------------------------------------------------------------------------- ==================Warcraft 3:The Frozen Throne FAQ/Guide================= ------------------------------------------------------------------------- For PC Written by acidslayer57(AcidSlayer1@hotmail.com) and Emuking15 Version 0.5 ************************************************************************* * THIS FAQ CONTAINS SPOILERS! * *What does this mean? It means if you haven't previously played TFT and * *want to find out about the story of TFT for yourself, don't read this * *guide, because I assure you, parts of the plot will be spoiled for you.* *Same goes with the new heroes/units/whatever else you may want to find * *about on your own. If you become stuck in this game, and want the least* *amount of spoilers, I suggest you just go to the section you want to * *check out, very quickly. * ************************************************************************* ------------------------------------------------------------------------- ============================Table of Contents============================ ------------------------------------------------------------------------- Section 1: Introduction/Legal Stuff/Updates Section 2: New to The Frozen Throne Section 3: The Warcraft 3 Basics Section 4: Unit/Hero Overview * 4.1: Human 4.2: Orc 4.3: Night Elf 4.4: Undead 4.5: Naga Section 5: Building/Tech Tree Overview * 5.1: Human 5.2: Orc 5.3: Night Elf 5.4: Undead 5.5: Naga Section 6: Items *coming soon* Section 7: Walkthrough 7.1: Night Elf Campaign - Terror of the Tides 7.1.1: Chapter 1 - The Rise of the Naga 7.1.2: Chapter 2 - Broken Isles 7.1.3: Chapter 3 - Tomb of Sargeras 7.1.4: Chapter 4 - Wrath of the Betrayer 7.1.5: Chapter 5 - Balancing the Scales 7.1.6: Chapter 6 - Shards of the Alliance 7.1.7: Chapter 7 - Ruins of Dalaran 7.1.8: Chapter 8 - The Brothers Stormrage 7.2: Human Campaign - Curse of the Blood Elves 7.2.1: Chapter 1 - Misconceptions 7.2.2: Chapter 2 - A Dark Covenant 7.2.3: Chapter 3 - 7.2.4: Chapter 4 - 7.2.5: Chapter 5 - 7.2.6: Chapter 6 - 7.2.7: Chapter 7 - 7.3: Undead Campaign - 7.3.1: Chapter 1 - 7.3.2: Chapter 2 - 7.3.3: Chapter 3 - 7.3.4: Chapter 4 - 7.3.5: Chapter 5 - 7.3.6: Chapter 6 - 7.3.7: Chapter 7 - 7.3.8: Chapter 8 - 7.4: Orc Campaign - Bonus Campaign 7.4.1: Chapter 1 - 7.4.2: Chapter 2 - 7.4.3: Chapter 3 - 7.4.4: Chapter 4 - 7.4.5: Chapter 5 - 7.4.6: Chapter 6 - 7.4.7: Chapter 7 - Section 8: FAQ Section 9: Credits/Outro More information on TFT units, campaigns, and more are coming ASAP! Having trouble navigating? Press Ctrl + F and type in the Section and # you wish to view. * Some statistics may be inaccurate due to new patches, ect. ------------------------------------------------------------------------- =====================Section 1: Introduction/Legal Stuff================= ------------------------------------------------------------------------- Oh man. Waiting for The Frozen Throne has been tedious but it has finally arrived, and me and Emuking have decided to do a joined effort FAQ for TFT. Sadly, the people I ordered it from were very very slow and I didn't get TFT until about July 12th. Emuking also took his time in buying it. So othis FAQ will not be the first or even second FAQ in the list, but I hope you WC3 fanatics will take ther time to read it anyway. If you have any questions or comments send them to AcidSlayer1@hotmail.com. Legal Notice This FAQ is Copyright 2003 acidslayer57/Emuking. This means that this guide must not be distrubuted in any way without our permission. This guide is purely non-profit and therefore cannot be sold for your benefit. This also means you cannot take credit for any work that was put into this FAQ. If we give you the right to put this on your site, give us credit, and we will be happy, and so will you. Lastly, you may print this guide out for personal use, becausee we wouldn't want you to have to minimize TFT everytime you must resort to this now would we? Updates ************************************************************************* July 28, 2003 ------------- Version 0.5 This Version has finished the Night Elf Campaign and officially finished the units for Orc, Night Elf, anf The Naga. That is really not too much progress. Soon I will add the rest of the races. July 18, 2003 ------------- Version 0.3 The only thing this update does is add one new Night Elf mission. Really, I only updated because I got a new email adsress that I am going to use just for FAQs. I didn't want the old one being sent to. July 17, 2003 ------------- Version 0.2 The Night Elf campaign was updated in this version and I added the Naga buildings and units into the guide. We're soon to add a massive update that will include the Undead and Human Units and structures as well. It is gonna feel very nice to be completely finished with that part and then focus on the actual walktrough part. July 14th, 2003 --------------- Version 0.1 This is the base version for the entire FAQ. It includes all of the basic stuff, intro, obviously the updates, the New to TFT section, the unit and building descriptions for Orc and Night Elf, and the first three levels of the Human campaign. The rest of the unit comparisions and some of thier stats will be coming soon in a future update. More levels will also be added ASAP. Who knows? Later we might add some multiplayer strategies for specific races and maybe a big and happy starting build section. ************************************************************************* Warcraft 3 Terminology ---------------------- This section wil guide you thorugh a list of abbreiviations that I may use throughout this guide in order to make it easier to follow (and easier to type as well) These abbreiviations will mosst likely be seen on Battle. net commonly, so you waon't have to worry if you are there often. TFT - The Frozen Throne RoC - Reign of Chaos GL - This means "Good Luck" ussually seen before the match starts. HF - Similarly seen before the match starts. It means "Have fun." GG - Means "Good Game" It is sain if in fact the match was a good game. More often then not you will see this. In fact, it is often used pre-maturely when the game may not be a clear win. PoTM - Preistess of the Moon KotG - Keeper of the Grove DotC - Druid of the Claw DotT - Druid of the Talon. AOW - Ancient of War. Any other Night elf thing that has a long annoying name will most likely be abbreiviated. Pally - Paladin There are many Hero abbreiviations as well such as: MK - Mountain King AM - Archmage TC - Tauren Chieftan This is ongoing. I will say the hero names without abbreiviations though because it can get confusing. I will add more as we need them. ------------------------------------------------------------------------- ====================Section 2: New to The Frozen Throne================== ------------------------------------------------------------------------- In The Frozen Throne, Blizzard is going all out on new units, heros, items, and everything. In fact they have constructed an entirely knew game with TFT. Here I will list some different things that are different from ROC to TFT. I will try to dispel some common rumors too. -Every race has new units and buildings. -Every race has a buildable shop where they can buy useful items. -Every race has one new hero. -There are now neutral heros that can be bought at different nuetral buildings. -Reduced gold cost and raised lumber cost for almost everything. -NO UPKEEP:0-50. -LOW UPKEPP:51-80. -HIGH UPKEEP: 81-100. -New campaigns for every race. -Naga Units. -Many units have new armor types. -Much More! ------------------------------------------------------------------------- ====================Section 3: The Warcraft 3 Basics===================== ------------------------------------------------------------------------- To play Warcraft 3, it does take some degree of knowledge for what you are doing. You will learn what I am going to be telling you in this sectoin from the tutorial campaign in the original WC3. I know you all have it because it is required to install TFT. Lets go over some basics shall we? Unit Control ------------ To use a unit you will need to left click on it. By doing so you will see the unit's HP,MP, a little graphic of what it looks like, and the spells/abilities the unit has. To move the unit right click where you want the unit to move. You must select it before you can move it. To attack with a unit, it is as simple as right clicking on the enemy units. In order to use special skills and abilities click on the icon of the spell you want to use and left click in the place you want it used. Hero Control ------------ Heros move and attack in the same fashion as units do, but with one difference, they can level up and you can choose the Hero's skills. When your hero level's up they flash very brightly for a second. and you will see a little 1 near the picture of your hero. This means they have one skill you can assign. TO assigan a skill, click on a hero and look to the lower right corner on the screen. There is a box that is a red cross like a medical sign. Click on that and then you can choose which spell to spend points in. Easy. Heros also have additional stats such as Strength, Agility, and Intelligence. Building a Base --------------- To build a base, click on your basic worker unit. (Peasents/Peons/Wisps/ Acolytes.) and look to the lower right box. in the ower left in that lower right box you will see an icon that, if you hover your mouse over for a scond or two says: construct building, or something to that effect. Click on that then choose the building you want to construct. A translucent image of the build will be where your mouse is, and you can place it on the map wherever you want. Again, easy. Resources --------- As in every RTS, you must collect resources to keep your base running and for you to build units. Gold is found in goldmines and wood is taken from trees. Always assign 5 of your workers to gold and lumber. Anymore won't make a difference. For lumber I suggest ou put at least five workers more will get you additional lumber though. Supply ------ Supply is a buildable resource meaning that you have direct control over how much supply you have. Eash unit has a supply cost. and your main building gives you 10 supply to work with. to get more supply you need to build your supply building (farms/ziggurats/burrows/moon wells) The supplys for your units can never go over your total supplys unless some supply buildings were damaged. YOu can get a maximum at 100 supply. 