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Warcraft III: Reign of Chaos
In-Depth Human Unit FAQ v1.3
[email protected]
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I. Introduction
II. About the Humans
Human Strategies
III. Human Heroes
Archmage
Mountain King
Paladin
IV. Human Units
Peasant
Peasant Militia
Footman
Rifleman
Knight
Priest
Sorceress
Gyrocopter
Mortar Team
Steam Tank
Gryphon Rider
Water Elemental
V. Human Buildings
Town Hall
Keep
Castle
Farm
Altar of Kings
Barracks
Lumber Mill
Blacksmith
Arcane Sanctum
Workshop
Gryphon Aviary
Scout Tower
Guard Tower
Cannon Tower
VI. Credits
Friday, October 04, 2002 v1.5
Building info is in. I'm sure there is a typo in there somewhere, but I'll
handle that next time. Just about complete here.
Wednesday, August 21, 2002 v1.3
Major overhaul. The section titles have been increased in length, so hopefully
they will be easier to pick out if you scan the entire FAQ. Most every section
has been updated. Took long enough... *cough*
Friday, July 13, 2002 v1.1
I've updated the units section, its readable now! I've also made several
cosmetic changes to the FAQ. I hope its easier to read... if not, well, I'll
fix it in the next update. ;)
Friday, July 12, 2002 v1.0
You have to love that first version smell. Most of the basic FAQ is done, the
heroes section, the units section, and, of course, the credits section. Who
would release a FAQ without the credits section being done? I'll add in the
buildings section with the next update, and probably tweak the information in
the units section.
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** **
** I. Introduction **
** **
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Salutations and welcome, weary traveler, to my humble FAQ. You clicked the
link, so you must know what this FAQ is about. If not, well, its about the
Human race in Warcraft III. This little (and I do mean little!) FAQ is to help
all those new Warcraft III users out there who want to know the true power of
the Humans. You can get all this information in a nice, cozy .txt file. Free of
charge! Shocking, isn't it?
Er, anyways, this is my first FAQ so go easy. I thought it would be best to
start off with something small, an in-depth FAQ, and then work my way up to the
full-blown 500k FAQ/Walkthrough. ;) I wonder how many people actually *read*
these introductions? Something we will perhaps never know... and without
further ado, I present to you the FAQ! *cues dramatic music*
If you have any feedback, suggestions, or something you want to submit, go
ahead and scroll down to the 'Credits' section and email me.
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** **
** II. About the Humans **
** **
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The Humans. Practically every real-time strategy game has this race, and they
are always the "well-balanced" race that doesn't excel in any field. This holds
true to Warcraft III. You can build up ground forces with knights and
spellcasters, or create a hoard of air units, and either tactic can work.
However, the Human's don't have a low learning curve. At first glance the
Human's appear to be a poorly balanced race that, well, sucks. This isn't true
in the slightest.
The Human's have the only auto-cast healing spell that can be brought into
battle, and this can prove to be a major advantage in most battles. It allows
you to micromanage your other units and not have to worry about switching
groups to cast a healing spell. They also have devastating offensive spells,
ranging from area effect blizzards to polymorph. The later can easily render
the toughest of creatures harmless and cute.
Their upgrades are also often overlooked. They can dramatically increase the
hitpoints of all their buildings, including defensive towers, with a few
masonry upgrades. An upgrade to increase the peasant's lumber carrying load is
also available, among other things. Most of these upgrades apply to every
single game, so you don't need to worry about when to upgrade this and when to
upgrade that.
Finally, the Human's base armor is incredibly tough and durable. The knight has
the highest base armor of all the Warcraft III units. While your units are
expensive, you will notice they last far longer in battle then other units. If
you have healing spells, too, things look good for you.
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** III. Human Heroes **
** **
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___________________________________________________
| _______________________________________________ |
| | ______ | Archmage | |
| | / \ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |
| | |Archmage| | |||||||||¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | |
| | | | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | |
| | ¯¯¯¯¯¯¯¯ | Damage: 21-27 Strength: 14 | |
| | Health: 450 | Armor: 3 Agility: 17 | |
| | Mana: 285 | Status: Intelligence: 19 | |
| | | | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Archmage is hands down the best hero of the Human race. His water elemental
is a powerful beast, and with its low cooldown time you can go in to battle and
summon your troops there. His blizzard is deadly against tightly packed groups
of units and can deal moderate damage to clumps of buildings, though you
shouldn't cast it at the later unless you've run out of targets. He attacks
both land and air units with a burst of energy and can learn the following
abilities...
* Blizzard *
Calls down waves of ice, doing area effect damage to both friendly and enemy
units. This spell is especially effective against units when they are clumped
together, but does little damage against buildings.
