Mantle of Intelligence Gauntlets of Strenght Wand of Neutralization Rune of Healing Rune of Mana STARTING : Arthas (Level 10 Death Knight hero) FORCES Kel'thuzad (Level 10 Lich Hero) Silvanas (Level 2 Dark Ranger hero) Banshee x4* Abomination x2** Necromancer x2*** Ghoul x6**** Shade x6**** * With Silvanas ** With Arthas *** With Kel'Thuzad **** Two with each hero NOTE: Heroes and Shades take up zero food on this stage. This is one of the toughest stages due to the fact that you're controlling three bases at once, and because of that, speed is the most necesary thing. I recommend using and clearing Silvanas Windrunner side first, since she's the weakest hero, and requires the most micromanagement. Start scouting and looking for the strongest units around (Knights are particulary great). Deactivate curse on the Banshees to save mana, and there is a Mana Fountain nearby her base. Don't leave the base alone, I suggest you to train two more ghouls and leave them at home. Build up max Necromancers and Abominations and rally them to their respective heroes, and group them in order to react quickly. Possess whatever strong units you find around. There is a base which has four Dwarven Mortar Teams. These are great for possessing. With the Knights and the Dwarves, assault the bases, but watch out, each time you attack them, a level 5 Paladin and two Knights (which are little more than possessing material) will teleport in. Once Silvanas side is cleared (and make sure to kill the Level 5 Ranger directly west of Silvanas base), make sure your defenses are still up (Particulary on Kel'Thuzad's base, which is prone to be attacked by Militia Commanders, which are very annoying), and concentrate on Arthas. Build max abominations and start razing the bases around. If you have trouble, just wait for a caravan, kill it, reanimate it, and take them and a couple Abominations to draw fire away from Arthas. Now, you can try and clear Kel'thuzad's side, but his side is by far the most problematic because Necromancers are far too weak and Priests abound. I personally think that using Arthas massive Abominations is a lot better. Build up max Abominations, and send a suicide attack against the temples. They not only spawn Heroes, they also train Knights! Either way, concentrate on taking out at least one temple. A clever strategy is to send Silvanas' Banshees first and Possess whatever Knights you see. This way, their defensive power will be severely crippled. Once the Altars are destroyed, send up Arthas and Silvanas to destroy the rest of the human camps while Kel'Thuzad defends his point. NOTE: The +3 items are given by killing a Mountain King, an Archmage and the aforementioned Ranger. They are all level 5, which shouldn't really pose a deal to your level 10 behemoths. 11.3.2.- ___________________________ | | | THE FLIGHT FROM LORDAERON | |___________________________| The Next morning, on the Palace grounds, King Arthas and his majordomo Kel'thuzad, discuss the Lich King's dire warnings. MAIN QUESTS: KING'S EXIT - Bring Arthas to the City's exit - Arthas must survive (well, duh) OPTIONAL : MEAT WAGON SURPRISE QUESTS - Kill the armory guards - Rescue the Meat Wagons ITEMS FOUND: Tome of Intelligence Tome of Strenght Tome of Agility Boots of Quel'Talas Orb of Venom Claws of Attack +3 Staff of Reanimation Rune of Healing x4 Rune of Mana Rune of Greater Resurrection Circlet of Nobility Ring of Protection +2 Staff of Reanimation STARTING : Arthas (Level 8 Death Knight hero) FORCES While this is a relatively straightforward stage, and you can finish it rather quickly, it has plenty of good items for you to collect. However, if you're concerned for your life, you shouldn't really linger around for too long, as enemies will spawn every three or so enemies and hunt you down. Given that your units on this mission will be actually pretty limited, perhaps it's better just to dart to the end. I'll leave you then to explore and collect the items. As a general pointer, if you see an item on open ground, you're in for a trap. Use cripple generously, this is your best spell. Go north, always. A few surprises await, but you should be able to get through. At the start, cross right and head then north in order to receive a few reinforcements. After you kill the abominations, be sure to pick up the staff of reanimation, which is a very powerful item. Once you reach the healing fountain, north is a switch, which will open up a path to the east to a Boots of Quel'talas. Further north, you will receive the OPTIONAL QUEST MEAT WAGONS SURPRISE, which is simply completed: Keep pushing north and deal with the Dreadlord forces. The Dreadlord is very weak, so don't really be scared by his sleep. To the left and down is a room with two meat wagons, which you can use to easily dispose of the towers to the north, and keep going right then north. There is an orb of venom somewhere in the way, be sure to pick it up as Arthas will have to probably deal with the Gargoyles if you mess with them. I'd rather just go left and kill the Golems, the circle all the way around. Keep going until you reach the part where you find your units duking it out with lots of enemies. As you break the cages after the fight, choosing either way will net you a Doomguard to the face. Make sure to reanimate it, as it is extremely strong. Afterwards, be prepared: the next fight is the most difficult for the stage, as you will face a Level 3 Dreadlord and an absolutely massive, 3000 HP buffed up abomination named "Bloodfeast". Just keep it crippled, and kill the Dreadlord first, and the stage is over by getting Arthas to the circle of power. 11.3.3.- _______________ | | | THE DARK LADY | |_______________| Two days later, at her base camp in the newly formed Plaguelands, Silvanas ponders her newfound freedom and her future as one of the cursed undead. MAIN QUESTS: VARIMATHRAS - Destroy the Red Undead Base OPTIONAL : OGRE WARLORD QUESTS - Possess the Warlord Mug'Thol BANDIT LORD - Possess Blackthorn the Bandit Lord ITEMS FOUND: Scroll of minor replenishment Scroll of the Beast Healing Salve x2 Manual of Health Staff of Negation* Spider Ring Skull Shield Ring of Protection +3 Claws of Attack +6 STARTING : Silvanas (Level 4 Dark Ranger hero) FORCES Banshee x4 Ghoul x2 Obsidian Statue Acolyte x5 Interesting and fun packed stage which revolves around, bassically, stealing everything that's not nailed down in order to make up a powerful army then dealing with the enemy forces. While it's somewhat annoying having to play without your trusty Crypt Fiends or Abominations, this stage isn't that difficult. Two abominations will attack you at the start from the north. Possess them and heal them, and use them as a strike team to keep the enemies which will start attacxking you in regular intervals from now on. Every three or so waves, Varimathras himself will attack you as well to keep you on your toes. Go north where you will find a few Ogres. Either kill them or possess them, it will activate the OGRE WARLORD OPTIONAL QUEST. Furthermore, to the northeast are a few bandits past the bridge, likewise, possessing them or killing them will activate the BANDIT LORD OPTIONAL QUEST. We'll complete them along the way. Both quest are notably similar. The best way to deal with them is to build a bunch of Banshees, and go along the way possessing what units you can't avoid. Blackthorn's bit more difficult to possess, as he has ranged units on his side. You might want to possess those ones. Either quest will net you a powerful unit (Blackthorn and Mug'thol), and a bunch of regular units, which is a very welcome addition to your limited forces. Also, not noted but similary flavored, there are a Murloc emcampment to the north of the map, and a Troll emcampment, both having a few units but more important an abnormally powerful racial unit (a Troll Warlord and a Murloc which has Death Coil, Blizzard *and* Purge). Not absolutely necesary but I've got this fascination for Murlocs. Either way, I recommend leaving those units home, and using a force of 8 Abominations, and Silvanas herself (who should become at some point of the stage level 6, allowing you to use Charm)(actually, if you want to make the stage a lot easier, just keep defending until she becomes level 6). Attack the lower purple base: use a few Meat Wagons to deal with defensive structures, while you steal/kill what few units will arise, particulary if you counter-attack one of their many strikes. Once the purple base is down, the rest of the stage is to take down the red base. Same strategy, though Varimathras is around and he's level 5. Either way, stun him and keep punding away, and the base is over. *This item is particulary important as Varimathras uses plenty of Necromancers. It's located on the town, on one of the boxes nearby the southern entrance. 11.3.4.- _____________________ | | | RETURN TO NORTHREND | |_____________________| Three weeks later, King Arthas' ragged fleet drops anchor off the icy southern coasts of Northrend. MAIN QUESTS: THE LANDING - Destroy the Blood Elves' Island Stronghold BREAKTHROUGH - Slay the Guardians OPTIONAL : DRAGON HOARD QUESTS - Slay the Dragon Sephiron ITEMS FOUND: Bundle of Lumber Scroll of Mana Tome of Intelligence +2 Golden Coins Sobi Mask Horn of the Clouds Pendant of Energy Tome of Intelligence Tome of Strenght Tome of Agility STARTING : Arthas (Level 7 Death Knight hero) FORCES Anub'Arak (level 4 Crypt Lord hero) Ghoul x3 Crypt Fiend x4 Necromancer x3 Meat Wagon x2 Transport x2 Battleship Frigate x2 Back with Arthas. While it's your choice how you try to "debuild" Arthas, I'd recommend choosing Death Coil whenever possible. This stage is easy but it's huge: You will require a strong defense in order to use your heroes to advance. You will also receive Anub'Arak on this stage: He's a Crypt Lord, a might one-man-army which will prove useful all around until the end of the game. Let him take the hits, let him lead: He will survive. Upon starting, you will receive the THE LANDING MAIN QUEST; which barely requires you to go north and demolish the Blood Elf base in there. Pretty easy to accomplish, with your combined ground and sea forces, the base won't pose but a speed bump. Manage your Meat Wagons and leave Arthas and Anub'Arak on their own: they can take a beating. Shortly thereafter, you will receive the DRAGON HOARD OPTIONAL QUEST, and your other MAIN QUEST. THis optional quest leads to an interesting challenge that I've exploited to further explore this stage: You can, with really good micro-management skills, to beat the stage using only Anub'Arak, Arthas, and Saphiron, plus a couple Crypt Fiends. Read more on the Easter Eggs Section. To complete it, go north and face off against the many dragons in there. For safety, four or five Crypt Fiends will work. Once you reach Saphiron, however, send many reinforcements: Saphiron has chaos damage ranging around 100 and has splash damage which slows down your units. Beating Saphiron completes the quests, and gives you a few items, but most importantly, grants you Sephiron, a ridiculously powerful Frost Wyrm with Frost Nova. Unfortunately, while his damage output will go even higher, he will lose the Chaos damage type. With Sephiron, your still Mighty Arthas, and Anub'Arak, you can easily lead the assault to the Blood Elves base to the northwest. As for the Naga, a good, slow siege will work much better. Naga Units, particulary Myrmidons, are really tough due to their armor, which is heavy in most cases (only Sirens and Qualtz have unarmed and light armor, respectively), but Saphiron is too much to handle. Be sure to keep it healed, though, using Death Coil. The final assault against the guardians should be slow work as well. The Arachnids will prove difficult, but you have the upper hand, while the first batch of Nerubians is easier, due to the Fountain of Health nearby. Nerubians aren't that damaging, but their numbers are annoying. Watch out for the level 9 Nerubian Queen, though. Once you reach the Dragonspawn, just line up your attacks at the Sorcerors. Once their are down, you can reanimate them to heal arthas up, and the leader won't pose trouble to your units. Mission Accomplished. 11.3.5.- __________________ | | | DREADLORD'S FALL | |__________________| At the same time, back in the Plaguelands, Silvanas and her loyal minions plan their next surgical strike against the Dreadlords' power. MAIN QUESTS: SNEAK ATTACK - Destroy the Sleeping Enemy Forces DETHEROC - Destroy Detheroc's Base - Destroy Garithos' Base OPTIONAL : None. QUESTS ITEMS FOUND: Potion of Greater Healing (Probably some missing. As a note, there is a Goblin Merchant North of Detheroc's base which sells some pretty nifty stuff) STARTING : Silvanas (Level 6 Dark Ranger Hero) FORCES Varimathras (Level 5 modified Dreadlord Hero) Ghoul x3 Crypt Fiend x2 Footman x2 Banshee x4 Abomination Acolyte x5 While this is quite an interesting mission, it's still a fairly easy one. You've got a few minutes to accomplish the first objective (which, curiously, you can't even fail this mission unless you get your base destroyed, which is, as a matter of facts, impossible save of you killing all of your units and razing it). You can destroy one base, and I suggest the human one. Rally all of your units there, and start by possessing the Mortar Teams around, which will speed up the razing proccess tremendously. Either base is fine to destroy on the free proccess, but keep this in mind: Humans are consideably more annoying, but noticeably weaker. Furthermore, long strikes on human bases aren't in your best interest, as your units do not regenerate on regular grounds. The Undead, on the other hand, are much more potent and dangerous. If the strike gets too long, you might be surprised by Detheroc, a very potent level 8 modified Dreadlord with _Shadow Strike_, which might make your escape a difficult one. Either way, it's possible to raze a base (or at least most of it, since the small southern part of the bases aren't apparently counted, since they don't contain unit-producing buildings), and go back safely. Varimathras comes with a Scroll of Town Portal to make your travel back easier. As soon as the timer is up, Detheroc will attack your base with some Abominations and Necromancers. Make sure to go back accordingly or they will decimate your base. As a good measure, be sure to leave some spirit towers back home. Once you destroy a base, don't get greedy and go back. Silvanas will note that the base is no longer operational. Prepare your offensive on the next base. For an easy victory, a sample force would work: Three Frost Wyrms, twelve Crypt Lords and a few Necromancers. Cripple dangerous units, charm Abominations, and spread your Wyrms in order to freeze defensive structures. If things get annoying, use Doom with Varimathras, as the Doom Guard has Dispel. Easy mission. 11.3.6.