76/80 Left = Number of supply you are using. Right = Total Supply. Upkeep ------ Upkeep is a tax on gold for how many unit you have based upon your supply. Here is how it works: No Upkeep (10 Gold per return) - 0-50 used supply Low Upkeep (7 Gold per return) - 51-80 used supply High Upkeep (4 Gold per return) - 81-100 used supply These basic ideas about Warcraft 3 should give you a firm grasp of what to expect when you play it. It is helpful to know this stuff before you play. ------------------------------------------------------------------------- =======================Section 4: Unit/Hero Overview===================== ------------------------------------------------------------------------- Before we begin, please note that all HEROS will be presented in this easy format: Name of Hero ------------ Cost: Strength: Agility: Intelligence: Attack Damage: (Type of Attack) Armor:(Type of Armor) Paragraphs with additional notes/tips and spells. - UNITS will be presented like this: Name of Unit ------------ HP: MP: Cost: Attack Damage: (Type of Attack) Armor:(Type of Armor) Prerequisites: Paragraph with additional notes/tips and spells. -----------------------------= 4.1 Human=-------------------------------- ***This Section is soon to be completed*** ------------------------------= 4.2 Orc=--------------------------------- _________ |Orc Heros| --------- Blademaster ----------- Cost: Gold-425 Wood-200 Supply-5 Strength: 18 Agility: 24 Intelligence: 16 Attack Damage: 26-48(Hero) Armor:5 (Hero) The Blasemaster relies on agility and strength for his power, which is good because he is one of the most powerful heros when leveled up fully. Wind Walk This spell allows the Blademaster to go invisible and have an increased movement speed. This spell has very limited uses because, as you can imagine, it is only good for getting away. This is however quite helpful in the limited ways you can use it. It is great to harrass the enemy and then wind walk to get out of their base. Also, because of the increase in speed, it is useful for catching up to any units that you think you can take down. Mirror Image This spell has the Blademaster split up into 2/3/4(depending on the level) images of himself that do no damage, but look exactly the same as the original thing. This increases the longevity that the BM will be living because chances are that the enemy will go for one of the mirrored images. These can also be used as an effective scout. Critical Hit Critical hit gives the Bladmaster a chance that he will do a massive attack that does lots of damage with every swing. You shouldn't rely on this due to it's random nature, but it does give you the edge in battles. Especcially when fully leveled up. Blade Storm The Blademaster will swing in circles with his sword out doing damage to everybody in his wake. Get this skill ASAP because it is very useful in tough battles and will absolutely go through casters and tier 1 melee units. Tauren Cheiftan --------------- Cost: Gold-425 Wood-200 Supply-5 Strength: 25 Agility: 10 Intelligence: 14 Attack Damage: 27-37 (Hero) Armor: 2 (Hero) The Tauren Cheiftan has the highest HP in the game, and is immense and powerful. Shockwave Shockwave is a powerful projectile spell that unleashes a large shockwave over the target. It is powerful and hurts any units in the way whether they are behind or in front of the target. War Stomp Warstop is a similar spell to the Mountain King's counter-part. It releases a wave of energy around the Tauren Chieftain in a circular pattern. Any enemy unit caught in the wave will be hurt. This is very effective on groups of units surrounding the Tauren Chieftan. Endurance Aura Endurance Aura makes anything around the Tauren Chieftan get a small speed boost depending on the level of the spell, the higher the bosst will be. Reincarnation This simple ultimate is passive and allows the Chieftan to be revived upon being killed by the enemy. Far Seer ------- Cost: Gold-425 Wood-200 Supply-5 Strength: 15 Agility: 18 Intelligence: 19 Attack Damage: 21-27 (Hero) Armor: 3 (Hero) The Far Seer has a range of very very useful attacks and relies on intelligence to fuel it's power. Chain Lightening This spell has the Far Seer shoot lightening that rebounds off to other enemies in a chain-like fashion. It's damage increases and it bounces additional times when the spell levels. The spell is very powerful and should be used whenever the enemym has many weak units in a row and to finish off weakened heros. Far Sight This Scouting ability reveals a portion of the map and cn be used as a valuable scouting tool, but with Feral Spirit and Chain lighteneing on your side, it is hard to find a good time to put a skill point into this. Feral Spirit This summons two wolves to help attack the enemy/scout for you. These are summons and will fall to most dispel type attacks so be careful. Also you can ONLY summon two of these at a time. Earthquake As the Far Seer's ultimate spell, this thing can do massive damage to buildings, but only slows down units to a crawl, which can still be useful in certain situations. I advise that you use this on enemy towers/expansions. Shadow Hunter ------------- Cost: Gold-425 Wood-200 Supply-5 Strength: 15 Agility: 20 Intelligence: 17 Attack Damage: 22-28 (Hero) Armor: 3 (Hero) Healing Wave This spell is chain lightening that go to friendly units and heals them up depending on the level of the spell. This is very very useful because Orcs don't ussually have great healing early in the game. Hex Hex is a hero version of polymorph. It turns any traget into a random critter. Serpant Ward This creates a ward that looks like a snake. It stays in place and attacks ground units. Big Bad Voodoo This makes every unit surrounding the Shadow Hunter turn Invincible. Unfortunately, the Shadow Hunter is not invincible during this time, so he will be the enemy's prime target for awhile. _________ |Orc Units| --------- Peon ---- HP: 250 MP: N/A Cost:Gold-75; Supply-1 Attack Damage: 7-8 (Normal) Armor: 0 (Medium) Prerequisites: Great Hall You know exactly what the peon does. He builds every building you will ever have with Orcs. He also has the ability to repair buildings and go into burrows if your base is under attack. Grunt ----- HP: 700 MP: N/A Cost:Gold-200; Supply-3 Attack Damage: 18-21 (Normal) Armor: 1 (Heavy) Prerequisites:Great Hall; Barracks Grunts are the Orc's basic units and they have a ton of HP and a powerful attack. These two factors make sure that the grunt is still useful in the mid and late stages of the game. If you are not using Taurens for melee, use these because raiders tend to be bad against units, plus the have less HP. Troll Headhunter ---------------- HP: 350 MP: N/A Cost:Gold-135 Wood-20; Supply-2 Attack Damage: 23-27 (Piercing) Armor: 0 (Medium) Prerequisites: Great Hall; Barracks Troll headhunters are overlooked, but very useful in the early game. They have power but low HP, and since they are ranged should be put behind your melee units so they are safe. The extra damage can undoubtably work to your advantage. Troll Beserker -------------- HP: 450 MP: N/A Cost: Gold-135 Wood-20; Supply-2 Attack Damage:23-27 (Piercing) Armor: 0 (Medium) Prerequisites: Beserk The Troll Beserker takes more damage, but deals out more damage as well. Raider ------ HP: 610 MP: N/A Cost:Gold-180 Wood-40 Supply-3 Attack Damage: 23-27 (Siege) Armor: 1 (Medium) Prerequisites: Stronghold; Beastiary Radiers, I'm afraid are sup par units. They are made to be base seige units, but don't have the required HP to take the damage. Also, they are ONLY good for base seige because they do next to nothing to normal units. Ensnare This is very similar to the Spider's Web ability. It takes down an air unit and puts it on the ground so your normal units can take swings at it. Kodo Beast ---------- HP: 1000 MP: N/A Cost:Gold-125 Wood-60; Supply-4 Attack Damage: 16-20 (Piercing) Armor: 1 (Unarmored) Prerequisites: Stronghold; Beastiary Kodo Beasts are useless