Level 1: 6 waves at 30 damage per wave
Level 2: 8 waves at 40 damage per wave
Level 3: 10 waves at 50 damage per wave
* Summon Water Elemental *
Summons an elemental from the plane of water to battle for the Archmage. The
water elemental can attack both land and air units, and the Archmage can summon
another elemental as soon as the spell cools down. When used in groups of two
or three, these elementals can do some serious damage to the enemy.
Level 1: 450HP, 21-29 damage
Level 2: 675HP, 31-39 damage
Level 3: 900HP, 41-49 damage
* Brilliance Aura * [Passive]
Increases the mana regeneration of the Archmage and all nearby friendly units.
This spell is a must-have for the Archmage, as it allows you to hurl far more
shards of ice at your enemies and summon more water elementals. Also, nearby
spellcasters will benefit. Your priests will heal more often and sorceress
polymorph more often.
Level 1: Adds 100% mana regeneration
Level 2: Adds 200% mana regeneration
Level 3: Adds 300% mana regeneration
* Mass Teleport * [Ultimate]
Requires level 6 hero to learn. Mass teleport, while often shunned, can easily
turn the tide of battle in your favor. It teleports the Archmage and
twenty-four (24) nearby units to a target friendly. Whether you use this to
jump past an enemy blockade, or teleport your troops back to your base, this
spell is a must have in my book.
Level 1: Teleports 24 nearby units to target friendly
___________________________________________________
| _______________________________________________ |
| | ______ | Mountain King | |
| | / \ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |
| | |M. King | | |||||||||||||¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | |
| | | | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | |
| | ¯¯¯¯¯¯¯¯ | Damage: 26-36 Strength: 24 | |
| | Health: 700 | Armor: 2 Agility: 11 | |
| | Mana: 225 | Status: [][] Intelligence: 15 | |
| | | | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The melee hero of the Human's, the Mountain King is a versatile fighter with
many offensive abilities. His thunder clap can stun an entire group enemies and
give your troops precious time to attack, while his storm bolt is an excellent
ability against heroes and top tier units. He can learn the following
abilities...
* Storm Bolt *
Hurls a hammer at one enemy unit, causing damage and a temporary stun effect.
Very effective for putting a powerful enemy unit out of commission for a short
period of time, enough to destroy it hopefully.
Level 1: 100 damage, 5 second stun effect
Level 2: 200 damage, 7 second stun effect
Level 3: 300 damage, 9 second stun effect
* Thunder Clap *
The Mountain King slams the ground below, dealing minor damage and causing a
stun effect to all nearby non-flying enemy units. Effective for killing off a
group of already weakened enemy units, this spell can also be used to stun
enemies and give your group time to deal the killing blow, or flee.
Level 1: 70 damage, -25% movement speed, -25% attack rate
Level 2: 110 damage, -50% movement speed, -50% attack rate
Level 3: 150 damage, -70% movement speed, -70% attack rate
* Bash * [Passive]
Gives the Mountain King a change to deal extra damage and cause a stun effect
for a short period of time. A passive spell that is a must-have if your hero is
going to be on the front lines all the time, which, being a Mountain King,
should be.
Level 1: 15% chance to deal 25 damage and stun for 2 seconds
Level 2: 25% chance to deal 25 damage and stun for 2 seconds
Level 3: 35% chance to deal 25 damage and stun for 2 seconds
* Avatar * [Ultimate]
Requires level 6 hero to learn. This spell transforms the Mountain King into a
killing-machine, giving him a 500 point boost in HP, improves his armor by 5,
and gives him spell immunity for the duration of the spell. The later is a
serious drawback, because priests will not be able to heal him. Make certain
he's got a potion of healing before using this ability.
Level 1: HP +500, armor +5, spell immunity
___________________________________________________
| _______________________________________________ |
| | ______ | Paladin | |
| | / \ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |
| | |Paladin | | ||||¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | |
| | | | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | |
| | ¯¯¯¯¯¯¯¯ | Damage: 24-34 Strength: 22 | |
| | Health: 650 | Armor: 4 Agility: 13 | |
| | Mana: 255 | Status: [] Intelligence: 17 | |
| | | | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Starting with the highest armor and the ability to heal friendly units, or
damage undead, the Paladin is a great choice for the start of the game. Later,
however, even with his healing abilities, the Paladin isn't as great as the
Archmage of Mountain King. Still, you might prefer him. He can learn the
following abilities...
* Holy Light *
The ultimate creep-killing spell, holy light will heal one friendly unit or do
half damage to one enemy undead unit.
