Warcraft III: Reign of Chaos/Undead units: Difference between revisions

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{{subpage|by race}}
{{subpage|by race}}
{{Header Nav|game=Warcraft III: Reign of Chaos}}
{{Header Nav|game=Warcraft III: Reign of Chaos}}
==Human==
The Human Alliance consists of Humans, Elves, and Dwarves.  They are considered to be the most versatile army in Warcraft III, with good ground and air units, powerful spellcasters, and good siege capabilities.
===Heroes===
Heroes are built and revived from the Altar of Kings.  They are powerful units with powerful special abilities that improve as the gain experience.  They are resistant to forms of ranged attacks, although melee attackers might not fare as well because of the heroes' special abilities.
*'''Archmage''': A spellcasting hero.  Can attack land and air units.
**'''Blizzard''': Calls down a small blizzard to damage all units in an area of effect.  The blizzard inflicts damage across multiple waves.
**'''Summon Water Elemental''': Summons a water elemental to fight for you.  It can attack land and air units.
**'''Brilliance Aura''': (Passive) An aura that increases mana regeneration for the Archmage and nearby friendly units.
**'''Mass Teleport''': (Ultimate) Teleports the Archmage and nearby troops to the location of a friendly ground unit.
*'''Mountain King''': A Dwarven melee fighter.  Can attack land units.
**'''Storm Bolt''': Hurls a hammer at a target enemy unit, dealing great damage and stunning it.
**'''Thunder Clap''': Slams the ground, damaging enemy units around the Mountain King.
**'''Bash''': (Passive)  Gives a small chance to inflict extra damage and stun an enemy unit when making normal melee attacks.
**'''Avatar''': (Ultimate)  Turns the Mountain King into a giant, increasing his attack, armor, and hit points, and making him immune to all spells.
*'''Paladin''': A defensive hero.  Can attack land units.
**'''Holy Light''': Heals a target friendly unit or damages an enemy undead unit.
**'''Divine Shield''': Temporarily makes the Paladin invulnerable.
**'''Devotion Aura''': (Passive)  Gives an armor bonus to all nearby friendly units within range.
**'''Resurrection''': (Ultimate)  Revives up to 6 friendly units.  When there are more than 6 corpses, it will resurrect the 6 strongest.
===Units===
*'''Peasant''': Constructs buildings and harvests resources.  Can repair damaged buildings and mechanical units, and change into Miltia at the Town Hall.
*'''Militia''': Created from Peasants when the Call to Arms bell is rung at the Town Hall.  Cannot gather resources or build, but has a better melee attack.  They automatically revert to peasants after some time, or can be sent back to work. 
*'''Footman''': A melee fighter that can attack other land units.
**'''Defend''': Raises shield to protect from piercing damage, but decreases the Footman's speed.
*'''Rifleman''': A Dwarven gunner that can attack land and air units.
**'''Long Rifles''': Permanently increases the range of the Rifleman.
*'''Knight''': A fast and powerful and powerful land unit that can attack other land units.
**'''Animal War Training''': Permanently increases hit points.
*'''Priest''': An Elven spellcaster that masters in healing and buffing.  Can attack land and air units.  Starts with heal and can learn the other spells through upgrades.
**'''Heal''': (Autocast capable)  Restores a small amount of health to one friendly unit.
**'''Dispel Magic''':  Eliminates all spells on units within an area of effect.  Also damages summoned units.
**'''Inner Fire''': (Autocast capable)  Improves the attack and defense of a target friendly unit.
*'''Sorceress''': A powerful spellcaster.  Can attack land and air units with a basic ranged attack.  Starts with slow and can learn the other spells through upgrades.
**'''Slow''': (Autocast capable)  Reduces the attack and movement speed of a target enemy unit.
**'''Invisibility''': Turns a target friendly unit invisible for a short period of time.  Invisibility ends if the unit attacks or casts a spell.
**'''Polymorph''': Turns an enemy unit into a sheep.  The unit retains its hit points, but loses all attacks and spells.  Can only walk around and "Baa" helplessly.
*'''Gyrocopter''': A mechanical flying machine.  Can initially only attack air units, but can gain an upgrade to attack land units as well.
**'''Gyrocopter Bombs''': Gives the Gyrocopter the ability to attack land units.
**'''True Sight''': (Passive)  An innate ability that allows the 'copter to see invisible units.
*'''Mortar Team''': A slow land siege unit.  Can attack land units, buildings, and trees.  Cannot attack enemies that are too close.  It is the only organic siege unit, which can be buffed, healed, etc.
**'''Flare''': Temporarily reveals a portion of the map of your choosing.
*'''Steam Tank''': A slow machine with a fortified hull and a powerful attack against buildings.  Cannot attack other units.
*'''Gryphon Rider''': An air unit that can attack both land and air units.
**'''Animal War Training''': Permanently increases hit points.
**'''Storm Hammers''': Gives the hammers the Gryphon Riders throw the ability to strike through initial ground targets and damage units behind them.
*'''Water Elemental''': Summoned by the Archmage.  Becomes stronger as the "Summon Water Elemental" spell is upgraded.
===Buildings===
*'''Town Hall''':  The center of the Human settlement.  Peasants are created here, and where they drop off gold and lumber.
**'''Call to Arms''': Converts all of your Peasants into the more powerful Militia for a temporary amount of time.
*'''Keep''': Upgraded form of Town Hall.  Enables further upgrades and is harder to destroy.
*'''Castle''': Upgraded from of Keep, and the final base upgrade.  Enables highest upgrades and units, as well as being even harder to destroy.
*'''Farm''': The food creating building of the humans.  Doesn't provide as much food as other races' food-buildings do, but is smaller, cheaper, and quicker to make.
*'''Barracks''': Where you train Footmen, Riflemen, and Knights.  Also where you research the Defend, Long Rifles, and Animal War Training upgrades.
*'''Blacksmith''': Houses attack and defense upgrades for most melee and ranged units.  (Not spellcasters, however.)  Required to build Riflemen at the Barracks.
*'''Lumber Mill''': An alternative drop site for lumber.  Houses upgrades for lumber harvesting and building defense.
*'''Scout Tower''': No attack, but provide extra vision range.  An upgrade is available at the Arcane Sanctum to allow detecting invisible units.
*'''Guard Tower''': Upgraded from of Scout Tower.  Capable of attacking land and air units.  As with all upgraded versions of the scout tower, it has a slightly reduced vision radius at night.
*'''Cannon Tower''': An alternative to the Guard Tower.  Can only attack ground units and has a slower attack, but is more powerful.
*'''Workshop''': Builds Gyrocopters, Mortar Teams, and Steam Tanks.  Houses upgrades for said units.
*'''Arcane Sanctum''': Priests and Sorceresses are trained and upgraded here.  Also houses an upgrade that allows your towers to see invisible units.
*'''Gryphon Aviary''': Where Gryphon Riders and their upgrade, Storm Hammers, are made.
*'''Altar of Kings''': Creates and revives Heroes.
==Undead==
*'''Death Knight''': A mobile hero. Can attack land units.  
*'''Death Knight''': A mobile hero. Can attack land units.  
**''Death Coil'': Heals a target undead friendly unit or damages a living enemy unit.  
**''Death Coil'': Heals a target undead friendly unit or damages a living enemy unit.  
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