Warcraft III: The Frozen Throne FAQ/Walkthrough By Ocissordei Version 2.0 12/3/2003 Version History 1.0: All missions done missing just one subquest 1.1: fixed a big error 1.2: huge update, everything basically finished. Just going to update if anything big happens i.e. patches and when orc campaign releases. Contents: I. Intro II. Unit Guide (Hero's and then Units by race) III. Armor and Attack/Armor Info IV. Shop Info V. Walkthrough VI. Minor Online Guide VIII. Credits/Legal/Thanks/contact I. Intro Welcome to my Warcraft III: The Frozen Throne FAQ/Walkthrough The Frozen Throne is the expansion to Warcraft III: Reign of Chaos. This guide is designed to walk you through the campaign and get you ready for online play. It consists of a unit guide, that gives all of the essentially information on all of the buildable units available for online play, information on the new armor system, a walkthrough for the campaign, and soon to have a Minor Online Guide. This is a long FAQ so you might have some trouble navigating through it, here are some tips. Lets say you are looking for the first Night elf mission. You'd go into the find function of your browser and type "Rise of the Naga" this will bring your right to that mission. If you don't know what you are looking for just type in "human missions", or "undead missions". For information on the orc campaign type in "orc campaign" or the founding of durotar. If you're having a lot of trouble navigating this FAQ tell me and I'll set up a better system in the next version. This guide will probably be updated every few patches to keep up to date with the units changes and to add some more strategy to the online guide. I haven't gotten to play much online yet and only really know of Beta cheese strategies. If you have any basic online strategies or would like to add something to the faq send an email over to me (address is in the Credits section). I'll look it over. In the first version I have every quest completed with the exception of the shadow orb quest. If you have an organized list of locations, be sure to send it to me, I'll credit you in the FAQ. Well that should do it for the intro. Enjoy. II. Unit Guide !note! all of the info from this section is taken from Mojo Stormstout and the manual. It explains basic info about almost every unit in the game, which allows for easy unit comparison and strategizing. Heroes Human Heroes Unit: Paladin Cost: 425 gold, 100 Lumber, 5 food Attack Type: Hero Weapon Type: Normal Armor Type: Hero Air Attack: None Avg Level 1 Damage: 29 Base Health: 650 Cool Down: 2.2 Range: Melee Primary Attribute: Strength Strength Bonus Per Level:2.7 Agility Bonus Per Level: 1.5 Intelligence Bonus Per Level: 1.8 Health Regeneration: Always Mana Regeneration: .01 Day Sight: 180 Night Sight: 80 Speed: Average, 270 Build Time: 55 Hot Key: L Names: Granis Darkhammer, Jorn the Redeemer, Sage Truthbearer, Malak the Avenger, Gavinrad the Dire, Morlune the Mighty, Agamand the True, Ballador the Bright, Manadar the Healer, Zann the Defender, Arius the Seeker, Aurrius the Pure, Karnwield the Seeker, Buzan the Fearless Spells/Skills: Holy Light Hot key: T Level 1 Heals 200 HP/Damages Undead 100 HP Level 2 Heals 400 HP/Damages undead 200 HP Level 3 Heals 600HP/Damages undead 300 HP Divine Shield Hot key: D Level 1 Gives Paladin invulnerability for 15 seconds Level 2 Gives paladin invulnerability for 30 seconds Level 3 Gives Paladin invulnerability for 45 seconds Devotion Aura Level 1: Adds 1.5 armor to all allied units in the area of effect (90) Level 2: adds 3 armor to all allied units in the area of effect (90) Level 3: Adds 4.5 armor to all allied units in the area of effect (90) Ultimate: Resurrection Hot key: R Resurrects 6 fallen allied units Unit: Archmage Cost: 425 Gold, 100 wood, 5 Food Attack Type: Hero Weapon Type: Missile Armor Type: Hero Air Attack: (same amount of damage as normal damage) AVG Level 1 Damage: 24 Base Health:450 Cool Down: 2.13 Range: 60 Primary Attribute: Intelligence Strength Bonus Per Level: 1.8 Agility Bonus Per Level: 1 Intelligence Bonus Per Level: 3.2 Health Regeneration: Always Mana Regeneration: .01 Day Sight:180 Night Sight: 80 Speed: Fast (320) Build Time: 55 Hot Key: A Names: Tenn Flamecaster, Nilas Arcanister, Andromath, Shal Lightbinder, Aran Spellweaver, Manath Magesinger, Landazar, Doril Magefont, Peril Spellbinder, Conjurus Rex, Fordred Aran, Dalar Dawnweaver, Kelen the Seeker Spells/Skills: Blizzard Hot key: B Level 1 6 waves of ice, doing 30 damage each Level 2 8 waves of ice doing 40 damage each Level 3 10 waves of ice doing 50 damage each Summon Water Elemental: Hot key: W Level 1 Summons a water elemental with 450 HP Level 2 Summons a water elemental with 675 HP Level 3 Summons a water elemental with 900 HP Brilliance Aura Level 1 Adds .75 mana per second to all allied units in the area of effect (90) Level 2 adds 1.5 man per second to all allied units in the area of effect Level 3 adds 2.25 mana per second to all allied units in the area of effect (90) Ultimate: Mass Teleport Hot key: T Teleports up to 24 units (your own) to an allied unit or structure Unit: Mountain King Cost: 425 gold, 100 wood, 5 food Attack Type: Hero Weapon Type: Normal Armor Type: Hero Air Attack: None AVG Level 1 Damage: 31 Base Health: 700 Cool Down: 2.22 Range: Melee Primary Attribute: Strength Strength Bonus Per Level: 3 Agility Bonus Per Level: 1.5 Intelligence Bonus Per Level: 1.5 Health Regeneration: Always Mana Regeneration: .01 Day Sight: 180 Night Sight: 80 Speed: Average (270) Build Time: 55 Hot Key: M Names: Bor Stonebreaker, Munin Ironcliff, Thorgas Broadaxe, Kelv Sternhammer, Grim Thunderbrew, Buri Frostbeard, Huginn Ironcliff, Thordin Rockbeard, Bandis Forgefire, Gar Doomforge, Beazel Bludstone, Modi Stonesmith, Aggronor the Mighty Spells/Skills: Storm Bolt Hot key: T Level 1 Does 100 damage to one unit and stuns for 5 seconds (3 for heroes) Level 2 Does 200 damage to one unit and stuns for 7 seconds (4 for heroes) Level 3 Does 300 damage to one unit and stuns for 9 seconds (5 for heroes) Bash Level 1 15% chance that you will do 25 more damage and stun a unit Level 2 25% chance Level 3 35% chance Thunder Clap Hot Key: C Level 1 Does 60 damage and slows attack and movement rate by 50% Level 2 does 100 damage, and slows attack and movement rate by 50% Level 3 Does 140 damage and slows attack and movement rate by 50% Ultimate: Avatar Hot Key: V Gives the Mountain King 500 more hit points, 5 more armor, and the ability to be spell immune and do 20 more damage. Unit: Blood Mage Cost: 420 gold, 100 Wood, 5 food Attack Type: Hero Weapon Type: Missile Armor Type: Hero Air Attack: (does same as normal damage) AVG Level 1 Damage: 24 Base Health: 500 Cool Down: 2.13 Range: 60 Primary Attribute: Intelligence Strength Bonus Per Level: 2 Agility Bonus Per Level: 1 Intelligence Bonus Per Level: 3 Health Regeneration: Always Mana Regeneration: .01 Day Sight:180 Night Sight:80 Speed: fast (300) Build Time: 55 Hot Key: B Names: Eldin Sunstrider, Tanin Hawkwing, Lorn Bloodseeker, Aldos Firestar, Gilaras Drakeson, Hale Magefire, Kath'ranis Remar, Tyoril Sunchaser, Sylvos Windrunner, Tenris Mirkblood, Marakanis Starfury, Geldor Earthfire, Halendor Burnkin, Kelen the Destroyer Spells/Skills: Flame Strike Hot Key: F Level 1 Does 45 damage a second for 3 seconds and a small amount damage for 6 Level 2 Does 80 damage a second for 3 seconds and more damage for 6 Level 3 Does 110 damage a second for 3 seconds and a medium amount of damage for 6 Banish Hot key: B Level 1 One unit turns ethereal for 12 seconds (5 for heroes) Level 2 One unit turns ethereal for 24 seconds (7 for heroes) Level 3 One unit turns ethereal for 36 seconds (9 for heroes) Siphon Mana Hot key: N Level 1 18 mana drained from an enemy unit for 6 seconds Level 2 35 mana drained from an enemy unit for 6 seconds Level 3 55 mana drained from an enemy unit for 6 seconds Ultimate: Phoenix Summons a Phoenix that burns itself until it dies or kills itself and resurrects. Orc Heroes Unit: Blademaster Cost: 420 gold, 100 wood, 5 food Attack Type: Hero Weapon Type: normal Armor Type: Hero Air Attack: none AVG Level 1 Damage: 36 Base Health: 550 Cool Down: 1.77 Range: Melee Primary Attribute: Agility Strength Bonus Per Level: 2 Agility Bonus Per Level: 1.75 Intelligence Bonus Per Level:2.25 Health Regeneration: Always Mana Regeneration: .01 Day Sight: 180 Night Sight: 80 Speed: Fast (300) Build Time: 55 Hot Key: B Names: Tojara, Nikoro, Kajind, Mikasa, Samuro, Akinos, Mazuru, Yozshura, Daisho, Kigami, Arashicage, Moogul the Sly, Jubei Spells/Skills: Mirror Image Hot key: R Level 1 Creates an illusion of the blademaster that lasts for 60 seconds or until it dies Level 2 Creates two illusions of the blademaster that last for 60 seconds or until they die Level 3 creates 3 illusions of the blademaster that last for 60 seconds or until they die. Wind Walk Hot key: W Level 1 turns the blademaster invisible, giving him +10% movement speed and 50- bonus damage Level 2 turns the blademaster invisible, giving him +40% movement speed and 75- bonus damage Level 3 turns the blademaster invisible giving him maximum movement speed and a 100-damage bonus Critical strike Hot key: Level 1 15% chance that blade master will do 2 times normal damage Level 2 15% that the blademaster will do 3 times normal damage Level 3 15% chance that the blademaster will do 4 times normal damage Ultimate: Bladestorm Hot key: B Causes the blademaster to spin around dealing 110 damage for 7 seconds Unit: Farseer Cost: 420 gold. 100 wood, 5 food Attack Type: Hero Weapon Type: Missile Armor Type: Hero Air Attack: (same amount of damage as normal) AVG Level 1 Damage: 24 Base Health: 475 Cool Down:2.28 Range: 60 Primary Attribute: Intelligence Strength Bonus Per Level: 2 Agility Bonus Per Level: 1 Intelligence Bonus Per Level: 3 Health Regeneration: Always Mana Regeneration: .01 Day Sight: 180 Night Sight: 80 Speed: Fast (320) Build Time: 55 Hot Key: F Names: Gar'dal Grimsight, Negal Fireye, Kazil Darkeye, Magis Coldeye, Bale Bleakstare, Gorr Grimwolf, Kag'ar Winterfang, Nazgrel, Morg Wolfsong, Kazragore, Fenris'ar Gul Spells/Skills: Feral Spirit Hot key: T Level 1 Summons Two Spirit Wolves Level 2 Summons 2 Dire Wolves (stronger version of spirit wolves) Level 3 Summons Two Shadow wolves (stronger version of dire wolves) Farsight Hot key: Level 1 Reveals a small portion of the map for 8 seconds Level 2 reveals a medium sized portion of the map for 8 seconds Level 3 Reveals a large portion of the map for 8 seconds Hot key: Chain Lightning Hot key: C Level 1 Deals 85 damage to 4 different unit (doing 15% less damage to each unit it jumps to) Level 2 Deals 125 damage to 6 Level 3 Deals 180 damage to 8 Ultimate: Earthquake Hot key: E Does 50 damage a second to buildings, and slows units 75% Unit: Tauren Chieftain Cost: 425 gold, 100 wood, 5 food Attack Type: Hero Weapon Type: Normal Armor Type: Hero Air Attack: none Level 1 Damage: 32 Base Health: 725 Cool Down: 2.05 Range: melee Primary Attribute: strength Strength Bonus Per Level: 3.2 Agility Bonus Per Level: 1.5 Intelligence Bonus Per Level: 1.3 Health Regeneration: Always Mana Regeneration: .01 Day Sight: 180 Night Sight: 80 Speed: Average (270) Build Time: 55 Hot Key: T Names: Marn Thunderhorn, Tygore Dusthoof, Tam Windtotem, Durn Harpyslayer, Kam Ghoststeer, Kel Stonebull, Mull Stormhoof, Grok Bloodhorn, Malar Plainstrider, Taur Runetotem Spells/Skills: Shockwave Hot key: W Level 1 does 75 damage to every unit the shock hits Level 2 does 130 damage to every unit the shock hits Level 3 does 200 damage to every unit the shock hits War Stomp Hot key: T Level 1 Does 25 damage and stuns all units in the area of effect for 3 seconds (2 for heroes) Level 2 does 50 damage ands stuns all units in the area of effect for 4 seconds (3 seconds for heroes) Level 3 does 75 damage and stuns all units in the area of effect for 5 seconds (4 for heroes) Endurance Aura Level 1 Gives all allied units within the area affect +10% movement speed and +5% attack rate Level 2 gives all allied units within the area of effect +20% movement speed and +10% attack rate Level 3 gives all allied units within the area of effect +30% movement speed and +15% attack rate. Ultimate: Resurrection: Hot key: R Brings the Tauren Chieftain back to life after he is killed (cooldown 240 seconds) Unit: Shadow Hunter Cost: 425 gold, 100 wood, 5 food Attack Type: Hero Weapon Type: missile Armor Type: Hero Air Attack: same as normal damage AVG Level 1 Damage: 25 Base Health: 475 Cool Down:2.28 Range: 60 Primary Attribute: Agility Strength Bonus Per Level: 2 Agility Bonus Per Level: 1.5 Intelligence Bonus Per Level: 2.5 Health Regeneration: Always Mana Regeneration: .01 Day Sight:180 Night Sight: 80 Speed: Fast (320) Build Time: 55 Hot Key: S Names: Hero Names: Zul'kis, Zul'abar, Zul'rajas, Zul'maran, Kil'adabos, Jo Jo Headshrinker, Shaka-zahn, Shakti-lar, Mezil-kree Spells/Skills: Healing Wave Hot key: W Level 1 Heals 130 damage to 3 allied units Level 2 Heals 215 damage to 4 allied units Level 3 Heals 300 damage to 5 allied units Hex Hot key: X Level 1 Transforms a unit into a "critter" for 15 seconds (4 for heroes) Level 2 Transforms a unit into a "critter" for 30 seconds (5 seconds for heroes) Level 3 Transforms a unit into a "critter" for 45 seconds (6 seconds for heroes) Serpent Ward Hot key: e Level 1 Create a serpent ward that does 11-13 damage Level 2 creates a serpent ward that does 23-26 damage Level 3 creates a serpent ward that does 41-45 damage Big Bad Voodoo Hot key: V Turns all friendly units within the area of effect (80) invincible for 30 seconds. Undead Heroes Unit: Death knight Cost: 425 gold, 100 wood, 5 food Attack Type: Hero Weapon Type: Normal Armor Type: Hero Air Attack: none Level 1 Damage: 30 Base Health: 675 Cool Down: 2.33 Range: Melee Primary Attribute: Strength Strength Bonus Per Level: 2.7 Agility Bonus Per Level: 1.5 Intelligence Bonus Per Level: 1.8 Health Regeneration: Always Mana Regeneration: .01 Day Sight: 180 Night Sight: 80 Speed: Fast (320) Build Time: 55 Hot Key: D Names: Lord Nightsorrow, Lord Soulrender, Lord Dethstorm, Lord Maldazzar, Lord Darkhallow, Lord Lightstalker, Baron Bloodbane, Baron Felblade, Duke Dreadmoore, Duke Ragereaver, Baron Frostfel, Lord Darkscythe, Duke Wintermaul, Baron Perenolde, Baron Morte Spells/Skills: Death Coil Hot key: C Level 1 does 100 damage to one unit or heals an undead unit 200 Level 2 does 200 damage to one unit or heals an undead unit 400 Level 3 does 300 damage to one unit or heals an undead unit 600 Death Pact Hot key: E Level 1 Sacrifices one unit to give the deathknight 100% of its current HP Level 2 Sacrifices one unit to give the deathknight 200% of its current HP Level 3 Sacrifices one unit to give the deathknight 300% of its current HP. Unholy Aura Hot key: U Level 1 Gives all units within the area of effect +50% hp regen, and 10% faster movement Level 2 Gives all units within the area of effect +100% hp regen and 20% faster movement Level 3 Gives all units within the area of effect +150% hp regen and 30% faster movement Ultimate: Animate Dead Hot key: D Raises 6 dead units and makes them invincible for 40 seconds. Unit: Dread Lord Cost: 425 gold, 100 wood, 5 food Attack Type: Hero Weapon Type: Normal Armor Type: Hero Air Attack: None AVG Level 1 Damage: 27 Base Health: 600 Cool Down: 1.8 Range: melee Primary Attribute: Strength Strength Bonus Per Level: 2.5 Agility Bonus Per Level: 1 Intelligence Bonus Per Level: 2.5 Health Regeneration: Always Mana Regeneration: .01 Day Sight:180 Night Sight:80 Speed: Average (270) Build Time: 55 Hot Key: E Names: Terrordar, Nerothos, Bleakill, Necros, Fearoth, Dethecus, Maldibion, Nochthitus, Balnazzar, Rashgarroth, Aramachus, Zilfallon, Lorthiras, Zenedar, Mullioch, Algammon, Banehallow, Ven'Gyr Spells/Skills: Sleep Hot key: E Level 1 A unit is put to sleep for 20 seconds (5 for heroes) Level 2 A unit is put to sleep for 40 seconds (10 for heroes) Level 3 A unit is put to sleep for a minute (15 seconds for heroes) Vampiric Aura Level 1 All friendly units within the area of effect (90) gain 15% of their attack damage back as life Level 2 All friendly units within the area of effect (90) gain 30% of their attack damage back as life Level 3 All friendly units with the area of effect (90) gain 45% of their attack damage back as life Carrion Swarm Hot key: C Level 1 Does 75 to all units that the swarm hits, up to 300 damage Level 2 Does 125 to all units that the swarm hits up to 600 damage Level 3 does 200 damage to all units that the swarm hits up to 1000 damage Inferno Hot key: N Summons an infernal that crashes down dealing 50 damage and stunning units for 4 seconds. Unit: Lich Cost: 425 gold. 100 wood, 5 food Attack Type: Hero Weapon Type: missile Armor Type: Hero Air Attack: (same as base damage) AVG Level 1 Damage: 25 Base Health: 475 Cool Down: 1.9 Range: 60 Primary Attribute: Intelligence Strength Bonus Per Level:2 Agility Bonus Per Level: 1 Intelligence Bonus Per Level: 3.4 Health Regeneration: Always Mana Regeneration: .01 Day Sight:180 Night Sight: 80 Speed: Average (270) Build Time:55 Hot Key: L Names: Ordin Frostbane, Ras Splinterspine, Morbent Fell, Rage Winterchill, Araj the Summoner, Kali'naj Dethknell, Rak Coldskull, Din Frostfire, Calis Wraithson, Venim Iceblade, Naze the Eternal, Ras Frostwhisper, Coldreaver, Cho'Nammoth, Kryptikk Soulslayer, Alandil Lieng Spells/Skills: Frost Nova Hot key: n Level 1 does 100 damage to one unit and does 50 damage and slows all enemy units within the area of effect (20) Level 2 does 100 damage to one unit and does 100 damage to all enemy units within the area of effect (20) Level 3 does 100 damage to one unit and does 150 damage to all enemy units within the area of effect (20) Dark Ritual: Hot key: R Level 1 Sacrifices a target unit giving 33% of it's current hp to the mana of the lich Level 2 sacrifices a target unit giving 66% of it's current Hp to the mana of the lich Level 3 Sacrifices a target unit giving 100% of it's current HP to the mana of the lich Frost Armor Hot key: F Level 1 Gives a unit an extra 3 armor and causes any melee units that hit it to be slowed for 5 seconds Level 2 Gives a unit an extra 5 armor and causes any melee units that hit it to be slowed for 5 seconds Level 3 Gives a unit an extra 7 armor and causes any melee units that hit it to be slowed for 5 seconds Ultimate: Death and Decay Hot key: D Damages everything within the area of effect (30) by taking away 4% of its health per second for 35 seconds Unit: Crypt Lord Cost: 425 gold, 100 wood, 5 food Attack Type: Hero Weapon Type: Normal Armor Type: Hero Air Attack: none AVG Level 1 Damage: 31 Base Health: 675 Cool Down: 1.9 Range: melee Primary Attribute: Strength Strength Bonus Per Level:3.2 Agility Bonus Per Level:. 1.2 Intelligence Bonus Per Level: 1.6 Health Regeneration: Always Mana Regeneration: .01 Day Sight:180 Night Sight: 80 Speed: Average (270) Build Time: 55 Hot Key: C Names: Thebis-Ra, Typhis-Ahn, Anubiros, Memphis-Ahn, Horus'aman, Nephri'thos, Arak-arahm, Tuten'arak, Pharoh-moth Spells/Skills: Impale Hot key: E Level 1 Does 50 damage to every enemy unit that it hits, and stuns for 2 seconds (1 for heroes) Level 2 does 80 damage to every enemy unit that it hits and stuns for 3 seconds (2 for heroes) Level 3 Does 110 damage to every enemy unit that it hits and stuns for 4 seconds (3 for heroes) Spiked Carapace Level 1 Gives the crypt lord 3 extra armor and returns 15% of the damage done to him by melee attackers to them. Level 2 Gives the crypt lord 5 extra armor and returns 25% of the damage done to him by melee attackers to them. Level 3 Gives the crypt lord 7 extra armor and returns 35% of the damage done to him by melee attackers to them. Carrion beetles Hot key: C Level 1 Creates a carrion beetle that has 140 hit points and does 8-9 damage from a corpse (up to 5 beetles at a time) Level 2 Creates a carrion beetle that has 275 hit points and does 15-18 damage from a corpse (up to 5 beetles at a time) Level 3 Creates a carrion beetle that has a 410 hit point and does 22-27 damage from a corpse (up to 5 beetles at a time) Ultimate: Locust Swarm Hot key: L The crypt lord launches 20 locusts that collect 20 hit points each from an enemy unit (up to 7 for each enemy unit) and return to the crypt lord giving him 75% of the damage back as health. Night Elf Heroes Unit: Demon Hunter Cost: 425 gold, 100 wood, 5 food Attack Type: Hero Weapon Type: Normal Armor Type: Hero Air Attack: none AVG Level 1 Damage: 35 Base Health: 575 Cool Down:1.7 Range: melee Primary Attribute: Agility Strength Bonus Per Level: 2.4 Agility Bonus Per Level: 1.5 Intelligence Bonus Per Level: 2.1 Health Regeneration: Always Mana Regeneration: .01 Day Sight: 180 Night Sight: 80 Speed: Fast (320) Build Time: 55 Hot Key: D Names: Shadowsong, Shadowfury, Shadowstalker, Flameseeker, Darkweaver, Darkterror, Darksorrow, Sindweller, Painkiller, Hellbourne, Wrathbringer, Ragerunner, Firebrand, Bloodwrath, Terrorblade Spells/Skills: Immolation Hot key: I Level 1 does 10 damage per second to enemies in the area of effect (16) until it is deactivated or is deacitvated Level 2 does 15 damage per second Level 3 Does 20 damage per second Evasion Hot key: E Level 1 10% chance that the enemy will miss hitting the demon hunter Level 2 20% chance that the enemy will miss hitting the demon hunter Level 3 30% chance that the enemy will miss hitting the demon hunter Mana Burn Hot key: B Level 1 Burns 50 mana and does as much damage as mana burned Level 2 Burns 100 mana and does as much damage as mana burned Level 3 burns 150 mana and does as much damage as mana burnt Metamorphosis Hot key: T Transforms the Demon Hunter into a demon giving him different stats and 500 more hit points and 3 hp regeneration per second. New stats: Attack Type: Chaos Cooldown: 1.6 Full Damage Area: 5 1/2 damage area: 15 1/4 damage area: 25 Range: 60 Weapon Type: Missile Splash Unit: Priestess of the Moon Cost: 425 gold, 100 Wood, 5 food Attack Type: Hero Weapon Type: Missile Armor Type: Hero Air Attack: same as normal damage Avg Level 1 Damage: 26 Base Health: 550 Cool Down: 2.46 Range: 60 Primary Attribute: Agility Strength Bonus Per Level: 1.9 Agility Bonus Per Level: 1.5 Intelligence Bonus Per Level: 2.6 Health Regeneration: Always Mana Regeneration: .01 Day Sight: 180 Night Sight: 80 Speed: Fast (320) Build Time: 55 Hot Key: P Names: Kathris Starsong, Adora Nightshade, Mora Moonsinger, Felore Moonray, Anara Chillwind, Kera Stardragon, Mave Whisperwind, Delas Moonfang, Mira Whitemane, Theta Saberfang, Tygra Snowscar, Ariel Darkmoon, Diana Windwood Spells/Skills : Searing Arrows: Hot key: R Level 1 Gives the priestess 10 more range and 10 more damage Level 2 Gives the priestess 10 more range and 20 more damage Level 3 Gives the priestess 10 more range and 30 more damage Owl Scout: Hot key: C Level 1 Summons an owl that can detect invisible