Level 1: Heals 200HP, 100 damage to undead
Level 2: Heals 400HP, 200 damage to undead
Level 3: Heals 600HP, 300 damage to undead
* Divine Shield *
Makes the Paladin temporarily invulnerable.
Level 1: Lasts 10 seconds
Level 2: Lasts 20 seconds
Level 3: Lasts 30 seconds
* Devotation Aura * [Passive]
My favorite spell of the Humans, devotation Aura will give an armor bonus to
all nearby friendly units. Combined with the already high armor of the Human
units, this can turn your units into invincible killing machines.
Level 1: Increases base armor by 1
Level 2: Increases base armor by 2
Level 3: Increases base armor by 3
* Resurrection * [Ultimate]
Requires level 6 hero to learn. Brings back up to six (6) nearby friendly
units. You cannot choose which units get resurrected; you could end up
receiving 6 footmen instead of 6 knights. However, this spell is still quite
useful and can often turn the tide of battle in your favor.
Level 1: Resurrects six (6) nearby friendly units
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** IV. Human Units **
** **
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___________________________________________________
| _______________________________________________ |
| | ______ | Peasant | |
| | / \ | | |
| | |Peasant | | Damage: Slow, Normal, 5-6 | |
| | | | | Armor: Medium/0 Speed: Slow | |
| | ¯¯¯¯¯¯¯¯ | | |
| | Health: 220 | Cost: 90 Gold, 0 Lumber | |
| | Mana: n/a | Food Count: 1 | |
| | | | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*** Repair: Can be set to auto-use. The peasant stops whatever he is doing
currently and proceeds to repair target building or friendly mechanical unit.
However, repairing costs resources every second of use. Don't even think of
setting it to auto-use if you don't have the resources to support it.
Researched from: Researched by default
*** Build: The peasant stops whatever he is currently doing and proceeds to
build whatever structure you selected. You can send multiple peasants to build
one building at once, which is very useful when you want to pump out a building
as soon as possible. However, you will receive a resource drain every second
for each extra peasant working on a building. Once a peasant is done building,
he will just stand there twiddling his thumbs. You have to manually send him
back to the gold mines of trees.
Researched from: Researched by default
*** Call to Arms: Lasts 45 seconds. Once the Call to Arms is announced, the
peasant will drop whatever he is doing and run to the nearest Town Hall to suit
up for battle. The peasant will receive in increase in damage and base armor,
but hit points will remain low. You can alternatively click on the Town Hall
and click Call to Arms to turn all nearby peasants into Militia instead of
clicking on each one individually.
Researched from: Researched by default.
*** Upgrades used: n/a
The peasant is the core of every Human base, used to mine gold from goldmines
or harvest lumber from trees, and build buildings. They can also repair
buildings or mechanical units, which costs resources. They have very poor
damage and armor, but if you want a base you have to have them. If you can't
spare them footmen to guard them its best to build a Guard Tower or two around
the areas they are harvesting. However, they *can* defend themselves. If you
use the "Call to Arms" ability, which you have researched at the start of every
game, all nearby peasants will run to the nearest Town Hall to become Militia.
___________________________________________________
| _______________________________________________ |
| | ______ | Peasant Militia | |
| | / \ | | |
| | |Militia | | Damage: Fast, Normal, 12-13 | |
| | | | | Armor: Medium/4 Speed: Average | |
| | ¯¯¯¯¯¯¯¯ | | |
| | Health: 220 | Cost: 0 Gold, 0 Lumber | |
| | Mana: n/a | Food Count: n/a | |
| | | | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*** Back to Work: Sends the peasant back to the nearest town hall to be
converted back into a regular peasant, and then sends him to work. If you have
stopped the invading enemy units you can use this ability to quickly get back
to work.
Researched from: Researched by default.
*** Upgrades used: Forged Swords, Plating
Normal peasants, suited up for battle, are now ready to defend their base.
After using the Call to Arms ability, this is what you get! They receive a
boost in attack speed, damage, base armor, and movement speed that lasts for 45
seconds. After the 45 seconds expire the militia will turn back into a regular
low-damage peasant. This ability does not cost anything and you can use it over
and over again, though your peasants will still take up the one food they
normally do. Its very important to know and use the Call to Arms ability, as
even a single militia can make a difference in base defense. However, do not
use them in an attack. By the time you make it to the enemy base, their 45
seconds will have been drained, and a regular peasant in an attack isn't very
valuable.