with the exception of building one or two per match. This is because of their very useful aura, War Drums. War Drums War Drums increases every unit's attack around the Kodo Beast by 10%, upgraded 20%. This works very well if Endurance aura and Bloodlust are also used. Devour This has the Kodo Beast eat a unit and slowly digest it is his body. If the beast is killed before the unit is fully gone, then they will come back. It can effectivly take out some of the ememies more effective units. It doesn't work on heros. Shaman ------ HP: 355 MP: 200 Cost:Gold-130 Wood-20; Supply-2 Attack Damage: 8-9 (Magic) Armor: 0 (Unarmored) Prerequisites: Stronghold; Spirit Lodge Shamens are great Orc casters that give buffs to your units. Lightening Shield After using this spell on a target, any units near the target will be hurt slowly, so I suggest you use this on enemy casters and ranged units. It can also be used on your own units. You can cast it on a hero and harass if you wanted. Purge Simply, this takes away any buff/debuffs to the enemy and friendlys and makes the effected units considerably slower then they were. A downside is that they are not autcasted and your units also become slower. Bloodlust This is the main spell you are going to want to use with shamans. It increases any units affected attack speed by 50% and makes them quicker in general. This is a must have for any Orc players. Troll Witchdoctor ----------------- HP: 315 MP: 160 Cost:Gold-145 Wood-25; Supply-2 Attack Damage: 10-14 (Magic) Armor: 0 (Unarmored) Prerequisites: Stronghold; Spirit Lodge Troll Witchdoctors are very very useful units that are mainly defensive. Sentry Ward Lay this ward down aywhere on the map and for 600 seconds you will see that area in which you casted. This spell is useful at the beginning because of scouting, but soon is rendered useless due to Stasis Traps. Stasis Traps This makes any units that stumble upon it stunned for a short amount of time. It is extremely useful in a myriad of situations. It can be used in place of sentry wards for a stunning sentry and you should always place these around the enemy when you fight a major battle. Healing Wards Healing wards regenerate HP of all units in an area of effect. This is useful in and out of battle for obvious reasons. I suggest you use these like the stasis traps. Often in battle. Wyvern Rider ------------ HP: 600 MP: N/A Cost:Gold-265 Wood-40; Supply-4 Attack Damage: 36-44 (Piercing) Armor: 0 (Light) Prerequisites: Stronghold; Beastiary Wyverns are an Orc air unit that is sub-par compared to all of the others. If you are going to build them build a lot of them. They can be usefull if built in small numbers for support as well, but if you are plainning Orc air, make sure your opponent doesn't know. If he does he will most likely decimate you. Batrider -------- HP: 500 MP: N/A Cost: Gold-160 Wood-40; Supply-2 Attack Damage:11-12 (Seige) Armor: 0 (Light) Prerequisites: Beastiary; Voodoo Lounge Unstable Concoction This spell makes the batrider sacrifice itself by flying into the target and blowing up. It does 900 splash damage. Liquid Fire Throws a bottle of fire that only effects buildings and slowly destroys them. Tauren Spirit Walker -------------------- HP:500 MP:300 Cost: Gold- 185 Wood-35; Supply-3 Attack Damage: N/A Armor: 0 (Unarmored) Prerequisites: Spirit Lodge Spirit Link When units are linked with this spell they distribute the damage given to them equally. This allows them to last longer. Disenchant Removes all buffs form target units Ancestral Spirit Reincarnates a Tauren warrior who has fallen. Corperal/Etheral Form Etheral allows you to not take physical damage, but you cannot attack. Corperal form is normal form. Tauren ------ HP: 1300 MP: N/A Cost:Gold-280 Wood-80; Supply-5 Attack Damage: 30-36 (Normal) Armor: 3 (Heavy) Prerequisites: Fortress; Tauren Totem The Orc's strongest normal unit, as well as the strongest in the game. It has a lot of Hp especially with healing wards. An effedctive strategy is to use these in conjunction with shaman, kodo beast, and tauren chieftain. This makes many spells and Auras stack to give you a powerful and fast offensive advantage. Demolisher ---------- HP: 425 MP: N/A Cost:Gold-220 Wood-50; Supply-4 Attack Damage: 76-94 (Siege) Armor: 2 (Heavy) Prerequisites: Fortress; Barracks Catapults are Orc's seige weapon and can be upgraded to have flaming projectiles, which gives them a little boost, but I would in general steer clear. -----------------------------= 4.3 Night Elf=----------------------------- _______________ |Night Elf Heros| --------------- Demon Hunter ------------ Cost: Gold-425 Wood-100 Supply-5 Strength: 19 Agility: 22 Intelligence:16 Attack: 24-46 (Hero) Armor: 5 (Hero) The Demon Hunter is a very good choice for a starting Night Elf Hero. Although the Demon Hunter is weak at the begginning of the game, if you raise his level a few times you will find the Demon Hunter to be a powerful force, and a great asset to your army. He is an agility based hero whose spells are useful for solo creeping. Mana Burn This spell takes away 100/200/300 MP away from the enemy and cuts that in half as the total damage you do to your opponent. This is useful in a very significant way. To stop your opponent from casting spells and to harm them a little bit. nstead of going for evade and immolation first, why not try this? It can stop harassment with no problem. Immolation This spell is either turned on or off and does 10/15/20 damage to enemies around the Demon Hunter. Obviously this is very good for solo creeping. It also makes the Demon Hunter a valuable melee fighter. If you are going to mana burn, do that first before you use immolation as not to waste you mana. Evasion This spell gives a chance (10%/20%/30%) that the Demon Hunter will evade the attack that is brought onto it. This can be useful, but not recommended as a first skill. Metamorhposis This ultimate spell is one of the best ultimates you can have. It makes the Demon Hunter go into Demon form and makes the Demon have chaos damage and a ranged attack. You also get a HP and armor boost as well. This spell can waste tons of guys before it rus out. Priestess of The Moon --------------------- Cost: Gold-425 Wood-100 Supply-5 Strength:18 Agility:19 Intelligence:15 Attack: Armor: Instead of the Demon Hunter, you might want to give the Preistess of the Moon a try for the first hero. She has very sueful early spells and stays quite useful because of Starfall and her very goood aura. Scout This spell allows the Priestess to summon an invinciple owl with no attack that is a very good scout. Obviusly you should use this for scouting only. It is realy only useful early game because it doesn't have it's same usefulness later in the game. Searing Arrow This spell offers a powerful ranged attack for the Priestess. It adds fire damage that goes up in tens per level. This boost in attack is essential and makes the Preistess a very powerful unit. Trueshot Sura This is another reason that the Priestess of the Moon is such a worthwhile hero. She has this aura that increases the power of all ranged attackers around her. This is very, very useful and will make the PoTM a great team hero. Starfall The PoTM's ultimate is without a doubt a powerful spell that has a good time to be used and a bad time. When this powerful spell is active, it has many stars fall from the sky on all surrounding units. However people will try to interrupt this spell however they can when it is on. So if you mana burn anything with stunning spells and use this then it is great because they will have no way to stop it except for actually killing the PoTM. If this spell is interrupted it is wasteful. Keeper of The Grove ------------------- Cost: Gold-425 Wood-100 Supply-5 Strength: 16 Agility: 15 Intelligence: 18 Attack: Armor: The Keeper of the Grove is a great harrassment hero, but loses his effectiveness somewhat, later in the game. His skills sound solid, but are really not as great as you expect them to be. Entangling Roots This causes vines rise from the ground and keep the target unit in it's place while causeing a moderate amount of damage. This skill is very useful for hero kiling, but can only target one unit and therfore is very limited in use. Another fact is that it is dispellable and doesn't work as well in later game. Force of Nature Target a group of nearby trees to cause a group of 2/3/4 Treants to rise from them. The Treants are melee units and are in general weak. luckily the 4 of them you get at later levels will be worht it. Sadly, like all summonable units, these can be dispelled. Thorns Aura Thorns if an aura, which means it affects unit's surrounding your hero. The aura makes any melee attackers get damage back from their attack's The amount of damage is insignificant and ony useful if leveled all the way. Tranquility The Keeper of the Grove's ultimate spell is very powerful. It makes the Keeper of the Grove worth it in the long run. Upon use of this spell, the Keeper of the Grove will Heal 20 HP per second to all surrounding units for quite awhile. This makes it very very hard to hurt any of the NE's force aorund the Keeper. The only downside to this spell is that it is easily interrupted with stun, sleep ect. The