units and lasts for 60 seconds. Level 2 Summons an owl that can detect invisible units and lasts for 90 seconds. Level 3 Summons an owl that can detect invisible units and lasts for 120 seconds. Trueshot Aura Level 1 Gives ranged units within the area of effect (90) 10% more base damage Level 2 Gives ranged units within the area of effect (90) 20% more base damage Level 3 Gives ranged units within the area of effect (90) 30% more base damage Starfall Hot key: F Causes waves of stars doing 50 damage to every enemy unit or building (does less damage on buildings) in the area of effect (100) to come ever 1.5 seconds for 45 seconds or until the spell is interrupted or cancelled Unit: Keeper of the Grove Cost: 425 gold, 100 wood, 5 food Attack Type: Hero Weapon Type: Missile Armor Type: Hero Air Attack: same as normal damage Level 1 Damage: 23 Base Health: 500 Cool Down: 2.18 Range: 60 Primary Attribute: Intelligence Strength Bonus Per Level: 1.8 Agility Bonus Per Level: 1.5 Intelligence Bonus Per Level: 2.7 Health Regeneration: Always Mana Regeneration: .01 Day Sight: 180 Night Sight: 80 Speed: Fast (320) Build Time: 55 Hot Key: K Names: Larodar, Anubris, Nandieb, Califax, Bandalar, Malorne, Gholbine, Dagda, Nuada, Oghma, Centrius, Ceredwyn Spells/Skills: Entangling Roots Hot key: E Level 1 deals 15 damage per second to a unit for 12 seconds (3 for heroes) while immobilizing the unit Level 2 Deals 15 damage per second to a unit for 24 seconds (4 for heroes) while immobilizing Level 3 deals 15 damage per second to a unit for 36 seconds (5 for heroes) while immobilizing the unit Force of Nature: Hot key: F Level 1 Creates 2 Treants that last for 60 seconds out of a group of trees Level 2 Creates 3 treants that last for 60 seconds out of a group of trees Level 3 Creates 4 treants that last for 60 seconds out of a group of trees Thorns aura Level 1 Allows allied units within the area of effect (90) to return 10% of the damage done by melee attackers back to them. Level 2 Allows allied units within the area of effect (90) to return 20% of the damage done by melee attackers back to them. Level 3 Allows allied units within the area of effect (90) to return 30% of the damage done by melee attackers back to them. Tranquility Hot key: T Causes a healing rain to come down on allied units within the area of effect, healing them 20 hp per second for 30 seconds or until the spell is interrupted Unit: Warden Cost: 425 gold, 100 wood, 5 food Attack Type: Hero Weapon Type: normal Armor Type: Hero Air Attack: none AVG Level 1 Damage: 32 Base Health: 550 Cool Down: 2.05 Range: melee Primary Attribute: Agility Strength Bonus Per Level: 2.4 Agility Bonus Per Level: 1.6 Intelligence Bonus Per Level: 2 Health Regeneration: Always Mana Regeneration: .01 Day Sight:180 Night Sight: 80 Speed: Fast (320) Build Time: 55 Hot Key: W Names: Alsa Iron-cell, The Iron Raven, Marin Bladewing, Shalis Darkhunter, Sira Moonwarden, Saithis, Malace Shade, Kiri Starstalker, Anaya Felgrove, Mirana Starlight, Felhala Starmoon, Drelanim Whisperwind, Cordana Felsong, Nalmeena Darkfollow Spells/Skills: Fan of Knives Hot key: F Level 1 Does 70 damage to enemies within the area of effect (40) up to 350 damage Level 2 Does 115 damaage to enemies within the area of effect (50) up to 575 damage Level 3 does 150 damage to enmemies within the area of effect (60) up to 950 damage Blink Hot key: B Level 1 Teleports the warden to a location within the blinking range (9999.9) with a cooldown of 10 seconds, costing 50 mana. Level 2 Teleports the warden to a location within blinking range (9999.9) with a cooldown of 10 seconds costing 10 mana. Level 3 Teleports the warden to a location within blinking range (9999.9) with a cooldown of 1 second costing 10 mana Shadow strike Hot key: D Level 1 Does 75 damage to one unit and then deals a small amount of damage for 15 seconds and slows the unit's movement by 50% Level 2 Does 150 damage to one unit and then deals a small amount of damage for 30 seconds and slows the unit's movement by 50% Level 3 Does 225 damage to one unit and then deals a small amount of damage for 45 seconds Vengeance Hot key: V Summons an avatar of vengeance that resurrects invulnerable units from friendly corpses Unit: Panderan Brewmaster Cost: 425 gold, 100 wood, 5 food Attack Type: Hero Weapon Type: normal Armor Type: Hero Air Attack: none AVG Level 1 Damage: 29 Base Health: 675 Cool Down: 2.22 Range: melee Primary Attribute: strength Strength Bonus Per Level:3 Agility Bonus Per Level:1.5 Intelligence Bonus Per Level: 1.5 Health Regeneration: Always Mana Regeneration: .01 Day Sight:180 Night Sight:80 Speed: Average 270 Build Time: 55 Hot Key: N Names: Mojo Dark-Ale, Sinjo Honeybrew, Kesha Wildbarley, Tatsa Sweetbarrow, Mushi Ale- Hearth, Jinto Reedwine, Masha Storm-Stout, Polo Barrel-keg Spells/Skills: Breath of fire Hot key: F Level 1 Does 50 damage to enemies within the area of effect (15) and does 10 damage per second for 5 seconds. Level 2 Does 100 damage to enemies within the area of effect and does 20 damage per second for 5 seconds. Level 3 Does 150 damage to enemies within the area of effect and does 30 damage per second for 5 seconds. Drunken Haze Hot key: D Level 1 All enemies within the area of effect's (20) movement speed and chance of hitting, are reduced by 50% for 12 seconds (5 for heroes) Level 2 All enemies within the area of effect's (20) movement speed and chance of hitting, are reduced by 50% and 65% for 12 seconds (5 for heroes) Level 3 All enemies within the area of effect's (20) movement speed and chance of hitting, are reduced by 50% and 80% for 12 seconds (5 for heroes) Drunken Brawler Level 1 Gives the Panderan Brewmaster a 7% chance that an attack will be dodged and that the brew master will do 2 times the damage when attacking Level 2 Gives the Panderan Brewmaster a 14% chance that an attack will be dodged and that the brew master will do 3 times the damage when attacking Level 3 Gives the Panderan Brewmaster a 21% chance that an attack will be dodged and that the brew master will do 4 times the damage when attacking Ultimate: Storm, Earth, and Fire Hot key : E Allows the Brewmaster to split into 3 different elements, Storm Earth and fire. Each has their own spells and special skills. If at the end of their summoned timer, one is alive, the brew master is brought back to life. Unit: Beastmaster Cost: 425 gold, 100 wood, 5 food Attack Type: Hero Weapon Type: normal Armor Type: Hero Air Attack: none AVG Level 1 Damage: 32 Base Health: 725 Cool Down: 2.2 Range: melee Primary Attribute: Strength Strength Bonus Per Level:2.9 Agility Bonus Per Level: 1.3 Intelligence Bonus Per Level: 1.8 Health Regeneration: Always Mana Regeneration: .01 Day Sight: 180 Night Sight: 80 Speed: Fast (320) Build Time: 55 Hot Key : S Names: Mag Bearmaul, Tagar Bearclaw, Gorsh Talonfang, Maxx Rocmane, Gaz Boartusk, Mok Rocksnout, Gish Eagle Eye Spells/Skills: Summon Bear Hot key: ? Level 1 Summons a bear Level 2 Summons a raging bear (learns bash) Level 3 Summons a spirit bear (learns bash and teleport) Summon quillbeast Hot key: Q Level 1 Summons quillbeast Level 2 Summons dire quillbesat (learns frenzy) Level 3 Summons Raging Quillbeast (learns frenzy and has AOE damage) Summon Hawk Level 1 Summons a hawk Level 2 summons a thunder hawk (can attack) Level 3 summons a spirit hawk (is invisible and can attack) Ultimate: Stampede Hot key: T Calls thunder lizards to stampede and explode (each does 80 damage) Unit: Pit Lord Cost: 425 gold, 100 wood, 5 food Attack Type: Hero Weapon Type: normal Armor Type: Hero Air Attack: none Level 1 Damage: 31 Base Health: 700 Cool Down:2.05 Range: melee Primary Attribute: Strength Strength Bonus Per Level: 3.2 Agility Bonus Per Level: 1.3 Intelligence Bonus Per Level: 1.5 Health Regeneration: Always Mana Regeneration: .01 Day Sight: 180 Night Sight:80 Speed: Fast (300) Build Time: 55 Hot Key: I Names: Azgalor, Brutillus, Mongrethod, Destromath, Gogonnash Spells/Skills: *note, this neutral hero counts as undead, and can be damaged by Holy light as well as healed by death coil Rain of Fire Hot key: F Level 1 does 25 damage per wave for 6 waves and then 5 damage per second for 3 seconds to all units within the area of effect (20) Level 2 does 30 damage per wave for 8 waves and then 10 damage per second for 3 seconds to all units within the area of effect (20) Level 3 does 35 damage per wave for 10 waves and then 1 5 damage per second for 3 seconds to all units within the area of effect (20) Cleaving Attack Level 1 makes 25% of the pit lord's damage do damage to those in the area of effect (15) Level 2 makes 45% of the pit lord's damage do damage to those in the area of effect (15 Level 3 makes 65% of the pit lord's damage do damage to those in the area of effect (15 Howl of Terror Level 1 Causes all enemy units within an area of effect (50) to do 30% less damage Level 2 Causes all enemy units within an area of effect (50) to do 40% less damage Level 3 Causes all enemy units within an area of effect (50) to do 50% less damage Ultimate: Doom Marks an enemy unit to take 40 damage per second until it dies and is resurrected as a Doom Guard. Unit: Dark Ranger Cost: 425 gold 100 wood, 5 food Attack Type: Hero Weapon Type: missile Armor Type: Hero Air Attack: same as normal damage AVG Level 1 Damage: 26 Base Health: 550 Cool Down: 2.46 Range: 60 Primary Attribute: agility Strength Bonus Per Level:1.9 Agility Bonus Per Level: 1.5 Intelligence Bonus Per Level: 2.6 Health Regeneration: Always Mana Regeneration: .01 Day Sight: 180 Night Sight: 80 Speed: Fast (320) Build Time: 55 Hot Key: R Names: Nara Pathstrider, Anya Eversong, Anthis Sunbow, Clea Deathstrider, Cyndia Hawkspear, Mira Shadewither, Amora Eagleye, Siren Ghostsong, Somand Wayfinder Spells/Skills: Black Arrow Hot key: B Level 1 Adds 2 damage to the dark Rangers attack and if the unit is killed while under the affect of the black arrow, it creates a lesser dark minion (a skeleton) Level 2 Adds 10 damage to the dark Rangers attack and if the unit is killed while under the affect of the black arrow, it creates a dark minion (a skeleton) Level 3 Adds 20 damage to the dark Rangers attack and if the unit is killed while under the affect of the black arrow, it creates a greater dark minion (a skeleton) Silence Hot key: E Level 1 Prevents units in an area of effect (20) from casting spells for 16 seconds (8 for heroes) Level 2 Prevents units in an area of effect (27.5) from casting spells for 20 seconds (10 for heroes) Level 3 Prevents units in an area of effect (35) from casting spells for 24 seconds (12 for heroes) Life drain Hot key: D Level 1 Absorbs 20 hp per second of a target enemy unit giving it to the dark ranger for 8 seconds Level 2 Absorbs 35 hp per second of a target enemy unit giving it to the dark ranger for 8 seconds Level 3 Absorbs 50 hp per second of a target enemy unit giving it to the dark ranger for 8 seconds Charm Hot key: C Takes over an enemy unit or creep (below level 6), similar to possession without sacrificing a unit. Unit: Naga Seawitch Cost: 425 gold, 100 wood, 5 food Attack Type: Hero Weapon Type: missile Armor Type: Hero Air Attack: same as normal damage AVG Level 1 Damage: 29 Base Health: 475 Cool Down: 1.9 Range: 60 Primary Attribute: intelligence Strength Bonus Per Level: 2 Agility Bonus Per Level: 1 Intelligence Bonus Per Level: 3.2 Health Regeneration: Always Mana Regeneration: .01 Day Sight:180 Night Sight: 80 Speed: Fast (320) Build Time: 55 Hot Key: G Names: Anna Kondra, Scilla Murkshadow, Ursula Snakemane, Lady Venomtongue, Lady Serpentra, Lady Darkscale, Serena Scarscale, Asprah Serpus, Venna Seastorm, Charib'dishal Spells/Skills: Frost arrow Hot key: R Level 1 Slows down a targeted unit's attack rate by 30% and movement by 30%, and lasts for 5 seconds (1.5 for heroes) Level 2 Slows down a targeted unit's attack rate by 50% and movement by 50%, and lasts for 5 seconds (1.5 for heroes) Level 3 Slows down a targeted unit's attack rate by 70% and movement by 70%, and lasts for 5 seconds (1.5 for heroes) Mana Shield Hot key: N Level 1 Makes a shield that takes 1 damage per point of mana Level 2 Makes a shield that takes 1.5 damage per point of mana Level 3 Makes a shield that takes 2 damage per point of mana Forked Lightning Hot key: F Level 1 Hits 3 units dealing 85 damage per unit Level 2 Hits 3 units dealing 160 damage per unit Level 3 Hits 3 units dealing 250 damage per unit Tornado Hot key: T Summons a tornado, which randomly tosses non-flying enemies in the air and does 50 damage per second to buildings directly on it and 7 to those surrounding it. Units Human Units Unit: Peasant Level: 1 Cost: 75 gold 1food Unit Type: normal Attack Type: normal Weapon Type: normal Armor Type: Medium Armor: ) Ground Attack: (average base) 5.5 Air attack: none Cooldown:2.0 HP:220 Heal Regen.: Always Mana: none Mana Regen: n/a Range: melee Day Sight: 80 Night Sight: 60 Speed: slow (190) Build Time: 15 Built at: Town Hall Requirements: none Hotkey: P Skills: Call To Arms-Turns the peasant into a militia Unit: Footman Level: 2 Cost: 135 gold 2 food Unit Type: Normal Attack Type: Normal Weapon Type: Normal Armor Type: Heavy Armor: 2 (base) Ground Attack: (average base) Air attack: none Cooldown: 1.35 HP: 420 Health Regen.: always Mana: none Mana Regen: n/a Range: melee Day Sight: 140 Night Sight: 80 Speed: Average (270) Build Time: 20 Built at: Barracks Requirements: none Hotkey: F Skills: Defend-reduces piercing damage to the footman by 70% but slows them by 30% Unit: Rifleman Level: 3 Cost: 205 gold 30 wood 3 food Unit Type: Normal Attack Type: Pierce Weapon Type: Instant Armor Type: Medium Armor: 0 (base) Ground Attack: (average base) 21 Air attack: 21 ( avg base) Cooldown: 1.5 HP: 520 Health Regen.: always Mana: none Mana Regen: n/a Range:40 (60 with upgrade) Day Sight: 140 Night Sight: 80 Speed: Average (270) Build Time: 26 Built at: Barracks Requirements: Blacksmith Hotkey: R Skills: none (can learn long rifles) Unit: Priest Level: 2 Cost: 13 gold 10 lumber 2 food Unit Type: Normal Attack Type: Magic Weapon Type: Missile Armor Type: Unarmored Armor: 0 Ground Attack: (average base) 8.5 Air attack: 8.5 (avg) Cooldown: 2 HP: 290 (base) Health Regen.: Always Mana: 200 (base) Mana Regen: .667 (base) Range: 60 Day Sight: 140 Night Sight: 80 Speed: Average (270) Build Time: 28 Built at: Arcane Sanctum Requirements: Keep Hotkey: P Skills: Heal (initiate): heals a target unit (allied and organic) for 20 hp Dispel (adept): Removes all buffs/magic within an area of effect (20) Inner fire (master): Increases a units damage by 10% and armor by 5 Unit: Sorceress Level: 2 Cost: 155 gold 20 lumber 2 food Unit Type: Normal Attack Type: Magic Weapon Type: Missile Armor Type: Unarmored Armor: 0 Ground Attack: (average base) 9 Air attack: (base avg) 9 Cooldown: 1.75 HP: 325 (base) Health Regen.: Always Mana:200 (base) Mana Regen: .667 (base) Range: 60 Day Sight: 140 Night Sight: 80 Speed: Average (270) Build Time: 30 Built at: Arcane Sanctum Requirements: Keep Hotkey: S Skills: Slow (initiate): slows an enemy unit's attack rate 25% and movement 60% for 60 seconds Invisibility (adept): makes an organic unit invisible for 120 seconds Polymorph (master): Turns a unit into a sheep for 60 seconds changing it's armor type to medium. Can't be cast on heroes or summoned units. Unit: Spell breaker Level: 2 Cost: 215 gold 30 wood 3 food Unit Type: normal Attack Type: Normal Weapon Type: Missile Armor Type: Medium Armor: 3 (base) Ground Attack: (average base) 14 Air attack: none Cooldown: 1.9 HP: 600 Health Regen.: Always Mana: 250 Mana Regen: .8 Range: 25 Day Sight: 140 Night Sight: 80 Speed: Fast (300) Build Time: 28 Built at: Arcane sanctum Requirements: Arcane Vault Hotkey: B Skills: Spell Steal: Steals a buff from an enemy and gives it to a friendly unit, also takes a harmful buff from a friendly unit and places it on an enemy unit. Control Magic (researched): Gives the spell breakers the ability to control an enemy summoned unit (cost for control is relative to hit points of controlled unit) Spell immunity: Cannot be hit by spells or magic damage Feed back: Causes the spell breaker to destroy 20 (5) mana from a unit per and 1 damage for every mana point destroyed per attack. Unit: Flying Machine Level: 1 Cost: 90 gold 30 wood 1 food Unit Type: Mechanical Attack Type: Pierce (siege if upgraded) Weapon Type: Instant (missile if upgraded) Armor Type: heavy Armor: 2 (base) Ground Attack: (average base) none (7.5 if upgraded) Air attack: 12.5 (average base) Cooldown: 2.5 (ground if upgraded) 2 (air) HP: 175 Health Regen.: no Mana: none Mana Regen: n/a Range: melee (ground if upgraded) 50 (air) Day Sight: 180 Night Sight: 110 Speed: Very Fast (400) Build Time: 25 Built at: Workshop Requirements: none Hotkey: G Skills: Gyrocopter Bombs-allows Fling Machine to do siege damage to land units Flak Cannons: Gives Flying Machine area of effect damage to air units Unit: Mortar team Level: 3 Cost: 180 gold, 70 wood, 3 food Unit Type: normal Attack Type: Siege Weapon Type: Artillery Armor Type: heavy Armor: 0 (base) Ground Attack: (average base) 58 Air attack: none Cooldown: 3.5 HP: 360 Health Regen. Always: Mana: none Mana Regen: n/a Range: Minimum:25 maximum: 115 Day Sight: 140 Night Sight: 120 Speed: Average (270) Build Time: 40 Built at: Workshop Requirements: none Hot key: M Skills: Flare-shoots a flare that reveals a target area (180) for 15 seconds) Fragmentation shards: increases area of effect damage of mortars Unit: Dragon Hawk Rider Level: 3 Cost: 235 gold 40 wood 3 food Unit Type: Normal Attack Type: Pierce Weapon Type: Missile Armor Type: Light Armor: 1 (base) Ground Attack: (average base) 20 Air attack: 20 (average base) Cooldown: 1.7 HP: 700 (base) Health Regen.: Always Mana: 300 Mana Regen: .75 Range: 300 Day Sight:140 Night Sight: 80 Speed: Fast (350) Build Time: 45 Built at: Gryphon Aviary Requirements: Arcane Vault Hotkey: H Skills: Cloud-makes a cloud that stops buildings with ranged attacks in the area of effect (30) from attacking for 30 seconds or until the spell is interrupted. Aerial Shackles-traps an enemy in shackles doing 20 damage for 40 seconds or until the spell is interrupted (can also learn animal war training) Unit: Steam Tank/War Engine Level:3 Cost: 195 gold 60 wood 3 food Unit Type: Mechanical Attack Type: Siege Weapon Type: Instant Armor Type: Fortified Armor: 2 ( base) Ground Attack: (average base) 50 Air attack: none (25 if war engine is researched) Cooldown: 2.1 HP: 700 Health Regen.: No Mana:none Mana Regen: n/a Range: 19 Day Sight: 140 Night Sight: 80 Speed: Slow (220) Build Time: 55 Built at: Workshop Requirements: Castle Hotkey: T Skills: Barrage: fires 10 rockets doing 25 damage to 10 flying units within range (50) Unit: Knight Level: 4 Cost: 245 gold 60 wood 4 food Unit Type: Normal Attack Type: Normal Weapon Type: Normal Armor Type: Heavy Armor: 5 (base) Ground Attack: (average base) 31 Air attack: none Cooldown: 1.5 HP: 800 (base) Health Regen.: Always Mana: none Mana Regen: n/a Range: Melee Day Sight: 140 Night Sight: 80 Speed: fast (350) Build Time: 45 Built at: Barracks Requirements: Castle Hotkey: Skills: (can learn Animal War Training) Unit: Gryphon Rider Level: 5 Cost: 280 gold, 70 wood 4 food Unit Type: Normal Attack Type: Magic Weapon Type: Line Armor Type: Light Armor: 0 (base) Ground Attack: (average base) Air attack: 50 avg Cooldown: 2.2 (ground ) 2.4 (air) HP: 825 (base) Health Regen.: Always Mana:none Mana Regen: n/a Range: 45 Day Sight: 160 Night Sight: 90 Speed: Average (270) Build Time: 45 Built at: Gryphon Aviary Requirements: Castle Hotkey: G Skills: Storm Hammers-causes the hammers thrown by the gryphon riders to go through the initial target and on to the next unit, doing damage to both. This only works for ground units. Orc Units Unit: Peon Level: 1 Cost: 75 gold 1 food Unit Type: Normal Attack Type: Normal Weapon Type: Normal Armor Type: Medium Armor: 0 Ground Attack: (average base) 7.5 Air attack: none Cooldown: 3 HP: 250 Health Regen.: always Mana: none Mana Regen: n/a Range: melee Day Sight: 80 Night Sight: 60 Speed: slow (190) Build Time: 15 Built at: Great Hall Requirements: none Hotkey: P Skills: Pillage- allows the unit to gain resources as it damages buildings. A fully destroyed building, yields 50% of its original cost. Unit: Grunt Level: 3 Cost: 200 gold 3 food Unit Type: Normal Attack Type: Normal Weapon Type: Normal Armor Type: Heavy Armor: 1 (base) Ground Attack: (average base) Air attack: none Cooldown: 1.6 HP: 700 (base) Health Regen.: always Mana:none Mana Regen: n/a Range: melee Day Sight:140 Night Sight: 80 Speed: average (270) Build Time: 30 Built at: Barracks Requirements: none Hotkey: G Skills: Pillage- allows the unit to gain resources as it damages buildings. A fully destroyed building, yields 50% of its original cost. (can also learn Berserker Strength) Unit: Troll Head Hunter Level:2 Cost: 135 gold 20 wood 2 food Unit Type: Normal Attack Type: Piercing Weapon Type: missile Armor Type: Medium Armor: 0 (base) Ground Attack: (average base) 25 Air attack: (average base) 34 Cooldown: 2.34 HP: 350 Health Regen.: Always Mana: none Mana Regen: n/a Range:45 Day Sight: 140 Night Sight: 80 Speed: Average (270) Build Time: 22 Built at: Barracks Requirements: War mill Hotkey: T Skills: Berserker Upgrade -transforms all headhunters into berserkers (can also learn Troll regeneration) Unit: Troll Berserker Level:2 Cost: 135 gold 20 wood 2 food Unit Type: Normal Attack Type: Piercing Weapon Type: missile Armor Type: Medium Armor: 0 (base) Ground Attack: (average base) 25 Air attack: (average base) 34 Cooldown: 2.34 HP: 450 Health Regen.: Always Mana: none Mana Regen: n/a Range:45 Day Sight: 140 Night Sight: 80 Speed: Average (270) Build Time: 22 Built at: Barracks Requirements: War mill Hotkey: T Skills: Berserk-causes the Troll Berserker, but take 50% more damage (can learn troll regeneration) Unit: Demolisher Level: 4 Cost: 220 gold 50 wood 4 food Unit Type: Mechanical Attack Type: Siege Weapon Type: Artillery Armor Type: heavy Armor: 2 (base) Ground Attack: (average base) Air attack: none Cooldown: 4.5 HP: 425 Health Regen.: No Mana: none Mana Regen: n/a Range: Minimum:25 Maximum :115 Day Sight: 140 Night Sight: 120 Speed: slow (220) Build Time: 45 Built at: Barracks Requirements: Stronghold, war mill Hotkey: C Skills: Burning oil- Allows the demolisher's attack to start a flame strike that lasts for 2.5 seconds Unit: Shaman Level: 2 Cost: 130 gold 20 wood, 2 food Unit Type: normal Attack Type: Magic Weapon Type: Missile Armor Type: Unarmored Armor: 0 Ground Attack: (average base) 8.5 Air attack: (average base) 8.5 Cooldown: 2.1 HP: 335 (base) Health Regen.: Always Mana: 200 (base) Mana Regen:.667 (base) Range: 60 Day Sight: 140 Night Sight: 80 Speed: Average (270) Build Time: 30 Built at: Spirit Lodge Requirements: Hotkey: S Skills: Purge (initiate): removes all buffs from a target and slows it by 5 