___________________________________________________
| _______________________________________________ |
| | ______ | Footman | |
| | / \ | | |
| | |Footman | | Damage: Fast, Normal, 12-13 | |
| | | | | Armor: Medium/2 Speed: Average | |
| | ¯¯¯¯¯¯¯¯ | | |
| | Health: 420 | Cost: 160 Gold, 0 Lumber | |
| | Mana: n/a | Food Count: 2 | |
| | | | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*** Defend: When used, the footman will raise his shield and reduce all damage
caused by piercing weapons. Incredibly effective against a group of archers or
when attacking a group of guard towers. However, it also reduces the footman
movement speed to slow.
Researched from: Barracks
*** Upgrades used: Forged Swords, Plating
The basic fighting unit of the Human race, the footman is a cheap-to-build and
effective melee unit. Footmen will often be the core of every army, at least
until you get the money to produce Knights. However, because of their weakness
to flying units, footmen are best paired up with riflemen or any kind of unit
that can attack air units. That way, the footmen can handle the ground units,
and the riflemen can handle the air units.
___________________________________________________
| _______________________________________________ |
| | ______ | Rifleman | |
| | / \ | | |
| | |Rifleman| | Damage: Average, Piercing, 18-24| |
| | | | | Armor: Light/0 Speed: Average | |
| | ¯¯¯¯¯¯¯¯ | | |
| | Health: 520 | Cost: 240 Gold, 30 Lumber | |
| | Mana: n/a | Food Count: 3 | |
| | | | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*** Upgrades used: Gunpowder, Leather Armor, Longrifles
A versatile unit that can attack both land and air units, the rifleman is a
must-have in any group that cannot attack air units. They are best paired up
with footmen or knights, because their attack speed and type or attack are not
very effective against ground units. Once you research the longrifle ability,
your riflemen will attack from longer ranges and thus can stay farther away
from the melee battle.
___________________________________________________
| _______________________________________________ |
| | ______ | Knight | |
| | / \ | | |
| | | Knight | | Damage: Fast, Normal, 21-29 | |
| | | | | Armor: Heavy/6 Speed: Fast | |
| | ¯¯¯¯¯¯¯¯ | | |
| | Health: 800 | Cost: 290 Gold, 60 Lumber | |
| | Mana: n/a | Food Count: 4 | |
| | | | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*** Upgrades used: Forged Swords, Plating, Animal War Training
The heavy melee unit, knights are expensive to build and upgrade, but are
well-worth the effort. Extreme damage versus ground units, knights cannot be
stopped when paired up with a group of riflemen or air-attacking unit. If they
are not, knights are easy targets for flying units and a waste of money.
Knights will often replace your footmen later in the game, but because of their
expensive cost you might find a group of knights and footmen to be more
effective. Animal War Training is a must-have upgrade for the knights, giving a
bonus of 150 hitpoints.
___________________________________________________
| _______________________________________________ |
| | ______ | Priest | |
| | / \ | | |
| | | Priest | | Damage: Slow, Piercing, 8-9 | |
| | | | | Armor: Light/0 Speed: Average | |
| | ¯¯¯¯¯¯¯¯ | | |
| | Health: 220 | Cost: 160 Gold, 10 Lumber | |
| | Mana: 200 | Food Count: 2 | |
| | | | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*** Heal: Cost 5MP. Can be set to auto-use. Heal will heal a target friendly
non-mechanical unit for 25 hit points. Seeing as how this is the only ability
to heal your units, priests are a *must-have* in every group. With the heal
spell, and the low cost of 5MP per cast, you units will last a shockingly long
amount of time.
Researched from: Researched by default
*** Dispel Magic: Cost 75MP. When cast, dispel magic will dispel all buffs
from target unit. It will also cause 200 points of damage to a summoned unit,
example being the Archmage's Water Elemental. A great spell to have when facing
a hero, but watch how many times you cast it! You want to have enough MP left
to heal your troops after the battle.
Researched from: Arcane Sanctum (Priest Adept Training)
*** Inner Fire: Cost 25MP. Lasts 60 seconds. Can be set to auto-use. Inner
fire will increase the damage by 10% and base armor by 5 when cast on target
friendly unit. The spell lasts 60 seconds, which will often survive an entire
battle against a group of enemy units. This spell is excellent, but you should
always cast it on your hero first, before casting it on your melee units.
Researched from: Arcane Sanctum (Priest Master Training)
*** Upgrades used: Priest Training
The priest is a supporting spellcasting, doing minimal damage against ground
and flying units, and starts with the amazing heal spell. The priest is an
excellent compliment to any offensive or defensive group. When upgraded with
the Priest Training at the Arcane Sanctum, you will get even more use out of
your priest! Inner Fire is a spectacular ability that no offensive group should
be with out, and dispel magic is a great spell when facing a hero-enhanced
group. Its often a tough choice, choosing from priests or sorceress when your
money is low, so I would suggest getting one or each. You can't argue with the
5MP cost of the auto-use heal spell.