Priestess of the Moon has Shadowmeld Warden ------ Cost: Gold-425 Wood-100 Supply-5 Strength: 18 Agility: 20 Intelligence: 15 Attack: 22-42 Armor: Fan of Knives This allows the Warden to throw knives in a circular pattern around her. Blink This spell is a small telepoertaion device that allows the Warden to get over small Ledges/Rivers and you can use it to escape battle. Shadow Strike Throws a poinoned dagger at the enemy and makes them get posioned. Vengence Summons an avatar of Vengence when the Warden dies to hunt down and kill the unit that killed the Warden. The Warden has the ability to Shadowmeld. _______________ |Night Elf Units| --------------- Wisp ---- HP:120 MP:N/A Cost:Gold-60; Supply-1 Attack Damage: N/A Armor: 0 (Medium) Prerequisites: Tree of Life The wisp is the builidng unit of the Night Elf's. It can then build all of the structures you will need as Night Elfs. On top of being able to build structures it can also detonate. Detonate allows the Wisp to take away mana from the Hero/Units it has detonated upon. This is a great counter againt hero rushes and casters. Wisps can be only be put into an entangled gold mine and can ony harvest wood by going onto the tree without knocking it down. One last thing to note about Wisps is that they can restore buildings which is essentially the same thing as replaring a building. Archer ------ HP:240 MP:N/A Cost: Gold-130 Wood-10; Supply-2 Attack Damage: 16-18 (Piercing) Armor:0 (Medium) Prerequisites: Ancient of War Archers are the first unit you have access to building and they are very good units if used correctly. Archers have a ranged piercing attack so use these if you think that the opponent are going to get a lot of tier three melee units. Keep in mind that these units are also good anti air units that can remain useful pretty much throughout the whole game. Archers have Shadowmeld Huntress -------- HP:600 MP:N/A Cost:Gold-195 Wood-20; Supply-3 Attack Damage:16-18 (Normal) Armor:2 (Unarmored) Prerequisites: Barracks; Hunter's Hall Huntresses are powerful units with a significant amount of HP. Use these as meatshield for other units. Some people find it useful to mass these things. These units are ranged attackers that do normal damage. Also they have owl sentrys that are very useful for scouting out the map. Their upgrades are essential if you are going to have them. Huntresses have Shadowmeld Dryads ------ HP:435 MP:200 Cost:Gold-145 Wood-60; Supply-3 Attack Damage:16-18 (Piercing) Armor: 0 (Unarmored) Prerequisites: Ancient of Lore Dryads are a very useful unit. They are ranged attackers that do not do very much damage, but make up for it with their skills: Dryads are hard to counter due to their immunity to magic, air units will be destroyed when faced against an army of dryads and slow poison serves as a valuable hero killer. Mix this in with Abolish magic and you have one great unit. Abolish Magic This is similar to the Priest's Dispel. It takes away any buffs/ statis of the unit it is casted on. The difference between dipel and abolish is that abolish only focused on one unit, but is autocasted, while dispel is AOE, but not autocasted. Magic Immunity This is a passive spell that is both bad and good for the Dryads. An example of bad is that you cannot cast buffs on the dryads. Good would be that dyrads cannot be Blizzarded. Any spell we do nothing to Dryads. Slow Poison This passive skill slows any enemies that are hit with the Dryad's weapon as well as adding small poison damage to them for a little while. Druid of the Claw ----------------- HP:430 MP:400 Cost:Gold-255 Wood-80; Supply-4 Attack Damage: 19-22(Normal) Armor: 1 (Heavy) Prerequisites:Ancient of Lore Druid of the Claw(DoTC) are yet another very valuable unit to the Night Elfs. This is mainly due to the fact that they are one of NE's only Melee units (with the Matser training upgrade) There skills are: Roar Roar makes every unit around the DoTC who casted it to gain an increase in power for a limited time. This skill is great when using any type of unit. so you should utilize it whenever possible. Revitilize This spell heals a single unit very quickly. The spell is great and should be used whenever someone is in need of HP. Bear Form Bear Form transforms the DoTC into a bear and gives him increased armor and HP stats. Bear Form --------- HP: 960 MP: 400 Cost: Gold-225 Wood-80 (Pluse Upgrade Costs); Supply - 4 Attack Damage: 29-44 (Normal) Armor: 3 (Heavy) Prerequisites: Ancient of Lore Roar Roar makes every unit around the DoTC who casted it to gain an increase in power for a limited time. This skill is great when using any type of unit. so you should utilize it whenever possible. This can only be used by the Bear when the upgrade Mark of the Claw is upgraded. Mountian Giant -------------- HP:1600 MP:N/A Cost: Gold-425 Wod-100; Supply-7 Attack Damage Armor: 4 Prerequisites: Ancient of Lore Taunt This makes every unit near the Mountain Giant focus fire onto him. this is useful because his high HP and armor could make the enemy take awhile to kill him and other units can be doing damage to others. Grab Tree The Mountain Giant grabs a tree and uses it battering ram staly on buildings. He becomes a seige unit. Hardened Skin Reduces Physical Damage done to the Mountain Gint. Resistant Skin Reduces Magical damage done to the Mountain Giant and make shim immune to cetain spells. Druid of the Talon ------------------ HP: 300 MP: 200 Cost: Gold-135 Wood-20; Supply-2 Attack Damage: 11-13 (Magic) Armor: 0 (Unarmored) Prerequisites: Ancient of Wind Druid of the Talon, The offensive spellcasters, offer two brutal spells and another trandofrmation. Fairie Fire This spell subtracts 5 armor from the unit it is casted upon. This means that the enemies armor will read 2-5. In this case the enemy will take extra damage(an extra 3 because of 2-5). This spell also reveals the shroud around the effected enemies, making this a valuable scouting tool. Cyclone This is a bit like stasis field from Starcraft, it takes one unit/hero and puts them atop of a cyclone and that renders them useless for about thirty seconds. After that time the unit will fll down from the cyclone and you will easily be able to kill a few units, right? On heros this spell only lasts ten seconds. Storm Crow Form This allows the DoTT to transform into a storm crow, which is a valuable anti-air unit. IT can also be used as a good scout. Storm Crow ---------- HP: 380 MP: 400 Cost: Gold-135 Wood-20 (Plus the Upgrade costs); Supply-2 Attack Damage: 35-41 (Magic) Armor: 0 (unarmored) Prerequisites: Ancient of Wind Fairie Fire This spell subtracts 5 armor from the unit it is casted upon. This means that the enemies armor will read 2-5. In this case the enemy will take extra damage(an extra 3 because of 2-5). This spell also reveals the shroud around the effected enemies, making this a valuable scouting tool. This can also only be used by the Storm Crow when the upgrade Mark of the Talon is researched. Hippogryph ---------- HP: 525 MP: N/A Cost:Gold-160 Wood-20; Supply-2 Attack Damage: 50-75 (Normal) Armor: 0 (Unarmored) Prerequisites: Ancient of Wind Hippogryphs are not too useful of a unit. They can only attack air, but do lots of damage too. Although they may be a great anti-air unit, I don't use them nuch at all. Faerie Dragon ------------- HP: 450 MP: 200 Cost: Gold-155 Wood-25; Supply-2 Attack Damage: 13-14 (Piercing) Armor: 0 (Light) Phase Shift This Makes the Faerie Dragon shift out of existance whenever it takes damage. This is only for a few seconds. Mana Flare This Spell makes the Faerie Dragon curl into a ball and release coem sort of spell that makes any magic casters harmed whenever they cast a spell. Spell Immunity Makes the Faerie Dragon immune to magical attacks and spells. Hippogryph Rider ---------------- HP:765 MP:N/A Cost:Gold-340 Wood-20; Supply-4 (The cost of an archer and Hippogryph) Attack Damage:19-22 (Piercing) Armor:0(Heavy) Prerequisites: Ancient of Wind; Barracks Hippogryph Riders are expensive air units that can attack both, air and ground units. They are weaker then most other air units and are not very efficent, therfore I wouldn't recommending building these en masse. Chimaera -------- HP: 1000 MP: N/A Cost: Gold-330 Wood-70; Supply-5 Attack Damage:67-83 (Magic) Armor: 2 (Heavy) Prerequisites: Chimaera Roost Chimaeras are excellent units that are probably the most feared in the game. It is understandable why they are feared. Although they can only attack ground units, they do so much damage that they can destroy tier melee and casters. The only hope you have of kiling these off is if you go with ranged units. The amount of HP they have is also respectable, and therfore they are very good in base assualts, and just to have in general. Glaive Thrower -------------- HP: 300 MP: N/A Cost: Gold-210 Wood-65; Supply-4 Attack Damage: 39-50 (Seige) Armor: 2 (Heavy) Prerequisites: Barracks; Tree of Eternity Glaive Throwers are the siege unit, and a very good one at that. With the upgrade they can do do damage to buildings and units directly behind the one being shot. I would, ony use these on a base assualt or if your opponent is turtling. -----------------------------= 4.4 Undead=------------------------------- ------------------------------= 