- __________________________ | | | A NEW POWER IN LORDAERON | |__________________________| The Next day, on the outskirts of Lordaeron's capital city, Silvanas and her allies prepare to lay siege on Balnazzar's formidable defenses. MAIN QUESTS: BALNAZZAR - Destroy Balnazzar's purple base OPTIONAL : IRONFORGE DWARVES QUESTS - Look for the missing dwarves ITEMS FOUND: Amulet of Recall Runed Bracers Talisman of Evasion Scroll of the Beast Scroll of Restoration Hood of Cunning Kellen's Dagger of Escape (!) Ring of Superiority Diamond of Summoning Mask of Death Crown of Kings Ring of the Archmagi STARTING : SILVANAS' BASE FORCES Silvanas (Level 8 Dark Ranger Hero) Varimathras (Level 8 modified Dreadlord Hero) Ghoul x2 Crypt Fiend x2 Abomination x2 Banshee x3 Necromancer Shade x2 Acolyte x5 GARITHOS' BASE Garithos (Level 8 Dark Knight Hero) Footman x4 Knight x4 Peasant x7 Controlling two bases at once, just like the last NE mission. Your other base is a small human base, led by Garithos, a Dark Knight, which apparently is just a Paladin with Shockwave instead of Divine Shield and Avatar instead of Resurrection. Very uninspired, but, that said, it's actually pretty cool. Four or five minutes into the mission, you will receive the OPTIONAL QUEST IRONFORGE DWARVES. This quest isn't too difficult but the reward is very important, so we'll finish it first. Take Garithos, two knight and two footmen, and go north, taking the left path. You will face a group of Kobolds, led by two overseers (level 5) and two geomancers (level 3). While Kobolds are weak, they are numerous, so be sure to keep your units healed. Destroy the cages to free a couple Rifleman. I'd recommend you send them both back to the base, as around this time a few gargoyles might attack your human base, and they can take out a tower, which is something you can't afford. Keep pushing north, and eventually you will reach a rock barrier, where a bunch of Dwarven riflemen, Mortar Teams, and two Siege Engines. Now, it's time to arm the offensive, but, however, defense is very important. The undead are around in three bases: Orange, which will aim its units at Silvanas' base, and Green, which will attack Garithos. Furthermore, Balnazzar's massive base is purple, which will attack either way. Balnazzar himself it's a very powerful level 9... Dreadlord? From what I've seen, it's a Dreadlord with Finger of Death instead of... Inferno? and the power to call down two Infernals at once, like Archimonde. Using Silvanas' side first (The humans have a much better defensive point), clear up quickly the first orange base, which should prove no problem. Build a few defensive structures there, and begin mining. For the next base, however, they have a LOT of units, so it will be a prolonged strike. Train a few Frost Wyrms, and a bunch of abominations for this strike. You might want to leave Varimathras at home with a few Crypt Fiends, as Balnazzar's a toughie. While you do not need to destroy the other bases, The strike against Balnazzar will be pretty tough, and you do not want to get attacked while you're out. The attack against the green base shall prove a lot easier. Use a full group of Siege Engines backed up with a full group of Riflemen, and, of course, Garithos. This will be a suicide strike, but the Siege Engines will make a powerful dent on their production, that if they don't destroy the base, a second attack will not fail. Now, start amassing units for the final strike. It's easier said than done, though, as Balnazzar's base is ridiculously tough, and there is a damn demonic portal in there which will summon Infernals and Doom Guards... I don't know why, but apparently, whenever the hell it wishes. A combined massive attack from both sides will prove effective, using plenty of siege units. Aim at the unit producing buildings and don't let Balnazzar get funny. If possible, attack while he's dead, and it will be a lot easier. 11.3.7.- _______________ | | | CHAPTER SEVEN | |_______________| The seventh mission of the Undead Campaign, which documents the journey of Arthas and Anub'Arak through the dead kingdom of Azjl'Nerub, is separated into three parts. This part of the game is a tough dungeon crawling adventure with plenty of backstory about the fate of the Nerubians. For the sake of order, I've divided them as the game has. 11.3.7.1.- _________________________ | | | INTO THE SHADOW CAVERNS | |_________________________| MAIN QUESTS: THE OLD KINGDOM - Locate the Entrance to the Old Kingdom. - Kill Baelgun. - Bring the Blood Key to the Old Kingdom lock. - Arthas and Anub'Arak must survive. OPTIONAL : FIND THE GOLD STASHES QUESTS - Find the Gold Stashes (duh) ITEMS FOUND: Ring of Regeneration Rune of Healing Tome of Inteligence Rune of Mana Orb of Frost Spiked Collar Healing Salve Healing Salve Rune of Lesser Healing Rune of Mana Rune of Shielding Blood Key STARTING : Arthas (Level 5 Death Knight Hero) FORCES Anub'Arak (level 5 Crypt Lord Hero) Crypt Fiend x2 Ghoul x2 Meat Wagon At the start, use your meat wagon, and aim at the explosive barrels near the dwarves. It will let you continue. Deal with the Dwarves, and step on the floorplate to open the door (which, incidentally, you can just kinda destroy with your units). NOTE: The explosive barrels are very likely to kill enemy units, but it's harmless to YOUR units. Continue to the next room, and be careful with the Siege Engine, which is very damaging. Destroy all the barrels in the room to find a gold coin, which will trigger the FIND THE GOLD STASHES OPTIONAL QUEST. We will complete it as we go. Enter the next room, and deal with the Nerubians. There is a gold coin to the southeast of the room (2/5). GO north to continue. The next room holds a dead end that Arthas will make sure you know about it. Destroy the rock chunks in order to reveal a lever which opens the door. Go forth, and destroy again all the barrels, to the northeast of the room is another gold coin (3/5). Hit the right lever and destroy the ancient gate, then step on the floorplate to collect a very valuable spiked collar, then hit the other level, which will release a couple of really big Nerubians. Kill them and destroy the Nerubian Vault, which will release a really cool Orb of Frost (!). A band of dwarves will storm the room. Deal with them as you like. The next passage is easy: Just shoot the explosive barrels to deal with the dwarves, and you only mop what's left. Continue along the way with that in mind, though watch out for another Siege Engine. As you find levers hit them. If you can't reach an enemy, shoot at the explosive barrels. When you hit a room where dwarves are duking it out with nerubians, destroy the sourthern barrels to reveal another golden coin (4/5). Destroy whoever survives, and go forth north. There is a fountain of restoration (though I should note I didn't need it), and the final coin is behind the waterfall. Quest complete. Prepare yourself, and go forward to meet Baelgun. Baelgun is a level 10 Mountain King, but, fortunately, he has nearly no backup, and he won't activate Avatar right away... furthermore, you can even stop him from using it altogheter if you keep him stunned and have your Felhound (summoned via the Spiker collar) mana burn him as fast as possible and as many times as possible. Watch your puppy, as the Riflemen will aim at him. Once Bael'gun is dead, pick up the Blood Key he drops, and bring it to the beacon. Part one finished. 11.3.7.2.- ____________________ | | | THE FORGOTTEN ONES | |____________________| Moments later, within the Old Kingdom... MAIN QUESTS: THE OLD KINGDOM - Locate the exit of the Old Kingdom. - Arthas and Anub'Arak must survive. THE FORGOTTEN ONES - Destroy the Forgotten Ones - Arthas and Anub'Arak must survive. OPTIONAL : FIND THE GOLD STASHES QUESTS - Find the Gold Stashes (duh) RESCUE THE CRYPT FIENDS - Find and Release the Crypt Fiends ITEMS FOUND: Belt of Giant Strenght +6 Runed Bracers RIng of Protection +3 Medallion of Courage STARTING : Arthas (Level 4 Death Knight Hero) FORCES Anub'Arak (level 6 Crypt Lord Hero) Crypt Fiend x2 Ghoul x2 NOTE: Curiously, Arthas didn't lose a level last mission, so Blizzard just kinda did away with one off-camera. Go figure. NOTE STRIKES BACK: Arthas is noticeably weak compared to Anub'Arak during this mission. Keep him behind. THE RETURN OF NOTE: For some reason, most nerubian creeps on this mission are two levels lower than ussual. The start will be elegantly pointed out by Anub'Arak. Destroy the rock chunks to the left to reveal a lever, hit it and go right and get rid of the Nerubians to hit the other lever in order to disable the trap. Go north destroying the gate, and kill every nerubian there. Find the barrel, and destroy it, which will trigger the OPTIONAL QUEST FIND THE GOLD STASHES, which we will complete along the way. There is a Crypt Fiend trapped, approach it and it will trigger the OPTIONAL QUEST RESCUE THE CRYPT FIENDS. The next room will be a trap which will throw you do against a lot of giant crabs ;). The next one is also a trap, which tempts you to get an item in the middle of the room. As you grab it (It's a Belt of Giant Strenght), a bunch of Arachnids will atack you. Time your Impale in order to stun as many as possible, and activate Locust Swarm for extra support. Destroy the gate to continue south. There you will find a few Crypt Fiends (remember to heal them!), and go forth, where you will find a Fountain of Health, plus a few eggs. Destroy them to reveal the second gold coin (2/5). The Next room holds a Nerubian Queen (level 7, oddly), and lots of eggs. Kill her, and destroy the eggs to find another gold coin (3/5). You can hit the levers to trap the spiderlings which will continually spawn. Continue and deal with the Lord (level 5) and a few level 3 warriors, the locate and destroy the crates to find yet another gold coin (4/5). Go forth in order to find a room with, uh, tentacles sticking out. You will find out about it later. Suffice is to say that, while having only 200 HP and an inability to move, they are pretty damaging. There will also be Faceless Tricksters (level 6) and a single Deathbringer (Level 10). You will be able to rescue the remaining Crypt Fiends and finish the OPTIONAL QUEST there. The next room poses a huge problem: The Forgotten One. Attack with all you can spare, and use Death Pact to keep Arthas Alive. It will summon Tentacles and use Flame Strike, but if you attack swiftly and heal as much as possible, you will be able to survive, and finish the mission. 11.3.7.3.- _____________________________ | | | ASCENT TO THE UPPER KINGDOM | |_____________________________| Moments Later, at the entrance of the Upper Kingdom... MAIN QUESTS: ESCAPE THE CAVERNS - Escape before timer expires - Arthas must survive. - (Anub'Arak Must Survive) OPTIONAL : FIND THE GOLD STASHES QUESTS - Find the Gold Stashes (duh) ITEMS FOUND: Potion of Greater Healing Claws of attack +15 Ring of Protection +5 Rune of Healing x? Rune of Mana x? Rune of Lesser Healing x? Hood of Cunning Tome of Strenght +2 Orb of Darkness Crown of Kings STARTING : Arthas (Level 3 Death Knight Hero) FORCES Timed escape, so don't slack off. Don't touch the Lasers, or there'll be hell to pay. Each laser takes off 150 HP (200 in Hard mode), so time it. There is a gold coin to the south then to the left, which triggers the final OPTIONAL QUEST FIND THE GOLD STASHES, which only requires 3 coins this time. I'll point them along the way again, but it might be a bit dangerous to try. The next room has you to time down the lasers again to step on all plates. Once you hit them all, hit the lever to release a enemy (which drops the claws of attack +15, and the second gold coin (2/5). Go forth, and use the Health Fountain if you need it, then go north. Plenty of Faceless one around. You might want to avoid them. Destroy the pillars to advance, and try your best to avoid the Blizzard. Finally, as you hit the final one, a bridge will be extended for you to advance The next room has a tricky puzzle, but it's optional. You need to step on both plates, but since you have Arthas only, you should either animate something with the Rod of Animate Dead you probably still have, or some other means to summon a unit. The next room is a pain in the ass. Just try to make your way to the right side. OTherwise, you can spend a few minutes to get some items, but it's probably not worth it. Once you reach the right side, Anub'Arak and other Crypt Fiends will arrive, updating your MAIN QUEST, with the aditional requeriment that Anub'Arak must survive. The next passageway has the final Gold coin down to the south on the last crate. Further west is the final confrontation. There is a Faceless One Annihilator who's pretty tough, so use your best weapons on him. Once killed, run for the exit, and the chapter is over. 11.3.8.- _______________________________ | | | A SIMPHONY OF FROST AND FLAME | |_______________________________| Moments later, at the Undead Stronghold, King Arthas and Anub'arak make their final plans to defend the Lich King's Throne Chamber. MAIN QUESTS: THE FROZEN THRONE - Capture the four obelisks - Stop Illidan from capturing the four obelisks OPTIONAL : None. QUESTS ITEMS FOUND: Sacrificial Skull x2 Khagdar's Gem of Health Helm of Valor Sobi Mask Amulet of Spell Shield STARTING : Arthas (Level 2 Death Knight Hero) FORCES Anub'arak (Level 8 Crypt Lord Hero) Crypt Fiend x5 Ghoul x4 Meat Wagon x2 Shade Acolyte x3 NOTE: Arthas can, finally win experience and levels on this stage. In fact, he can, and probably will, go up all the way to level 10. At last, the final chapter for The Frozen Throne. This stage pits you against *two* Naga Base and a Blood Elf Base, the first two led by Illidan himself and Lady Vashj, while the elves are led by Kael, all of them level 10, and potentially annoying as hell. As you start, there will be a small settlement to the south: Attack it, and use the Sacrificial Skulls nearby to build a quick defense on both sides of your base, and we'll give out a small overview of the stage: Northwest is Kael's Base. While his units are notably weak, and it's technically weak to a massive air strike, Wind Riders are on masse all over his base, and it can mean a massive loss of money invested on Frost Wyrms. It's a lot more effective to attack with a group of Crypt Fiends, a few Abominations and Meat Wagons, and Arthas himself, while leaving Anub'Arak for defense, as I will detail later. As for Kael himself, he's a Blood Mage, and that means he's not a lot of use in defense. Keep an eye on him when he attacks, though, as he's fit to take out lines of towers and workers easily. Southeast is Lady Vashj's Base. Her units are a lot tougher, but his base is not as suited to defense against air strikes. You might want to consider the same strategy, reinforced with a few Frost Wyrms. Target the Myrmidons with your ground troops, and the Wyrms and Meat Wagons will deal with the towers. Lady Vashj is a pain in the ass, but the reliance of the AI to use Tornado will make it rather easy to stun her via Impale. Northeast is Illidan's base, and it's inaccessible via land. It's also ridiculously fortified with dozens of units, and, since an air strike is the only alternative, it's almost impossible to destroy it save a cheat code. Destroying it, though, doesn't do you any good: The mission will proceed until you decide to finish it. Also scattered around the stage are a few small bases property of Illidan's forces. In the middle of the Map