for 15 seconds (5 for heroes). The slow is only effective on enemy units. Lightning shield (adept): Causes a shield to form around a target unit doing 20 damage per second to units around it for 20 seconds. Bloodlust (master): increases an allied unit's movement by 25% and attack rate by 40% Unit: Witch Doctor Level: 2 Cost: 145 gold 25 wood 2 food Unit Type: normal Attack Type: magic Weapon Type: missile Armor Type: Unarmored Armor: 0 Ground Attack: (average base) 12 Air attack: (avg base) 12 Cooldown: 1.875 HP: 315 (base) Health Regen.: always Mana: 200 Mana Regen: .667 (base) Range: 60 Day Sight: 140 Night Sight: 80 Speed: Average (270) Build Time: 30 Built at: Spirit Lodge Requirements: Hotkey: W Skills: Sentry ward (initiate): summons a stationary ward for scouting that is invisible and lasts for 600 seconds or until destroyed. Stasis Trap ward (adept): summons a stationary and invisible ward that stuns all enemies within the area of effect (50) when activated when an enemy is near. Healing ward (master): summons a stationary ward that heals 2% of a unit's health per second. These do not stack, at last 30 seconds or until they are destroyed Unit: Spirit Walker Level: 2 Cost: 195 gold 35 wood 3 food Unit Type: normal Attack Type: magic Weapon Type: missile Armor Type: Unarmored Armor: 0 (base) Ground Attack: (average base) 19.5 Air attack: 19.5 (average base) Cooldown: 1.75 HP: 500 (base) Health Regen.: always Mana:300 (base) Mana Regen: 1 (base) Range: 40 Day Sight: 140 Night Sight: 80 Speed: Average (270) Build Time:42 Built at: Spirit Lodge Requirements: Keep, Voodoo Lounge Hotkey: T Skills: Corporeal/ethereal form Spirit Link (initiate)- Links 4 units together distributing 50% of the damage that one takes across the spirit link with the other 3 units (prevents effects of focus firing) Disenchant (adept): removes all positive and negative buffs within an area ( 25) and deals 250 damage to summoned units. Ancestral Sprit (master): Raises a dead tauren from the dead with full health (does not work with Tauren chieftain or hero taurens). Unit: Raider Level: 3 Cost: 180 gold 40 wood 3 food Unit Type: Normal Attack Type: Siege Weapon Type: Normal Armor Type: Medium Armor: 1 (base) Ground Attack: (average base) 25 Air attack: none Cooldown: 1.85 HP: 610 Health Regen.: Always Mana: none Mana Regen: n/a Range: Melee Day Sight: 140 Night Sight: 80 Speed: Fast (350) Build Time: 28 Built at: Bestiary Requirements: none Hotkey: R Skills: Ensnare-causes an enemy to be immobile for 15 (2.5 for heroes) seconds (air units are brought to the ground) Pillage- allows the unit to gain resources as it damages buildings. A fully destroyed building, yields 50% of its original cost. Unit: Kodo Beast Level: 4 Cost: 255 gold Unit Type: Attack Type: Weapon Type: Armor Type: ? Armor: 1 Ground Attack: (average base) 18 Air attack: 1 Cooldown: 18 HP: 1.44 Health Regen.: always Mana: none Mana Regen: n/a Range:50 Day Sight: 140 Night Sight: 80 Speed: Slow (220) Build Time: 30 Built at: Bestiary Requirements: Hotkey: K Skills: War Drums Unit: Troll Bat Rider Level: 4 Cost: 160 gold 40 wood 2 food Unit Type: normal Attack Type: siege Weapon Type: missile Armor Type: Light Armor: 0 (base) Ground Attack: (average base) 11.5 Air attack: none Cooldown: 1.8 HP: 500 Health Regen.: Always Mana: none Mana Regen: n/a Range: 30 Day Sight: 140 Night Sight: 80 Speed: Fast (320) Build Time:25 Built at: Bestiary Requirements: voodoo lounge Hotkey: B Skills: Unstable Concoction-the bat rider explodes and deals 900 damage to all air units within the area of effect (20) Liquid Fire-allows the bat rider to throw liquid on buildings that take damage over time and attack 80% slower. (also benefit from troll regeneration) Unit: Wind Rider Level: 4 Cost: 265 gold 40 lumber 4 food Unit Type: Normal Attack Type: Pierce Weapon Type: Missile Armor Type: Light Armor: 0 (base) Ground Attack: (average base) 40 Air attack: (average base) 40 Cooldown: 2 HP: 600 Health Regen.: always Mana: none Mana Regen: n/a Range: 45 Day Sight: 160 Night Sight: 80 Speed: Fast 320 Build Time: 35 Built at: Bestiary Requirements: stronghold Hotkey: W Skills: Envenomed Spears-gives a poison effect to the wind rider's attack. A unit hit by an envenomed spear takes an additional 4 damage per second for 10 seconds. Unit: Tauren Level: 5 Cost: 280 gold 80 wood 5 food Unit Type: Normal Attack Type: normal Weapon Type: Normal Armor Type: Heavy Armor: 3 (base) Ground Attack: (average base) 33 Air attack: none Cooldown: 1.9 HP: 1300 Health Regen.: Always Mana:none Mana Regen: n/a Range: melee Day Sight: 140 Night Sight: 80 Speed: Average (270) Build Time: 50 Built at: Tauren Totem Requirements: Hotkey: T Skills: Pulverize Gives the tauren a 25% chance of dealing an area of effect attack (25/35 dealing 60/30 damage) Undead Units: Unit: Acolyte Level: 1 Cost: 75 gold 1 food Unit Type: Normal Attack Type: Normal Weapon Type: Normal Armor Type: Medium Armor: 0 Ground Attack: (average base) 9.5 Air attack: None Cooldown: 2.5 HP: 220 Health Regen.: Blight Mana:none Mana Regen: n/a Range: melee Day Sight: 80 Night Sight: 60 Speed: Slow (220) Build Time: 15 Built at: Necropolis Requirements: none Hotkey: C Skills: Unsummon-allows the acolyte to unsummon a building and gain 50% of the spent resources Sacrifice-allows the acolyte to sacrifice itself at a sacrificial pit and turn into a shade. Unit: Ghoul Level: 2 Cost: 120 gold 2 food Unit Type: normal Attack Type: normal Weapon Type: normal Armor Type: Heavy Armor: 0 (base) Ground Attack: (average base) 13 Air attack: none Cooldown: 1.3 (1.05 fully upgraded) HP: 340 Health Regen.: Blight Mana:none Mana Regen: n/a Range: melee Day Sight: 140 Night Sight: 80 Speed: average (270) (fast 350 fully upgraded) Build Time: 18 Built at: Crypt Requirements: Hotkey: G Skills: Cannibalize: the unit consumes a corpse to gain 10 hp per second for 33 seconds or until at full health Ghoul Frenzy- increases attack rate of ghouls by .25 and increases their speed by 80 Unit: Crypt Fiend Level: 3 Cost: 215 gold, ? wood, 3 food) Unit Type: normal Attack Type: pierce Weapon Type: missile Armor Type: Medium Armor: 0 (base) Ground Attack: (average base) 28.5 Air attack: none Cooldown: 2 HP: 550 Health Regen.: blight Mana: none Mana Regen: n/a Range: 55 Day Sight: 140 Night Sight:80 Speed: Average (270) Build Time: 30 Built at: Crypt Requirements: Graveyard Hotkey: F Skills: Web: bring an enemy air unit to the ground for 12 seconds Burrow: allows the crypt fiend to burrow into the ground and heal 5 hp per second until they are killed or come out of the burrow. Unit: Gargoyle Level: 2 Cost: 185 Unit Type: Normal Attack Type: Pierce/normal (ground/air) Weapon Type: Missile/normal (ground/air) Armor Type: Unarmored Armor: 3 (base) Ground Attack: (average base) 19.5 Air attack: (average base) 65.5 Cooldown: 2.2/1.4 (ground/air) HP: 410 Health Regen.: Blight Mana: none Mana Regen: n/a Range:30/melee (ground/air) Day Sight: 160 Night Sight: 80 Speed: Average (270) Build Time: 35 Built at: Crypt Requirements: Graveyard, Halls of the Dead Hotkey: A Skills: Stone form: Makes the gargoyle land on the ground, gain 12 armor and spell immunity, in addition to giving it a regeneration rate of 8 hp per second. Unit: Necromancer Level: 2 Cost: 145 gold 20 wood 2 food Unit Type: Normal Attack Type: magic Weapon Type: missile Armor Type: Unarmored Armor: 0 Ground Attack: (average base) 8.5 Air attack: (average base) 8.5 Cooldown: 1.8 HP: 305 (base) Health Regen.: blight Mana:200 (base) Mana Regen: .667 (base) Range:60 Day Sight:140 Night Sight: 90 Speed: average (270) Build Time: 30 Built at: Temple of the Damned Requirements: Hotkey: N Skills: Raise Dead (initiate): raises two skeleton warriors (if upgraded raises 1 warrior and 1 skeletal mage) from a corpse. Unholy frenzy (adept): increases the attack rate of a unit by 75% but also drains 4 hp per seconds. The effect lasts for 45 seconds. Cripple (master): Reduces a unit's movement speed by 75%, attack rate by 50% and damage by 50% for 60 seconds (10 for heroes). Unit: Banshee Level: 3 Cost: cost 155 gold 30 wood 2 food Unit Type: normal Attack Type: magic Weapon Type: missile Armor Type: Unarmored Armor: 0 Ground Attack: (average base) 11 Air attack: (average base) 11 Cooldown: 1.5 HP:285 (base) Health Regen.: blight Mana: 200 (base) Mana Regen: .667 (base) Range: 50 Day Sight: 140 Night Sight: 80 Speed: Average (270) Build Time: 35 Built at: Temple of the Damned Requirements: Hotkey: B Skills: Curse (initiate):causes a target enemy unit to have a 33% chance of missing for 120 seconds. Anti-magic Shell (adept): Creates a shell around a unit, which gives it spell immunity. Posess (master): Takes Control of an enemy unit, but sacrifices the banshee. This only works on organic ground units under level 6, and does not work on heroes. Unit: Meat Wagon Level:4 Cost: 230 gold 50 wood 4 food Unit Type: Mechanical Attack Type: siege Weapon Type: artillery Armor Type: heavy Armor: 2 Ground Attack: (average base) 79.5 Air attack: none Cooldown: 4 HP: 380 Health Regen.: none Mana: none Mana Regen: n/a Range: minimum:25 maximum:115 Day Sight:140 Night Sight: 120 Speed: Slow (220) Build Time: Built at: Slaughterhouse Requirements: Hotkey: M Skills: 45 Disease cloud: Whenever a meat wagon attacks a disease cloud will occur and do 1 damage per second for 120 seconds to enemies within the area of effect (undead are immune) Exhume corpses: allows the meat wagon to generate corpses (for cannibalize or raise dead) Get/drop corpse: allows the meat wagon to store a corpse and drop it for use. Unit: Obsidian Statue Level: 2 Cost: 200 gold 35 wood 3 food Unit Type: mechanical Attack Type: magic Weapon Type: missile Armor Type: heavy Armor: 1 Ground Attack: (average base) 7.5 Air attack: 7.5 (average) Cooldown: 2.1 HP: 700 Health Regen.: none Mana: 600 Mana Regen: 1.5 Range: 57.5 Day Sight: 120 Night Sight: 80 Speed: Average (270) Build Time: 45 Built at: Slaughterhouse Requirements: Tomb of Relics Hotkey: O Skills: Essence of blight: heals 10 heal to up to 5 units within the area of effect of the spell (60) Spirit touch: restores 5 mana to up to 5 units within the area of effect of the spell (60) Destroyer Form: Turns the statue into a flying anti-caster (irreversible) Unit: Shade Level: 1 Cost: 1 food Unit Type: normal Attack Type: n/a Weapon Type: n/a Armor Type: medium Armor: 0 Ground Attack: (average base) none Air attack: none Cooldown: n/a HP: 125 Health Regen.: blight Mana: none Mana Regen: n/a Range: n/a Day Sight: 190 Night Sight: 80 Speed: Fast (350) Build Time: 15 Built at: Sacrificial Pit Requirements: Hotkey: n/a Skills: True sight: allows the shade to see invisible units. Unit: Destroyer Level: Cost: 5 food (however, it costs 75 gold and 150 wood to morph) Unit Type: normal Attack Type: magic Weapon Type: splash Armor Type: Light Armor: 4 (base) Ground Attack: (average base) Air attack: 22.5 ( average base) Cooldown: 1.35 HP: 900 Health Regen.: blight Mana: 400 Mana Regen: -3 Range: 45 Day Sight: 140 Night Sight: 100 Speed: fast 320 Build Time: n/a Built at: Obsidian Statue Requirements: Destroyer upgrade, black citadel, tomb of relics Hotkey: T Skills: Absorb mana: takes mana from a friendly unit and gives it to the destoryer Devour: consumes all positive and negative buffs from units in the area of effect (20. Each unit that is devoured from gives the destroyer 25 hp and 50 mana. Deals 180 damage to units that are summoned. Orb of Annhilation: gives 20 damage to the destroyer's attack and gives him the ability to do area of effect damage. Spell Immunity: Gives the unit immunity from spells and magic damage. Unit: Frost Wyrm Level: 6 Cost: 385 gold 120 wood 7 food Unit Type: Normal Attack Type: Magic Weapon Type:Msplash Armor Type: Light Armor: 1 (base) Ground Attack: (average base) 95 Air attack: 95 (base) Cooldown: 3 HP: 1350 Health Regen.: blight Mana:none Mana Regen: n/a Range:30 Day Sight: 160 Night Sight: 80 Speed: slow (220) Build Time: 60 Built at: Boneyard Requirements: Hotkey: F Skills: Freezing breath: When the frost wyrm attacks a building it stops all functions of the building for 5 seconds. Unit: Abomination Level: 4 Cost: 240 gold 70 wood 4 food Unit Type: normal Attack Type: normal Weapon Type: normal Armor Type: Heavy Armor: 2 (base) Ground Attack: (average base) 36 Air attack: none Cooldown: 1.9 HP: 1080 Health Regen.: blight Mana: none Mana Regen: n/a Range: melee Day Sight: 140 Night Sight: 80 Speed: Average (270) Build Time: 45 Built at: Slaughterhouse Requirements: Black Citadel Hotkey: A Skills: Disease cloud: Gives abominations an aura that deals 1 damage for 120 seconds to enemy units near it (undead are immune). Cannibalize: the unit consumes a corpse to gain 15 hp per second for 33 seconds or until at full health Night Elf Units *note all night elf units benefit from a researchable upgrade that allows them to see as well at night as they do during the day. All night sight is before the upgrade. Unit: Wisp Level: 1 Cost: 60 Unit Type: Normal Attack Type: none Weapon Type: none Armor Type: Medium Armor:0 Ground Attack: (average base) Air attack: none Cooldown: n/a HP: 120 Health Regen.: Night Mana:none Mana Regen: n/a Range: n/a Day Sight: 100 Night Sight: 75 Speed: Average (270) Build Time: 14 Built at: Tree of Life Requirements: none Hotkey: W Skills: Detonate-the wisp explodes dispelling all buffs in the area of effect (35) and dealing 225 damage to summoned units. Unit: Archer Level: 2 Cost: 130 gold 10 wood 2 food Unit Type: normal Attack Type: pierce Weapon Type: missile Armor Type: Medium Armor: 0 (base) Ground Attack: (average base) 17 Air attack: (average base) 17 Cooldown: 1.5 HP: 240 Health Regen.: Night Mana:none Mana Regen: n/a Range: 50 (can be upgraded to 70) Day Sight: 140 Night Sight: 80 Speed: Average (270) Build Time: 20 Built at: Ancient of War Requirements: Hotkey: A Skills: Elune's Grace: archers take 35% less damage from piercing and lowers damage taken from spells and magic attacks by 20% Shadow meld-allows an archer to turn invisible at night while stationary. Mount hippogryph: allows an archer to ride a hippogryph and fire from the air (can also learn marksmanship and improved bows) Unit: Huntress Level: 3 Cost: 195 gold 20 wood 3 food Unit Type normal: Attack Type: normal Weapon Type: mbounce Armor Type: Unarmored Armor: 2 (base) Ground Attack: (average base) 17 Air attack: none Cooldown: 1.8 HP: 600 Health Regen.: night Mana: none Mana Regen: n/a Range: 22 Day Sight: 140 Night Sight: 80 Speed: fast (350) Build Time: 30 Built at: Ancient of War Requirements: Hunter's Hall Hotkey: H Skills: Sentinel-Puts an owl sentry on a nearby tree for scouting purposes. These lasts for the entire game or until the tree is destroyed Shadow meld-allows an archer to turn invisible at night while stationary Unit: Glaive Thrower (formerly known as the Ballista) Level: 4 Cost: 210 gold 65 wood 3 food Unit Type: Mechanical Attack Type: Siege Weapon Type: aline Armor Type: Medium Armor: 2 Ground Attack: (average base) Air attack: none Cooldown: HP: 300 Health Regen.: no Mana: none Mana Regen: n/a Range: Minimum 25 Maximum 115 Day Sight: 140 Night Sight: 120 Speed: Slow (22) Build Time: 48 Built at: Ancient of War Requirements: Hunter's Hall Hotkey: B Skills: Impaling bolt: allows the glaive to strike through the initial target ground damage those behind. IT also allows the glaive thrower to damage trees. Unit: Dryad Level: 2 Cost: 145 gold 60 wood 3 food Unit Type: normal Attack Type: pierce Weapon Type: missile Armor Type: Unarmored Armor: 0 (base) Ground Attack: (average base) 17 Air attack: (average base) 17 Cooldown: 2 HP: 435 Health Regen.: Night Mana:200 Mana Regen: .75 Range: 50 Day Sight: 140 Night Sight: 80 Speed: Fast (350) Build Time: Built at: Ancient of Lore Requirements: none Hotkey: D Skills: Abolish magic-dispels positive buffs from enemy units and negative buffs from friendly units. This also does 300 damage to units that are summoned. Slow poison- gives the dryad's attack the ability to last for 5 (1 for heroes) seconds dealing 8 damage per second and slows movement by 50% and attack speed by 25% Spell immunity-makes this unit immune to spells and magic damage Unit: Druid of the Claw Level: 4 Cost: 255 gold 80 lumber 4 food Unit Type: normal Attack Type: normal Weapon Type: normal Armor Type: heavy Armor: 1 (base) 3 (bear form base) Ground Attack: (average base) 20.5 (36.5 average base for bear form) Air attack: none Cooldown: 1.5 HP: 430 (base) 960 (base bear form) Health Regen: night Mana: 200 (base) Mana Regen: .667 (base) .75 (bear form) Range: melee Day Sight: 140 Night Sight: 80 Speed: Average (270) Build Time: 30 Built at: Ancient of lore Requirements: Tree of ages (master druid of the claw training for bear form) Hotkey: C Skills: Night elf form: Transforms the unit into a night elf allowing him to cast spells such as rejuvenate and regenerate mana faster. Roar (initiate): Roar increases all units within the area of effect's (50) damage by 25% Rejuvenate (adept): heals a unit 400 hp over 12 seconds. Bear form (master): Transforms the druid into the bear allowing him to do more damage. (can learn enchanted bears to allow roar in bear form) Unit: Mountain Giant Level: 6 Cost: 425 gold 100 lumber 7 food Unit Type: normal Attack Siege/siege Armor Type: Medium Armor:4 (base) Ground Attack: (average base) Air attack: none Cooldown: HP: 2.5 Health Regen.: night Mana:none Mana Regen: n/a Range: melee Day Sight: 120 Night Sight: 80 Speed: Average (270) Build Time: Built at: Ancient of Lore Requirements: Tree of Ages Ancient of Wonders Hotkey: M Skills: Taunt-gives the command for all units to target this unit in the area of effect (45) War Club- allows the mountain giant to pick up a tree and gain a siege attack that lasts for 15 hits. (can learn hardened skin and resistant skin) Unit: Hippogrpyh Level: 2 Cost: 160 Unit Type: Normal Attack Type: Normal Weapon Type: Normal Armor Type: Unarmored Armor: 0 (base) Ground Attack: (average base): none Air attack: 53 Cooldown: 1.05 HP:525 Health Regen.: Night Mana: none Mana Regen: n/a Range: Melee Day Sight: 160 Night Sight: 80 Speed: Fast 350 Build Time: 40 Built at: Ancient of the Wind Requirements: Hotkey: H Skills: Pick up archer: Picks up an archer to make a hippogryph rider. Unit: Hypogriph rider Level: 4 Cost: 4 food Unit Type: normal Attack Type: pierce Weapon Type: Missile Armor Type: Light Armor: 0 (base) Ground Attack: (average base) 17 Air attack: (average base) 17 Cooldown: 1.25 HP: 765 Health Regen.: night Mana: none Mana Regen: Range: 40 (base) Day Sight: 160 Night Sight: 80 Speed: Fast (320) Build Time: n/a Built at: n/a Requirements: Mount Hippogryph upgrade Hotkey: n/a Skills: Decouple Archer and hippogryph: Dismounts the Archer from the hippogryph putting it back on the ground. (can also learn marksmanship and improved bows) Unit: Druid of the talon Level: 2 Cost: 135 gold 20 wood 2 food Unit Type: Normal Attack Type: Magic Weapon Type: Missile Armor Type: Unarmored Armor: 0 (base in both forms) Ground Attack: (average base) 12 (druid form) none (stone crow form) Air attack: (average base) 12 (druid form) 38 (stone crow form) Cooldown: 1.6 (druid form) 1.75 (stone crow form) HP: 200 (base druid form) 300 (base stone crow form) Health Regen: Night Mana:200 (base druid form) 300 (base stone crow form) Mana Regen: .667 (base druid form) .75 (base stone crow form) Range: 60 Day Sight: 160 Night Sight: 80 Speed: Average (270, druid form) Fast (320 stone form) Build Time: 22 Built at: Ancient of Wind Requirements: druid of the talon adept for stone crow form, none for druid form Hotkey: T Skills: Night elf form: Allows the unit to cast spells such as cyclone Faerie Fire (initiate): reduces an enemy's armor by 5 and gives vision of that unit for 120 seconds Stone Crow Form (adept): allows the druid to turn into stone crow form allowing better damage against air units. Cyclone (master): throws a unit up into the air taking it out of the field for 20 seconds (6 for heroes) or until it is dispelled. (can also learn enchanted crows) Unit: Faerie Dragon Level:3 Cost: 155 gold 25 wood 2 food Unit Type: normal Attack Type: pierce Weapon Type: missile Armor Type: Light Armor: 0 (base) Ground Attack: (average base) 13.5 Air attack: (average base) 13.5 Cooldown: 1.75 HP: 450 Health Regen.: Night Mana: 200 Mana Regen: .75 Range: 30 Day Sight: 160 Night Sight:100 Speed: Fast (350) Build Time: 25 Built at: Ancient of Wind Requirements: ancient of wonders Hotkey: F Skills: Phase Shift: Causes the Faerie dragon to disappear out of play disallowing it to move attack cast spells be attacked or have spells cast on it. It has the taunt- like affect that causes those attacking it to switch targets. Mana Flare: Turns faerie dragon into a ball gaining 12 armor and causing damage to any enemies within the area of effect (75) for 30 seconds or until interrupted. Unit: Chimera Level: 5 Cost: 330 gold 70 wood 5 food Unit Type: Normal Attack Type: Magic (corrosive breath does Siege_ Weapon Type: Mslpash/ (corrosive breath is Missile) Armor Type: Light Armor: 2 (base) Ground Attack: (average base): 75 (normal attack) 50 (corrosive breath on buildings) Air attack: none Cooldown: 2.5 HP:1000 Health Regen.: night Mana: Mana Regen: Range: 45 (70 for corrosive breath) Day Sight: 160 Night Sight: 80 Speed: Slow (220) Build Time: 65 Built at: Chimera Roost Requirements: none Hotkey: C Skills: Corrosive Breath: Allows the chimera to do siege damage against buildings. III. Armor and Attack/Armor Info Wacraft III is set up on a system of counters that effect how much damage a unit does. This is based on the type of attack the damage doer has, and the type of armor the unit/building taking damage has. You can tell what type of armor and attack a unit has by looking at the info next to its portrait or looking through the unit guide in this FAQ. Here is a graph showing the % of damage done for each attack type on each damage type. Light Medium Heavy Fortified Hero Unarmored Normal 100 150 100 70 100 100 Pierce 200 75 100 35 50 150 Siege 100 50 100 150 50 150 Magic 125 75 200 35 50 100 Chaos 100 100 100 100 100 100 Spells 100 100 100 100 75 100 Hero 100 100 100 50 100 100 The amount of armor also determines the amount of damage reduction or increase . To figure out the amount of damage reduced if you have positive armor use the equation ((armor)*.06/(1+.06 (armor). For damage increase with negative armor use the equation 2-.95^(-armor) if you don't have the math skills for this, you can just look at the chart on battle.net at the website: www.battle.net/war3/pdf/armorattackdefense.pdf ---------------------------------------------------------------------------------- ---------- IV. Shop Info Shops: One of the most important parts of TFT is the introduction of player built shops, each race has their own, and here is a guide for each one. Human Tier 1: Scroll of Regeneration: 100 