4.5 Naga=-------------------------------- Mer'gul Slave ------------- HP: 250 MP: N/A Cost: Gold- 75; Supply-1 Attack Damage 7-8 (Normal) Armor: 0 (unarmored) Perequisites: Temple of Tides This is the building units of Naga units. It is essential for your survival and as usual, is the weakest unit in your Naga arsenal. They can mine both, gold and lumber and are pretty cool looking too. Poor slaves. They have the ability to repair damaged buildings and thats pretty much it. Mer'gul Reaver -------------- HP: 400 MP: N/A Cost: Gold-120; Supply-2 Attack: 21-33 Armor: 6 (Heavy) Perequisites: Temple of Tides Reavers are the weak basic units of the Naga. They only take 2 supply, but the small amount of life is just not worth the build except to scout or soething. Your better off with Myrmadons anyways. They are melee units, By the way. Naga Mrymidon ------------- HP: 1080 MP: N/A Cost: Gold-225 Wood-55; Supply-4 Attack: 36-60 (Normal) Armor: 8 (Heavy) Perequisites: Spawning Grounds These are gigantic tanks of the Naga's army. They have a load of HP and armor. and with ensnare they can become partially effectve against air units as well. Really though, there is not much to say about them. Ensnare Use this against air units to take them to the ground. It is non dispellable, so you shouls find a lot of use to it. Also, it comes in handy against magic immune air because Sirens are magic only. Dragon Turtle ------------- HP: 750 MP: N/A Cost: Gold-320 Wood-65; Supply-5 Attack: 26-38 (Piercing); 66-134 (Seige) Armor: Perequisites: Spawning Grounds Dragon turtles should be build sparingly. They take up five supply and that is not too good. Being capable seige units, they can be great, but it is ussually not worth the expense. Use their abilities wisely. Devour Eats a land unit and digests it overtime in his stomache. Do not have the Dragon Turtle killed during this or the digesting unit will return. Use this on the tier three melee to soften them up. Spiked Shell Although I'm not exactly sure what this does, I believe it is like thorns and makes some damage go to the enemy. Hardened Skin Makes the Dragon Turtle more resistant to physical attacks. Snap Dragon ----------- HP: 500 MP: N/A Cost: Gold-200 Wood-25; Supply-3 Attack: 28-44 (Piercing) Armor: 6 (Medium) Perequisites: Spawning Grounds The Snap Drgon is effective anti-air for the Naga Forces. It doesn't have much HP, so keep it in the back. It's poisonous attack helps as well. Naga Siren ---------- HP: 400 MP: 430 Cost: Gold-130 Wood-20; Supply-2 Attack: 9-12 (Magic) Armor: 0 (Unarmored) Perequisites: Temple of Azshara Naga Sirens are units you will want to build because of their great spells They also have a magical attack that does almost nothing, so keep them at the rear. Parasite This is casted on enemy units and makes it so when they die, Naga Parasites explose out of the unit and continue to attack the enemy. This is a cool ability and should generally be use as much as possible. Frost Armor This spell is highly useful not only for the +3 armor boost, but also because anyone who attacks any of your units with this spell on them will become slower due to the cold. Autcast this after a few parasites. Cyclone This is the spell for taking out those large heavy units to kill for later. Use this when the battle starts to important units then after most of the fighting dies down, kick the crap out of these cycloned units. Works to catch upoo to heros and surround them too. ------------------------------------------------------------------------- ==================Section 5: Building/Tech Tree Overview================ ------------------------------------------------------------------------- -----------------------------= 5.1 Human=-------------------------------- ------------------------------= 5.2 Orc=--------------------------------- The Orcish Tech Tree: --------------------- Orc Burrow Great Hall Barracks | Alter of Storms Voodoo Lounge | | | | | | _____|____ War Mill------| | |Upgrade to| | | | -----|---- V | | | Watch Tower | | V | | Stronghold | | / | \ | | / | \ | | / | \ | | Arcane Santum _____|____ \ | | |Upgrade to| \ | | -----|---- Beastiary | | | | | V | |----------------------->Fortress | \ | \ | Tauren Totem<-----------| Orcish Buildings: ---------------- Great Hall ---------- HP: 1500 Cost: Gold-385 Wood-185 Attack: N/A Armor: 5 (Fortified) This is the main Orc building where you build workers to fund all of your units. This is an essential building to have at any stage of the game. Produces: Peons Upgrades: Pillage - Allows it so whenever peons, grunts, and raiders strike an enemy building you steal a litle gold from their total. Backpack - Allows certain Orc units to carry items Upgrade to Stronghold - Makes the Great Hall Transform into a Stronghold. Strong Hold ----------- HP: 2000 Cost: Gold-315 Wood-190 Attack: N/A Armor: 12 (Fortified) This is the main Orc building where you build workers to fund all of your units. This is an essential building to have at any stage of the game. Produces: Peons Upgrades: Pillage - Allows it so whenever peons, grunts, and raiders strike an enemy building you steal a litle gold from their total. Backpack - Allows certain Orc units to carry items Upgrade to Fortress - Makes the Stronghold transform into a Fortress. Fortress -------- HP: 2500 Cost: Gold-325 Wood-190 Attack: N/A Armor: 5 (Fortified) This is the main Orc building where you build workers to fund all of your units. This is an essential building to have at any stage of the game. Produces: Peons Upgrades: Pillage - Allows it so whenever peons, grunts, and raiders strike an enemy building you steal a litle gold from their total. Backpack - Allows certain Orc units to carry items Orc Burrow ---------- HP: 600 Cost: Gold-160 Wood-40 Attack: N/A; With Battle Stations: 34-41 (Piercing) Armor: 2 (Normal; With Reinforced defense it is Fortified) The Orc Burrow is the basic food building for the Horde. It provide 10 supply upon being built. If your base is under attack and you need more attack power, then click on Battle Stations to make peons go into the building and start attacking. Produces: N/A Upgrades: N/A Orc Barracks ------------ HP: 1200 Cost: Gold-180 Wood-50 Attack: N/A Armor: 2 (Fortified) This is the first Orc building you will be able to produce units with. It can make Grunts, Troll Head Hunters and Catapults. Produces: Grunts Troll Headhunters Catapults Troll Beserkers Upgrades: Berserker Strength - Increases the HP of grunts. Troll Regeneration - Allows any troll units to regenerate life over time. Berserker Upgrade - Turns all Troll Headhunters into Troll Berserkers giving them an HP boost. Burning Oil - Gives the demolisher a buring attack that damages over time. Alter of Storms --------------- HP: 900 Cost: Gold-180 Wood-50 Attack: N/A Armor: 5 (Fortified) The Alter of Storms builds any heros you may want to have as Orc. Produces: Blademaster Tauren Chieftain Far Seer Shadow Hunter Upgrades: N/A Warmill ------- HP: 1000 Cost: Gold-205 Attack: N/A Armor: None The Warmill is essentially the Orc's upgrade building. Upgrade early and often. Produces: N/A Upgrades: Steel Melee Weapons - Upgrades the attack power of Melee units. Steel Ranged Weapons - Upgrades the attack power of Ranged units. Steel Unit Armor - Upgrades the armor of all units except for casters. Thorium Melee Weapons - Upgrades the attack power of Melee units. Thorium Ranged Weapons - Upgrades the attack power of Ranged units. Thorium Unit Armor - Upgrades the armor of all units except for casters. Arcanite Melee Weapons - Upgrades the attack power of Melee units. Arcanite Ranged Weapons - Upgrades the attack power of Ranged units. Arcanite Unit Armor - Upgrades the armor of all units except for casters. Spiked Barricade - Creates a barricade around all buildings dealing a small amount of damage to melee units who attack it. Improved Spiked Barricade - Creates a barricade around all buildings dealing a small amount of damage to melee units who attack it. Advanced Spiked Barricade - Creates a barricade around all buildings dealing a small amount of damage to melee units who attack it. Reinforced Defense - Gives Orc Burrows and Towers fortified armor. Voodoo Lounge ------------- HP: 500 Cost: Gold-130 Wood-30 Attack: N/A Armor: 5 (Fortified) This is the Orc's item shop. Use it wisely. Items: -Scroll of Town Portal -Potion of healing -Lesser Clarity Potion -Clarity Potion -Healing Salve -Scroll of Speed -Orb of Lightening -Tiny Great Hall Beastiary --------- HP: 500 Cost: Gold-145 Wood-140 Attack: N/A Armor: 3 (Fortified) The Beatiary produces Raiders, Kodo Beasts, and Wyverns for the Orcish Horde. It also has some very useful upgrades. Produces: Raiders Kodo Beasts Wyverns Bat Riders Upgrades: Ensnare - Makes Raiders have the spell ensnare. War Drums - Makes the Kodo Beasts have the very useful aura, War Drums. Poison Spears - Makes Wyverns have passive skill poison spears. Liquid Fire - Allows Bat Rider's to get the Liquid Fire ablility. Spirit Lodge ------------ HP: 800 Cost: Gold-150 Wood-150 Attack: N/A Armor: 2 (Fortified) The spirit lodge makes all Orc spell casters and has upgrades that correspond to those casters. Produces: Shamans Witch Doctors Tauren Spirit Walkers Upgrades: Shaman Adept Training - Gives