is the Frozen Throne. To reach it, you need to activate and keep under your control the four obelisks around it. The deal is that Illidan will also try to control them, so you need to repel him. Once you reach an obelisks and deal with whatever resistance's there, you will spend half a minute activating it with Arthas: Just move him to the Circle of Power. Just as the mission starts, Illidan will only take a few minutes to control the first obelisk. Don't despair! Build up a few Crypt Fiends, and attack the southern obelisk with Arthas and Anub'Arak. Now, send a few Acolytes and haunt the Gold Mine in there. Following that, build up lots of towers *and* a Necropolis, and upgrade them accordingly. When money abounds, be sure to make that Halls of the Dead into a Citadel of the Dead. Now, the defensive assignment it's pretty easy to make: Make sure that your towers expand to the lower path. It will make it that Lady Vashj's forces will target that instead of your main base. Whenever she attacks, simply send Arthas and Anub'Arak. Anub'Arak is, BTW, a great tanking hero: You can actually repel most attacks using him alone, except for Illidan's Mana Burn. In any case, if you don't want to take any risks, both heroes and a few Crypt Fiends are okay. Now, move your main forces to the left obelisks. Maybe Illidan's already taken it, if that's the case, just wait for his attack and kill him. Then strike swiftly and repeat the same strategy: line up your towers so that they take the left path, to lure Kael over there. This way you will protect, more or less your main base. Now, it's time to move into an attack. Kael's base's possibly a lot easier than Vashj's, so move over there. Directly north of your base, BTW, is a gold mine which is fairly unprotected. Now, your forces, as I told you before, could be around 12 Crypt Fiends, four or so Abominations to tank around, and four or five Meat Wagons. Tag Arthas around to get more levels and to heal your units. Just watch out for Kael's Phoenix, and if you see the egg, destroy it at once. Once Kael's base is down, we move south to take out Vashj's base, which is more or less the same attack force, but add a few Frost Wyrms. Same startegy, but Vashj's ultimate isn't nearly as annoying. Watch out, though, for masses of Myrmidons, which should be countered by Arthas and your Abominations. All the meanwhile, Illidan will be clashing mercilessly against your obelisks. Anub'Arak should be able to hold on via his ultimate and Impale until help (IF needed) arrives. I kept a group of six Crypt Fiends with me at all times, though I realized later that I was using them more as Cyclone fodder than anything else, by keeping them a bit advanced. Illidan's base is untouchable save a massive Frost Wyrm attack (please.don't), so we'll leave the base destruction at that. Leisurely, build up the same attack force: And storm quickly to the closest Obelisk. It shouldn't pose a trouble, save for Illidan. I like to attack when he's dead, for obvious reasons. Build up a hasty defense of a few Spirit Towers, use Sacrificial skulls bought at your Tomb of Relics, possess the obelisk and, QUICKLY, run up to the final obelisk. If done right, Illidan won't even be there to defend it. If you miss the mark and he's around, still, you can simply send everything you've got. A nifty trick (though probably quite difficult to pull off), is to keep a small aerial force (Gargoyles work best) to hit and run his base. You don't need to destroy it, but he might think his base is in danger, and run back. Once the fourth obelisk is owned (^_^), the mission, and the main storyline for the third Warcraft game, it's over. <UNDER CONSTRUCTION> ***************************************************************************** 12.- Easter Eggs. Well, The Frozen Throne definitely has the most easter eggs (and the funniest ones) I've ever seen on a game - and that includes Duke Nukem 3D -. EDITOR Like in ROC, a few funny tooltips are around the editor. This time, the tooltips of racoons, bunnies, frogs and chickens (Though not penguins), is written "Call up the fearsome spirit of *animal* to save you". There is, also, an amphibious sheep to be used. oO EPISODE 1: MISION I - RISE OF THE NAGA - After the second group of Satyrs, hug the trees to the right and try to blink to the right. There lies a "Furbolg Hermit" and three deers. Kill it to net Healing Wards. EPISODE 1: MISSION II - THE BROKEN ISLES - The skeletal orcs battling during the SILENCE THE GHOSTS OPTIONAL QUEST are part of the Blackrock Clan, the Stormreaver Clan and the Twilight Clan. The Blackrock clan destroyed the other two during WC II. Also, Drak'thar's hut has a very weird flag in from which looks like an orc with its face painted and black straight hair. No clue about it but i'm sure it's an easter egg. Furthemore, make sure to use blink to get the tomes on the wall. It will say "SECRET FOUND: Hidden tomes of the Ancients" EPISODE 1: MISSION IV - WRATH OF THE BETRAYER - After you find the first gate, look southwest with your Hyppogryphs. You should see a level 1 Pandaren Brewmaster. Blink to it, and it will leave behind a Slippers of Agility +3 and exclaim SECRET FOUND: Pandaren Brewmaster. In the purple naga base, to the east, is a lone Royal Guard. Assault the base and attack it, SECRET FOUND: Keeper of the Storm Shrine. Inside, you will find some gold. Finally, in the north part, past the last two witches, is a secret garden, where GRANK THE RAT, a far relative for FLINT THE RAT in WC III is waiting for you. As Flint, it's immune to anything but massive clicking. Explode it, and it will leave you a Talisman of Evasion. Nifty. EPISODE 1: MISSION V - BALANCING THE SCALES - After being re-introduced to the Naga, look for the trees that are in the middle of two colums. Use Malfurion's Force of Nature, and inside you will find a few items, including three tomes +2. Watch out for the Reef Elementals. EPISODE 2: MISSION I - MISCONCEPTIONS - Right to the south of the very middle of the map, behind some trees (accessables from the area with all the bandits), it's a MOSS COVERED GRANITE GOLEM. You can reach it by using Firestorm on the trees. He's mighty tough, but leaves nice (though they could have been better :S, given all the goddamn units I lost) items: A Rune of lesser healing, a Rune of Resurrection and a Claws of Attack +3 EPISODE 2: MISSION III - THE DUNGEONS OF DALARAN - Right at the start, to the right, is a Rock Golem guarding a Magical Vault. Open it to reveal a Tome of Knowledge. Also, you can enter the Secret Level from here. It's easier to explain if you follow the walkthrough, but let me elaborate here. After you get the third captain, Eventually you will come to a door to the left. Open it and watch the scene. There are three sheeps and three switches. The top sheep is the "Cold Sheep", the middle is the "Inner Sheep", and the bottom is the "Fire Sheep". Press the switches in order: - COLD - FIRE - INNER You should hear something to the extent of "BAA RAM YOU". This will open the door to the Secret Level Powerup, ringed by Flying Sheeps on Fire. Silly. This is a reference to BABE, the movie about the, eh, talking pig who wanted to be a, uh, sheperd. And it even had a sequel. Geez. The four spirits of Archmage are a nod to the four Archmagi channeling the barrier during the Undead mission on the ROC campaign THE SIEGE, though, notably, one of these was Antonidas, but he's not found as a spirit to be quelled. Curious mistake. (On behalf of myself, as a plot guide writer, it's an INCREDIBLE HANDLE in order to evade any future controversy regarding Antonidas' death) Finally, the three special items (The Frost Wyrm Skull Shield, the Shamanic Totem and the Heart of Aszune) are located just before freeing the third Litenaunt. There is a white rune in front of a demonic door. The second white rune is after the sheep room, where a few mushrooms are. A rune of Healing and the other rune is there. Activate both runes, and the door will open, revealing an strange and somewhat eerie room with diverse parafernalia from the game, apparently a souvenir room. In there, hidden in crates, are the three powerful items. Furthermore, the Heart of Aszune was used as a key item on a Orcish mission on the ROC campaign. All of them are guarded by a single but absolutely massive creep: a 5000 HP level 11 Arcanite Golem, which hits in the 80-90 range with Chaos Damage and is Magic Immune. But the rewards are well worth it. EPISODE II: SECRET MISSION - THE CROSSING - This level is a big easter egg, as it is a nod to all the Tower Defense custom maps that are still popular on battle.net. Not to mention all the crazy stuff going on in there, of course. For example, the workers falling asleep. EPISODE II: MISSION VI - LORD OF OUTLAND - Right after you start with your Draenei troops, head west. You will eventually hit upon a fiery hall, where a buffed up abomination named "BUTCHER" lies. He's mighty tough, so attack, preferrably, with your expendable troops (just leave the Draenei away). He drops a Rune of Resurrection, and, among his treasures, is WYRT'S OTHER LEG, the follow up from WYRT'S LEG on ROC. This is a reference to Diablo, Blizzard's hugely successful RPG, where a character named Wyrt lost his leg due to the Butcher, an enemy. Apparently, someone expected two to be better than one. The Bovine Slaughtering stuff refers to Diablo II's secret stage, a place with, uh, armed cows attacking the player. Demented, yes, but true. I do not know if Wyrt's leg had any holding about finding the stage, but that's because i didn't really played Diablo or Diablo II for long. I dislike MMORPGs. (That said, the Dark Elves from Lineage II are the sexiest things I've seen on a PC screen that's not actual flesh.) On the first orc base north of Illidan's location, on the southwest part of the base, it's a clump of mushrooms. Take it out with catapults or Kael's Flamestorm, and go in to find... a trio of Snowmen. Eh. Two of the Blademasters you will find on this mission are named REND and MAIM. They are supposed to be Blackhand's sons, the original warchief of the horde. EPISODE 3: MISSION I - KING ARTHAS - To the northwest of the map, there is a bunch of trees nearby an Arcane Sanctuary: Look carefully, and you should note a few that are darker. Go in there and you will find what's become of Timmy: Now he's a mechanical unit that sells Ice Shards. Poor Timmy, though at least, now he's indestructible. Better than being a ghoul. EPISODE 3: MISSION IV - THE RETURN TO NORTHTREND - Perhaps the biggest mystery in the game (and perhaps the most obscure easter egg as well), is this one: After you decimate the Naga Base and the High Elves one, you can go west and then south. As you approach the end, an earthquake will open the way to a funny looking forest. There is a Scroll of Mana over there, but also is a door that opens to a cutscene with the Penguin King: a 1300 HP massive invulnerable critter that will dance and leave you a Ring of Protection +4. However, memories of the World's Largest Panda linger on... Now, this doesn't ends. There is also a Large Penguin critter that leaves a Ring of Superiority on the island that you start, and there is a penguin on the north creep base that has a funny name: Little Timmy. There are all sorts of rumors regarding this egg, and I can't certify any of them, though there are some things I can guarantee don't change the outcome of your encounter with the Penguin King: - Possessing penguins and going in there with them (This is one of the strongest rumors and it seems pertinent, since Penguins when idle will dance, and it seems as if they react to the King's pressence, however, you can only possess two penguins (including the Large Penguin) and move them at the King's nest, and Little Timmy (who would make a lot of sense to change the outcome) can be possessed, but he cannot be transported towards the King) NOTE: Well, I've did it. It doesn't work. Took me a good two hours for nothing. Lesson is: Don't believe rumors. - Reaching with other character than Arthas (Tried with everyone). - Playing on Hard Mode. I can, almost 100% sure, certify this Egg doesn't changes, though any info will be appreciated. Also, save the strange fetish Blizzard has with funny animals (it's a wonder they haven't done anything with Iguanas), this has no particular reference. EPISODE 3: MISSION VI - A NEW POWER IN LORDAERON - South of Balnazzar's base, there is a creep outpost with a Flesh Golem (level 11), a couple Zombie Mutants (Level 6?), and a few level two "Jacobs reject". This is a particulary weird name: I personally like to think it's a reference to the monsters on the Tim Robbins movie "Jacob's Ladder", though that is probably wrong. <UNDER CONSTRUCTION> ***************************************************************************** 13.- Version History. 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 :). -------------------------------------------------------------------------- WARCRAFT III: THE FROZEN THRONE VERSION HISTORY -------------------------------------------------------------------------- -------------------------------------------------------------------------- Patch 1.20 -------------------------------------------------------------------------- BUG FIXES - Fixed a Bug that disabled Spirit Walkers from resurrecting other Spirit Walkers. MAPS - (6)WizardsRetreat - separated two creep camps near both corner starting locations to prevent them from calling each other for help when one is attacked. - (6)Gnollwood - separated two creep camps near merchant buildings to prevent them from calling each other for help when one is attacked. - (6)BlizzardTD - Fixed phase-shifting units to behave normally when attacked. - (12)WormWar - Fixed a bug that causes player worms to become immobile after using powerups while respawning. -------------------------------------------------------------------------- Patch 1.19b -------------------------------------------------------------------------- FIXES - Fixed a crash that could happen in multiplayer games. -------------------------------------------------------------------------- Patch 1.19 -------------------------------------------------------------------------- MAPS - (2)Echo Isles - Added ranged creep to expansion goldmines. - Replaced both Fountains of Health with Mercenary camps and changed the creep composition so that they're not all piercing attack. - Replaced the mana fountain with a Market Place and changed the level 3 perm item drops to level 3 charged items. - Replaced one Troll Trapper with an equal level Ogre to the all troll trapper green camp next to each start location. - (2)Tirisfal Glade - Added a tavern to each side of the map, reduced the level of the creep that guard the Mercenary buildings as well as the level of the items they drop, and reduced two Orange creep camps and level of the item drops. - (4)Turtle Rock - Opened areas of the map to help alleviate strong choke points that favor ranged unit combat. - (4)Broken Shard - Replaced the 4 center orange camps with 4 green camps. - Replaced two ranged units with two melee units to the creep camps guarding the Goblin