___________________________________________________
| _______________________________________________ |
| | ______ | Sorceress | |
| | / \ | | |
| | | Sorc. | | Damage: Average, Piercing, 11-14| |
| | | | | Armor: Light/0 Speed: Average | |
| | ¯¯¯¯¯¯¯¯ | | |
| | Health: 250 | Cost: 180 Gold, 20 Lumber | |
| | Mana: 200 | Food Count: 2 | |
| | | | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*** Slow: Cost 50MP. Lasts 60 seconds. Can be set to auto-use. When cast on
target enemy unit, slow will reduce their attack speed by 25% and movement
speed by a whopping 60%. Lasting only 60 seconds isn't a problem, as they will
most likely be dead before it wears off. It also prevents the unit from fleeing
back to a fortified location. However, the 50MP cost is shocking and is best
used with the Archmage's Brilliance Aura. If you did not choose the Archmage,
its best to have twice as many Sorceress in your group.
Researched from: Researched by default
*** Invisibility: Cost 50MP. Lasts 120 seconds. When cast, this spell will
render target friendly unit invisible to the normal eye. There are still units
that can see invisible units though, so don't count too heavily on this spell
later in the game. However, the only drawback to this spell is the back that
after you attack, cast a spell, or use an ability the invisibility aura will
fade from the unit and render him visible to all nearby units. Even with this
drawback Invisibility is still a wonderful spell for gathering recon or
sneaking past a barricade.
Researched from: Arcane Sanctum (Sorceress Adept Training)
*** Polymorph: Cost 220MP. Lasts 60 seconds. Cannot be cast on heroes.
Destroys summoned unit. Polymorph will transform target friendly or enemy unit
into a sheep. Yes, a sheep. The unit will still retain their original HP, but
will be unable to attack, casts spells, or use abilities. This is a great spell
against those heavy units later on in the game, but with its HIGH mana cost
don't expect to cast it very often.
Researched from: Arcane Sanctum (Sorceress Master Training)
*** Upgrades used: Sorceress Training
Sorceress, the offensive spellcaster. A good addition to an attacking group,
the Sorceress is best paired up with Archmage and his Brilliance Aura ability,
because you will find yourself going through mana *quickly*. Each of her spells
cast at least 50 MP, and even fully upgraded to her 400MP cap you'll need a way
to restore that mana quickly. Invisibility is a great way to get recon on enemy
specifications, or to launch an assault on a gold mine or forested area. Slow
is basically the opposite of Inner Fire, reducing attack speed and movement
speed of an enemy unit, if you have enough Sorceress in your group this can be
a devastating spell.
___________________________________________________
| _______________________________________________ |
| | ______ | Gyrocopter | |
| | / \ | | |
| | | Gyro. | | Damage: Fast, Piercing, 25-30 | |
| | | | | Armor: Medium/2 Speed: Fast | |
| | ¯¯¯¯¯¯¯¯ | | |
| | Health: 350 | Cost: 220 Gold, 60 Lumber | |
| | Mana: n/a | Food Count: 2 | |
| | | | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*** True Sight: Passive. True Sight will reveal all nearby invisible units,
and since its researched by default it makes it a great defense when you are
fighting enemy Human units.
Researched from: Researched by default
*** Gyrocopter Bomb: Passive. Gyrocopter Bomb allows the Gyrocopter to attack
ground units. Don't be fooled; this may sound useful, but it really isn't. You
can use the Gyrocopter to fly above trees and attack a resource line, but by
the time you actually kill an enemy unit, a force of air-attacking units will
descent upon you. There is one plus to this ability, however, and that would be
attacking melee creeps.
Researched from: Workshop
*** Upgrades used: Gunpowder, Leather Armor, Gyrocopter Bomb
The Gyrocopter is an excellent scout with its high speed and ability to fly,
but can only attack air units when first built. However, once you upgrade the
Gyrocopter with the Gyrocopter Bombs ability, you can attack both ground and
air units. A excellent defensive unit, too, when paired up with Scout Towers.
No air units will ever get through.