gold, Regenerates the hit points of all friendly non- mechanical units in an area around your hero by 225 over 45 seconds when used. Lesser Clarity Potion: 70 gold, Regenerates the hero's mana by 100 over 30 seconds when used. Mechanical Critter: 50 gold, creates a player-controlled critter that can be used to scout enemies. Tier 2: Potion of healing: 150 gold, heals 250 hit points when used Potion of mana: 200 gold, restores 150 mana when used Scroll of town portal: 350 gold, Teleports the hero and any of it's nearby troops to a target friendly town hall. Ivory Tower: 30 gold, 20 lumber, Creates a scout tower at a target location. Tier 3: Orb of fire: 375 gold, Adds 5 bonus fire damage to the attack of a hero when carried. The hero's attack also become ranged when attacking air and do splash damage to nearby enemy units. Staff of Sanctuary: 250 gold, teleport s a target unit to your highest level town hall, stunning the unit and regenerating 10 hit points per seconds. Lasts until the unit is fully healed. Night Elf Tier 1: Moonstone: 50 gold, Causes an eclipse that blocks out the sun and creates an artificial night. Lasts 30 seconds Lesser Clarity Potion:70 gold, Regenerates the hero's mana by 100 over 30 seconds when used Dust of Appearance: 75 gold, Reveals enemy units in an area around the hero. Contains 2 charges, lasts 20 seconds. Tier 2: Potion of healing: 150 gold, heals 250 hit points when used Potion of mana: 200 gold, restores 150 mana when used Scroll of town portal: 350 gold, Teleports the hero and any of its nearby troops to a target friendly town hall. Staff of Preservation: 200 gold, teleports a target friendly unit to its highest- level town hall Tier 3: Orb of venom: 375 gold, adds 5-bonus damage to the attack of a hero when carried. The hero's attack also becomes ranged when attacking air and poison enemy units for 10 seconds. Anti-magic potion: 100 gold, gives the hero immunity to magical spells for 10 seconds. Undead Tier 1: Rod of necromancy: 150 gold. Creates two skeleton warriors from a corpse. Contains 4 charges. Sacrificial skull: 50 gold, Creates an area of blight at a target location Moonstone: 50 gold, Causes an eclipse that blocks out the sun and creates an artificial night. Lasts 30 seconds Tier 2: Potion of healing: 150 gold, heals 250 hit points when used Potion of mana: 200 gold, restores 150 mana when used Scroll of town portal: 350 gold, Teleports the hero and any of its nearby troops to a target friendly town hall. Tier 3: Orb of corruption: 375 gold, adds 5-bonus damage to the attack of a hero when carried. The hero's attacks also become ranged when attacking air and reduce the armor of enemy units for 5 seconds. Orc Tier 1: Healing Salve: 100 gold, Regenerates a target unit's hit points by 400 over 45 seconds when used. Contains 3 charges Lesser Clarity Potion: 70 gold, Regenerates the hero's mana by 100 over 30 seconds when used Scroll of Speed: 50 gold, increases the movement speed of the hero and nearby allied units to the maximum movement speed. Lasts 10 seconds Tier 2: Potion of healing: 150 gold, heals 250 hit points when used Potion of mana: 200 gold, restores 150 mana when used Scroll of town portal: 350 gold, Teleports the hero and any of its nearby troops to a target friendly town hall. Tier 3: Orb of lightning: 375 gold, adds 5-bonus damage to the attack of a hero hen carried. The hero's attack also become ranged when attacking air, and has a chance to dispel magic and slow the movement speed of the enemy for 3 seconds. Deals 150-bonus damage to summoned units. Tiny great hall: 600 gold, 185 wood, Creates a great hall at a target location. Human, night elf, and Undead players, will get their racial equivalent to town hall. ---------------------------------------------------------------------------------- ---------- V. Walkthrough Night Elf Missions Point Distribution for Maiev: (Your first two are already picked (blink/fan of knives) You should go Fan/blink/blink/vengeance/Fan/shadow strike/shadow strike/shadow strike You will see why getting level 3 blink at level 5 is the best choice. Mission 1: Rise of The Naga Though the demolord archimonde and the burning legion were finally defeated at the battle of mount Hyjal much of Ashen evale forest remains tainted by foul, demonic energies. The combined efforts of both the druids and the sentinels have brought a tenuous peace to the northlands, but dark creatures still lurk within the shadowed woods. In this perilous time, Maiev Shadowsong, the warden who once guarded Illidan's barrow prison, has come forth to hunter her dangerous prey-and chain him once again beneath the cold earth Start off the mission by taking your group of units and attacking the gate so it crashes open. Maiev wonders what sacked the village, continue north and kill the Mur'guls. Go to the left and take the Rune of lesser healing and continue west. As you past through the gate there will be a cutscene about the furlbogs, kill them, and they should go down pretty quickly with fank of knives and focus firing with your archers. Continue east and slay the Satyrs, and follow the path north to meet up with some more units, and learn about your first optional quest Optional Quest: enraged beast -Slay the Wildkin Take your new units and head east. After you pass a village that has been sacked by illidan you'll see the wildkin. If you want to complete the mission have defeat the large wilkding and he drops a tome of agility (use fan of knives and your huntresses to tank). You can also destroy the nest to the east for a rune of mana. Take the tome and continue north. (Break open the crates here for a rune). -- Take the rune of healing next to the path leading north/northeast and simply follow the path and you'll end up fighting the naga for thje first time. Use fan of knives and your hunts to tank the damage and you'll easily defeat them. After you defeat them continue north and go along the path again. AS you continue west, you will find a rune of mana and a fountain of healing, use it as you need and continue north, and fight some more murguls. Even farther north are a huntress and an archer that you can control. Use them to defeat the satyrs, and learn about the other optional quest for this level. Optional Quest: Search and Rescue -Rescue the Imprisoned Night Elves Continue north and follow the satyr through the gates and kill them. Break open the dungeon gate to find some more elves. Then head slightly to the west kill some more satyrs and open the other dungeon gate to complete the optional quest. -- Now bring your entire party to the east and break open the demonic gate. After the cut scene kill all the naga in sight, the ones closest to the sea having the most priority. Two ships must survive, make sure Maiev survives (always glance at her health every few seconds). If she comes under fire, blinker her away from the action. There really is no reason to rush on normal difficulty, as the ships don't die to fast. Just fan of knives the snap dragons and the sirens and focus fire the myrmidon and the flying naga and you'll complete the pretty simple first mission. Mission 2: Broken Isles The next day, on the shores of a mysterious island chain, Maiev and her watchers inspect some ancient, yet strangely familiar ruins. Start off by putting your idle wisps on the trees to mine lumber and then make them ancient protectors at the front of your base. You're also going to want to build a bunch more moonwells (at least 3-4). Start making some huntresses and archers. Using two ancients of war or even more is a very good idea for this mission. You'll want to have some units to do stuff with Maiev, and possibly to defend your base (a bunch of ancient protectors will do the trick, but I think that leaving a few units behind is more cost effective). Don't forget to upgrade your units! Kill the creeps around the fountain and head north and talk to and old orc warlock. After the cutscene you'll learn of the first optional quest Optional Quest: Silence the Ghosts -Destroy all three summoning pits -Return the skeletal artifact to Drak'Thul Take the transport ships with around a few huntresses and around two archers for every huntress (not really that necessary). Head up to the island to the north of your base with your ship. There is nothing that can hit you so just click and let your ship go while building more units at your base. Land at the north part of the island, and once your units are out of the transport ships don't bother fighting just go destroy the summoning pits. Just go from pit to pit. Once that is done pick up the skeletal artifact and finish off the skeletal orcs. Head back in the transport ships back and when you land on your island go to Drak'Thul (you can get back right next to drak thul on the shore just south of the island with the summoning pit. It's right next to drak thu'ls huts. After the cutscene you'll get the reward of a robe of the magi (adds 6 to intelligence). -- Now you have an option of what to do next, you can either go slaughter the red naga base to the west, or go straight to Illidan's. I suggest killing the red naga base to the west first, for experience points and so that your base doesn't get harassed while fighting illidan. You can go creep around until you have a solid force of archers and huntresses and protect your base if need be. I had about 7x Huntress and 12x archers and the red base went down with relative ease. You can add more or less, if you want but this makes it a lot easier to just hop to Illidan's base. Don't forget to bring a few glaive throwers for the Tidal Guardians that are at both bases. When you want to go to Illidan's base you should at least have 8 huntresses 12 archers 4 glaive thrower. If you want to, and have some cash to spare buy some frigates. Illidan's base is at the north of the map. It has some couatls in it so focus your archer fire on that. Make sure your glaive throwers are hitting the tidal guardians, and his base should fall pretty fast. You don't have to kill all of it just enough to get to the ruined gate at the north of his base. When you are ready, break open the gate. You'll see three myrmidons, have one archer hit one of them, and this fight goes very easily. Kill the siren and repeat what you just did with the next 3 myrmidons and sirens. Once these are all dead your mission will be complete. -- Mission 3: The tomb of Sargeras Moments later, just inside the entrance of the shadowed tomb, Miaev and her watchers brace themselves for an ambush. Okay, start off by breaking the gate to the north Kill the skeletons. Break open the crates here and take the rune. Then head left killing the skeletal orcs and heading north, killing the skeletons and the necrolyte. Take the rune and the mana potion and then head back to where you started. Back at the starting point, head east. Blink across to use the rune and get the tome. Continue south and kill the overlords. Be careful they are pretty powerful. Break open the gate next to the overlord that was too the left, and head through it. Head back to the gate with the overlord. Break it open go south, killing the skeletal orcs. Kill the pitlord to gain some major experience. You can also blink to that platform in the middle to get another shadow orb fragment and a rune of mana. This is one of the 10 shadow orbs. You have to scour the map to get all 10 of these, blinking everywhere is a necessity. Here's a complete list of all of their locations. Thanks to "Yngwie Malmsteen" for these. 1) Bottom left of map, to the left of the level 7 pitlord. you get there by blinking to the ledge directlyto the left of the Rolling Stone. Walk left, thenblink up to the other ledge (to the left of pit lord) 2) Southwest of rolling stone... no brainer 3) Exactly in the south center of the map. Use blinkon the small section left of the rock barrier where the druid of the claws are. 4) Four or five screens north of where the above rock barrier is. In the area before the 2nd guldan cutscene. Little hallway with waterfalls to the left and right. There's a Necrolye and 2 skeletal orcs. blink to the ledge on the left (directly above the waterfalls on your left). 5) On a rocky ledge about 1.5 screens left of Naga Statue (Elf with tail statue). Very close to the level 7 Elder Hydra. Or half screen right of Rock Barrier where you get dryads. 6) In the absolute top left corner of map. About a half screen south from there. You blink to the ledge from the northeast ledge (which can be accessed by foot). It's in one of the crates or barrels 7) about one screen to the left of the broken bridge (that's repaired by stepping on the floor switch). There's a palm tree by the northern wall. Use Sentinel on palm tree. Blink into revealed area. It's under the turtle. 8) Northeast little pool. Pretty obvious, directly north of rock barrier in the east. 9) the Massive Gate that leads to the final Massive gate. Break it open. Enter room. Blink south past obstacles to rune of mana... the orb is to the east of the rune. 10) back to the same massive gate... enter room, blink to the ledge that's outside of the room, just directly north of the massive gate from the outside. walk north.. blink north to the ledge on the other side. Now head back to the gate and south killing the fel stalkers as you continue east. To the south of the steps at the east of this room there is a rune of mana, blink to it to use it and then blink back. Keep continuing east killing Fel Stalkers and going up the steps. Here you'll find the first part of the first optional quest to destroy the rock barriers. There is one right here, and if you destroy it you'll get two druids of the claw. Head north and kill the necrolyte and the skeletons and then step on the glowing platform. This opens a stone door. Go to where the ping was and head through the stone door. Blink to kill the creep and go west to get a piece of the shadow orb. Go back to where you killed the necrolyte and head north. After the cut scene, Head north and kill the mur'guls, and find another set to the northwest of them. Keep going west and kill the hydra follow the path and break this set of rock chunks, and you'll find a couple dryads. Now head slightly north and then east. Fight some more hydras and heal with rejuvenation if you need to. After one of the firs groups of hydras you can fight a Gargantuan Sea turtle that doles out a lot of experience and a healing salve. If you happen to hit level 5 make sure you put it into blink. You'll thank me later. Back to the mission...continue east...fight some more hydras and bear-form if you need to. Head north at the break in the path and kill some turtles to get a rune of healing. Then head east to find out that you can't cross the river. Blink Maiev across and find a patch of glowing ground to the south east to make a bridge appear. On the other side there are some turtles, get rid of them and continue on your way east. As you head east you'll talk to Lady Vashj in a cutscene. You'll then fight a bunch of naga. Fan of knives and rejuvenate if you need. Head right and break open some more rock chunks to complete that optional quest, and get some druids of the talon. Blink to the north and then to the left and take the rune and break open one of the crates to get another shadow fragment. Blink back. Head south and break open the ruined gate. Inside this room are a bunch of naga sirens. Watch out for their use of cyclone. Take the rune and head west. Now kill the snap dragons and continue along the green path, using the rune of greater mana if you need it. Eventually you'll meet up with three myrmidons your bears should be able to go toe to toe with them, cyclone them if you need to with your druids of the talon. Eventually you'll find some more info of gul'dan 's journey. After the cut-scene break open the gate to the east. If you continue east a fight will occur with some naga, cyclone what you don't want to fight, then kill everything else and wait for them to come down. If you go up the top row you can open some crates to get a rune of the wild for a furlbog. Once you are done here head east through the gate. Your first main quest will be completed, and you'll see a cutscene with illidan. Now the exciting part of the mission occurs: escaping from the tomb. You have to get to the entrance within 3 minutes and 30 seconds. Blinking is very important in this as it get you out of some very sticky situations. If you got level 3 blink as I said to before, this will be a lot easier, as it costs only 10 mana and has minimal cooldown (1 seconds) Head left, and blink past the battle going on between the revenants and other creeps. Blinking will dodge the blizzard that is currently going on near that battle. Head north, blinking away if anyone has targeted you. Head, right and take the rune of speed and blink past yet another battle going on. Keep heading right, and then go north again. Blink past the revenants coming right at you, and head left. Keep heading left and blink past some of Illidan's naga. Head northwest, and take the rune of healing and blink away again to the northwest. Now avoid the turtles and blink by if you need them, and continue heading west. Blink across the river where the bridge was and keep going to the west. You'll eventually run into some hydra, either blink away or straight up avoid them, and head south and then east. Take yet another rune and head east, blink across yet another battle, take a rune of greater healing and blink away if they are targeting you. All the way to the east you'll hit a dead end, go south. There is a bunch of hydra here. If you go left, you can go into a pool with another hydra, get a gauntlet of ogre strength and then blink back and go back into the room and head south. I don't think it's worth it, but go for it if you want to. Take the rune of mana and then blink across the rocks and to the west. Head down the stairs to the east take the rune of shielding and blink to the west away from the battle. Then head north a bit and hang a right. Take the rune of restoration and blink away from the fel stalkers that come near you. Head north and then west and you will complete the mission. Mission 4: Wrath of the Betrayer Hours Later, suffering from grievous wound and exhaustion, Maiev stumbles back to the relative safety of her base camp. After the cutscene explaining to the huntress what just happened. You'll learn that you have to send a runner for reinforcements. Start off by taking some of your wisps and making them ancient protectors at the entrances to your base (south, south west, west). Also pay attention to your base when you are being attacked. Always replace those that die with fresh units. Your base shouldn't be that much of a problem just watch out sometimes. Now it's time to protect the runner. Start off by obviously going south, kill the myrmidon and the mur'gul slave and you'll receive the optional quest for this level. Naga Excavators -Kill the Naga Excavators (I'll tell you where they are as you come upon them) Take the item if you want and continue west. Kill the mur'guls with fan of knives and focus fire. If you want to get another excavator for the quest go south and kill some sirens and then west to kill a myrmidon and some snap dragons and two mur'guls Then kill the mur'gul slave and take the item if you want. Take the gold coins and head back. Keep going west and you'll find two more huntresses for your group. Now head north. To the east there will be another myrmidon and a mur'gul slave, for the excavators optional quest. Kill them to get an item. Now head northwest and kill the murgul's here. Keep west and then head south and kill the large group of mur'guls. Eventually head south and you'll find some boats and some hippogryphs in addition to two glaive throwers. Now you must escape to sea. Pack up everything in the transports and bring the hippogryphs with you (focus them on coautls) Head south. Focus your hippogryphs on the couatls and then continue south. When you get to solid ground take out your units and then head up the hill kill the myrmidon and the Mur'gul slave to get another item and complete the optional quest. Pick up the gold and head out and slaughter the naga sirens dragon and dragon turtles. You can go left and kill some mur'guls to get some gold if you want. Don't forget to destroy the gate to the east of those mur'guls, if you don't you wont be able to escape. Now it's time to pick off some tidal guardians. Knock off the one right next to the bottom gate with your glaive thrower and then head slightly to the west of where you picked up the last excavator and up to the north. Destroyer the one on op of a wall as you head up north. Keep going north and take care of the two tidal guardians near another gate. While you're waiting for those to be destroyed you can go destroy the gate near it along with the couatl. Take out the myrmidon and then the tidal guardian next to it. Then head back making sure all of the gates are destroyed. Put the runner and other units if you want into the transport and click to your destination at the northwest end of the map. You should have a smooth ride through. Interlude: Unfinished business Late that evening in the secluded Moonglade, malfurion stormrage, and tyrande whisspewhind discus the aftermath of the Legion's Invasion --- Mission 5: Balancing the Scales The next day, on the shores of the Broken Isles, Maiev and her Watchers attempt to hold the line against Illidan's final assault. This is a fun one..oooh yes. I highly suggest doing the optional quest, as you'll get to use mountain giants. Alright Start off the mission by heading north with Furion and Tyrande's forces, and then going east after killing some naga. If you ever have any trouble in this mission use tranquility or starfall. Tranquility has a low cooldown and the mana cost is never a problem for Furion Fight off some myrmidons and take the gold coin. Head up the stairs and then east and take 3 more gold coins and pick up some a scroll of mana and healing. Now head west and take yet another gold coin. Head north kill a myrmidon and a siren. You'll then hear about your optional quest. Optional Quest: Night Elf fleet -reach the first ship -reach the second ship -reach the third ship You know the locations of all three of the ships so I really have no work to do, but tell you what is at each ship treasure wise and enemy wise. The first ship has a few skeletal orcs guarding it and gives you two huntresses and an archer. The second ship has mountain giants and is guarded by three sea elementals. The third ship is guarded by a bunch of mur'guls and you'll get two bears and a huntresses Now keep heading north and you'll fight some sea behemoths. Starfall or tranquility will make them a very easy fight. Then head south kill the myrmidon and take a gold coin to the east. Now head south some more and take care of two war golems and then right when