Merchants. - Increased the Orange camp levels near each start location and added an additional item to each of those camps. - (4)Hellfire - Reduced the creep level on the two middle Red creep camps. - Reduced the creep level on the East and West Goblin Laboratory creep camps. - (4)Stonecold Mountain - All creep with the ability to possess units have been removed from this map. - (4)Lost Temple - Added a few trees to all the start locations to ensure better balance of lumber harvesting for all races. - (4)Twisted Meadows - Changed the level 4 charged item drops at the Goblin Merchant to level 4 permanent drops. - (6)Sunrock Cove - Added pathing room around Goblin Laboratory and removed the clump of trees in front of the Goblin Laboratory to enhance game play. - Lowered the goldmine creep camp from Red to Green - Pushed Blue's West ramp further from its start location. - (6)GnollWood - Removed all Gnoll Assassins from the Goblin Merchant creep camps, replaced with Gnoll Brutes. - (6)Typhoon - Fixed Red and Teal start locations to be closer to the goldmines like the other start locations. - (6)Silverpine Forest - Removed the Tavern from all start locations - Can now path across the center of the map, added a Tavern to the center of the map. - Reduced the Item and creep levels of the 4 Red camps in the center of the map. - The 6 center goldmines have been reduced in difficulty of creep camps. - (6)Dragonblight - The two center creep camps have been pushed away from pathable area to prevent accidental attacks. - The players alliance settings have been changed to favor 2v2. - (6)Moonglade New Map File - Two center creep camps and buildings have been removed. - Added two taverns to the center of the map. - Opened up all chokepoints - Added some trees to all start locations to help harvesting. - (6)Everfrost - Added a few trees to Yellow and Teal start locations to ensure lumber harvesting balance. - Added ground Anti-Air units to the East and West Red creep camps. - Bonus Maps Added to Battle.net - (2)Shrine of the Ancients - (2)Terenas Stand - (4)Phantom Grove - (4)Deathrose - (6)Everfrost - (6)Sunrock Cove - (6)Emerald Shores - (6)Duststorm - (8)Full Scale Assault - (8)Hurricane Isle - (8)Cherryville - (10)Skibis Castle TD - (12)Worm War BALANCE CHANGES Items - Creep-dropped item sell prices have been standardized. Items of the same level will now generally sell for the same amount. Undead - Skeletal Mastery research time reduced to 30 seconds from 45 seconds. - Skeletal Longevity research time reduced to 15 seconds from 30 seconds. - Exhume Corpses research now costs 75 gold / 50 lumber down from 125 gold/ 100 lumber. - Destroyer armor reduced to 3 from 4. Orc - Spiritwalkers now have the passive Resistant Skin ability. This causes some spells such as Cyclone and Slow to have a much shorter duration when used on a Spiritwalker. Resistant skin also grants immunity to certain other spells such as Polymorph and Possession. - Ensnare duration reduced from 15 seconds to 12 seconds. - Batrider hit points reduced to 325 from 400. Night Elf - Tree of Life build time increased to 120 seconds from 110 seconds. Human - Human Towers (Guard, Cannon, Arcane and Scout) now gain 1 armor per masonry upgrade, down from 2. WORLD EDITOR CHANGES Trigger Editor - The "Image" category and actions now appear after the "Item" category. - The "Ubersplat" category and actions now appear after the "Unit Group" category. - Fixed script generation errors when using the "Terrain Pathing Is Off" function. This is now a Boolean function. - Fixed script generation errors when using variables of the following types: - Attack Type - Combat Sound - Damage Type - Effect Type - Pathing Type - Sound Type - Sorted lightning type presets. - Appended "Cliff" to cliff terrain types, to distinguish them from non-cliff terrain types. - Renamed "Life Drain" and "Mana Drain" to "Drain Life" and "Drain Mana", respectively. - Cleaned up the name, grammar text, hints and/or sorting order for the following trigger functions/calls: - (Boolean) Environment - Terrain Pathing Is Off (was Terrain Pathable) - (Unit) Event Response - Damage Source - (String) Game - Ability Name - (String) Game - Ability Effect Art Path (was Ability Effect Art) - (String) Game - Ability Effect Sound Name (was Ability Sound) - (String) Hero - Hero Proper Name - (String) Trigger - Trigger Name - (Real) Lightning - Red Color of Lightning - (Real) Lightning - Green Color of Lightning - (Real) Lightning - Blue Color of Lightning - (Real) Lightning - Alpha Value of Lightning (was Alpha Color of Lightning) - Cleaned up the name, grammar text, hints and/or sorting order for the following trigger actions: - Environment - Change Terrain Type - Environment - Turn Terrain Pathing On/Off (was Turn Pathing On/Off) - Floating Text - Suspend/Resume - Floating Text - Permanent/Expires - Floating Text - Change Color - Floating Text - Change Lifespan - Floating Text - Change Fading Age (was Change Fadepoint) - Floating Text - Change Age - Game - Enable/Disable Selection (was Enable/Disable Select) - Game - Enable/Disable Drag-Selection (was Enable/Disable Drag Select) - Game - Enable/Disable Pre-Selection (was Enable/Disable Pre Select) - Image - Create - Image - Change Color - Image - Change Render State - Image - Change Render Always State - Image - Change Above Water State - Lightning - Create Lightning Effect (was Create Lightning Effect At Points) - Lightning - Move Lightning Effect (was Move Lightning Effect To Points) - Lightning - Set Lightning Effect Color - Unit - Add Classification - Unit - Remove Classification - Unit - Issue Drop Item Order (was Drop Item On A Point) - Unit - Issue Move Item In Inventory Order (was Drop Item In Slot) - Unit - Issue Give Item Order (was Drop Item On A Unit) - Unit - Damage Area - Unit - Damage Target - Unit - Decrease Level Of Ability For Unit - Unit - Increase Level Of Ability For Unit - Unit - Set Level Of Ability For Unit - Ubersplat - Create - Ubersplat - Change Render State - Ubersplat - Change Render Always State - Added an event and three new trigger functions for future tournament support: - (Trigger Event) Tournament Event - (Real) Tournament Time Remaining - (Integer) Tournament Melee Score - (Integer) Tournament Finish Rule -------------------------------------------------------------------------- - PATCH 1.18 -------------------------------------------------------------------------- FEATURES - 6 maps from our Bonus Map program including (4)Excavation Site, (2)Echo Isle, (6)Hinterland Raid, (6)Ruins of Stratholme, (8)Azeroth Grand Prix, (8)Extreme Candy Wars 2004. 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 Ethereal units to take Physical damage from missiles that were in flight as they became Ethereal. - 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 allowed Unstable Concoction to kill the casting Batrider even after its target became Ethereal. - Fixed the visibility of the Flamestrike de-buff icon. - Fixed a problem with Defend not absorbing Piercing splash damage. - Fixed a problem with melee units with Incinerate not damaging any units that they would Incinerate. - 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 that allowed morphing units in their alternate form to retain their alternate form bonuses when killed by a Mana Flare when activating their alternate form. - Fixed a problem that allowed Destroyers to use Devour Magic on Watcher Wards. - Fixed a problem that prevented Watcher Wards from being revealed by the Dust of Appearance. - Fixed a problem that removed the Summoned state from Carrion Beetles when they burrow. - Fixed a problem with Metamorphosis and Chemical Rage 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 Reign of Chaos maps. MAPS - (8)Crossroads - Fixed a grammatical error. BALANCE CHANGES Undead - Banshee build time has been reduced to 28 seconds from 35 seconds. Neutral - Drunken Haze movement reduction has been changed to increase by level. The new ranks are: 15% / 30% / 50% from the previous 50% / 50% / 50%. - Breath of Fire initial damage reduced to 65/125/170 from 65/130/175. - Tornado mana cost has been reduced to 200 mana from 250 mana. - Incinerate can now be turned on or off. When turned on, it consumes 6 mana per attack. It is otherwise unchanged. - Lava Spawns now require 15 attacks to replicate, up from 14. - Summon Quilbeast cooldown increased to 25 seconds from 20 seconds. - Summon Hawk mana cost increased to 50 mana from 35 mana. - Pocket factory hit points increased to 300/450/600 by level from 300/400/500. - Healing Spray effect per wave increased to 40/55/70 from 35/50/65 Items - Staff of Teleportation gold cost has been increased to 150 gold from 100 gold. WORLD EDITOR FEATURES Trigger Editor - Added new functions: - Environment: Terrain Pathability - Environment: Terrain Tile Type - Environment: Terrain Tile Variance - Floating Text: Permanent/Expires - Floating Text: Suspend/Resume - Floating Text: Change Position to Point - Floating Text: Change Position to Unit - Floating Text: Change Age - Floating Text: Change Lifespan - Floating Text: Change Fadepoint - Floating Text: Change Text - Game: Enable/Disable Selection (Functionality and/or UI) - Game: Enable/Disable Pre-Selection (Functionality and/or UI) - Game: Enable/Disable Drag-Selection (Functionality and/or UI) - Trigger: Get Trigger Name - Added new unit states: - Plagued - Snared - Stunned - Poisoned - Polymorphed - Sleeping - Resistant - Ethereal - Magic Immune - Lightning triggers now have their own category. - Lightning triggers now use the Z coordinate of the specified Location. - Custom Lightning triggers can now use an explicit Z coordinate. WORLD EDITOR FIXES - Fixed custom buff support for Black Arrow, Cloud of Fog, Inferno, Aerial Shackles, and Tornado. - Fixed multiple-level support for Shadowmeld. - Fixed Rain of Chaos' order id. -------------------------------------------------------------------------- - PATCH 1.17 -------------------------------------------------------------------------- FEATURES - Two new Neutral Heroes, the Firelord and the Goblin Alchemist, have been added to the game. For further information on these exciting new Heroes and a listing of their abilities, visit http://www.battle.net/war3 . - 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. - Designating a new clan chieftain now includes a confirmation dialogue. - 9 maps from our Bonus Map program including (8)Funny Bunny's Egg Hunt, (8)Shamrock Reef, (8)Dragon Falls, (8)Deadlock, (8)Gold Rush, (8)Slalom, (6)Copper Canyon, (6)Rolling Hills, and (4)Predators. FIXES - Fixed a problem with Burning Oil that caused the effect to not be created when buildings were attacked directly. - 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 Envenomed Spears wearing off too early if the affected unit was also affected by Slow Poison or the Orb of Venom. - Fixed the invisibility transition time for levels 2 and 3 of Wind Walk. - Fixed the orb air attack speeds for the Blood Mage, Pit Lord, and Fire Lord. - Fixed the armor upgrade values for Human, Orc, and Undead shops. - Fixed a problem preventing Phased Faerie Dragons from teleporting. - Fixed an issue with Faerie Dragons that could cause them to become unresponsive to most commands if you Phase Shifted just as the unit was attacking something. - Fixed Doom so that the spell now has a maximum creep level. - Fixed an issue that caused Crypt Fiends to deactivate Web when they unburrowed. - Fixed a problem with Cleaving Attack that would prevent it from working when Orbs were equipped. - Fixed an issue with Cleaving Attack that would cause Thorns Aura to reflect damage on targets that took splash damage. - Fixed an issue that could cause the Orb of Annihilation's splash damage to ignore armor. - Fixed a problem that could cause Metamorphosis to cancel the effects of a Staff of Teleportation. - 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, Blink, 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 the Storm Pandaren (from the Pandaren Brewmaster's ultimate) so it now correctly displays Wind Walk's backstab damage. - Fixed a problem with Flame Strike that wouldn't allow Blood Mages to become invisible after they finished channeling the spell. Prior to this fix, the Blood Mage would become visible for as long as damage was taking place, despite the fact that he was no longer casting the spell. - 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 racial shops so they no longer block line of sight. - Fixed multiple units' casting the same spell so they now distribute the load more efficiently. - Fixed creeps so that missile spells no longer wake them when launched. Instead, the creeps now wake when a spell hits. - 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 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 Expansion - Frozen Throne - (4)Turtle Rock - Top right and bottom left creep camps now drop equivalent items. - (4)Twisted Meadows - Added some trees near the south Mercenary Camp to prevent mercenary purchase without engaging the creeps. Also added some trees to prevent item purchase from Goblin Merchant without engaging creep camp. - (6)Demon's Crossing - Removed the two Dragon Roosts and their accompanying creep camps from both sides of the map, then altered the creep camp guarding the remaining Dragon Roost. Rebalanced most of the creep camps to be more player friendly. - (6)Monsoon - Added some trees near the water line to prevent units from moving behind them. - (6)Typhoon - Added some trees near the expansion gold mines to prevent the creeps from harassing players when they pass by. Added some trees to start locations and moved bottom middle start location closer to trees to help with initial harvesting. - (6)Upper Kingdom - The two center creep camps that are guarding gold mines have been pushed back from common pathing areas. - (8)Mur'gul Oasis - Center creeps pushed further back away from common pathing areas through the middle. - (8)Gold Rush - Fixed missing Tavern from the bottom left corner. Classic - Reign of Chaos - (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. - The experience bonus for having a single Hero and owning a tier-2 or tier-3 town hall has been increased to +15%/+30% from +10%/+20%. - Line damage spells such as Shockwave, Carrion Swarm, Breath of Fire, and Breath of Frost no longer damage a targeted friendly unit. - Default autocast spells (like Abolish Magic or Bloodlust) that require research will now have autocast enabled when the research completes. - Arrow abilities set to autocast now override Orb effects. - 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. - Hexed and polymorphed units now have the same statistics as the normal units except for movement speed and the model. Previously, these abilities were changing the armor type and hit point regeneration type. - 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 - Defend has been reworked. Piercing damage is still reduced by 50%, and there is now an additional 30% chance that a defending Footman will reflect unit attacks back on the source for full damage. Piercing damage building attacks have a 30% chance to do no damage. - Banish now costs