___________________________________________________
| _______________________________________________ |
| | ______ | Mortar Team | |
| | / \ | | |
| | | Mortar | | Damage: Very Slow, Siege, 52-64 | |
| | | | | Armor: Medium/0 Speed: Slow | |
| | ¯¯¯¯¯¯¯¯ | | |
| | Health: 360 | Cost: 210 Gold, 70 Lumber | |
| | Mana: n/a | Food Count: 3 | |
| | | | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*** Flare: Launches a flare that reveals invisible units to a target area on
the map, perfect for spotting. However, the flare lasts for only 15 seconds and
each Mortar Team only receives *one*
Researched from: Workshop
*** Upgrades used: Gunpowder, Leather Armor
Long-range siege unit, the dwarvern mortar team is a key unit when you are
planning an offensive against an enemy base. They deal extreme damage to
buildings and can also attack trees to clear a path. However, their slow attack
speed and low armor makes them very vulnerable to melee and air units.
___________________________________________________
| _______________________________________________ |
| | ______ | Steam Tank | |
| | / \ | | |
| | | Tank | | Damage: Slow, Siege, 45-55 | |
| | | | | Armor: Fortified/2 Speed: Slow | |
| | ¯¯¯¯¯¯¯¯ | | |
| | Health: 700 | Cost: 230 Gold, 60 Lumber | |
| | Mana: n/a | Food Count: 3 | |
| | | | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*** Upgrades used: Gunpowder, Leather Armor
Short-range siege equipment, the steam tank is a powerful unit that does
massive damage to enemy buildings. However, they are very vulnerable since they
have to attack at close range. Can only attack buildings.
___________________________________________________
| _______________________________________________ |
| | ______ | Gryphon Rider | |
| | / \ | | |
| | |Gryphon | | Damage: Slow, Piercing, 45-55 | |
| | | | | Armor: Heavy/0 Speed: Average | |
| | ¯¯¯¯¯¯¯¯ | | |
| | Health: 750 | Cost: 330 Gold, 70 Lumber | |
| | Mana: n/a | Food Count: 4 | |
| | | | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*** Storm Hammers: Passive. Causes the hammer thrown by the Gryphon Rider to
pass on to a second target, dealing damage to both. This ability is devastating
versus hoards of, say, Ghouls, or whatever you are fighting.
Researched from: Aviary
*** Upgrades used: Gunpowder, Leather Armor, Storm Hammers
Dwarfs, mounted on flying gryphons, can hurl hammers at both ground and air
units. An excellent, well-balanced unit, the Gryphon Rider becomes twice as
valuable once the Storm Hammers upgrade is purchased. They are, however, very
expensive, and often need need cover to be at their full potential. The high
upkeep is also a huge downside.
*********************************************************************
*********************************************************************
** **
** V. Human Buildings **
** **
*********************************************************************
*********************************************************************
_____ _____
| | Town Hall | |
¯|¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯|¯ The town hall is the heart of every
| Gold: 450 | Human base. Without it, you wouldn't
| Lumber: 150 | be able to produce peasants and lack
| Hit Points: 1500 | incoming funds. It can be upgraded
| Base Armor: 5 | twice, which is required for higher
_|___ _________________ ___|_ tier units and upgrades. The town hall
| | | | also serves as a drop off point for
¯¯¯¯¯ ¯¯¯¯¯ harvested lumber and gold.
_____ _____
| | Keep | |
The first time you upgrade your Town ¯|¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯|¯
Hall you will receive a Keep. This | Gold: 320 |
upgrade will allow you to build a | Lumber: 110 |
second hero from your hero's alter | Hit Points: 2000 |
and give you access to the second | Base Armor: 5 |
tier unit upgrades. It is also _|___ _________________ ___|_
required for the Arcane Sanctum | | | |
and workshop. You can upgrade your ¯¯¯¯¯ ¯¯¯¯¯
Keep to a Castle when you have enough money, which will give you
access to all units and buildings. You should have a keep pretty
early in the game, shortly after you build your first hero. It
is essential for Humans, as it gives access to the much-needed
magic-user units. The Keep also serves as a drop off point for
harvested lumber and gold.
_____ _____
| | Castle | |
¯|¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯|¯ The final upgrade in the Town Hall
| Gold: 390 | line. With a castle, you will have
| Lumber: 130 | access to every Human unit and
| Hit Points: 2500 | building available in the game.
| Base Armor: 5 | You can also research every warrior
_|___ _________________ ___|_ upgrade and purchase up to three
| | | | hero units. With it's high hit
¯¯¯¯¯ ¯¯¯¯¯ point count and armor level, the
castle can take a beating and often give you the much needed time
to recall your troops. The castle also serves as a drop off point
for harvested lumber and gold.
_____ _____
| | Farm | |
The farm is a required building when ¯|¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯|¯
constructing your army. It provides | Gold: 80 |
much needed food for your troops, | Lumber: 20 |
and without it you would not be able | Hit Points: 700 |
more then a handful of peasants. | Base Armor: 5 |
You need to build a farm as soon | Food Provided: 6 |
as the resources become available, _|___ _________________ ___|_
often at the very start of a game. | | | |
In a multiplayer game, a farm MUST ¯¯¯¯¯ ¯¯¯¯¯
be built the second you enter the game.