the Shaman a new spell as well as HP and MP upgrades. Witch Doctor Adept Training - Gives the Witch Doctor a new spell as well as additional HP and MP. Spirit Walker Adept Training - Gives the Witch Doctor a new spell as well as additional HP and MP. Shaman Master Training - Gives the Shaman another spell, and MORE HP and MP. Witch Doctor Master Training - Gives the Witchdoctor another spell as well as MORE HP and MP. Spirit Walker Master Training - Gives the Witchdoctor another spell as well as MORE HP and MP. Tauren Totem ------------ HP: 1200 Cost: Gold-135 Wood-155 Attack: N/A Armor: 5 (Fortified) This is the building where Taurens are made. They also come with one upgrade. Produces: Taurens Upgrades: Pulverize - Gives the Tauren the passive skill pulverize. Watch Tower ----------- HP: Cost: Gold-110 Wood-80 Attack: 16- 18 (Piercing) Armor: 3 (Normal; With Reinforced Defense this building gets Fortified Armor) This is the air and ground attacking defensive structure for the Orcs. ----------------------------= 5.3 Night Elf=----------------------------- The Night Elvish Tech Tree: --------------------------- Entagled Goldmine Tree of Life Moon Well | \ | \ | \ Ancient of War | Hunter's Hall-----| ____|_____ | | |Upgrade to| | | ----|----- | | Ancient of Wonders | V | | Ancient Protector | | | V | Alter of Elders Tree of Ages<--------Ancient of Lore | / | | Ancient of Wind | | | | | | ____|_____ | | |Upgrade to| | | ---------- | | | | | | | | | | | V |----------------->Tree of Eternity---------| | V |------------------------- Chimaera Roost Night Elvish Buildings: ----------------------- Tree of Life ------------ HP: 1300 Cost: Gold-340 Wood-185 Attack: 41`-50 (Normal) ; Uprooted: 41-50 (Normal) Armor: 2 (Fortified); Uprooted: 2 (Heavy) This is the building where the Night Elf's basic worker, wisps, are made. This building can uproot and entangle gold mines. Produces: Wisps Upgrades: Nature's Blessing - I have no idea, but I will figure it out soon. Backpack - Allows certain units to pick up items. Upgrade to Tree of Ages - Upgrades to Tree of Ages. Tree of Ages ------------ HP:1700 Cost: Gold-320 Wood-180 Attack: N/A; Uprooted: 49-60 (Normal) Armor: 2 (Fortified); Uprooted: 2 (Heavy) This is the building where the Night Elf's basic worker, wisps, are made. This building can uproot and entangle gold mines. Produces: Wisps Upgrades: Nature's Blessing - I have no idea, but I will figure it out soon. Backpack - Allows certain units to pick up items. Upgrade to Tree of Eternity - Upgrades to Tree of Eternity. Tree of Eternity ---------------- HP: 2000 Cost: Gold-330 Wood-200 Attack: N/A; Uprooted: 60-74 (Normal) Armor: 2 (Fortified); Uprooted: 2 (Heavy) This is the building where the Night Elf's basic worker, wisps, are made. This building can uproot and entangle gold mines. Produces: Wisps Upgrades: Nature's Blessing - I have no idea, but I will figure it out soon. Backpack - Allows certain units to pick up items. Moon Well --------- HP: 600 Cost: Gold-180 Wood-50 Attack: N/A Armor: 2 (Fortified) This building provides 10 food for the Night Elf's. Also, thery can heal any units the come near them. Ancient of War -------------- HP: 800 Cost: Gold-150 Wood-60 Attack: N/A; Uprooted: 45-55 (Normal) Armor: 2 (Fortified); Uprooted: 2 (Heavy) This building makes Archers, Huntresses and Balistas. It also have a myriad of useful upgreades. Produces: Archers Huntresses Balistas Upgrades: Sentinel: Allows hunts to have an owl scout. Improved Bows: Allows archer to have more range on attacks. Marksmanship: Further range. Moon Glaive: Allows Hunt's weapon to bounce off of various enemies. Impaling Bolt: Allows Balistas arrows to go through hitting more then one eneny. Alter of Elders --------------- HP:900 Cost Gold-180 Wood-50 Attack: N/A Armor: 2 (Fortified) This is where Night Elf Heros are Created/Revived. Produces: Demon Hunter Keeper of The Grove Preistess of The Moon Warden Hunters Hall ------------ HP:550 Cost Gold-210 Wood-100 Attack: N/A Armor: 2 (Fortified) This building is the upgrade building for the Night Elves. Produces:N/A Upgrades: Strength of the Moon - Increases the attack of melee units. Strength of the Wild - Increases the armor of ranged units. Moon Armor - Increases the armor of the melee units. Reinforced Hides - Increses the armor of ranged units. Improved Strength of the Moon - Increases the attack of melee units. Improved Strength of the Wild - Increases the armor of ranged units. Improved Moon Armor - Increases the armor of the melee units. Improved Reinforced Hides - Increses the armor of ranged units. Advanced Strength of the Moon - Increases the attack of melee units. Advanced Strength of the Wild - Increases the armor of ranged units. Advanced Moon Armor - Increases the armor of the melee units. Advanced Reinforced Hides - Increses the armor of ranged units. Ultravision - Allows the Night Elf warriors to see further in the dark. Well Spring - Increses the Moon Well's Mana. Ancient of Wonders ------------------ HP: 450 Cost: Gold-90 Wood-30 Attack: 21-25 (Normal) Armor: 2 (Fortifed; Heavy Armor) - Moonstone - Lesser Clarity Potion - Dust of Appearence - Potion of Healing - Potion of Mana - Scroll f Town Portal - Staff of Preservation - Orb of Venom - Anti-Magic Potion Ancient of Lore --------------- HP: 750 Cost: Gold-155 Wood-145 Attack: N/A; Uprooted: 41-50 (Normal) Armor: 2 (Fortified); Uprooted: 2 (Heavy) This is the building where Dryads and Druid of the claw are created. Produces: Dryads Druid of The Claw Upgrades: Abolish Magic - Makes Dryads get the spell Abolish Magic. DotC Adept Training - Gives the Dotc an additional spell and raises his HP and MP. DotC Master Training - Gives the Dotc an additional spell and raises his HP and MP. Mark of the Bear - Allows DotC to cast roar in bear form. Hardened Skin - Makes the Mountain Giant resistant to physical attacks. Resistent Skin - Maked the MOuntain Giant more resistant to magic, and immune to some spells. Ancient of the Wind ------------------- HP: 750 Cost: Gold-150 Wood-140 Attack: N/A; Uprooted: 38-46 (Normal) Armor: 2 (Fortified); Uprooted: 2 (Heavy) The Ancient of the Wind makes hippogryphs and Druid of the Talon. Produces: Hippogryphs Druid of the Talon Upgrades: DotT Adept Training - Gives the DotT another spell and raises his HP and MP. DotT Master Training - Gives the DotC an additional spell and raises his HP and MP. Mark of the Talon - Allows DotT to cats fairie fire in storm crow form. Hippogryph Taming - allows you to put archers on top of Hippogryphs Chimera Roost ------------- HP: 1200 Cost: Gold-100 Wood-230 Attack: N/A Armor: 2 (Fortified) This building make Chimeras the evil seige air unit. Produces: Chimeras Upgrades: Corrosive Breath - Allows Chimera's to do extra damage to ground units and buildings. Ancient Protector ----------------- HP: 550 Cost: Gold-135 Wood-80 Attack: 45-54 (Piercing); Uprooted: 26-33 (Normal) Armor: 2 Fortified); Uprooted: 2 (Heavy) This is the defensive Night Elf Tower that can attack land and air units. -----------------------------= 5.4 Undead=------------------------------- ------------------------------= 5.5 Naga=-------------------------------- Naga Tech Tree -------------- Pretty much everything is one the same tier so a tech tree is not needed but I will see what I can do in a later version. Naga Buildings -------------- Temple of Tides --------------- HP: 1500 Cost: Gold-385 Wood-150 Attack: N/A Armor: 5 (Fortified) This is the main Naga Building that builds your workers as well as your basic units. Produces: Mer'gul Slave Mer'gul Reaper Spawning Grounds ---------------- HP: 1500 Cost: Gold- 205 Wood- 60 Attack: N/A Armor: 5 (Fortified) This is the "Barracks" type place of the Naga. Produces: Mrymidon Snap Dragon Dragon Turtle Coral Bed --------- HP: 500 Cost: Gold-115 Wood-40 Attack: N/A Armor: 5 (Fortified) Coral Beds provide food for Naga units. They provide a whole load of it too. 15 food per Coral Bed. Shrine of Azshara ----------------- HP: 1050 Cost: Gold-180 Wood-70 Attack: N/A Armor: 5 (Fortified) This buidling is a more advanced Naga building that can only build Sirens. Produces: Naga Sirens Alter of the Depths ------------------- HP: 900 Cost: Gold-255 Wood-100 Attack: N/A Armor: 5 (Fortified) The Naga Alter. Revive fallen heros here. Tidal Guardian -------------- HP: 500 Cost: Gold-130 Wood-80 Attack: 33-45 (Piercing) Armor: 5 (Fortified) Tidal Guardians are the defensive tower of the Naga. They attack land and air, and I find them to be very very good towers. ------------------------------------------------------------------------- ===============================Section 6: Items========================== ------------------------------------------------------------------------- ------------------------------------------------------------------------- ============================Section 7: Walkthrough====================== ------------------------------------------------------------------------- Keep in mind that these walkthroughs will be based on the Normal Mode of play. Also, I will tell you the bare minimum of what is required of you to complete the level. This means I won't be telling you any easter eggs or secrets in the levels. Also, Some side quests will not be talked about because they will not be required to finish the mission. With that in mind enjoy the Walktrough. 