mana 75/60/50 by level, and has a 0-second cooldown at all levels, down from 5/3/1 seconds. - Siphon Mana drain per second has been reduced to 15/30/45 from 18/35/55. - Siphon Mana has been reworked. It now transfers mana from an enemy to the Blood Mage, or from the Blood Mage to an ally. Additionally, Siphon Mana can push the Blood Mage's mana up to as much as twice its normal maximum value, though mana gained in this way drains off rapidly if not used. - Blood Mage attack speed increased by 30%. - Flame Strike damage cap set to the equivalent of 6 targets, up from 5. - Knight hit points increased to 835 from 800. - Arcane Towers now deal 20 bonus damage per attack to summoned units. - Divine Shield can no longer be deactivated. - Phoenixes no longer regenerate life from a Fountain of Health. Undead - Death Knight base armor reduced to 3 from 4. - Banshee attack range increased to 600 from 500. - Units raised by Animate Dead are now invulnerable to dispels as well as damage. - Destroyers no longer regenerate mana from a Fountain of Mana. - 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). - The Nerubian Towers' frost attacks now properly affect magic-immune units. - Devour Magic now dispels the owl summoned by Sentinel, but does not give mana to the Destroyer. - Since we have corrected the splash damage bug with Destroyers, we have reverted Destroyers to their old 1.14 statistics. Destroyers now have mana regeneration of -3/sec (down from -6/sec), Orb of Annihilation now costs 25 mana down from 50 mana, and Devour Magic restores 75 mana per unit dispelled, down from 150. Note that Devour Magic no longer gives health or mana when a player devours friendly buffs. Orc - Wind Walk now allows the Blademaster to walk through units. - Wind Walk's backstab damage reduced to 40/70/100 from 50/85/120. - Unstable Concoction primary target damage increased to 600 from 550. - Chain Lightning will now jump to sleeping targets if the primary target is also asleep. - Tauren Chieftain base Intelligence increased to 15 from 14. - Troll Batrider build time increased from 25 to 28. - Experience granted for killing the Spirit Wolves summoned by the spell Feral Spirit increased by approximately 40%. - Spirit Link can now be used to affect illusions. - Spirit Walkers now appear before Raiders and Kodo Beasts in the group selection. - Troll Batriders can no longer use Unstable Concoction while Banished. 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. - Faerie Fire armor debuff reduced to 4 from 5. - Archer hit points increased to 245 from 240. - Faerie Dragon damage increased to 14-16 from 13-14. - 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. - Ancient Protector's attack now uses a homing missile. - The Huntress' bouncing attacks will no longer bounce back to the initial target. - Shadow Strike is no longer removed by Banish. - Taunt now affects only the 10 closest units. It is also now disabled by Banish. Neutrals - Naga Sea Witch speed reduced to 270 from 300. - Cluster Rockets mana cost reduced to 70 from 75. - Voidwalker mercenaries now cost 2 food, up from 1. - Hydras spawned from a splitting parent are no longer considered summoned units. Items - 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. - All Orbs now affect magic-immune units. - Orb of Corruption debuff can no longer be dispelled. - Orb of Fire now deals Spell damage instead of Magic damage. - Mechanical Critters are no longer displayed on the minimap. - Mechanical Critters no longer teleport with you. - Amulet of Spell Shield no longer blocks physical skills (e.g., Ensnare). NOTES: Replays are incompatible between major game revisions (1.16 replays cannot be viewed with the 1.17 version of Warcraft III). Custom save games will not load from version 1.16. -------------------------------------------------------------------------- - PATCH 1.16 -------------------------------------------------------------------------- BALANCE CHANGES Human - Rifleman hit points reduced to 505 from 520. Undead - Destroyer negative mana regeneration increased to -6/sec from -3/sec. - Mana gain of Devour Magic increased to 150 per dispelled unit from 75 per dispelled unit. - Orb of Annihilation mana cost increased to 50 from 25. - Orb of Annihilation had a splash damage that was dealing full damage to all targets instead of full damage to the primary target, and reduced damage to nearby targets. This discrepancy has been fixed and the orb now deals damage identical to the functionality in patch 1.14. Orc - Bladestorm mana cost reduced to 200 from 250. - Troll Batrider hit points reduced to 400 from 500. - Demolisher build time increased to 40 seconds from 36 seconds. Neutral Heroes - Cluster Rockets cooldown reduced to 6 seconds from 7 seconds. - Pocket Factory cooldown reduced to 35 seconds from 40 seconds. - Pit Lord base Strength increased to 26 from 24. - Dark Minion hit points increased from 200/260/320 to 215/290/405 and armor reduced to 0/0/0 from 1/2/3. - Breath of Fire has been damage capped to 8 targets. Note that this does not affect the amount of damage dealt by burning damage from the Breath of Fire / Drunken Haze combination. - Storm, Earth and Fire Pandaren hit points increased by 200, and attack damage increased by 33%. Items - Shared cooldown of 20 seconds added on all summoning items. - Wand of Lightning Shield given 10-second cooldown. - Staff of Preservation max stock set to 1, down from 2. - Sentry Ward item duration reduced to 5 minutes from 10 minutes. NOTES: Replays are incompatible between major game revisions (1.15 replays cannot be viewed with the 1.16 version of Warcraft III). Custom save games will not load from version 1.15. -------------------------------------------------------------------------- - PATCH 1.15 -------------------------------------------------------------------------- FEATURES - A new Neutral Hero, the Goblin Tinker, has been added to the game. For further information on this strange new Hero and a listing of his abilities, visit http://www.battle.net/war3 . - The matchmaking system has been significantly updated. New accounts should more quickly begin playing against opponents of equivalent skill level. - Clan ladders are now functional. Games against ranked players will now contribute to your clan's ranking on the ladder. - Clan information is now displayed in your player profile, including your clan name, tag, ladder ranking, and more. - 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 highlighted 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 Mountain Giant's Taunt that could cause Invisible and Shadowmelded units to improperly attack and reveal themselves when the ability was activated. - Fixed an issue with the "Observers on Defeat" functionality that caused units not to be displayed on the minimap. - Fixed a problem with the Pandaren Brewmaster that caused incorrect regeneration of health and mana while his ultimate was active. - Fixed a problem with Spell Steal and Polymorph that could turn a ground unit into a Flying Sheep. - Fixed an issue that could cause the Web and Ensnare graphics to display improperly. - Fixed a problem that caused the Inferno stun damage to not be applied to magic-immune units in The Frozen Throne. All ultimates should ignore magic immunity. - Fixed some spell targeting issues with Resistant Skin. Doom (and possibly other spells) should work the same way as Charm. - Fixed an issue with Metamorphosis which prevented some Orb effects from working while the Demon Hunter was in his altered form. - 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 the accidentally inflated hit point regeneration rate on the Naga Sea Witch, Beastmaster, Pandaren Brewmaster, and Spell Breaker back to the standard .25 hit points per second. - Fixed Shockwave's damage radius to 125. - Fixed Orb items to now cause the proper damage versus air for melee Heroes. - Fixed an issue with Militia in which units ordered "Back to Work" could change back into Militia when arriving back at the town hall. - Fixed Breath of Fire's damage area to more accurately represent a cone area of effect, rather than a line. - Acolytes harvesting from a Haunted Gold Mine with the Entangling Roots buff now register as idle like other peons. - Fixed the Blight generated by the Sacrificial Skull such that a non-Undead building placed on top of the Blight will not remove the Blight when it finishes construction. Detonate, Dispel Magic, and Disenchant correctly dispel this Blight. - Fixed an issue that allowed Banished worker units to build, Repair, and harvest. Note that Detonate and Unsummon will remain unaffected by Banish since they're considered "magical". - Fixed Lightning Shield so that if two units with Lightning Shields overlap each other, they both correctly take damage. - Fixed an issue that allowed an ally that did not have Shared Control to Uproot and command your Ancient of Wonders. Allied players without Shared Control should only be able to purchase items from the building. - Fixed a problem with item-summoned units which would cause them to leave corpses and spawn units from Black Arrow. - Fixed an issue with Animate Dead which in some cases caused the spell to transfer the unit upgrades to the new owner. - Fixed an issue that prevented players from way-pointing the Faerie Dragon's Mana Flare ability. MAPS Expansion - Frozen Throne - (2)Tirisfal Glades - Added more trees to bottom start location. Mercenary creep camps are better suited to drop a level-4 charged item. - (2)TheTwoRivers - Removed the Rune of Rebirth from Ogre Mage; added Rune of Mana to Ogre Mage. Lowered Ogre Lord drop from permanent level-6 item to level-5 item. Increased level of power up. - (2)GlacialThaw - The drop tables have been re-adjusted for better one-on-one competition. - (4)TwistedMeadows - Corner creep camps harder to Gargoyle rush. Replaced Tavern with Goblin Merchant; replaced Marketplace with Tavern. Lowered creep strength for Goblin Merchant. Goblin Laboratories are harder to purchase from without engaging creeps. - (4)TurtleRock - Added some trees to the south Goblin Merchant area to prevent the player from making purchases from the building without engaging the creeps that guard the building. Changed several creep drops to help with game flow. - (6)DemonsCrossing - Fixed alliance settings. - (6)RiverOfSouls - Removed the creeps from the taverns and fixed a cave doodad. - (8)AzureTowerDefense - Fixed the hotkey for the Azure Wisp 'A'. Fixed a spelling error with 'Upgrade Arrow Damage' tooltip. Azure Witch had a conflicting ability hotkey that has been fixed. Brilliance Aura and Frost Arrow both used 'R'; Brilliance Aura now uses 'A'. The +3 Tome's description now correctly states that it adds +3 to all Hero attributes. Classic - Reign of Chaos - (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 - Flamestrike damage capped to 5 targets. If more than 5 targets are hit, the damage done to 5 targets normally is split evenly across all available targets. - Mass Teleport cooldown increased to 20 seconds from 15 seconds. - Level 1 water elemental damage reduced to 1d5 + 17 from 2d5 + 19, but hit points increased to 525 from 450. - Bash % chance to hit increased by 5% across all levels. - Slow mana cost increased to 50 from 40. - Control Magic mana cost is now calculated based on the target unit's current hit points instead of its maximum hit points. The dynamic mana cost of Control Magic has also been increased to .45 mana per hit point from .3 mana per hit point. - Spell Breaker feedback damage vs. Heroes reduced to 4 per hit from 5 per hit. - Dragonhawk Rider damage reduced to 1d3 + 17 from 1d3 + 18. - Flying Machine damage vs. air increased to 1d2 + 13 from 1d2 + 11. - Militia are now level-1 units, instead of level-2 units. This causes them to give less experience when killed. - Scout Towers can be repaired twice as fast as before. 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. - The damage a Banshee takes while possessing a unit has been reduced to 225% from 300%. - Anti-magic Shell mana cost reduced to 75 from 100. - Anti-magic Shell correctly allows self-targeting now. - Devour Magic cooldown reduced to 7 seconds from 8 seconds. - Ziggurat armor reduced to 1 from 5. - Abomination hit points increased to 1175 from 1080. - Obsidian Statue hit points reduced to 550 from 700. - Frost Wyrm build time reduced to 65 seconds from 80 seconds. - Boneyard build time reduced to 70 seconds from 80 seconds. - Necromancer build time reduced to 24 seconds from 30 seconds. - Skeletal Longevity now costs 50/75, down from 100/75, and can be researched in 30 seconds, down from 60 seconds. - Necromancer Adept and Master training now take 30 and 45 seconds to research, down from 60 and 75 seconds. - Exhume Corpses now requires Halls of the Dead instead of Black Citadel. - Level-2 Carrion Beetles are now the same size as Ghouls, instead of the same size as Crypt Fiends. Level-3 Carrion Beetles are now the same size as Crypt Fiends, instead of the same size as Abominations. - Possession damage multiplier reduced to 166% from 225%. Orc - Disenchant range increased to 650 from 500, and mana cost reduced to 100 from 125. - Feral Spirit cooldown increased from 25 to 30. - Troll Batrider's Unstable Concoction has changed such that the Batrider increases speed dramatically when it gets within a short range of its target. - Liquid Fire damage reduced to 8 per second down from 15 per second. - Demolisher damage reduced to 1d18 + 71 from 1d19 + 75. - Troll Headhunter build time reduced to 20 seconds from 22 seconds. - Spirit Walker build time reduced to 38 from 42. - Blademaster speed increased to 320 from 300. - Wind Walk bonus damage increased to 50/85/120 from 50/75/100 - Watch Tower build time increased to 60 seconds from 55 seconds. Night Elf - Chimaera movement speed reduced to 250 from 270. - Fan of Knives level-2 base damage increased to 125 from 120, and level-3 base damage increased from 180 to 190. Although this appears to be an upgrade, it actually is a reduction in overall power. The previous patch had a bug at levels 2 and 3 in which, if 6 or more targets were available, the ability did more than the expected amount of maximum damage. This change remedies that error. - Mana Flare splash damage no longer harms units that lack a mana pool. - Wellspring now upgrades Moonwells to 425 mana, down from 500 mana, and Moonwell mana regeneration scaled proportionally. - Force of Nature casting range increased to 800 from 700. - Faerie Fire mana cost increased to 45 from 35. Neutral Units and Heroes - Dark Ranger starting Agility increased to 21 from 19. - Breath of Fire now correctly has a cone shape at all levels. Previously, the level-2 and level-3 versions were shaped exactly like Shockwave, while the level-1 area was occupying a much larger area than intended. The spell now hits far fewer targets, which roughly matches the graphic. The damage of Breath of Fire has been increased to 65/120/175 from 50/100/150 to compensate for this change. - Level-3 Quilbeasts' splash radii have been reduced from 75/100/150 to 25/75/125. - Drain Life damage increased to 25/40/55 per second from 20/35/50. - Cleaving Attack damage increased to 30%/55%/80% from 25%/45%/65%. - Tornado can now cyclone a particular unit more often once every 22 seconds, down from once every 30 seconds. - Tornado speed increased to 75 from 60. - Zeppelins are now available at the start of the 2nd day, rather than at the first nightfall. - Neutral Hero lumber cost increased to 135 from 100. - 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. Items - Boots of Speed now cost 250 gold, up from 150 gold. They are not available until the first nightfall, and are now considered a level-3 permanent item, up from level 2. - 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. - Orb of Venom poison damage increased to 9 per second from 7 per second. - Orb of Fire cost reduced to 275 gold from 300 gold. - Staff of Preservation cooldown increased to 30 seconds from 15 seconds. 