_____ _____
| | Altar of Kings | |
¯|¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯|¯ The Altar of Kings is a must-have in
| Gold: 300 | any multiplayer game, as it provides
| Lumber: 100 | access to heroes. Both the ability
| Hit Points: 900 | the summon and revive them. The first
| Base Armor: 5 | hero your summon is free, but the
_|___ _________________ ___|_ next costs 500 gold and 100 lumber.
| | | | You cannot build a second hero unit
¯¯¯¯¯ ¯¯¯¯¯ you upgrade a town hall to a keep, and
then a keep to a castle for the third and final hero. Reviving a hero
costs gold depending on the hero's level. This is a must-have building
in any multiplayer game, as your troops require the powerful leadership
of heroes. However, in single players games you will often find yourself
skipping over the Altar of Kings. Often the game will simple end if your
hero dies, and when not you will most likely be provided with one.
_____ _____
| | Barracks | |
The Barracks is your primary unit ¯|¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯|¯
producing building. The basic | Gold: 240 |
footman and rifleman can be built | Lumber: 20 |
early in the game, while the more | Hit Points: 1800 |
advanced knight will become available| Base Armor: 5 |
later on. The barracks will serve _|___ _________________ ___|_
the main source of troops for your | | | |
army, and as such it needs to be ¯¯¯¯¯ ¯¯¯¯¯
built ASAP. An army cannot function without troops.
_____ _____
| | Lumber Mill | |
¯|¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯|¯ The lumber mill is not a required
| Gold: 170 | building per-se, but it does offer
| Lumber: 0 | several useful functions. Not only
| Hit Points: 900 | does it serve as a drop off point
| Base Armor: 5 | for harvested lumber, but it also
_|___ _________________ ___|_ contains a number of upgrades and
| | | | allows access to the anti-air
¯¯¯¯¯ ¯¯¯¯¯ rifleman unit.
*** Upgrades available: Lumber Harvesting...........100 gold
Advanced Lumber Harvesting..200 gold
Improved Masonry............100 gold and 100 lumber
Advanced Masonry............150 gold and 100 lumber
Imbued Masonry..............200 gold and 200 lumber
_____ _____
| | Blacksmith | |
The blacksmith contains upgrades for ¯|¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯|¯
your troop's weapons and armor, | Gold: 240 |
but only for your troops. No building| Lumber: 20 |
upgrades are available here. It is, | Hit Points: 1800 |
infact, strictly for upgrades. The | Base Armor: 5 |
barracks provides no units or food. _|___ _________________ ___|_
| | | |
¯¯¯¯¯ ¯¯¯¯¯
*** Upgrades available: Iron Forged Swords...........100 gold and 50 lumber
Steel Forged Swords..........250 gold and 200 lumber
Mithral Forged Swords........400 gold and 150 lumber
Increases the attack damage of Militia, Footmen,
Gryphon Riders and knights.
Iron Plating.................125 gold and 75 lumber
Steel Plating................200 gold and 125 lumber
Mithral Plating..............275 gold and 175 lumber
Increases the armor of Militia, Footmen, Knights,
Gyrocopters and Steam Tanks.
Black Gunpowder.............100 gold and 50 lumber
Refined Gunpowder...........250 gold and 100 lumber
Imbued Gunpowder............400 gold and 150 lumber
Increases the attack damage of Riflemen, Mortar
Teams, Steam Tanks and Gyrocopters.
Studded Leather Armor........100 gold and 100 lumber
Reinforced Leather Armor.....150 gold and 150 lumber
Dragonhide Armor.............200 gold and 200 lumber
Increases the armor of Riflemen, Mortar Teams and
Gryphon Riders.
_____ _____
| | Arcane Sanctum | |
¯|¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯|¯ The arcane sanctum houses both
| Gold: 210 | the magic-using units and their
| Lumber: 70 | upgrades. Nice little package, no?
| Hit Points: 1050 | You can train both Priests and
| Base Armor: 5 | Sorceress' here.
_|___ _________________ ___|_
| | | |
¯¯¯¯¯ ¯¯¯¯¯
*** Upgrades available: Sorceress Adept Training....150 gold
Increases Sorceress' mana capacity,
mana regeneration rate, hit points,
damage and gives them the ability to
attack cast Invisibility.
Sorceress Master Training...250 gold and 100 lumber
Increases Sorceress' mana capacity,
mana regeneration rate, hit points,
damage and gives them the ability to
attack cast Polymorph.