7.1 - NIGHT ELF CAMPAIGN: Terror of the Tides 7.1.1: Chapter 1: Rise of the Naga ---------------------------------- QUESTS: Main: - The Demon's Trail - Burning Ships Optional: - Search and Rescue - Enraged Beast After watching the cinematic sequence you will be put in an in game movie. You will soon grow quite accustommed to these movies because there are a lot of them. Anyways, in this campaign you have access to the Warden, the new Night Elf Hero and she proves to be a useful hero that will help you in many situations. You start with a few Huntresses and Archers as well. Bring them all up the path to follow Illidan's trail. Your job is to catch him because he razed a large Night Elf settlement and for other reasons not yet know. In his demonform he has appeared to go crazy. Go through the damaged gate to the north and you will hear Maiev, the Warden, talk to her right hand women, Naisha about the deaths. Naisha is not a hero but a Huntress with raised stats. She has more armor and deals more damage. Continue North and you will be atacked by a few level one merlocks. This is the time to check out the Warden's spells, mainly fan of knives. You will easily dispatch of them. Now follow the footprints to the left gate and another cinematic scene will pop up showing that the Ferbolgs have gaon absolutely mad. Dispose of all of the Furbolgs. After you do so, arrange your units in a team that consists of THe Warden and the huntresses in team one, and the archers in team two. Always move team one before team two so the archers can effectively shoot the enemy while the melee crowd does some damage as well. When you continue down the path, you will be ambushed by a few Satyrs and wil have to dispose of them as they are in league with Illidan. Again, this is an easy battle if you use the Warden's spells at your disposal. Continue to find more Night Elf fighters: A dryad, huntress, and a few archers. The cinema scen will play and will show their party being attacked. A new optional quest will be to hunt these wildkin attackers down and kill them. Right when you go East down the path you will coincedentally run into the Wildkin and two of it's followers. They serve to be quite a fight, but you should come through in the end. (Enraged Beast Complete) Now you go back to the place where you met your additional Night Elf fighters and head upwards to yet another cinema scene. Here you will find out the The Naga did the destruction to the Night Elf city. You will end up fighting them. After a small brawl with the Naga, head slightly up the beack to the west following the footprints. You will fight several smaller enemies and then find yourself at a fountain of health. You better rest here because you will have to fight a small party of Naga above you and then more creeps above them. After you fight a few battles you will find yourself going back to the west again. Here you will find a bunch of imprisoned Night Elves that are in need of saving. Kill all of the Satyrs and Destroy the gates to do so. (Search and Rescue Complete) Now head to the right and destory the demonic gate. Upon doing so you will see Illidan escape into a ship and The Naga try to destory the ships you must follow him in. This is a problem. You will end up having to kill The Naga and save two ships. To do so, kill the Naga right near you and then focus on the ones trying to beat down on the closest ship. After that destroy the two flying Naga units. After you do that, you have probably already won. Just go down the beach and finish off the rest of the Naga race. ( The Demon's Trail and Burning Ships Complete) Victory 7.1.2: Chapter 2: the Broken Isles --------------------------- QUESTS: Main: - Locate Illidan - Destroy Illidan's Guard Optional: - Rid Gul'Dan of the Graves This is the first mission you will be getting to build a base in. Luckily, you start with a load of resources and enough workers getting gold and lumber so you have no base building to do. At the Ancient of Wonders you should purchase two healing potions to ensure that Maiev stays in good health. You have access to the ancient of Lore as well so suggest you build one ASAP in order to crank out Dryads and Druid of the Claw. (DotC) The only thing you have to do in this mission is get to 100 supply and then crank out two DotC and get the rest of the supply in Huntresses and Dryads. Put the Warden and the Huntresses on team one and the DotC and the Dryads on group two. Whenever you get in a battle cast Roar from the DotCs and then fight. I suggest y ou also build about six Ancient Protectors to the left side of your base for protectoin against the random Naga squads that will come in your base to harass you every once in a while. Also build a few above your base as well. When you bring your units exploring you will find Gul'Dan, the ancient Orcish shaman, at a camp. Talk to him and you will get a quest that requires you to rid the land of the tombs slightly above you base, Take all your units there via ships. This is very very easy to achieve, just attack the crypts then go for the undead and you will take care of them. Replace any units you may have lost.(Rid Gul'Dan of the Graves Complete) You get a nifty new item here too. After you get a whole army up consisting of those units you will need about three ships to transport you across to the other islands. Buy them and then bring them to the island at the top This will get you into the Naga base. You wil have to finish off the base by the Roar and fight method I described earlier. Als, be sure to get their defensive towers as well because they are deadly. Bringing along a seige weapon here is not a bad idea. (Locate Illidan Complete) Upon destorying their base up top, you will be challanged by Illidan to fight off his gaurd. If you have a good amount of units left go for it because it is not too too hard, but you may want to replace them anyways. After you dispatch of the Naga near the temple, you win the mission. (Destroy Illidan's Guard Complete) Victory 7.1.3: Chapter 3: The Tomb of Sergaras -------------------------------------- QUESTS Main: - The Search for Illidan - Optional: - Find the Shadow Orb - Barriers Well here we ares starting another indoors level with no base and only a handful of units. At the start you can either go up or right. I suggest you go up for expirience and a few knew items, but if you don't want to you really dont have to. When you go right, se Blink to get to the items just above you. Heh that is a very useful ability as you will see. Head downwards and take out the two overlords then go through the door. From the Demonic gate, go left to get a manual of health and then continue downwards further into the tomb. In the room below there is a large statue and some fel-stalkers you must take down. These should serve as easy enemies and you can continue quickly. Keep on the path and you will come across a square shaped switch that is glowing blue. Step on it to open a door to the south. Go through the door and kill the slug-type enemies and you can blink across the two pits to fins a piece of a shadow orb. If you get all of the pieces you will be able to get a whole shadow orb. This is optional. Go back to the switch and then up. Kill the enemies on the bridge and prepare for a cinema reinacting Gul'Dan's tromp through the temple. Now go further up and kill the pitiful merlocks. Go up and fight tons of Hydras and then turn right. You will need to blink across the gapo and hit the switch to let your team across. After that take a route down and go right. You will come across a cinematic of lady Naga who will taunt you. She reveals that the Naga were once Night Elves. By now your current team will probably fall against the Naga threat so run to the right with everyone and through the gate in order to get reinforcments. Now head down and right and keep following the extremely-one-way path to the cinema scene. The last step of this level is to escape before time runs out. To do so it is simple. Run as fast as you can and check the mini-map for the entrance every once in awhile. Blink past enemies when you cross them. This should give you a sigificant amount of time to win. Victory 7.1.4: Chapter 4: Wrath of the Betrayer --------------------------------------- QUESTS: Main: - The Runner's Transport - Escape to Sea Optional: - Naga Excavators This level's main goal is to get the runner to the upper left corner of the map and oing so can be quite challanging. You have two things going on for you right at the start: A small band of Night Elf warriors and a Night Elf base to the right of them. This is all that you get thorughout this mission which you will find to be quite significant. Keep the archers in the back of your party and turn the DotCs into bears and keep them, along with the Warden in front. Place the runner in the center and continue. Go south and curve to the left killing any Naga on the way. You will find plenty of Naga to keep you busy. When you find yourself at an intersection that you can go up or down on, continue upwards and turn left then down again. At the end of this path you will find a few hippogryph riders and transport ships. These ships are