you step in to the purple base starfall and tranquility and they should all go down without much of a fight. You can bring Maiev with you if you want her to gain some experience. You can go back to Maiev's base if you want or go pick up the rest of the ships (even though you can get them after the first main quest is completed. Once you get tyrande and furion back to the base a cut scene will occur. After the cut scene uproot your tree of ages and drop it near the gold mine you just cleared when you destroyed the naga base near Maiev's. You can go with any strategy that you want for the rest of this mission. I suggest either huntresses and archers or druids of the claw and dryads. A mix of the two might work, but they have mixed upgrades, so I usually don't go for it. You can also attack right away if you want, starfall and tranquility work wonders and you won't lose very much with those. If you do lose some vengeance will come in handy. Jut go into the naga base from the south east side hop in a bit and then starfall and tranquility, fan of knives and vengeance and you should be fine as lone as you keep your eyes on everything. If you took the optional quest you should be fine as mountain giants+taunt+tranquility=very hard to kill. Don't be afraid to even taunt the towers, they are affected by it to. Make your mountain giants grab tree and you'll finish off the base even faster. Then head north and repeat the same starfall+tranquility combo and this will end really fast Make sure to entangle or focus fire on illidan immediately because he will do the most damage out of anything in this mission. Kill all unit producing buildings and you will accomplish your mission and be rewarded with a cutscene. Mission 6: Shards of the Alliance Three days later, on the western coast of Lordaeron, the night elves venture cautiously into the shifting shadows of Silverpine Forest. After the cutscene you'll meet up with Kael and his caravan. There are two important things to remember for this mission, first of all, neither Kael, Maiev nor Tyrande can die in this mission if you wish to complete it. In addition to that, two supply wagons must survive. Start off by heading south and the caravan will follow you. You'll approach some ghouls. Watch out for Kael's flamestrike. It hurts you as well. Ghouls do minimal damage to mountain giants because of hardened skin, so have them taunt. Continue south and take out the group of necromancers here. As you continue along the path you will approach a couple meat wagons, an abomination, a couple necromancers and a few ghouls. You should be able to take them out very easily. Watch out for the caravan as it may get attacked from behind. Eventually you'll come across a mercenary camp and learn about an optional quest. Optional Quest: Retrieve Supplies -Recover the gold caches (I'll tell you where they are as you come upon them) If you continue west you'll find the first gold stash inn an undead base. Simply walk in, kill the dreadlord (if you want to) starfall and fight your way through. Have your druids of the claw rejuvenate and bear form as needed. Make sure to roar before you get into battle. Hop in the red circle and you'll get the first gold stash and a rune of greater healing. Hire some mercenaries if you wish, at the first mercenary camp you can get a berserker, ogre mauler and a troll high priest. I suggest getting two troll high priests, as they can abolish magic, making skeletons summoned by necromancers useless. Continue with your group along the path to the south. Eventually you'll meet up with some necromancers and ghouls with a meat wagon. Make sure you taunt and you should be fine. Now continue along the path to the east. You'll stop in the middle of a village to repair the caravan. When the caravan is repaired head east. If you get off the path and just continue east, you will be inside yet another undead base across a path from a mercenary camp (you can hire assassins, kobold geomancers and kobold taskmasters). If you want to do the optional quest head into the undead base to the east and starfall while having your mountain giants taunt and it will go down quickly. Have your mountain giants grab a tree to take out the spirit tower fairly quickly. You probably don't even have to starfall. Then head into the red circle of power to get a rune of lesser healing and another gold cache. Continue north and fight off some crypt fiends. Follow the path up north even more and then go around the curve and you'll fight a dreadlord some ghouls and crypt fiends. Your force should wipe them out very quickly. Continue down the path to the southwest and follow it until you reach a cross road. You'll see a cutscene and be approached with a choice of either the longer path (left) or through the undead bastion (right). The right path is the only path that you can go to complete the optional quest. You'll rest for a little bit and repair the caravan. If you chose right: Head right and then south along the path. If you want to complete the optional quest go directly south and go off the path you'll fight some banshees and necromancers. Kill them and then go around the house. Then get into the red circle and take the rune and the last gold cache to complete the optional quest Continue to the east following the path and find a mercenary camp(you can hire troll trappers, renegade wizards and elder sasquatchs). If you continue along the path you'll head right into an undead base. Kill the dreadlord and starfall. Then use your mountain giants and grab trees and focus your attacks on the black citadel and spirit towers. Once you're done with the base head north along the path. There isn't much more other than a couple of ghouls and a banshee along the path, so just keep going up it to the bridge and you'll get a cut scene. You'll have to fight off one more wave of undead (just take out the ones near tyrande then head over to the caravan and starfall if necessary. Once they are all dead you will get a cutscene and complete the mission. If you chose the left path: Sorry, you can't finish the optional quest unless you go to the right and quickly take the gold cache while they are repairing the caravan. Head north along the path to the left. Take out the ghouls, abomination and necromancer along the path and then just keep following the path to a gold mine guarded by a spirit tower, ghouls and a crypt fiend. Just grab tree to do away with the tower and the outpost should go down very quickly. Now head south east along the path. You can head north at one point towards a goblin merchant that is just guarded by rogues and brigands. Then get back on the path and just keep going south east until the path joins up with the one from the undead bastion and then head north towards the river After a cutscene you'll have to fight off one more wave of undead (just take out the ones near tyrande then head over to the caravan and starfall if necessary. They should drop pretty easily. Once they are dead you will get a cutscene and complete the mission. -- Interlude: malfurion's vision At that moment, deep within Silverpine Forest, Malfurion attempts to commune with the spirits of the wild. Mission 7: The Ruins of Dalaran Later that evening, at the night elves' base camp, Malfurion returns to warn Maiev and Tyrande of his brother's dangerous sorcery. This mission is timed, so you have to watch what you are doing. I'd try to get chimeras fast. Upgrade your druids of the claw to adept and build some dryads if you feel so inclined. Immediately tech your tree of ages to tree of eternity. While it is upgrading build up some hyppogryphs and druids of the talon for anti air and protection for your chimeras. As to not waste time, take the units at your base near the purple base where illidan is stationed. Kael will inform you of your optional quest. I highly suggest completing this quest, as it makes this mission a lot more easier and is not that difficult Optional Quest: Save the Paladin -Free the Paladin Bring your units to the northeast part of the map. You will fight a few naga (snap dragons and sirens to be exact). Break open the dungeon gate to the north of these naga and fight Some kobolds if you want some experience and a nice item. Then head slightly to the west and then to the north. You can kill the kobolds to the west or ignore them and continue even farther north and kill some sirens snap dragons and myrmidons. After these naga are dead break open the dungeon gate and free the paladin. -- Now head back to your base and heal if you need to. Build up your force, and make sure to get all the upgrades you can (druid of the claw and talon master training will help A LOT in the mission, as will the mountain giant upgrades). You can basically do anything that you want for this, but I highly suggest getting chimeras as they will not only do tons of MAGIC damage to the summoners, but they can do tons of damage to ground units and buildings with the corrosive breath upgrade (MAKE SURE TO GET IT!!). With the paladin there, he can heal any focus fire on the chimeras with holy light. Now I suggest hot keying all of your production buildings while you head to Illidan's base. While you are fighting make sure to be building units and rallying them to your heroes so you can have reinforcements. When you are ready (I had around 63 food when I first started going over there, you can probably have less, but you have tons of money in this mission so keep building as you go, and don't forget more moonwells) head north. You'll fight omen naga next to a fountain of restoration. Use that if you need it and then head north and fight off a small naga out post outside of their base. Now head west into the first part of their base. Tranquility as soon as you get in and try to lure units to you near Furion so you stay within the area of effect of tranquility. A force of chimeras, the druids, and the other units that were at your base should SLAUGHTER their base with relative ease. Corrosive breath will own buildings (tidal guardians should be your prime targets). Make sure the chimeras are in a control group with the paladin so you can holy light them more easily. Use resurrection if needed, and make sure to bring reinforcements. Destroy their base, if you feel so inclined and then take out the summoners using chimeras, shadow strike, fan of knives, entangled roots, druid of the talon or any other thing that does magic damage. They should die pretty easily if you've gotten rid of the tidal guardians. You will want to have a fairly large force inside of their base, especially if your micromanagement is not that good. You'll probably want to be in high upkeep with pretty well upgraded units and this mission should be pretty simple. Once all four of the summoners are dead, you will complete the mission. Mission 8: The Brothers Stormrage Hours later, along the banks of the 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. This is your first mission controlling the naga. So get to know their units. Myrmidons are heavy melee units that have a lot of health and do a significant amount of damage. Snap dragons are ranged units that do piercing damage, and dragon turtles are the naga's siege weapons. You'll have to take care of two bases in this mission, which requires a lot of micro management. Make sure to build a bunch of ancient protectors at Furion's base, along with some archers and huntresses. You should probably make a control group for the group of units at furion's base. At the naga base, you'll most likely want to build another spawning grounds. While it's building build a few myrmidons and then take your group of naga south east. Fight the large group of gnolls here and then head back on the river west than south. You'll learn about an optional quest. Optional Quest: Dam trolls -slay the trolls and their chieftain. Head south and then to the east. You'll fight two shadowglen berserkers. Then continue east. You'll meet up with some more trolls and a turtle. Slay them all. Continue east some more and fight with some more trolls and two more turtles. Head south and slay the chieftain and three dark healers. This will break the rock barriers blocking you from getting to the red undead base. Take the mask of death (a very nice item for illidan) -- There are a bunch of green undead bases (3 to be exact). I ignore the very top and very bottom ones, as they really have no use although the bottom green base is an entrance to the red undead base that you have to destroy for this mission. The top green base is easier to kill in my opinion (I don't like having to fight the casters, as the naga have no way to dispel because there are no Coautls yet). Keep building up your force, you'll probably want around 8-10 myrmidons, 10 snap dragons, and 3-4 dragon turtles. Take out the top green base first. Go south a bit from your base and then go east. Make sure you do not go north or you'll go into the wrong undead base. You can go into it and fight, but there really isn't any reason to. Don't forget about Furion's base!! (definitely build dryads and research abolish magic). Make sure you are paying attention or it will get wiped out. Also be careful, as some gargoyles may come from the northwestern side of your base and start attacking. Build some tidal guardians there. You might want to bring some healing scrolls with you just in case things get rough. Once you enter the green base just north of the red undead base, be sure to cyclone the abominations with your sirens (you should have at least two from the beginning of the mission). Focus your snap dragons on the black sphinxes errr destroyers and gargoyles (ensnare them with myrmidons if necessary), while focusing your turtle dragons on the spirit towers. Head up the hill, further into the green base and take out all of the buildings. You shouldn't lose too much. Healing with scrolls if you need to then send on of your turtle dragons to hit one building and then scurry right out. Let them come to you focus your snap dragons on the frost wyrms and gargoyles and ensnare them if you need to. Focus fire on the dreadlord and cyclone the abominations. Once you've destroyed all the red buildings you'll complete the mission. -- Finale: A parting of Ways Moments late, at the night elve's base camp, Illidan prepares for his departure. -- Congrats you've completed the Night Elf Campaign. Human Missions Point distribution for Kael: You can really do whatever you want as long as you can flamestrike to level 3 right away. I like siphon more than banish so I go (flamestrike and banish are already at level 1, because you start at level 2) Flamestrike/siphon/flamestrike/phoenix/siphon/siphon/banish/banish You can substitute siphon for banish if you want but siphon seems to have a better effect in the campaign. Point distribution for Lady Vashj: (cold arrows and forked are already picked) Forked Lightning/cold arrows/forked lightning/tornado/cold arrows/mana shield/mana shield/mana shield. Mission 1: Misconceptions At Grand Marshal Garithos' base camp, near the outskirts of Dalaran, Kael'thas and his warriors arrive bearing ill news. Okay, this mission isn't the most exciting one, but here we go. Start off by heading to the left going towards the observatory. Head south and take out the Dalaran mutants. Then head to the right and take out the Fel Guards. Continue south and fight the group of fel stalkers and fel beasts. Go west and you'll learn about the optional quest Hidden Caches: -Find the 4 Hidden Caches You can find the first two pretty easily as they are on the first island that you start off on and they show you the location of all 4 of them. I'll note how to get to the other two, when you come near them. -- keep going west, and kill the group of wizards. Head north and kill the wizards and break open the gate to get the first cache (if you are doing the optional quest). This holds a tiny castle, some gold, a rune and a bundle of lumber. When the first observatory is done the middle island will be revealed. Bring your peasant from that observatory with you. Head south from your current position stopping to kill the bandits if you wish. Eventually you'll meet up with a bunch of fel guards, an overlord, and a blood fiend. They will be hard to fight but just aim flamestrike correctly and they should drop pretty fast. Take care of them and take the rune of lesser resurrection. You can go north from here to take out a couple more fel guards. Head south and kill some wizards, go even further south and fight some brigands and an enforcer. Then head west (and then south and kill some apprentice wizards, and flamestirike the trees to get a supply cache of a tiny altar, tiny barracks, and gold coins). Then go west even more so until you enter a cutscene with some naga. Hop into the boats, and then go to the island in the middle. Drop your tiny castle next to the goldmine and then all of your other "tiny" items near it. Have your peasant build a farm and queue up some more peasants. You should have 5 on gold and around 4-6 on lumber. Build some more farms and a lumber mill and blacksmith while you upgrade your town hall (try to get it to castle). Also put some peasants on the 2nd observatory to repair it. Make sure to build some towers, use your farms to protect them X=farm T=Guard Tower Arrange your towers like this XX XX XT TX Make some footmen, and some riflemen, and clear the area around the observatory of creeps. Build up your forces, and if you want to do the optional quest you can get the supply cache in the bottom left corner. Hop into the boats with your units (make sure you are towered at your base so you don't have to rush back. Head to the southwest, and drop off on the island in that direction. Kill the ogre warriors and keep heading west. And kill the ogre warriors and magi. Continue west and take out two more ogre warriors. Then head south. Fight the ogres and you'll get a rune of rebirth (ogre warchief! Nice!.!) and get the 3rd supply cache. While you were doing this you probably should be able to tech to knights and riflemen and the 2nd observatory should finish. . Knights will be nice because of their high health, and riflemen are good because of their damage type. You'll have to fight a tough enemy at the third observatory so you'll want to be armed well, but if you have the ogre warchief, it shouldn't be bad at all. Head to the northern island. Take out the gnolls and take the rune. Head west for even more gnolls. Take them out and head northwest. Yep a level 11 gnoll. He has a lot of health but aim your flame strike and mana siphon if you put a point into it and focus your attacks on him and he should drop (it will be difficult). You probably picked up a scroll of healing so use that as well. Take some peasants and repair that, If you are going for the optional quest head south and kill two more gnoll camps. Flame strike the trees to the west. They lead up to some golems. Kill them and go in the circle to complete the optional quest (you get healing wards, a scroll of healing and ring of protecition+1) Once the three observatories have been repaired your mission will be complete. Mission 2: A Dark Covenant The next day, at the alliance base camp, Prince kael'thas and his men ready themselves to move out. This mission is not as hard as it may seem. You only have to destroy the green undead base. You will definitely want dragon hawks, lots and lots of dragon hawks. Also make some archers. Let all of your bases not on the main island bases get mutilated. You have no choice, you can't defeat them. Once they are all destroyed a cut scene with lady Vashj will occur. Now with the control of the naga forces you are given the option of getting an expansion. Optional Quest: Acquire a gold mine -secure a gold mine and build a town hall This shouldn't be an optional quest. Bring your naga and all the units you've built, and a few workers to the base to the south. Have your dragon hawks cloud the towers and your naga and other units take care of the rest. Then have your workers build another town hall and put some workers on gold and tower up there as well. -- You can go creep around the main island for money if you so desire. But defeating the undead base isn't that hard, especially if you have been massing dragon hawks. I had only 50 food worth of dragon hawks, workers, naga, and 4 archers, and this mission was very easy. Just put your units in ships and then unload then at the entrance to the undead base at to the west of your base. I suggest putting your dragon hawks in a control group and your other units in a different one (or multiple ones). Whenever you see a flying unit, use aerial shackles, and use cloud on towers. The naga should mop up the rest. Make sure to focus fire on the omni-annoying dreadlord (nuke him with flamestrike and forked lightning). Cloud the black citadel and then mop up the rest of the unit producing buildings first and then destroy the other buildings and you will complete your mission. Mission 3: The Dungeons of Dalaran Two days later, within the magically shielded dungeons of Dalaran, Kael'thas and his blood elf brethren languish in their cells, awaiting their inevitable executions. Take Vashj and Kael to the cell to the left and get your first lieutenant by breaking open the magic pen wall. Break the gate to the south of that to get two spell breakers and a priest. If you head west you can take out a bunch of spiders to get a Medallion of Courage. Break open the dungeon gates and free two more blood elves for a spell breaker and priest. Head back to the starting point and then go south, banish the footman trying to break the lever and kill him and the other footman. Then break open the gate and go through it. After a cut scene you'll learn about your optional quest Optional Quest: Ghosts of Dalaran -Slay the 4 ghostly archmagi (I'll tell you when you can get them) -- Take the tome of power, and if you're going for the optional quest have on unit stand on one green rune and another on the other (they are within sight.) you'll hear a sound when you are standing on it. Go through the gate that opens and kill the Archmagi (siphon him if you want) He should die really fast. Take the gem fragment. Keep going south and witness a battle between the undead and a garithos' forces. Flamestrike and fork them all. They should die pretty quickly. Release your lieutenant nearby as well as the blood elf sitting on top of the pink rune. If you are going for the optional quest, step on the pick rune where that female blood elf was and have a unit head to the east to find another pink rune (its south of the bridge and you have to destroy a crate). The ghost archmage will appear right next to the first pink rune. Kill him. Take the fragment. Proceed across the bridge to the east. Snipe the lever with an archer if you have one . The monsters and the footman will fight. Wait a little while and then