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. - Hero spell resistance increased to 30% reduction from 25% reduction. WORLD EDITOR FEATURES/IMPROVEMENTS General - Added Game Interface fields for "Text - Unit Classification". - Reduced minimum map size to 32 (was 64). Trigger Editor - Added new functions: - Hero - Hero Proper Name (string call) - Player - Divert Player Income (Tax) (action) - Player - Player Tax Rate (integer call) - Unit - Add Classification (action) - Unit - Remove Classification (action) - Unit - Issue Order Targeting An Item (action) - Unit Group - Issue Order Targeting An Item (action) Object Editor - Enabled additional abilities for modification: Poison Arrows and Blighted Gold Mine ability. - Added checkbox UI for Channel ability "Data - Options" field. - Added new fields: - Stats - Hero - Hide Hero Death Message (Hero units) - Stats - Hide Minimap Display (units) WORLD EDITOR FIXES General - Custom abilities are now disabled properly via the Ability Properties dialog. - Object Properties dialogs now properly load facing angles between 270-360 degrees. - Fixed a crash that could occur when modifying very long Game Interface text fields. Trigger Editor - Abilities added via "Unit - Add Ability" action now properly apply currently researched "Ability Level Bonus" upgrade effects. - Dialogs now respond to clicking the 12th button. - Compile errors in the custom script section no longer disable all triggers or lead to an infinite loop of error messages. Object Editor - Import/Export menu items now properly update text for Buffs/Effects tab. - Warnings about resetting objects now appropriately refer to the current tab. - Maximum value of "Data - Maximum Creep Level" has been increased in order to work with some abilities (Devour, Possession, Item Command). - Ability "Item Attack Corruption Bonus" now has the correct data fields. - Ability "Thorns Aura (Neutral Hostile)" now has the correct data fields. - Fixed some abilities that did not recognize non-default buffs and/or effects. - (Mac only) Mousing over the "New Custom Buff" toolbar button will no longer crash the editor. NOTES: Replays are incompatible between major game revisions (1.14 replays cannot be viewed with the 1.15 version of Warcraft III). Custom save games will not load from version 1.14. -------------------------------------------------------------------------- - 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 with custom save games from version 1.12 (including those from Orc Act I) so Hero Agility is recognized properly. Attack speeds will now be correct when loading from a previous save game. - 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 with the Skeletal Mage upgrade that prevented the Raise Dead skill from working on the corpses inside Meat Wagons. - Fixed an issue that caused a unit to permanently lose 75% of its attack speed if it was Polymorphed or Hexed while under the effects of Unholy Frenzy. - Fixed an issue with Spirit Link in which, if one of the linked units was a Troll Berserker with the Berserk ability active, all units linked with that Troll would take the increased damage penalty associated with the Berserk ability. - Fixed an issue in which, if a unit casting a channeling spell died from Mana Flare, the channeled spell would linger in the area permanently. - 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. - Fixed an issue that caused Glaive Throwers to lose damage when the Vorpal Blades upgrade was researched. BALANCE CHANGES Undead - Anti-magic Shell cost reduced to 100 from 150, and hit points absorbed reduced to 300 from 350. Night Elf - Mana Flare area-of-effect damage radius reduced to 200 from 250. Neutral Units and Heroes - Nerubian Webspinners now cost 200/35/3, up from 175/25/2. - Stampede damage reduced from 80 per beast to 60 per beast. - The Beastmaster bear's Bash ability now stuns Heroes for 1 second instead of 2 seconds. - Summoned Treants no longer give large gold bounties. NOTES: Replays are incompatible between major game revisions (1.13 replays cannot be viewed with the 1.14 version of Warcraft III). -------------------------------------------------------------------------- - PATCH 1.13b -------------------------------------------------------------------------- FIXES - Fixed an issue related to copy protection. ANNOUNCEMENT We are aware of some new issues that came up with the release of the 1.13 patch. We will be releasing a 1.14 patch in the near future that addresses some of these issues, including: - 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. Regarding balance, we are currently assessing the state of balance of 1.13 based on user feedback, online testing, and the review of replays. Although we will make some number of balance changes in 1.14, these have yet to be determined. We appreciate the community's patience and support in our endeavor to further tune the play balance, enhance the feature set, and increase the stability of Warcraft III: Reign of Chaos and Warcraft III: The Frozen Throne. - Blizzard Entertainment -------------------------------------------------------------------------- - PATCH 1.13 -------------------------------------------------------------------------- FEATURES - Acts II & III, the conclusion acts to the bonus Orc campaign contained in The Frozen Throne, are included in this patch. To play these levels, you can simply click the "Chapter Two - Old Hatreds" link from the Bonus Campaign screen. If you have completed Act I, your Heroes will carry over to Act II. Otherwise, your Heroes will be default-level Heroes with basic starting items. - 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. - Race selection on the scheduled game dialog (tournament finals) is now saved for future scheduled games. MAPS Expansion - Frozen Throne - (2)Tirisfal Glades - Red creep camp a bit easier; lowered the level of item drop from 7 to 5. - (2)Glacial Thaw - Switched the start locations to face the center of the map. Lowered the level of a few creep camps; lowered the level of a few item drops. - (4)Paradise Island - Creeps are less likely to aggro passing units. - (4)Twisted Meadows - Added ground-based anti-air creep to the island. Added some trees behind the 3 o'clock start location to prevent building NE town hall behind the gold mine. Changed a level-4 drop from charged item to permanent item. - (4)Bridge Too Near - Switched start locs with the expansion gold mines. - (4)Devil's Cauldron - Lowered the total level of 4 creep camps. - (4)Turtle Rock - The two large turtles that are placed between player bases each drop a better item. Removed Rune of Lesser Healing from the expansion creep. - (4)Floodplains 1v1 - Removed the easy creep camp outside of player's base and moved it to the other easy creep camps further from the player's base. - (4)Lost Temple - Adjusted creep camps and item drops. - (4)Avalanche - Weakened the 3 o'clock and 9 o'clock expansion creeps. Added a green-sized camp in place of the orange camp. - (6)Bloodstone Mesa - Moved expansion creep back. Removed Marketplace and added Tavern. - (6)Rice Fields - Changed all the randomly generated creep camps; they are a bit easier for the user now. - (6)Wellspring - Added more trees to the starting location and moved the lumber a bit closer to the town hall. Removed the east and west gate from the center and created a bit more room around the Taverns. - (6)Stranglethorn Vale - Expansion creeps are a bit easier now. - (6)Timbermaw Hold - Moved the bottom Dragon Roost creep closer together to eliminate two creep icons. Moved bottom middle start location deeper into forest to prevent the easy (green) creep camp from being nuked from start location placement. Same change to the bottom left position. Added a tree to the hole in the forest at the top left position to prevent units from getting stuck when portaling home. - (8)Friends - Changed drop item classification from 'any' level-6 items to 'charged' level-6 items. - (8)Feralas - Removed some creep camps to help the flow of the game. - (8)Rock Quarry - Added some trees to several start locs that needed more lumber. Added ground-based anti-air to the center of the map. - (8)Mur'gul Oasis - Added another 1500 gold to the starting locations. - (8)Deathknell - Removed the center creep camp and neutral building. - (8)Plains of Snow - Moved Teal's easy creep camp farther away to prevent them from being nuked at the start of the game. - (8)Garden of War - Moved Yellow's easy creep camp to prevent them from being nuked at the start of the game. - (8)Battleground - Moved 12 o'clock easy creep camp further away from start location to prevent them from being nuked at the start of the game. Classic - Reign of Chaos - (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. - Militia can now only be created from a player's starting Town Hall, but they can still be created from any of the player's Keeps or Castles. - Blizzard is now damage capped. This damage cap is invoked when Blizzard hits more than 5 targets per wave. - Scout Tower hp reduced to 300 from 500, and armor reduced to 0 from 5. - Human towers now gain 2 armor per masonry upgrade, up from 1. - Banish has been reworked. Previously durations were 12(5) / 24(7) / 36(9) by level, and mana costs were 75/50/25 by level. Instead, its mana cost is now constant at 75 mana; its cooldown decreases with level (5 / 3 / 1); and its durations only slightly improve with level (12(4) / 15(5) / 18(6)). - Siphon Mana maximum range reduced to 800 from 850. - Flying Machine hit points increased to 200 from 175. - Holy Light mana cost reduced to 65 from 75. Undead - Web upgrade cost increased to 150/150 from 75/75. - Spirit Touch now restores 3 mana per casting, down from 4. - Possession has been reworked. It is now a channelled spell with a 4 1/2 second casting duration. During this time, the target is disabled and frozen into place, but is also invulnerable; and the Banshee takes triple damage from all attacks. Stunning or killing the Banshee that is casting Possession will cause the spell to abort. Additionally, the range of Possession has been increased to 350 from 200. - Anti-magic Shell has been redesigned. The spell now absorbs the first 350 points of spell or magic damage dealt to the target, but does not grant magic immunity. Note that spells absorbed by AMS can still deal secondary effects, such as stun, paralysis, or mana drain. Also the mana cost of AMS has been re-balanced to 150. Orc - Troll Batrider Unstable Concoction damage reduced to 550 from 900, and splash damage increased to 140 from 100. - Troll Batrider damage increased to 13-15 from 11-12. - Level-1 Spirit Wolves now move at speed 320, down from speed 350. - Level-3 Spirit Wolves now have 500 hit points, up from 400 hit points. - Damage sustained over Spirit Link is now never fatal. Fatal damage sustained via Spirit Link instead reduces a unit to 1 hit point, and dispels Spirit Link. - 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 - Shadow Strike level-1 DoT damage reduced to 10 per period, down from 15. - Detonate mana drain reduced to 50 from 100. - Druid of the Claw caster upgrade times reduced to 25 seconds and 35 seconds respectively, down from 45 seconds and 1 minute. - Dryad damage increased to 17-19 from 16-18. - Glaive Thrower damage changed from 39-50 to 36-53. - Eating trees now heals 500 hit points over 30 seconds, up from 200 hit points over 10 seconds. Neutral Buildings, Units and Heroes - Beastmaster Strength reduced to 22 from 25, and base armor reduced to 2 from 3. - Level-2 hawk hit points reduced to 450 from 625, and level-3 hawk hit points reduced to 650 from 875. - Breath of Fire and Drunken Haze mana costs reduced to 70 from 75. - Naga Sea Witch speed reduced to 300 from 320. - Frost Arrows mana cost is now 10 per shot, up from 7 per shot. - Pit Lord footprint, or collision size, has been reduced to 32 from 48. This means that he takes up less space on the battlefield. - Rain of Fire is now damage capped. This damage cap is invoked when Rain of Fire hits more than 5 targets per wave. - Level-1 Black Arrow no longer has a cooldown, but level-1 Minion damage reduced to 9-10 from 14-15. - Cleave attack splash radius increased to 200 from 150. - Dragonspawn Meddlers have been rebalanced to correctly reflect their food, level and gold cost. They now have 370 hit points, down from 500 hit points, and deal 12-13 damage, down from 21-25 damage. - Mercenary Barbed Arachnathids are now available at the start of the second day, instead of very early in the game. - 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 - Replenishment Potion can now be sold to a shop for 75 gold, down from 200 gold. - Sentry Wards now have 2 charges, down from 3. - Anti-magic Potion duration increased to 15 from 10. - Orb of Fire cost reduced to 300 from 375. - Orb of Venom cost reduced to 325 from 375. - 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. - Staff of Preservation cost reduced to 150 from 200. - Staff of Preservation no longer affects allied units--it now can only affect its owner's units. - Staff of Sanctuary now heals 15 hp/sec, up from 10 hp/sec. 