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< Warcraft: Orcs & Humans
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These are the Warcraft 1: Orcs and Humans units for Humans. The units are listed from starting units onwards.

Peasant

Cost: 400 Gold

Attacks/Magic? No, No

Requirements: Great Hall

Peasants are the builders and workers of the society. They harvest wood and gold, build simple farms, and also build advanced structures like the Stable. However, they are defenseless, making them run when attacked by the orcs.

Footman

Cost: 400 Gold

Attacks/Magic? Yes, No

Requirements: Barracks

Footman are the most basic soldiers that serves the King. They carry a sword and a shield, covered in armor, but move slow.

Archer

Cost: 450 Gold, 50 Lumber

Attacks/Magic? Yes, No

Requirements: Barracks, Lumber Mill

Archers are ranged units, firing their crossbows at the orcs. However, they are weak in armor, making them fast but vulnerable to close combat units.

Cleric

Cost: 700 Gold

Attacks/Magic? Yes, Yes

Requirements: Church

Clerics are the healers/protectors of Azeroth, healing and casting spells to heal and protect the army. They can heal, see farther, and make the user's units invisible, only to be weak because of lack of armor.

Knight

Cost: 850 Gold

Attacks/Magic? Yes, No

Requirements: Barracks, Stable, Blacksmith

Knights are the fast, mounted riders of the King's army. They ride, swift and deadly, placing fear to the orcs.

Catapult

Cost: 900 Gold, 200 Lumber

Attacks/Magic? Yes, No

Requirements: Lumber Mill, Barracks, Blacksmith

Catapults are the machines of the army, hurling fireballs of death at the enemies. They do splash damage, destroying all, human or orc, into annihilation.

Conjurers

Cost: 900 Gold

Attacks/Magic? Yes, Yes

Requirements: Tower

Conjurers are the wizards of the society, casting spells for the King. They can summon creatures to their will, cast fiery storms, and wield deadly spells.