break the gate and crash the fight flamestrike and forked lightning everything. In the middle of the room and then to the north under a war golem is the other one (they are immune to magic so don't waste mana. Take the tome and head north. Do another banish on the footman and kill the rifleman and the footman. You can get another tome by putting someone on the yellow rune south of the gate, and then having vashj swim to the west and then south and stand on the other yellow rune. Take it and then crash through the gate to the north. Head north, and kill the footmen, knights and mortar team. If you are going for the optional quest there is a purple rune here, (also a red rune but that comes in place later. Head west and banish another footman, kill him and go south with Vashj into the water, and have her stand on the other purple rune. You'll be zoomed in on yet another archmage. Kill him and take the fragment. Break through the gate to the east. Keep going east and kill the footmen. Head south and break open another gate. Flamestrike and fork the footmen and knights. Free the third lieutenant to the left. Free the blood elves next to his cell to get another archer and priest. Continue south and flamestrike another human vs. undead fight. Note: If you are going for the optional quest Go to the right and into the hole in the side of the wall. It leads up to where the other red rune was. Have one of your units step on it and the other step on the red rune to the right of it. The iron gate will open. Slay the final archmage to complete the optional quest. Keep going south PAY ATTENION! LOOOK HERE NOW !! STOP SCROLLING DOWN THE FAQ!!! BONUS LEVEL OPPURTUNITY Head south and break open the gate heading west. There are three sheep The top is BA Middle EWE Bottom RAM If you played Warcraft 2 you'll know how to solve this. Step on BAA then RAM then EWE. The iron gate will open!. Head north. Click the secret level power up! You have received the secret level! !!!! -- Back to the level. Head east and break the wall there. There will be a big fight with some knights, footmen and riflemen. Use your AOE spells ( fork and flamestrike). Take the rune of restoration (hidden behind those mushroom trees). Continue west and fight with some flesh golems (ahh!), Just focus fire and use your spells and they should go down quickly. The bigger one drops a rune of healing so it's a nice reward. Head north and kill the footmen. Then head west and then south and kill the humans. Finally let loose the final lieutenant. The last main quest will be revealed (kill kassan and his guards). Head trough the arch to the northwest. Head north. After the cutscene with kassan continue north and deal with the knights and riflemen. Break open the dungeon gate once you are done with the first group and get two spellbreakers. Then head east and kill the footmen knights and mortar teams. Break open two more dungeon gates for more spell breakers and a priest and a sorceress. Head east and fight Kassan and his final guards. Make sure you flamestrike and fork and this should be fine. Kassan is immune to magic so the only way to kill him is with focus fire and micro management. (Shouldn't be to hard, just take him out last) Once they are all dead your mission will be complete. Secret Level: The Crossing Moments later, as the allied blood elves and naga spill into the back alleys of Dalaran. Ha I found this mission wicked funny. But whatever. BLIZZARD TOWER DEFENSE (and the next level is like Aeon of Strife so blizzard really has been look at custom games). Alright I am not very good at tower defenses but I can do this mission so let's go. If you win this mission you'll get to play with the Panderan brewmaster in the next level! First off you can only build on grass so there is no trapping or anything. Try to build in places that can hit from multiple rows. I built mostly energy towers. More workers=GOOD. Don't be afraid to use your heroes!! COLD ARROWS ARE A MUST!! This really isn't that hard, just start building more near the middle of the map instead of the end. When you get cold towers put them in front of your towers, and put death towers right behind them. Right when you get death towers, make nothing but them. I usually start off with just energy, then go to flame, then cold and death. This is not a hard tower defense. If you are losing fast, try building more workers and upgrading all of your towers (basically, build and then upgrade right away) Eventually your heroes will become obsolete and just there to pick up gold coins that drop. Perhaps in a later patch of this FAQ I will add in detail to all 30 of these stages. Maybe not. If you get through all 30 waves your mission will be completed and you'll get the panda, and a nice picture and a "I BRING PANDAMONIUM". Wow blizzard. WOW. Alright on with the mission! Interlude: The Dusts of Outland After hours of marching, kael'thas and Lady Vashj Stand on a high plateau overlooking the red, barren landscape of Outland. -- Mission 4: The Search for Illidan After three days of fruitless searching, Prince Kael'thas and Lady Vashj realize they are lost in the barren wilderness of hellfire Peninsula. First we have tower defense. Now we have Aeon of Strife. How nice. If you finished the tower defense you'll get to use the PANDERAN BREWMASTER in this. Okay, this is going to be very short and concise, because I can't really give you the play by play. But if you have ever played an aeon of strife, or defense of the ancients, the way the game works is that there are regulated computer units from both sides that come and attack and you can't control them. You try to either destroy the other teams base or in this case capture something. In this mission you need to either kill or lure Maiev (the warden) away from Illidan's cage. Of course, this is easier with a third hero (panda) as you have a tri-hero nuke with flamestrike, forked lightning, and now breath of fire. Use these all at once and the warden is gone. Especially so if you have banish. Be careful though. It seems as if when you control Illidan's cage you don't produce any units. Try to take over the cage at the beginning, kill Maiev and then bring it back, then let Maiev take it back when she resurrects. Then when your forces bolster again take it back from her and you should be closer to your base and there is no way Maiev could ever resurrect nor could the night elves bolster your forces again, before illidan makes it to the circle of power. You can also just use your spells to easily kill the enemy units and then overwhelm Maiev. Make sure to buy mana potions if you die. Give them to your heroes. Infinite amounts of flamestrike will win this mission very quickly. I like this mission, especially with three heroes, mostly because you are basically just walloping them the entire time. With three heroes this mission is infinitely easier (I've done it in 7 minutes, and I bet some people have done it even quicker), so I suggest doing that extra mission. However, if you didn't do it this still isn't that hard. Just use mana potions and use your spells. End rant. When you've brought Illidan back to your base and into the circle of power you'll complete the mission. That was fun. Interlude: Illidan's Task Hours later, at Illidan's base camp, Prince Kael'thas finally approaches the former demon hunter and asks for his aid. -- Mission 5: Gates of the Abyss Two days later upon the desolate plains of outland, Illidan and Prince Kael'thas prepare to assault Magtheridon's dimensional gateways. Start off the mission by simply defending the attack of demons that come through the dimensional gate for three minutes. You'll have to fight off some diabolists a and fel stalker/beasts/guards. In this mission you can build both blood elf and naga units. I would focus on building ranged unties with human, and building myrmidons with the naga. You will definitely want dragon hawks in this mission, especially if you intend on sacking all of the fel orc bases with the Draenei (not necessary). If you need more farms, or food, I'd build coral beds. They give you 15 food as opposed to 5. Make sure to upgrade your naga units if you choose to use them at the temple of the tides. I would also suggest making either sorceress' or sirens. Make sure your base is well defended, because you will be going all around the map to seal the portals. You can also choose to just move your base elsewhere. Once you destroy the orange orc base you can set up your base there and never be attacked. Although money is never really an issue in this mission, you can set up an expansion at the gold mine to the northeast of the first gate. After you close each gate the location of the next one is revealed to you. Tech to castle right away, as you should have a lot of money. Get lots of dragon hawks, while making myrmidons and archers if you want. Upgrade your units. Make sure to get cloud for dragon hawks. Head south from your base and you'll see a cut scene about the draenei (buy a town portal from your arcane vault, just in case you get ambushed. Optional Quest: Draenei village -destroy the Orange Fel Orc Base I'd do this mission just because I think it's easier to maneuver to the different gateways if the Draenei are distracting. Head to the east from the Draenei village. Go into the base, cloud the first group of towers and burrows/farms and have illidan metamorphosis. Tornado if you need to. Flamestrike everything and you should be fine. Once all of the unit producing buildings are destroyed you'll talk to Akama, a Draenei, and complete the optional quest. -- Head east from here, and you'll find the second gateway. Here there are some nether drakes and other demons. Use your dragon hawks to shackle them and myrmidons to mop up the ground forces. Then have illidan step on the circle of power to seal the third gateway . yet another onslaught of demons will come. I tend to stay further back, near the circle so I have time to shackle before the air units get there. The demon force consists of nether drakes, fel beasts, fel stalkers, voidwalkers, an occasional fel ravager and eredar diabolist, and infernals. Once you've survived that for 3 minutes, that gate will be sealed. If your gold mine ever runs low, be sure to expand in the gold mine that you cleared when you did the optional quest (if you did it), in addition to the one that was cleared after the first dimensional gate was cleared. You can head over to the third dimensional gate if you wish. You can also take out the dark green fel orc base with the draenie to clear yet another gold mine, it shouldn't be that hard, but you will probably lose some forces, and you can ignore it totally if you wish ( just go the from the south west path to the third gateway, to get there band not go through that base. At the third dimensional gate, there are some bloodfiends and overlords. They can't hit air so harass them with your dragon hawks if you do not want to fight them. There are also some vile temptresses that have some nasty spells, so take care of them with your forces. When you are ready put illidan on the Dimensional Nexus. This gate consists of vile tormentors, bloodfiends, vile temptresses and the occasional blood fiend queen of suffering and eredar diabolist. After 3 minutes of this the gate will close. Head over to the final Dimensional gate. Slightly southwest of the purple base there is a fountain of health. Kill the creeps there and then crack open the cage to get some draenei to add to your group of units. I highly do not suggest going into the purple base to the north. It has a bunch of red dragons that are spell immune, and therefore can not be aerial shackled. Just go to the fourth dimensional gate (upper left corner if you didn't realize it just popping up on your minimap), and defeat the doom guards and diabolists guarding it, along with the nether drakes. It will probably be a hard battle but meta and flamestrike make it pretty easy. When you are ready put illidan on the final dimensional nexus. Most of the units that come out of this dimensional nexus cannot hit air, and there are a few air units as well that can be shackled so dragon hawks will be a good choice. You'll also want a LOT of myrmidons because you'll need to tank a lot of damage. Don't be afraid to use the mercenary camp right near here if you have money. Doomguards, infernals, fel beasts, fel stalkers, fel ravagers and maidens of pain will come out of this one. This is very difficult and I suggest having almost full upkeep if you want this to be even remotely easy, although it is not necessary. Keep building reinforcements , and getting more mercenaries if possible. Once this is sealed off the mission will be completed. Mission 6: Lord of Outland Later that day at the base of Magtheridon's Black Citadel, Illidan Marshals his forces for their final strike. Yea, and you thought three heroes were enough *rolls eyes* Okay The most important part of this mission in my opinion are the draenei. KEEP THEM ALIVE!! You can do a lot with them to facilitate your mission. Optional Quest : Disable defenses -Destroy the Power generators this optional quest should be required, but it isn't. Do it anyway. (You'll lose a LOT of forces if you don't do it and its very easy because you know where they all are and because the draenei are invisible. I'll tell you when you come upon them. -- Start off by putting your Draenei in their own control group. The first part of the mission you will be using them exclusively. Start off by killing the fel beasts and fel guard with your draenie. Take what they drop and then head right to pick up yet another gold coin, and then to the left for another. Head up the left side to the north. Break open the first gate. Kill all the fel guards in the area, and if I were you, avoid the large abomination (butcher). You can take it out later if you want. Break open all the cages for some more Draenei. Don't forget to take the gold coins at the bottom of the room. Head back into the hallway outside. Head north with your draenei, past the infernal juggernauts. Passed the first orc (green) base, and attack the first pink power generator. Optional Quest: Siege bastion: -Slay the demolisher guards. This is a very good quest to complete. Siege will help a TON in this mission. Head back into the green orc base and go the west and break open the gate Kill all of the guards in here (summon spirit wolves if need be). Take the two gold coins. -- Once you have the demolishers bring up your forces from your base. You should have around 99/100 food because of the Draenei you picked up and the catapults. Attack the green orc base. This should be very easy, just bring in your Draenei and cast their spells. Use Flamestrike and metamorphosis . Use the demolishers to take out the towers and then make quick work of their base. Make sure to use the Draenie saboteur's healing wave. If you lose anything you can rebuild it while you take your draenie on another little journey (polymorph is very useful in this mission, so sorceresses are nice. . Have them go to the north again. Go to the dark green base, but before you enter go west and take the two gold coins. Then enter the green base and head east to the second power generator. Summon spirit wolves with Akama to tank the damage and then take care of the rest of the guards with focused fire and your other spells. Then destroy that generator. Bring your draenie back to your units, and if you haven't already kill the Fel guard and fel beasts to the north of the orc base you just sacked. You can go the east and kill the doom guards and infernals if you wish you're going to have to eventually. Then head north, and head for the dark green fel orc base. Focus fire on the blademaster, and watch out for blade storm. Aim your flamestrike so you don't end up killing your own units. Metamorphosis and then use your catapults to take out the towers. Once you've done that break open the gate to the north and kills the MASTER OF PAIN. If you did what I told you to, you can polymorph half of the people guarding the master of pain. Watch out because he will resurrect himself. Siphon him to prevent his magic attacks somewhat. When he is gone break open the cage of agony and add two bloodfiends to your group. Send your units over to the healing well where you might have fought the infernals already and have someone step on the glowing ground to the east and take the gold coin. Now it's time to focus on the naga and Lady Vashj. Start building some more naga (you might want to build some sirens for cyclone and turtle dragons to take care of towers. I built a few sirens, myrmidons, and snap dragons and I was fine. You should have plenty of money because of all of those gold coins you picked up, and you shouldn't have lost that many units. Go forward with your naga and take out the frigates and juggernaut. You can go west of the naga base and kill some hydra/doombeasts and get some gold coins. Head north and then west and kill some more juggernauts to get some more gold coins an a robe of the magi+6. When you are ready to fight the fel orc base with the naga, head to the north east. There is a single tower near the shore, guarding a fountain of health take it out with your turtle dragons and kill the fel orcs. Heal if you need to. Shoot one of the barrels and to get a rune of mana Now if you head into the base a little the blademaster may come out and chase you, and there is a chance you can get him trapped in his own mirror images if you run back in the water and try sniping him. If this doesn't appeal to you just use your naga royal guards' frost bolt and crushing wave and you should make short work of most of the units in the base. Don't forget to cyclone some units to make the fight easier. Make sure to summon water elementals. Make sure to focus your turtles on the towers. This should be fairly easy. After the base is done you can go to the left and fight some juggernauts and then go up a hill and fight some bloodfiends to get to a fountain of mana. Then you can swim up and get a tome for your naga sea witch. Or you can just blow up the barrel of explosives at the north of the base you just sacked and then head north. Take the gold coins and then head north and kill an infernal. Then head further north, take two more gold coins and then head to the east and take another and head into the water for yet another gold coin. Step on the glowing ground to the west and then bring your forces over and kill the void walkers. It's time to switch back to the draenei. If you followed my advice and made sure to keep them alive you should be fine. Have them go into the purple orc base to the north and then head east. Have them kill the fel guards, vile temptress, and maiden of pain and then break the generator. Have your forces meet up outside of the purple orc base. Then take care of the two warlocks guarding the base. Then head in. Metamorphosis and make sure to FROST BOLT the blademaster, doing it twice will stun him for a few seconds allowing you to focus fire on him. Focus your siege weapons (turtle dragons and demolishers) on buildings (towers especially). This should be pretty easy. When this base is done, head north. Make sure to frost bolt EVERYTHING and summon sea elementals. Fork, meta and banish should work very well. They should rope very easily if you have followed what I said to do. Break open the cage of disciplines and get two warlocks, who have three very useful spells (unholy frenzy, cripple, and firebolt) , and don't forget to pick up the gold coins. Head back to the healing well in the center of the map. and heal up. If you need to rebuild, rebuild now, while you are healing. I like to bring some extra priests and myrmidons as heal and innerfire will aid in the last battle against magtheridon. Have your remaining Draenei go north towards the final power generator. Kill it to complete the optional quest. Build up your forces well, and head north and take the rune of shielding. Inside of the first room will be a bunch off doom guards, fel guards and great voidwalkers. They shouldn't be too hard if you've finished the optional quest, because you wont have to fight off any infernals. On the right and left side of the room there are gold coins to collect. Build up more forces if you feel you need them. In the next section there is an overlord, a blademaster (level 4 (no bladestorm!woohoo!) a blood fiend, a few lesser voidwalkers and an eredar diabolist . meta, fork, firebolt, and frost bolt, and this should be extremely easy. They drop a rune of resurrection that helps a lot if you've left anything in that last battle. Next is Magtheridon, warlocks and a level 10 blade master. This is pretty hard so be on your toes. I had around 83 food of myrmidons, my heroes, Dranei, 3 of each caster (including sirens), and I was fine. Just use your spells! Focus on everything but magtheridon. He eventually it will be him versus ALL of your forces. If you've kept your naga royal guards alive this is very easy as frost bolt, sea elemental and crushing wave do wonders of damage in this mission. I would not use flamestrike if I were you. It is far too risky. Level 3 shadow strike is also very good on him. He has a ton of heath but he should go down pretty easily if you keep him stunned or slowed. When he is dead, the mission is complete Finale: Kil'Jaeden's command Moments later, as Illidan stands triumphant, a massive storm of fire and fury envelops the Black Citadel. Undead Missions Point Distribution Arthas (starts at level 10 but eventually drops to level 2, coil and aura are already picked) Coil/Unholy/Coil/Animate Dead/Unholy/Pact/pact/pact/ Sylvanas: (starts with points in black arrow and life drain: Arrow(feel free to put silence in earlier if you want)/drain/arrow/charm/drain/silence/silence/silence Vamathras (starts with two points in sleep, two points in vamp aura, and a point in rain of fire): Doom/sleep (can switch with vamp aura if you are using a lot of melee)/vamp aura/rain/rain. Anub'arak (starts with one point in all): Impale/impale (you can go impale/spiked if you want) Locust/spiked/spiked/beetles/beetles. Mission 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. In this mission you'll have control over three undead forces . Start off by building around 7 ghouls at all three of the bases, and some of the other units (abominations, necromancers, and banshees). Leave these slightly ahead of your base to fight off the fleeing humans. I take each force individually to destroy their three towns and then switch to the next, and do those three, only switching to a different force other than that when they are being attacked (using nova or coil to pick off fleeing humans). So pick a force and start., but remember to build units at the other bases. Arthas's forces: Build some more abominations and rally them to Arthas. Head to the east, and kill the militia and