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 "standard/custom" filter menu to ability selection UI. - Added "Hero Attributes - Attack Speed Bonus per Agility Point" field to Gameplay Constants. - Added preference for "Automatically zoom Previewer to fit new models" (Visual tab). - New Gameplay Constants for global "Tech Tree - Dependency Equivalents". - New Gameplay Constants for tier-based Hero experience bonus factors. - New Game Interface fields for many of the game UI strings (Text - General fields). - Maximum unit movement speed increased from 400 to 522. - Minimum unit movement speed decreased from 25 to 1. - Added "Advanced->Reset Fixed Object Heights" option. (Turn off to preserve any fixed object heights [set via ctrl-page up/down] while moving them.) - Object Manager Items tab now includes global item tables. - Increased maximum texture space for tilesets (was 12, now 13). Trigger Editor - "Hero skill" trigger parameter UI now allows selection of all Hero abilities, including custom. - 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". - "Conversion - Convert Externalized String" will now work properly with string concatenation and substrings. - Enabled all save/load game trigger actions for general use (i.e., no longer Blizzard-signed maps only). - Added 'Pawns An Item' unit event (for units selling items back to shops). - Added new functions for working with "multiboards" (new Multiboard function category). - Added various new functions: - Ability Name (string call) - Buff Comparison (condition) - Conversion - Convert String Case (string call) - Destructible - Destructible Name (string call) - Environment - Turn Water Deformation On/Off (action) - Environment - Point Is Blighted (boolean call) - Event Response - Target Point Of Ability Being Cast (point call) - Event Response - Target Unit Of Ability Being Cast (unit call) - Event Response - Target Destructible Of Ability Being Cast (destructible call) - Event Response - Target Item Of Ability Being Cast (item call) - Game - Show/Hide Creep Camps On Minimap (action) - Game - Creep Camp Display Is On (boolean call) - Game - Enable/Disable Minimap Buttons (action) - Item - Set Charges Remaining (action) - Item - Item Charges Remaining (integer call) - Item - Set Custom Value (action) - Item - Custom Value Of Item (integer call) - Item - Item Name (string call) - Player - Leaves Game (event) - Player - Player Score (integer call) - String Length (integer call) - Unit - Set Rally-Point To Point (action) - Unit - Set Rally-Point To Unit (action) - Unit - Set Rally-Point To Destructible (action) - Unit - Rally-Point As Point (point call) - Unit - Rally-Point As Unit (unit call) - Unit - Rally-Point As Destructible (destructible call) - Unit - Remove Specific Buff (action) - Unit - Unit Has Specific Buff (boolean call) - Unit - Level Of Unit (integer call) - Unit - Level Of Ability For Unit (integer call) - Unit - Count Items Carried (integer call) - Unit - Current Order Of Unit (order call) - Added "Height Offset" Camera Field value - Added Map Flag values - Observers on defeat - Use random Heroes - Use random races - Visibility - Hide Terrain - Visibility - Map Explored - Visibility - Always Visible Sound Editor - Added Edit->Find command (works on sound/music list and variable list). Object Editor - Custom Buffs/Effects data (new tab). - 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.). - Ability dialog allows selection of "None" for "Abilities - Default Active Ability" unit field. - New unit fields for tier-based tech tree requirements. - Enabled additional abilities for modification: Devour Cargo, Entangled Gold Mine Ability, Load (Entangled Gold Mine), Poison Sting, Way Gate Ability. - Increased maximum number of workers per gold mine to 32 (was 4). - Morphing abilities now support different unit types per ability level in the game. - Doodad "tinting color" fields now dynamically displayed based on number of variations (and they support Auto Fill Levels command). - Added various new fields: - Art - Selection Size - Editor (items) - Art - Animation Names (abilities) - Art - Lightning Effects (abilities) - Data - Uprooted Defense Type ("root" abilities) - Stats - Hero - Hide Hero Interface Icon (Hero units) - Stats - Hero - Hide Hero Minimap Display (Hero units) Import Manager - New command for importing all files within a directory (File->Import Files). - New command for exporting all files at once (File->Export All Files). WORLD EDITOR FIXES General - Item Tables dialog is accessible from Unit Properties dialog (ROC only). - 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. - Crash when resizing column in Gameplay Constants/Game Interface dialogs too far to the right. - Excessive performance loss when units and start locations overlap. - Doodad "fixed height" status is not preserved across undo operations. - Setting "Berserker Upgrade" or "Barrage" to researched in Upgrade Properties disables the corresponding units. - 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. - Added names for all "unknown" abilities. - Using lumber upkeep (via Gameplay Constants) can cause the game to crash on the scorescreen. Trigger Editor - Unit event "Uses an item" does not fire for items with unlimited charges. - Action "Player Group - Set Alliance" ignores the player groups and sets the alliance for all players. - Attempting to enable a trigger does not properly validate that the trigger script compiles. - Action "Game - Show/Hide Custom Campaign Button" fails if game has been loaded from a saved game. - Action "Skip Remaining Actions" can cause compile errors if used as a parameter to another function. - "Event Response - Casting Unit" and "Target Point Of Issued Order" become reset after a "Wait" action. - Invalid sub-functions are not disabled when pasting triggers. - 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. - "Edit->Category Is Comment" toggle is not undoable. - "Game Cache - Cache Value Exists" fails on Integer value types. - 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. - Unit-Targeted Order for Drunken Haze uses invalid order string "st.rongdrink" (should be "drunkenhaze"). - Map Flag value "Observer chat" is obsolete and causes compile errors. Sound Editor - There is no way to remove imported sounds (TFT can use Import Manager). Object Editor - Default values for ability levels beyond four are not loaded properly in game. - Custom "Required Animation Names" values do not display properly in the editor (works in game). - Character limit on extended tooltip fields too small (was 300, now 1024). - Custom values of "Techtree - Requirements - Levels" field are not loaded properly in game. - Maximum value for some ability duration fields is too small (was 300, now 3600). - Ability "data" fields do not show up for custom versions of some abilities. - Black Arrow data fields list "Damage Bonus" twice. One should be "Summoned Unit Duration." - Unit/item tooltips referencing custom abilities will display as zero in game. - Hotkey field not allowed to be empty. - Changing an object "category" does not automatically refresh the field list, if necessary. - Maximum value for ability "Stats - Required Level" and "Stats - Level Skip Requirement" is too small (10). - Upgrade "Techtree - Requirements" fields are not loaded properly beyond level 1 in game. - Upgrade effect "Ability Level Bonus" does not recognize custom abilities in game. - Upgrade effect "Ability Level Bonus" does not apply multiple levels to units created after researching. - "Stats - Build Time" values less than 8 cause Heroes to be unable to revive. - Extra "data" fields appear for certain Orb abilities. - "Stats - Levels" field does not appear for non-Hero abilities (where it can be valid in some cases). - "Stats - Casting Time" and "Stats - Mana Cost" fields do not appear for item abilities (can be valid). - Three upgrade effects are missing appropriate data and UI: 'rtma', 'rart', 'rauv'. - Setting Ability or Upgrade race to "Critter" or "Commoner" can crash the editor. - Excessive load times for abilities or upgrades with many levels (noticeably improved). - Improper truncation of ability name displayed with commas. - Using 10 Mirror Images will crash the game (max should be 9). - Values cannot be set to original default values if the campaign value is different. - Custom doodads/destructibles can be chosen as the base object for a new custom object (leads to crash). - Object tabs do not always refresh properly after importing "all" object data file. - Minimum value for Brilliance Aura "Data - Mana Regeneration Increase" is too small (was 1, now 0). - Maximum value is too small for various ability data fields that can optionally be used as percentages. - Buildings with no pathing map crash the game. - Custom abilities based on Locust Swarm do not recognize the "Sound - Effect Sound (Looping)" field. - Unit field "Abilities - Default Active Ability" does not work with custom abilities. - Abilities "Essence of Blight" and "Spirit Touch" should not have mana and hp related "Data" fields, respectively. - "Replenish" and related abilities have a "Stats - Casting Time" field that should read "Data - Maximum Units Affected". - "Parasite" and related abilities have a "Stats - Casting Time" field that should read "Data - Summoned Unit Duration". - Abilities "Defend" and "Magic Defense" do not apply modifiers properly if additional levels are learned while they are active. - Abilities may display the "editor suffix" corresponding to a different ability. - 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. Campaign Editor - Custom campaign objects are not listed in dialogs in the rest of the Campaign Editor. - Custom campaign abilities display every possible "Data" field. - User-selected variable difficulty level does not take effect in the game. AI Editor - Food limit displays as 90, even though 100 (or more) is possible. - Reloading an already open AI data file does not revert the current data. NOTES: Replays are incompatible between major game revisions (1.12 replays cannot be viewed with the 1.13 version of Warcraft III). Custom save games will not load from version 1.12. -------------------------------------------------------------------------- - PATCH 1.12 -------------------------------------------------------------------------- MISCELLANEOUS FIXES - Cinematic sequences that were not playing within certain foreign language versions have been fixed. - Fixed problem that enabled you to save games that could not be loaded. - Fixed problem that enabled you to create a replay that could not be properly played back. MAP FIXES - Rune of Rebirth has been removed from maps (6)GnollWood and (4)Floodplains1v1. - Gold mine positioning has been rebalanced and the starting location tree placement has been improved for the map (2)TwoRivers. - A Golem has been added to each of the Mercenary Camps within the map (4)Twisted Meadows. - Destructible rocks have been added to the upper and lower gold mine areas in (4)Avalanche. CREEP FIXES - The creep version of Inner Fire has had its mana cost increased from 35 to 75. - The creep version of Raise Dead has had its cooldown increased from 5 to 12 seconds. - The creep version of Purge no longer stuns units. - The creep version of Abolish Magic has had its mana cost increased from 50 to 75. UNDEAD CHANGES - Within the Tomb of Relics maximum stock for the Rod of Necromancy has been reduced from 2 to 1. HUMAN CHANGES - Aerial Shackles damage has been increased from 20 points per second to 30 per second. - The gold cost for a Dragonhawk Rider has been reduced from 235/40 to 200/30. - Arcane Towers now deal Piercing damage, and have had their range increased from 700 to 800. - Animal War Training upgrade cost has been reduced from 150/250 to 125/175. - Long Rifles Upgrade now requires a Keep instead of a Workshop. NIGHT ELF CHANGES - Spirits of Vengeance (which are summoned by the Avatar of Vengeance) have had their damage increased from 14-18 to 17-21. ORC CHANGES - You no longer need a Fortress as a prerequisite to build Batriders. - Wind Rider hit points have been reduced from 600 to 570. - Burrow armor has been increased from 2 to 5 and damage has been reduced from 1d8+33 to 1d5+22 CLASSIC CHANGES - 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. NOTES: Replays are incompatible between major game revisions (1.11 replays cannot be viewed with the 1.12 version of Warcraft III). Custom save games will not load from version 1.11. -------------------------------------------------------------------------- - PATCH 1.11 -------------------------------------------------------------------------- FIXES - Classic 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. - Fixed a number of text strings within our localized versions. - Fixed a number of hotkeys within our localized versions. -------------------------------------------------------------------------- - PATCH 1.10 -------------------------------------------------------------------------- THE FROZEN THRONE SPECIFICS FEATURE INFORMATION - Further information regarding modifying hotkeys can be found in your Warcraft III installation directory. MAPS - Numerous maps have had minor improvements made to them. BALANCE CHANGES Human - Lumber Mill cost reduced to 120 from 145. - Lumber upgrade now gives +10 lumber capacity per level of the upgrade, up from +5 lumber capacity per level of the upgrade. - Human masonry upgrade cost reduced to 100/25, 125/50 and 150/75 from 100/100, 125/175, 175/250. - Guard Towers and Arcane Towers now cost 70/50 to upgrade, down from 80/60. - Mortar Teams now have a limitless supply of flares. However, a particular Mortar Team can only use a flare once per 2 minutes. - Flying Machine damage versus air increased to 12-13 from 7-8. - Gryphon Aviary cost changed to 140/150 from 120/240. - Gryphon Aviaries now require a Keep instead of a Castle. However, both the Cloud upgrade and Gryphon Riders require a Castle to access. - Dragonhawk Riders are now correctly a level 3 unit instead of a level 5 unit. This only impacts the experience gained when they are killed. - Dragonhawk Rider build time reduced to 30 from 45. - Spell Breaker hit points reduced to 600 from 650. - Spell Breaker armor type changed to Medium. - Mana cost of Spell Steal increased to 75. - Scroll of Regeneration now heals 225 hit points over its 45 second duration, up from 150 hit points. - Thunder Clap damage reduced to 60/100/140 from 70/110/150. - Orb of Fire cost reduced to 375 from 400 and splash radius increased to 140 from 125. - Priest heal effect increased to 25 hit points per cast, up from 20; Priest heal mana cost increased to 5 from 4. - Sorceress damage increased to 10-12 from 8-10. - Powerbuild has been improved. Each additional Peasant contributes 60% of the speed of the first, up from 50%. Undead - Crypt Fiend damage reduced from 28-33 to 26-31. - Burrowed Crypt Fiends now heal 5 hp/sec down from 10 hp/sec. - Ghoul hit points upgraded to 340 from 330. - Orb of Corruption cost was reduced to 375 from 400, and its armor decrease has gone to 5 from 4. - Rod of Necromancy cooldown increased from 15 to 22. - 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. - Impale area of effect width reduced to 250 from 300. - Gargoyles now require Halls of the Dead instead of Black Citadel. - Obsidian Statue Spirit Touch now replenishes 4 mana per casting, down from 5. - Obsidian Statue Aura of Blight effect reduced to 10 hp/sec from 12 hp/sec. - Boneyard cost changed to 175/200 from 125/250. - Halls of the Dead and Black Citadel deal one quarter as much damage as previously, but now possess a frost attack similar to that of Nerubian Towers. - Nerubian Tower damage reduced to 1d2 + 8 from 1d2 + 10. - The Tomb of Relics now sells Dust of Appearance, but no longer sells Lesser Clarity Potions. - Devour Magic now heals 50 hit points per spell devoured, up from 25, and restores 75 mana, up from 50. - Destroyer damage reduced to 19-21 from 21-24. - Frost Wyrm damage increased to 93-115 from 85-105. Orc - Demolisher damage reduced from 82-102 to 76-94. - Kodo Beasts are now Unarmored. - Raiders now have a base armor of 1, up from 0. - Ensnare duration increased to 15 from 12, and range increased to 500 from 400. - Shockwave area of effect width reduced to 250 from 300. - Chain Lightning base damage reduced to 85/125/180 from 100/140/180. - Feral