essential to get the runner across the water, while the air units are bonus. On the way to these ships you will find yourself killing a few Naga units but nothing to worry yourself about. Once you get these ships, you will complete a quest. (The Runner's Transport completed) Go back to the intersection and go down. Bring your ships down as well. Now we are just trying to get the runner in the clear. Now all you must do is work your way around, transporting when nesacarry and walking when you need to. Be sure to keep tose hippos rejuvinated because they will be a valuable asset. You might need to utilize both ships in the rare event that one dies. If you find yourself stuck, remember the Warden's Blink ability. Be sure to destroy the gates in the way of the ship's disembark. I suggest that you ficus on the gate and ignore everything else with your units then run your ship up. It should make it. As for your base, just build enough to defend yourself. It is only needed for flying units. Victory 7.1.5: Chapter 5: Balancing the Scales -------------------------------------- QUESTS: Main: - Maiev's Distress - Destory Bases Optional - Reinforcments At the start, you Maeiv and her base and you have Malfurion and Tyrande as well. Malfurion and Tyrande are separeted frm your main base and you need to help them get to Maiev's base in order to help her. With Malfurions' force, go left and then up, killing the Naga to the north. After that you will view a short cinematic sequence and continue. You get a new optional quest as well. Go right and destory the giant behemoths by using a starfall/tranquility combination. After that go down and destroy some slightly fewer giants and kill the two armored knight things as well. You will want to get the reinforcments in the boats because they will help you out in this mission. The first ones are below the giant stone knights, but beware of the skelatal orcs that will be gaurding them. After that ignore the Naga base and head upward to get the second ship full of reinforcements. Now the last reinforcements are farther east and father south. With these reinforcments, and a few more archers and druids form Maeiv's base should be enough to destory the threats. Victory 7.1.6: Chapter 6: Shards of the Alliance ---------------------------------------- QUESTS Main - Escort Kael'thas and his caravan. Optional - Hidden Stashes I find this mission to be one of the more enjoyable ones in the Night Elf campaign. I have no idea why because ussually I think defensive missions are a pain, maybe it is because it is not really defensive, yet not really offensive. I digress. You start the game Meeting Prince Kael'Thas and he is in need of help to get his supplies across the river to the east. You will obviously jelp him and his little party get there through means of escorting the Supply wagons to the river's edge. The ony threat to this wagon are the Undead attacks. That will constantly batter the supplies. First go south and destroy the 8-10 ghouls that will attempt to do you in. They will fall fast because of your mountain giants and nice and strong forces. Now go farther south and you will find a largeer group of ghouls, necro- mancers, a few abominations, and two-three meat wagons as well. This seems like nothing to laugh about, but it will be manageable because they don't come all at once. This is also a great time to point out that every once in a while a small undead strike force will try to maim your supplies from the rear you are just going to have to learn to deal with that. Now continue down and right. Dealing with the undead forces on the way. This is basically how the mission plays out. Nothing too special until you get to a intersection that you will eventually get to if you follow the path correctly. You have a choice of whether to go northward...the longer route, but the safer one. Or to the east...the shorter yet more dangerous way. Taking the longer route was the way I went and it got me there fine with little action on the way. If you choose to go thorough the undead "bastion" you could kill a few units while making your way to the end. You have to decide what the right ratio of killing/running is. It's your choice. You also have an optional quest where you can get money to get mercinaries. I daresay that this is not required, but if you choose to do it, just follow the points on the map to where they are. Victory 7.1.7: Chapter 7: The Ruins of Dalaran -------------------------------------- QUESTS Main -Spell of Destruction Optional -Paladins Although this mission is timed, and seems intimidating, I think it is a very easy mission with a very clear goal and a simple way to win. When you start out the level you have a very large army consisting of Your Heros, Mountain Giants, Bears, Archers and Hunts. This army is large enough for you to build a few more units and attack the enmy base to the left! If you go slow in attack ing the base and put the melee up in the front and the ranged in back, you should be able to take out most of the base without a probelm. Seriously it's as simple as that. Taking out the spell is another matter. Since, with your starting units, you took out large portion of the base, it sould be easy to get into where the spell is being made to attempt to take it out. What I did was I built as many fairie dragons as I could, and at least 12 bears and your heros into that too. Now bring all of those units up into there base where you destroyed and then rush everyone in and right when the dragons get above the spell use the skill mana flare and you will take out the casters very easily because they will be damaged whenever they use a magical skill. The bears are there just to get fire away from the dragons. Right when you get to the spot where the wizards are casting the spell use the Mana flare and you will beat the mission very effectively. As for the Paladin side-quest, it is not nessacary. Victory 7.1.8: Chapter 8: The Brothers Stormrage ---------------------------------------- QUESTS Main -Tyrande's Rescue Optional -Dam Trolls This level is very fun, yet seems very hard at the beginning. I assure you that the lavel is easy. At first, you should use the small party Illidan has and take them down and kill the Trolls. After that, ignore all of the sleeping creeps above you when you take the path to the right. Goi down and kill every creep within that area. With Illidan's metamorphisis, it should be no problem. Now you have to kill the undead base closest to Tyrande. Before you do so you should realize that all of the Night Elf forces are on the other side of the river and you will be unable to get to them with the Night Elves. This means that it is the Naga forces alone that you must commandeer to destory the undead bases. In the Night Elf base build a large amount of archers and bears. This will allow you to defend the base rather easily because this base will have to survive as well as the Naga one. NOw that the NE base is defended, you should focus on destroying the upper Undead base, as well as the one next to Tyrande. To do so build a ton of Sirens for support and magical spells and build lots of Mermidons to be your main attackers. The first undead base you attack, being the one above the one you must destroy, is the easiest one. With the Naga forces I just told you to build, you should not have a problem with the first base. The base closest to Tyrande actually might need some strategy to destroy. I suggest you aut-cast frost shield and then after all of your wariors are shieled, to auto-cast parasite and cyclone larger units such as abominations. While doing that use ensnare on the UD air units and attack them. If you do that the UD base still might not be destoryed. If that is the case build more units consisting of the same thing you just built. You should have no problem with your second run. Victory ------------------------------------------------------------------------- ===============================Section 8: FAQ=========================== ------------------------------------------------------------------------- Q: Are there new Heros and units in The Frozen Throne? A: Of course, do you think Blizzard would release an expansion without any new aspects of the game? There is also a new campaign mode as well. Q: Can you build transport ships in The Frozen Throne? A: In single player campaigns, you do get access to transport ships, but you cannot buy them in custom games/skirmishes. Q: What other things are there in TFT that were not in ROC? A: There are neutral heros, more items, item shop for every race, and more multiplayer maps. Q: I heard that a new race, The Naga will be playable in TFT. Is that true? A: Yep. You can only play as them in camapaign mode however. ------------------------------------------------------------------------- ==========================Section 9: Credits/Outro====================== ------------------------------------------------------------------------- Remember that this FAQ is copyrighted and you may not distrubute this guide without acidslayer57's or Emuking's permission. Thanks to: Emuking/acidslayer57 - This is just us thanking each other...yeah...lame. Blizzard - For making Warcraft 3 and The Frozen Throne. CJayC - For hosting this FAQ. The End