the captain and the paladin. This should be too hard if you have a lot of abominations. Then destroy all the farms to obliterate the town. Then head north along the path and kill some footmen and a priest. Continue north and kill the sorceress, keep north and then head west into the second human town. Kill the Militia commander and the militia/spear throwers. Kill the tower and then kill the paladin and knights that teleport in. When they are dead kill the farms and then head north again, if you continue along the path you'll head straight into another human base with cannon towers. Focus your attack on those towers and then kill the archmage and the casters . then kill the paladin and his knights that teleport in and Then kill the farms and the town will be obliterated. Sylvanas' forces: The basic strategy for this revolves around banshees, build a ton of them and make sure you possess a ton. I highly suggest mastering the O+click technique with your banshees, which will allow you to take units very quickly. If you can bring 11 banshees and sylvanas you should be FINE if they have mana. Buy some scrolls of healing for your possessed units because you cant heal them any other way. Bring your banshees and sylvanas to the west, and possess the two knights here (they are to the south. and eventually you'll find a human town. Possess all of the mortars quickly and then possess the paladin's knights and kill him. Then kill all the farms and head to the base to the north. You can possess some priests along the way if you like. Head north, and have your knights (you should have at least four by now), kill the forces that try to Then kill the tower and then all of the farms and that town will be obliterated. Now head to the east to the last of Sylvanas' towns. Kill the two guard towers. If knights come to fight you, possess them, and don't forget to also possess the paladin's knights. Then kill the paladin and the cannon tower and destroy the farms.. Once 6 towns are obliterated Arthas will lose a level. Kel'Thuzad's forces: Obviously the strategy for this is ghouls and necromancers. You'll want at least 5 necromancers and the rest should be ghouls. Skeletons are the true force of this mission. Make sure to leave a few behind to prevent the humans from escaping. Head northwest and cripple the militia commander if you need to, and raise dead repeatedly. This base should fall pretty quickly. If a paladin teleports in make sure to cripple and kill him. Cannibalize if you need to and then head southwest across the water and into a human town. Autocast raise dead if you are having trouble, and unholy frenzy your ghouls if you think that they can survive with it. Make sure to cripple any units you have difficulty with. Kill the farms and then head up the path to the northwest(make sure to rebuild units if you lost them). Kill some militia and water elementals and head into the 9th human town. Kill everything here, towers, human units and make sure to manually cast raise dead as constant mashing of the R k will result in getting skelletons faster (autocasting is slower), Frost nova everything and you should be fine. After you destroy all of the farms, the first Main Quest will be complete. -- Now take all of your units from all three forces, autocast raise dead and head into the main human base. This should be destroyed very easily but if you want to just focus on the altars. It should be absolute mayhem in the middle of their base, but it shouldn't be even remotely difficult. Once all three altars are destroyed, the mission is complete. -- Interlude: A Kingdom Divided The next evening, somewhere in the Tirisfal Glades, the banshee Sylvanas arrives at a secret meeting. -- Mission 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 warning. Start off by killing the ghouls around you. Then break open the elven gate to the north. You'll meet up with some necromancers that have the new skeletal mage upgrade. Take the items that Kel'Thuzad had, and then head to the east. Take the potion of healing and you will fight some abominations. Cripple them, and they will be very easy to kill. One of them drops a staff of reanimation. Take it and head west and kill some zombies and you'll get an abomination. Go south to take a gold coin and kill some crypt fiends. If you keep going to the west you can kill an abomination and then go south and kill some zombies to get a gold coins. Go back to where you got the abomination and head north and fight a dreadlord and some fel beasts. Break open the gate to the east of him and get a couple crypt fiends. If you go north and then west you can kill a couple fiends and a necromancer and get a shade. Head south of the shade towards a fountain of mana with a gold coin take it and then head north and break open the gate. Step on the glowing ground and go to where it raised the ground (it pings on your mini map), and get a boots of quel'thalas. Now head directly north. There are a whole bunch of necromancers and skeletons here. Kill the necromancers and then kill the skeletons, and take the claw of attack+3. Head back to where the fountain of mana was, and continue west break the crates and kill the fiends. Head north and you can do the optional quest. Optional Quest: Meat wagon Surprise -Kill the Armory guards -rescue the meat wagons. Head north and kill the dreadlord and the golems. Then head west (you'll get another abomination) and then south and break open the gate. You'll get two meat wagons. You can head north and kill the skeletal mages and towers if you want to get another gold coin. -- Head east, and kill the skeletons. Break open the gate and se your meat wagons (if you have one) to destroy the spirit towers. Once they are gone let your units come in and kill the burrowed crypt fiends. Step on the glowing ground at the south east part of the room. This lowers the wall to the north of the room, head north. Kill the fiends, and continue north take the orb of venom if you want to. Head either to the east or to the west (you have to eventually go west). If you go east you have to fight some necromancer's zombies and skeletons, but there is a large pile of corpses, and then you'll have to go back to the west anyway. On the west path kill the abomination and skeletons. Along the path you'll have to fight some flesh golems. Then head west and north. Kill the nerubian towers, and go to the east if you want to use a pile of corpses (you have to fight an abomination and a couple necromancers). Break open the gate to the north. A bunch of undead will be fighting, some allied with you. Coil the injured and fight alongside them. Once they are dead, add units to your group and break the city gate. Head north and kill the abomination and necromancers near the pile of corpses. From here you can go to either the east or west, or both if you want. They are identical paths. So choose one, and fight a doomguard and some fel beasts. Then head north and kill some ghouls and a meatwagon and break open the gate to the east/west(depends what side you're on). There will be a difficult battle with a dreadlord and some abominations but cripple helps. Focus fire on abominations and when enough die, animate dead. Bloodfeast may have 3000 health but you'll have invincible abominations. Break open the city gate to the north and step on the circle. -- Interlude: Slyvanas's Farewell Moments later, in the Tirisfal Glades, King Arthas and his banshee escorts stop to regain their strength. -- Mission 3: The Dark Lady Two Days later, at her base camp in the newly formed Plaguelands, Sylvanas ponders her newfound freedom and her future as one of the cursed undead. You can't build much in this mission, just banshees, obsidian statues, meat wagons, and ghouls. Build banshees, banshees and more banshees. A few obsidian statues will do you well. Some abominations will come and attack your base. Possess them. This is how this mission goes. Deactivate curse, and have your obsidian statue build up mana for your banshees. If you don't do any optional quests for this mission all you'll have is undead units,. Head to the north across the bridge. You'll fight some ogres, possess them if you want., and you'll get the first optional quest (well I do it first, even though it is the second) Optional Quest: Ogre warlord -posses the warlord ogre Mug'thol The trick to getting a ton and I mean a ton of units is to ignore everyone but the ogre warlord. Just let yourself get attacked and have your banshees possess the ogre warlord. They show you where he is on the minimap so just make your way through the ogres, do not kill them, break the rock chunks and then O+click on him with your group of banshees if all goes well you should have a TON of ogres at your disposable. Oh and to make it EVEN BETTER, they don't count for the food limit You get 5 ogre magi 4 ogre brutes 4 ogre wound masters and Mugthol (he does a ton of chaos damage and has a ton of health) -- You can do the same win the second optional quest. Head across the bridge towards the middle of the map. Kill the red undead forces or possess them. Optional Quest: Bandit lord -possess blackthorn the bandit Lord Break open the gate to the north and then do the mad rush to blackthorn like you did with the ogre warlord. Possess blackthorn. You will get 3 renegade wizard 4 brigands 8 enforcers 8 assassins and Blackthorn. -- When you are ready (which you should be because you have so many units All you have to do is head into the red undead base. With almost no micromanagement you will run straight through them. If you didn't do the optional quests than you will just have to possess the abominations and make your way through. When the base is destroyed your mission will be complete. Mission 4: The Return to Northrend Three weeks later, King Arthas' Ragged Fleet drops anchor off the icy southern coasts of northrend. Arthas starts off this mission at level 7. Start off the mission by moving all of your forces into transports and then moving them to the north, destroying the human ship, dropping your forces off and destroying the human encampment here. Use meat wagons on the towers and raise dead if you need to. Make sure you kill all of the buildings. After a cut scene you'll get a new main quest, and an optional one Start off by building a crypt (at least one), a graveyard, and an altar. Along with a few more ziggurats. You can tech to the halls of the dead now if you wish. While you are waiting for things to build, you can go around and break the barrels to get more gold and lumber. When your crypt finishes build some ghouls and put them on wood. When you are set with ghouls, start building fiends. I suggest going fiends and banshees or necromancers or possibly some obsidian in this mission. When your halls of the dead finishes build a temple of the damned for casters and a slaughterhouse if you are getting obsidian statues (don't forget to build a tomb of relics). When you have around 60 food worth of units I would do the optional quest. Optional Quest: Dragon Hoard -Slay the dragon Sapphiron Head north with your fiends (you should have a lot of them). You'll know you're going in the right direction if some drakes and whelps attack you. Kill the first group and then head north, for another group (it's more powerful, but it doesn't really matter as fiends will own them). Head southwest along the path and fight some more blue drakes and a blue dragon. Head north from here and fight sapphiron. Not only is he difficult two blue dragons guard him as well. It will be very difficult but use animate dead you should be fine. When he dies you'll get a GIANT frost wyrm (that does piercing as opposed to magic), with frost nova. Take the horn of the clouds it is very useful. Head to the west and take all of the items. -- IF you have sapphiron you should be fine, but build up your forces some more and go to the shipyard to the north. The invulnerable ice bridge will shatter. Bring up your forces and take out the ships to the west with sapphiron or battleships. Then head north and drop of your forces at the naga base. The base should fall very fast with your units (especially if u have sapphiron). When the base is sacked start heading to the west . Kill the shorecrawlers. Then kill the kin g arcachnadtid. Then kill the nerubians to the north, then go through the multiple nerubian bases and then kill the guardians next to the green circle. With sapphiron this should be very easy, but if you've been upgrading your crypt fiends and necromancers it should be even easier. Using animate dead at the When they are dead the mission is complete. Mission 5: Dreadlord's Fall At that same moment, back in the Plaguelands, Sylvanas and her loyal minion plan their next surgical strike against the dreadlord's power. There are two ways to do this mission. You can either pick one of the bases to start off with or you can try to hit both of them. I am torn between the two options but I slightly favor going to one base, possessing and charming the good units there and killing detheroc or garithos and then going to the other base and going the same thing I usually start off going to the undead base and getting the frost wyrm and abominations and then killing Detheroc and then speeding to the other base to get the knights and the gryphons and then kill garithos. This means no heroes coming to your base. Which means you probably don't even need to Town Portal to your base if you have towered well enough. Then just keep sending banshees to your people inside of the bases and you should be fine. Just keep some ghouls at your base just in case a meat wagon comes along. Just go and destroy both of the bases. There should be very little resistance. Just keep sending units from your base, you wont be fighting anything really that difficult and if it is you just need to possess more. Once both bases are destroyed the mission is complete. -- Mission 6: A New Power in Lordaeron The next day on the outskirts of loraderon's capital city, Slyvanas and her allies prepare to lay siege to Balnazzar's formidable defenses. This one shouldn't take you that long. You really only need to know what to build and how to execute this. With the undead base, build crypt fiends and destroyers. If you haven't made a destroyer yet, you need to get obsidian statues and a black citadel and research the destroyer upgrade. These are powerful anti- casters. If destroyers aren't your forte, you can get frost wyrms, although they are much more expensive and don't serve the same purpose. Don't forget to upgrade the knights and the creature tech tree for undead. With the human base you should get knights, knights and more knights. However, you need to do the optional quest to make this mission very easy. You'll get siege engines and mortars which make this mission pretty simple, as they destroy all air units with ease (making the work of the crypt fiends basically overkill), and can take out buildings very quickly. I would spend the first part of the mission etching up. When you have enough resources upgrade to black citadel and castle. Make sure you build a few ziggurats at the undead base. Eventually you'll learn about the optional quest. Optional Quest: Ironforge Dwarves -Locate the missing dwarves Really not all that difficult, and very much worth it. You can either go right away with your forces from Garithos' army or you can wait and get air (I got destroyers) and have them fly over to the east. They can kill all of the kobolds without even getting hit, with the exception of the geomancer. Then they can head south and take out the other group of kobolds in addition to breaking open the cages to get even more riflemen. The only thing that garithos has to do is kill the golems to the north of those caged riflemen and break open the rock wall to the east of the dwarves (the destroyers can do this too). Simple eh? You get a lot of food from those dwarves, so you can have a distinct advantage over the undead if you have a lot of food before you take the dwarves (you can exceed the food limit this way). I had around 80 food with the undead, and around 100 with the human and the purple base was pretty easy. So when you have enough units head into the purple base (it's in then middle). Make sure you pay attention and charm powerful units like frost wyrms before the siege engines kill them. Use doom early on so you can have an early advantage. If they attack your base you should probably just ignore it if you are winning as you can mop up the base fairly quickly. When the purple base is destroyed entirely, the mission will be complete. -- Mision 7 There are three parts to this mission all can be played individually after completing them. Part 1: Into the Shadow web Caverns At that same moment in Northrend King Arthas and Anub'arak march into the dark, forgotten halls of Azjol-Nerub. When you start off head to the right, and the ground will be lowered. Use your meat wagon to hit the barrel of explosive to hit the lever on the other side. Kill the riflemen and then cross the platform and step on the glowing platform. The gate will open, head to the east. In a cut scene the bridge will blow up. Head right and destroy the siege engine and the riflemen. Head north near the bridge, and break open a barrel for the first gold stash -- In the southeast part of this room there are barrels of explosives. Destroy these and proceed through this path. Head to the right and kill the nerubians. Head to the bottom right part of this room for the second gold coin. In the upper right part off this room there is a lever. Hit it and a rolling stone wall will open. Head north and then break the crates for a tome. Then break the rocks at the northern part of this room. Head inside of this room and break the lever at the north east part of this room to deactivate the spike trap. Break a barrel above it for the third gold coin. You can step on the glowing ground now to get the spiked collar. Now break the lever in the northwest part of the room. Fight off some nerubians and go up the ramp for an orb of frost inside of that box. Some dwarves will run through a rolling stone door. Kill them (they line up for impale). Inside of here destroy the barrels of explosives and kill off the rest of the riflemen. Head to the south west and kill the siege engine and the riflemen. Hit the lever and head east. Hit the barrel of explosives to the south with a crypt fiend or meatwagon to kill the riflemen. Then hit the lever and head across the platform and kill the riflemen and nerubians fighting in the next room. Break open a barrel in the bottom left corner for the fourth gold coin. Hit the lever next to where they were fighting to open the gate. The last gold coin is located in the waterfall to the north here. South of where the gold coin was is a gate. Destroy it and go east and be prepared to fight Baelgun. I'd kill all of the riflemen first, to see if Anub'arak can get to level 6 if he isn't already. Locust swarm, impale, and coil, and it should be pretty easy. Take the blood key he drops and step on the gray circle. The gates will open and the first part of mission 7 will be completed -- Part 2: The Forgotten Ones Moments later, within the Inner Kingdom Start off by taking your forces north and you'll see the first nerubian trap. Destroy the Rock Chunks to the left. Hit the first lever. Head to the right and take the first gold coin. Optional Quest: Find the gold stashes -find the five gold stashes (I'll tell you when they come up) -- Head north and kill the nerubians and then hit the lever to sink the nerubian trap. Go across the middle of the room and break open the gate. Head north and kill all of the nerubians here. Head north and you'll run into a crypt fiend. Slightly south of the crypt fiend is a crate which when you break open will reveal the second gold stash Optional Quest: Rescue the Crypt Friends -find and release the crypt fiends (there are two groups to find, I'll tell you where both of them are when you get near them) -- Head north across the platforms. They'll sink and you'll have to fight the shorecrawlers. Then head east You can take the belt of giant strength if you want but a bunch of nerubians to come out of the walls. If you want to do the optional quest, break the rolling stone wall and save the ones ensnared to the south. Kill the other nerubians and then heal the fiends. Break open the rolling stone door on the other side and go to a fountain of health. There is a gold coin in one of the eggs in this room. Now head into the room to the east. Don't even wait for them to start talking, go from lever to lever as fast as possible. Then kill the nerubian queen and the hatchlings that have already come out. There is a gold coin in one of the eggs in the north east part of this room. Break the iron gate and head south. You'll eventually ruin into some large nerubians. Try to impale them and then focus fire to make it easier. On the eastern wall of this room is a crate, break it open for the last gold coin. Break open the gate to the east and in the next room you'll meet up with the faceless. The tentacles die quickly, and so do the tricksters. They shouldn't hurt you too badly. Head south and kill the faceless guarding the group of crypt fiends to complete that optional quest. Now head east and break open the gate. Go through it and there will be a cutscenee about the forgotten one. The real strategy for this is get really close to him. He'll end up flamestriiking himself. Put on locust swarm as soon as possible and coil everything. He has a lot of health, but he'll die eventually. Part 3: Ascent to the Upper Kingdom Moments later, at the entrance to the Upper Kingdom. Okay this entire mission is about timing. Break open one of the crates for a healing potion and head south Time your running so you start going across right after the first row of flames start to go away. Then step on the glowing platform. Head east if you want to do the optional quest Optional quest: Find the gold stashes -find the three gold stashes (I'll tell you when you come upon them) To the east there is a gold stash. and then hit the lever to open the gate. Go through the gate. You should see the wave-like motion of the first row of fire. You'll want to cross right at the glowing platform. You can then go up a little bit slightly to the right and then sneak down the side on to the next glowing platform. Then go up to the next platform and across to the next glowing platform. The puzzle will stop. If you want to do the optional quest go tot he north of this room and break the rolling stone door to get the second coin. Then head to the east, to the fountain of health. You should be able to heal completely in less than 30 seconds so use it. Go north and hit the lever and go through the door. Now go quickly to the first power generator to the east break it open and then head north just keep clicking ignore