Priest Adept Training.......150 gold
Increases Priest' mana capacity, mana
regeneration rate, hit points, attack
damage and gives them the ability to
cast Dispel magic.
Priest Master Training.......250 gold and 100 lumber
Increases Priest' mana capacity, mana
regeneration rate, hit points, attack
damage and gives them the ability to
cast Inner Fire.
Magic Sentry................100 gold
Provides Human towers with the ability
to detect invisible units.
_____ _____
| | Workshop | |
The workshop provides access to the ¯|¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯|¯
major Human siege units, from the | Gold: 240 |
long-ranged Mortar Team to the deadly| Lumber: 50 |
Siege Tank. It also can produce the | Hit Points: 1200 |
Gyrocopter, an excellent scout unit. | Base Armor: 5 |
Beyond these units, it also contains_|___ _________________ ___|_
upgrades for the Mortar team and | | | |
scouting Gyrocopter. ¯¯¯¯¯ ¯¯¯¯¯
*** Upgrades available: Gyrocopter Bombs.............150 gold and 100 lumber
Allows Gyrocopters to attack land units.
Steel Forged Swords..........100 gold and 50 lumber
Provides Mortar Teams with Flare ability.
This gives each Mortar Team one flare which
they can use to reveal and area of the map.
Can see invisible units.
_____ _____
| | Gryphon Aviary | |
¯|¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯|¯ The Human aviary allows you to
| Gold: 250 | train the gryphon, a deadly
| Lumber: 120 | Ariel unit mounted by an axe-
| Hit Points: 1200 | throwing drawf. It contains
| Base Armor: 5 | both the unit and an upgrade.
_|___ _________________ ___|_
| | | |
¯¯¯¯¯ ¯¯¯¯¯
*** Upgrades available: Storm Hammers................200 gold and 150 lumber
Causes a Gryphon Rider's hammers to
strike through an enemy land unit and
hit the next land opponent, dealing
damage to both.
_____ _____
| | Scout Tower | |
The scout tower is, well, just that. ¯|¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯|¯
A tower. It cannot attack, but can | Gold: 80 |
server as an excellent forward | Lumber: 20 |
observation building or early warning| Hit Points: 500 |
system. It can be upgraded into the | Base Armor: 5 |
Cannon Tower or guard tower, both of_|___ _________________ ___|_
which can defend themselves. | | | |
¯¯¯¯¯ ¯¯¯¯¯
_____ _____
| | Guard Tower | |
¯|¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯|¯ The Guard tower is a defensive
| Gold: 140 | structure. It can attack both
| Lumber: 60 | land and air units, but
| Hit Points: 500 | primarily focuses upon anti-
| Base Armor: 5 | air defensive. An excellent
_|___ _________________ ___|_ defensive structure in all.
| | | |
¯¯¯¯¯ ¯¯¯¯¯
_____ _____
| | Cannon Tower | |
The cannon tower excels in ground ¯|¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯|¯
protection. It is an excellent | Gold: 200 |
defensive structure that can lay | Lumber: 100 |
heavy fire support down on enemy | Hit Points: 600 |
units. When paired up with a guard | Base Armor: 5 |
Tower, you can defend any outpost. _|___ _________________ ___|_
| | | |
¯¯¯¯¯ ¯¯¯¯¯
*********************************************************************
*********************************************************************
** **
** VI. Credits **
** **
*********************************************************************
*********************************************************************
This is the perfect way to start writing FAQs; just start with a small in-depth
one and work your way up to the full blown 500k FAQ/Walkthroughs.
Anyways! If you need to contact me, whether it be constructive criticism, a
suggestion, or just a typo you found (Tyr knows there are plenty in here) feel
free to email me. You're also welcome to submit information, and you will, of
course, get credit for it.
[email protected]
Shocking, isn't it? If you're going to email me with a question, however, make
sure you check the FAQ BEFORE emailing me. It gets very annoying when you write
a FAQ, only to have an email pop up in your inbox asking "what does polymorph
do?" Sheesh.
Wait, I'm not done yet! Hold on! I want to thank a few people before you click
the 'back' button in your browser.
* Blizzard, for making THE real time strategy game! If they didn't make it,
this FAQ wouldn't exist.
* GameFAQs, for hosting this FAQ on their site. Tyr knows CJayC does enough
work, and I thank him kindly for taking the time to post this little FAQ up. :)
* YOU, for reading the FAQ. Everybody else puts this in the credits, why
shouldn't I?
That’s all. You can go away now. Er, that is to say, you are welcome back
anytime.