Spirit mana cost reduced to 75 from 100 and cooldown increased to 25 from 15. - 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. - Purge has been improved. It no longer slows friendly units when used on them, and it causes enemies to stop for a brief moment when first cast (in addition to slowing them later). - Wind Riders no longer require a Fortress to be built. - Wind Rider damage reduced to 36-44 from 39-47. - Wind Rider poison now deals 4 damage a second, up from 3.3 damage a second. - Wind Rider speed reduced to 320 from 350. - Tauren Totem cost changed to 135/155 from 90/200. - Orb of Lightning cost reduced to 375 from 400. - The Voodoo Lounge now sells Lesser Clarity Potions, but no longer sells Dust of Appearance. - Spirit Link mana cost reduced to 75 from 100. - Mirror Image cost reduced to 125 from 150. - Blademaster's base Agility increased to 24 from 23. Night Elf - Entangle duration versus Heroes reduced to 3/4/5 from 3/5/7. - Fan of Knives maximum damage reduced to 300/625/950 from 350/675/950, and damage per target reduced to 75/120/180 from 90/135/180. - Chimaera splash increments reduced by 50 for quarter, 25 for half. This effectively means that Chimaeras will do less splash damage than previously. - Mana Flare has had a bug fixed that was preventing multiple Mana Flares from attacking multiple targets at the same time. As a result, Mana Flare has been rebalanced, and deals up to 90 damage to targets in a 250 area when a unit casts a spell, down from 125 damage. - Archer hit points reduced to 240 from 310. - Archers now have a new passive ability, Elune's Grace. This ability grants them 35% damage reduction against Piercing attacks, and 20% damage reduction against spells. - Hippogryph Rider hit points decreased to 765 from 835 and armor increased to 1 from 0. - Dryad damage increased from 15-17 to 16-18. - Mountain Giant base armor increased to 4 from 0 and hit points increased to 1600 from 1400. - Hardened Skin upgrade cost reduced to 100/175 from 100/250, and damage reduction reduced to 12 from 15. - Chimaera Roost cost changed to 140/190 from 100/230. - Orb of Venom cost reduced to 375 from 400 and poison damage/sec increased to 7 from 6. Neutral Buildings, Units, and Heroes - Forked Lightning damage reduced to 85/160/250 from 100/175/250. - Tornado now deals 7 damage a second to buildings in its general vicinity (down from 10) and 50 damage to buildings it is over (down from 80), and it now costs 250 mana to cast, up from 150. - Silence area of effect increased from 150/250/350 to 200/275/350. - Mercenaries cost 25% more gold than previously. - Mud Golem availability delayed to second day. - Summoned Doom Guard hit points increased to 1600 from 1350. - Howl of Terror % damage reduction increased by 5% at all levels. - Zeppelin hit points increased to 575 from 500. - Forest Troll Shadow Priests have had their starting availability delayed by 60 seconds to 120 seconds. - The Beastmaster now has a smaller collision size: 32 down from 48. This means that he takes up less space on the ground. Items - Scroll of Restoration is now a level 5 item instead of a level 6 item. Other - Town Portal now takes 5 seconds to activate, up from 3. - Units killed in a transport will "spill out" over a wider area. This means that surrounding a webbed transport and killing it will generally not kill the passengers. - Tavern instant revive costs three times more lumber than previously. - Heroes revived at the Tavern now are brought back to life with 0 mana and 50% health. - Tier 3 town halls all cost 20 lumber and 20 gold less. - At tiers 2 and 3, a player who owns only one Hero (dead Heroes count) will gain bonus experience. This bonus is 10% at tier 2, and 20% at tier 3. This affects all experience gain--both from killing creeps and enemy units. REIGN OF CHAOS SPECIFICS 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 Aura now gives 1.5/3/4.5 armor per level. - 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. - Thunder Clap damage reduced to 60/100/140 from 70/110/150. - Gyrocopter damage increased to 27-32 from 25-30. 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. 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. - 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 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. NOTES: Replays are incompatible between major game revisions. (1.07 replays cannot be viewed with the 1.10 version of Warcraft III.) Custom save games will not load from version 1.07. -------------------------------------------------------------------------- - PATCH 1.06 -------------------------------------------------------------------------- BALANCE CHANGES Improved Counterability Unarmored Light Medium Heavy Fortified Hero Normal 100% 150% 100% 100% 50% 100% Piercing 150% 75% 100% 150% 35% 50% Siege 150% 50% 100% 100% 150% 50% Magic 75% 100% 200% 100% 50% 50% Hero 100% 100% 100% 100% 50% 100% You can find further information related to armor and damage types on our web site at http://www.battle.net/war3/basics/armorandweapontypes.shtml 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%. 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. 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. ***************************************************************************** 14.- Frequently Asked Questions. 14.1.- Which is the best race/unit/hero? 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 ). If I had to take a guess, I suppose the Orcs have been on the losing end since the Tower Rush was fixed, but it could be a bit biased as I rarely use them. I'm a huge Undead fan and I'm also skilled in TFT with the Night Elves, though my friends would say it's because of an unhealthy obsession with the Warden. That said, there are a number of units that can be considered "The best", though it's argueable anyway. It's generally agreed that the Huntress and the Crypt Fiends are the best units for their race, power and cost considered, given the Huntress frightenly effectivity at large numbers and the Crypt Fiends large ammount of HP and great damage output. And that it's probably because of the powerful sinergy with the Priestess of the moon and the Death Knight. For Humans and Orcs, it gets a lot more difficult, as their *best* units aren't even *fighting* units. The Sorceress and the Shaman rank amongst their best critters, even if they aren't as widely used as the Huntress and Crypt Fiends: Those are simply way too efficient. Between them, that's just a matter of personal taste. I'd go with the Crypt Fiends because paired with the Death Knight they are simply superior (at least in my opinion), though in paper the Huntress seem more effective. Of course, no cost involved (or, actually, no *means to get the unit* involved) both the Doom Guard and the Naga Royal Guard are fighting for that title. Both units are ridiculously overpowered, are as strong as heroes, have the same ammount of abilities and *chaos* damage. But of course they aren't in, because they can't be actually built. (You *can* get Doom Guards with a Pit Lord, but, as a matter of facts, I haven't used the Pit Lord in at least a year). Between them, I think the Royal Guard wins, but it's a close match. As for heroes, it's a lot more difficult because only a few heroes can be considered underpowered, while no longer any hero seems to be overpowered anymore. For each race, I'll be listing my current guesses: HUMAN: Archmage (which has been the elite hero since the game *came out*, though some might argue that the Hero Killing Machine Mountain King it's a lot more difficult to counter.) ORCS: Far Seer (Ditto with above, though most people have switched to the Shadow Hunter and use a similar strategy to the Crypt Fiend + Death Knight Combo.) UNDEAD: Death Knight (This one took a little time to actually be hit upon, as most people favored the Dreadlord due to Sleep and Inferno. It's curious, however, that the weakening of the Demon Hunter - since the Dreadlord hasn't been touched ever - was the rise of the DK as a favorite, which would lead to believe that the DH was actually keeping the DK in check. Given that Mana Burn level three did 300 HP damage with burning 300 MP, no matter how short the range was, the DK low mana pool was always in danger, though I don't know exactly if the imbalance was in fact due to the heroes or because of the armies in general.) NIGHT ELVES: Theoretically, the Demon Hunter. (That said, I'd put my money in the Warden and the Keeper of the Grove before. The Demon Hunter's weakening with TFT hasn't been enough to keep him in check - Metamorph it's still an absurdly powerful spell. I'll stand with the Warden. But that might be because I'm obssessed.) NEUTRAL: The Goblin Tinker and the Firelord have been chosen due to their powerful base razing abilities. 14.2.- Are there any new 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.- Don't tell me there isn't a new hidden track like in Beyond the Dark Portal and Broodwars... Yep there is. Check the damn appropiate section. :P 14.5.- The Orcs campaign is broken! Where is the rest? Download Blizzard's latest patch. It will install the rest of the campaign for you. 14.6.- My game doesn't has those cool neutral heroes! Download Blizzard's latest patch. It will install the rest of the heroes for you. Do you even know what the Internet is? 14.7.- Wasn't there a Panda race? No. It was an April's Fool joke by Blizzard. The Pandaren Brewmaster is a playable hero though, but unfortunatey, the rest aren't. 14.8.- 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). Furthermore, there is an RPG module for all of you Role Players, which I haven't been able to try, and a board game, which is very similar to the classic board game RISK, except this one is unbalanced as hell (The Orcs and the Night Elves are ridiculous, particulary the Orcs). 14.9.- Can you control the Burning Legion / Terrans / Zerg? No. 14.10.- What maps do you recommend? Well, Defense of the Ancients is always a good start. The latest version (At the time of writing) is Allstars 6.27b, which still has a lot of balance problems (on my playgroup, we've solved it through banning the Bone Fletcher and the Sniper, and a couple others, but those two are the more unbalancing) but at least God is removed (well, in the game). Lucifer's still in (in the game too). Skibi Castle TD is, very likely, the best TD map ever made. With lots of minigames, and lots of variety, it's, in my opinion, an essential map. Footmen Frenzy it's another great map, though some think a lot more of it than myself (Then again, it might be because I always lose, and I hate to have to save a lot of money to actually make my Lich worthy of anything). Finally, Eye of the Apocalypse it's another wonderful map, though it's very heavy on the CPU, and it's very difficult to learn to play. I love it, but it's left a bittersweet taste in my mouth, perhaps with more people it's much better. (Playing against the AI it's beyond frustrating) 14.11.- How do I get better? Well, you could start by watching some replays (replayers.com has a lot of them and pretty good ones though!), and playing a lot. Seriously, Warcraft III is by far one of the most complicated RTS games out there. Or you could go cheap and follow one of the trends of the moment. 14.12.- Trends? What are the current trends? Common strategies nowadays: Orcs: Go Blademaster first, Shadowhunter, then Raiders, Spirit Walkers and Kodos. Humans: Archmage, Mountain King, Sorceress, Priests, Mortar Teams, then a Paladin and a couple Knights. Works wonders as any of your units will only rarely die. Undead: Uh... Gargoyles. And Destroyers. The undead are currently the most dominating race, and, while I love it, I can't really understand why, except that having four nuking heroes might have something to do with it. Night Elves: Night elves are the most varied out there. Save for the Druids of the talon and the Demon Hunter, you can go all the way for dryads, Druids of the Claw, Archers, Huntress, Faerie Dragons, and even mounted Hyppogryphs. Really, I saw a replay where a guy dominated the whole game with *Mounted Hyppogryphs*. Incredible, but true. And to add to the zaniness, he used a Warden first and the Demon Hunter second. Go figure. Important to note, save the always praised power of the Demon Hunter and the fun packed Warden, the NE lack a secondary hero, which most players have solved via the Pandaren Brewmaster. That said, unlike, say, STARCRAFT, Warcraft III's strategy has shifted from the mass-the-hell-up-and-rush to a more complicated style of keeping units alive and using fewer but more effective units. The most elegant is without a doubt the humans' play style, but the Orcish Horde well played is extremely impressive. As for the Undead, well, I still don't understand, but Gargoyles and Destroyers are incredibly dominating. Of course, the gargoyles are the best anti-air unit, and the Destroyer's damage output is ridiculous. And the four heroes are nukers :S. Another replay I saw, a guy managed to time a Crypt Lord's Spike to stun the opponent's whole army, and then proceded to kill the Demon Hunter, leaving the army hopeless against continuous Frost Novas and a horde of Gargoyles. As for the Night Elves, I recommend just adapting to the circunstances. I ussually go for the Huntress-Archers duo until I can shift to DotT and Dryads, using the Warden, but I'm weird: I use the Mountain King for the Humans... though that's a frustration against Demon Hunter Harrassing. Don't mind me. ***************************************************************************** 15.- Hotkeys. 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 <UNDER CONSTRUCTION, MISSING HOTKEYS EXCLUSIVE FOR THE FROZEN THRONE> ***************************************************************************** 16.- Credits. - 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. - Disturbed. Their new album is the r0xx0r5. And Queens of Stone Age. - To my dear girlfriend Maga... for giving me all a man can need (love and coffee!) Too bad you don't buy me cigarretes, though that is arguably a good thing. I can always ask your for your parent's. And that's it!!! [1] Yana was a rather notorious user on the old Use Your Fist Not Your Mouth Marilyn Manson BBS. You don't really need to know who she is, just that she was a very nice though slightly psychotical girl whom I appreciated a lot. That comment is just an old inside joke. ***************************************************************************** 17.- Legal Stuff. 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. Copyright 2006 By Lord Zero (dskzero@yahoo.com). The last version can always be found in gamefaqs.com. __ / \ \||/ ______ ______ |||| <_____ \ <_____ \ |||| ____ __________________________\ \______\ \__||||______ / \ \ / © Lord Zero (dskzero@yahoo.com) / |||| / / /| \ /\ < --------------------------------< ||||/ / / | < @ \__________________________ ______ \_||||_/_/__| / \/ _____/ / _____/ / |||| \_/__/ <______/ <______/ |||| |||| /||\ \__/ The last version can always be found in gamefaqs.com. "- TREVOR, YOU ARE OUT OF CONTROL. - AEON, I AM THE CONTROL." "I BRING PANDAMONIUM!!!"