everything. As soon as you see the next one (far to the north and slightly to the east) right click it and destroy it. Then you should be able to see the last power generator. Right click it and destroy it and then go right across the bridge that forms. You will get ensnared, and as far as I know there is no way to avoid it. Try not to get surrounded. You can get the item if you want by stepping on the glowing platforms and then taking it. Continue east and hop on a platform. Make your wayacross to the right by just timing it right. When you get to the last column on the right wait for a platform to go down to the level where it is on top but not under the water and then head east. Head south and then west and fight some faceless. Head east and kill more faceless. Head south and kill a deathbringer and then head farther south and break the crates for a rune of dispel and a rune of healing and the final gold coin. Go to the right, and you will find a bunch of faceless. Focus fire and locust swarm and they will all die very easily. There are some runes if you need them in the crates around here. Once they are dead, simply head through the gate to the right. Interlude: Boiling Point Hours later, near the base of the Icecrown Glaicer, King Arthas and Anub'arak finally reach the main stronghold of the Scourge. Mission 8: A Symphony of Frost and Flame Moments later, at the Scourge stronghold, King Arthas and Anub'arak make their final plans to defend the Lich King's Throne Chamber. At the beginning of the mission while setting up your base take the obelisk to the west. Focus on only this location at first, let Illidan take the other 3 while building up towers and an expo at the gold mine. Once you get aboms and fiends with web take out the blood elf base by doing tons of coiling and spamming locust swarm (ARTHAS WILL BE AT LEVEL 10 BECAUSE ILLIDAN WILL GO AT YOUR TOWERS AND GET SLAUGHTERED IF YOU DO IT RIGHT, correct tower building includes building a necropolis with your towers and upgrading it to atleast the halls of the dead), then take out the naga base. Your only threat now is illidan and his naga. Take the south obelisk and build some towers and necropolis, continue on to the west, and don't even bother building towers if you don't want to, because you should have tons of money, just keep on building abominations and fiends, make your crypt and slaughterhouse a control group just spamming A and F like mad. You should have tons of money because of your expos. Just make sure to tower your base well. Using town portal is essential, as are meat wagons when taking out the two bases (if you are being attacked while cleaning up a base finish a unit producing building and then TP). Money should not be a problem for you in this mission, because the natural expo to the north of your original base, is open right away and can easily be taken at any time, and is safe as soon as the blood elf base is destroyed. MAKE SURE TO UPGRADE YOUR UNITS! Just go around after you have crypt fiends and abominations and take each obelisk. When you've got all four of them you'll complete the undead campaign. -------------------------------------------------------- Bonus Orc Campaign: The Founding of Durotar Before you start this, I would just like to point out that in ladder games or custom game in single player the beastmaster and the Shadow Hunter do not have these spells, and you can not exceed level 10, and your skills can't go past level 3, nor do your ultimates have two levels. This campaign consists of I believe three chapters that will be released over time by blizzard and are downloadable. The first one was packaged with the game Act one: To Tame a Land In the months following the Battle of Mount Hyjal, warchief Thrall led the horde back into the central Barrens of Kalimdor. Freed at last from generations of demonic corruption, the orcs looked forward to building a new homeland for themselves in malodor. They settled in a harsh rugged land near the Barrens' eastern shore. Thrall named the new nation Durotar-in honor of his heroic father. After the cut scene head down the hill, and notice that you have two skill points and you are only at level 1.... Head north towards the red outpost that has been revealed to you. Fight some Razormanes along the way and find your first resurrection stone. Eventually you'll meet up with some grunts and they'll move to the side and let you see thrall. This will complete the very short first main quest. After a cut scene with thrall you'll receive three options, and another hero for you to control. Rokhan. Bring Rexxar and Rokhan to any of the three people that Thrall told you to see (they ping sometimes). I suggest doing Naz'Grel's last. Drek Thar (the farseer)'s task -Main Quest: Thunder Herb Collect six shimmerweed herbs -return to Drek'Thar. Head out of the encampment and head northwest. You might have to fight some centaurs along the way. There should be an easy path to follow and if you just keep going northwest you should hit the exact place where you need to go. There are just some centaurs at the beginning of the path that die very easily. If you head along the right path you can kill some centaur archers and an impale and break open a cage to get a shaman. You'll know you're going to the right direction to Thunder Ridge because you'll meet up with some lightning lizards. Eventually you'll enter a shimmering zone, which will bring you to Thunder Ridge. After the new map loads you'll enter on the south west corner. If you head along the initial path east you'll fight a thunder lizard. To the north of him is a shimmerweed. If you head east even more you'll fight some thunder lizards lizards, and a giant storm wyrm. This will give you a ton of experience and there are two shimmerweeds right in that area. In the middle of the map there is a fountain of mana. To the east there are some thunder lizards. To the east of that there is another shimmerweed. To the west of the fountain there are a few thunder lizards as well as another shimerweed. If you continue west and go south there is yet another shimmerweed guarded by some lizards. If you've been following what I've been writing this should complete the quest. There are many other shimmerweeds scattered around thunder ridge. They aren't very hard to find. When you have 6 had back to the shimmering ground and that will bring you back to the main map. Go back to Drek'Thar and he'll give you 5 enchanted vials that regenerate 200 hp and 75 mana over 30 seconds. Gazlowe's (looks like a sapper) problem Main Quest: Seal the Tunnel -Enter the Goblin tunnels beneath ogrimmar, -destroy the support Columns -Report your success to Gazlowe. Head east out of the encampment. Where you need to go is pinging so don't need to give you very complex directions. All that is really there on the way is centaurs. Don't forget to take the gold coins near the entrance to the underground part of ogrimmar. Step on the shimmering ground and you'll be brought to the Ogrimmar Tunnels. Head east and you'll have a cut scene with the goblin sappers. Your job is essentially to just slaughter all of the kobolds. Head south and kill all the kobolds here. Then head east, and kill some more kobolds, repeat again and kill another large group of kobolds in the water . If you continue heading southeast you'll find the first support beam. You'll have to fight a ton of kobolds, but healing wave should keep you alive well. When the path is clear send a sapper to the support column. It will drop in one blast. Now head north west. You'll fight some more kobolds. You'll end up right to the north of your starting point. Go get the rusty mine pick laying near the north entrance into the cavern. From the northwest of this point is the support mine. There is one group before this that consists of a geomancer and a few kobolds and then the group near the support beam consists of a task master and a geomancer, in addition to low level kobolds. When this is clear bring yet another sapper and have him kaboom this support beam. Head far to the east and fight some wildkins. Then head southeast for some more kobolds. Head east here too and you'll have the option of fighting a tunneler and some kobolds to get a gold coin. Head north east from here and you'll have to fight a huge group of kobolds a couple geomancers a task master and a BUNCH of kobolds) guarding the last support beam(. When that is clear, you can kaboom this support beam. Head back to the shimmering ground at the beginning of the map and then back to the main map. Then head back to the orc town and talk to Gazlowe. He'll give you a runed gauntlet and an arcane scroll. -- Naz'Grel's Assignment: Main Quest: Harpy Threat -Kill Bloodfeather -return to nazgrel You know where bloodfeather is so head in that direction (north/northwest). You'll find the entrance to bloodfeather up a hill with teeth going up the sides of it. As you head north you'll find the remnants of a caravan gold and all. Fight the Harpies guarding it and take the gold coins. Keep heading north and killing harpies as you go along. Eventually the path will spin and start going south east. This leads up to some harpy rogues and windwitches and eventually Bloodfeather. She is not that hard. Just use quillbeast and stormbolt while using Rokhan to heal. Bloodfeather drops a nice item, Bloodfeathers heart which increases agility by 10 (give it to Rokhan). Take all of The gold coins and then head back to Naz'Grel for even better items. When you meet up with Naz'Grel he'll tell you that you can go tot eh armory and get some special items at the armory. Go to the armory (it's at the south of the camp). You can get firehand gauntlets, which increase armor by 5 and attack rate by 20% when worn, or an arcanite shield which reduces damage from ranged attacks by 30% and increases armor by 5, and also Bladebane armor which gives the hero 7 armor and nearby units 1 extra defense. Pick an item -- Once you have done these three quests head back to thrall. He'll give you a new main quest Main Quest; Survey The Border -Speak with Gar'thok at the observatory -Follow the tunnel through the beast den. -Reach the observatory --Return to thrall Head to the observatory to the north east. Thrall reveals it on the minimap so there are really no directions to give. Along the way you'll fight some centaurs and harpies. Make sure you hit the resurrection stone on your way there (its southwest of the watch post. Once you reach the outpost you'll talk with Gar'thok who'll give you the optional quest Optional Quest: Slay the Quillboars (look at this anyway if you are just trying to complete the main quest. All you have to do to complete this part of the main quest is go from one shimmering ground to the other) -locate the beast den -slay all of the quillboars Head to the south east. Kill the quillboars guarding the area and then step on the shimmering ground. This will bring you to the beast den. There are 50 quillboars. There are a few at the beginning near the resurrection stone. Then a few more to the north west of here. Head south of that to kill about 5 more. The south east part of the map is mostly satyrs who give experience and some nice items. To the northwest of the satyr is a quilboar and some spirit pigs. Northwest of him are a bunch more quilillboars. After these are dead there are only 32 left. Head to the north east to kill a group of 5 more. Keep going in that direction and kill another 4. There will be another quillboar with some wolves who drops a rune of rebirth. Then head south east of him for another few and then to the west of that for another one with some wolves. Go north east of those two groups for three more. Even further in are a bunch more. After these only 10 remain. Head south east for another one and then even further for a few more. There should only be 6 more left . Head west of these and you'll find the final six. You'll get an extra point to spend on your skills. Go to the north west of these six through shimmering ground and you'll be sent back to the main map. -- Now head to the observatory to the north east. After looking through the observatory head back to thrall inside of the encampment. After the cut scene you can head back to the watchpost or do an optional quest (you don't have to do it now...or ever, but you can do it now if you like. Head to the thunder ridge shimmering ground in the north western part of the map if you want to do the optional quest. Watch out for omni-annoying thunder lizards that come in large packs. Head into the shimmering ground and you'll go to Thunder Ridge. Meet up with Drek'Thar and there will be cut scene with him. Optional Quest: Thunder Lizards -discover the cause of the lizard Migration Optional Quest: Collect Lizard Eggs -Collect three lizard eggs Start off by heading to the middle of the map and fight your way through some lizards. Then head east. Fight some thunder lizards and then a story wyrm. North of him inside of a bush is a thunder lizard egg. Head south east, and kill the thunder lizards and storm wyrm. West from here is yet another group of lizards. Kill them and then take the egg in a bush near them. Head back into the middle of the map to the fountain. Head north west and kill all of the lizards here and make sure to go all the way and kill a storm wyrm and get the final egg. Head back to the fountain of mana and Head north east under the arc. You'll meet up with some humans and they'll run away. After the cut scene you'll discover why they are going crazy. Now you have to kill thunder lizards. I won't go play by play, but just scour the map for thunder lizards. It shouldn't be too hard because you've probably already killed a lot of them. Oh and its not only thunder lizards its all lizards. Once you kill all of the lizards you get the Thunder lizard diamond, and if you get all of the eggs you'll get Drek'thar's spellbook!! Head back to the shimmering ground and back to thrall. He'll be confused. And you'll complete the optional quest. -- Now if you haven't already head back to the outpost. You'll realize the camp has already been razed, and Now you have to destroy their base. Head across the bridge to the northeast part of the map. You'll fight some wildkins. Keep along the path and you'll find the remnants of a battle. Fight the knights, casters and riflemen and then take the path to the south west. Take out the tower (naz'grel is awesome for this) and head into the base. Kill the other tower and focus on the small units next to the boats. Kill the knight and then head north. Inside of here is a tiny human encampment. Take out the cannon towers and then focus on the units. Make sure to use storm bolt and healing wav as well as your summons. Once they are dead go to town on the base. Make sure to take the Shield of Honor. Then head back to thrall. -- Thrall will give you another main quest, to warn the trolls. Head to the zeppelin to the east (it's location is revealed on the mini map). You'll have to fight some centaurs along the way, they shouldn't be too hard. You'll also have to fight some quillboars, but you should slaughter them pretty easily. Even further to the east are some spider crabs. They should die very easily as well. Just keep going east from there and you'll eventually reach the zeppelin. Head into the shimmering ground and you'll be taken to the echo isles. Once at the echo isles, head to the north and go the to the resurrection stone. Head east, and fight some limb rippers. Then head north and fight the murlocs and the revenants. Then head through the arch to the northeast. You'll have to fight some skeletal orc grunts. Head north to fight some more skeletal orcs, incuding a champion. Head east and kill a few more revenants. Head to the east and fight a few greater dark minions and then a death revenant and a deathlord. Make sure you pick up the crown of the deathlord.. from here head south east. Kill the revenants and then head south east across the water to fight some enraged jungle stalkers. Head further east on this island and fight two more enraged jungle stalkers and then head north to Vol'Jin's island (you can head to the east to kill some hydra if you want experience). When you get to Vol'Jin there will be a cut scene. You'll get turned into dragon. Rexxar has roar and bloodlust, while Rokhan has healing wave (USE IT) You have to kill 5 human ships. Head north and you'll fight some riflemen and gryphons. Then take out the ships You'll want to kill the frigates and the gryphons first because they can kill you. Make sure to pick up replacement bat riders. There is a battleship directly north of Vul'jin's island. Then to the west there is another one (but it is guarded), and then there is yet another one firing at the shore to the west that is guarded by a gryphon and a bunch of frigates. Battleships can not hit air so take them out after you take out the stuff guarding them. At the final island in the north west there are two, one on the north east side, one on the south west side. This will do it for the battleships. Head back to Vol'jin. Now you have to light 5 signal barriers. Head east and take your two berserkers and the ancestral staff. Head east and then north. Fight the sea giants who are guarding the first pyre. Simply step on the pyre. Then head southeast (if you head west here you can fight some behemoths for a boots of quel'thelas). You'll run into some turtles. Kill then and continue east and take out the sea giants here. Head even further east and you'll fight some more Sea Giants and find the second signal pyre. Step on it and take the gold coin that the sea giants drop. Head north and kill the large group of turtles. Watch out as the dragon turtles can devour your berserkers. Head east and kill some more sea giants for the third signal pyre. They will drop a rune of rebirth, which lets you have control of a sea giant hunter. Step on the pyre and head south east. Three more berserks will join you. Continue east and fight some more sea giants near a fountain of mana. Take the gold coin they drop and use the fountain of you need it. Head north and fight guardian of the deep and a sea giant. Head further north to fight another group of sea giants including a behemoth that are guarding the fourth pyre. Step on the pyre. Head east and you can fight a large group of powerful sea giants, (two guardians of the deep, A sea king, and two sea giants) You'll get a lot of gold from this battle (the sea king alone drops around 350 gold), make sure to pick up the kill maim that he drops (ADDS 20 DAMAGE AND VAMPIRIC ATTACK!!!) Head south for another big group of sea giants guarding the last pyre. Kill them and step on the last pyre. Head back to the shimmering ground at the far west of this island where you started the signal pyre main quest. You'll be back at Vol'jin, head back to where you started the original quest (way at the west again. GO back to the shimmering ground at the very beginning and you'll be taken back to the main map. Back on the main map head to thrall. -- Head to razor hill in the southeast corner of the map. You'll have to fight some higher-level centaurs along the way but they should die pretty easily. As you get closer you'll have to fight a large group of Razormanes. You know where to go and when you get there you'll see a cut scene. You'll have to fight a bunch of humans. Use stampede if you have it or voodoo spirits. You should be at least level 6 so this should be easy especially if you have nice items, like the Kill maim. After they are dead you'll see another cut scene. After that, head back to thrall. You'll see the last cut scene for act one. Congratulations, you've completed the first act of the Orc Campaign. Blizzard will release the other acts later, to be continued. The names for those acts are Act II: old hatred Act III: A blaze of glory ---------------------------------------------------------------------------------- ---------- VI. Small Online Guide On battle.net there are a ton of custom games and sponsored battle.net gametypes to play. It would take a lifetime to go over every single custom game, and although a ton of people play them, most of the focus in Wc3 is ladder, where it should be. Here are the ladder gametypes and a bit of run through for each of them. Solo (1 versus 1) This is just you versus someone else. Pretty bland, but this is where most of the skill is. Solo is pretty intense at higher levels. Right now in patch 1.12 solo essentially consists of each person doing the "cheesiest" strategy possible. This consists of fiends+statues for undead, Rifle+sorc or AIR with HU etc. Random Team Random Team pits you and between 1-3 random partners (depending on what RT type you choose. There is 2v2, 3v3,and 4v4), against an = number of hopefully equally skilled opponents. A lot of people play RT, which also means there are a lot of people that are new to the game. The risk of getting bad partners is one you have to take when playing RT. FFA (free for all) Essentially a small number of individuals fight against each other, without any teams. Even blizzard representative say that FFA is not fair because of teaming and other stuff that goes on before and during games. Not a very commonly played gametype. I won't go into strategies for all of these, but I'll give some helpful hints on how to get better. 1. Scout and creep often, don't always be sitting in your base. The more you do, the more experience you have, the higher level heroes. 2. hotkeys. Hotkey whatever you can, and use the hotkeys blizzard gives you if you don't feel like making custom ones (custom hotkeys are VERY HELPFUL, as blizzard hotkeys are all over the keyboard). HotkeyBuildings, units etc. I tend to put people that do a certain type of damage in each control group. Also make good use of tab, this is especially important when using hero nukes such as, coil and nova. Having your death knight and lich, in a control group and simply hitting C+click then tab and then N+click shoots of coil+nova very fast. Learn your hotkeys. 3. Learn damage types and counters. 4. WATCH REPLAYS. Watch your own and watch replays of very good people. There are websites everywhere with "gosu" replays. These help. 5. micro wars helps. Micro management is very important and determines the outcome of a battle. ----------------------------------------------------------------- VII. Credits/legal/contact Thanks for reading my FAQ/Walkthrough, I hoped it helped. All rights are reserved by their respective owners (mostly blizzard entertainment). However, this FAQ/Walkthrough is copyright Ocissordei 2003. Don't plagiarize please. If you want to put this on your site, email me telling me you did it, and make sure you copy the guide in its entirety, and stay up to date. If I have a problem with it I'll tell you. If you have suggestions, want to AT or contribute something to the FAQ, drop me a line at ocissordei@yahoo.com