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Human Units

HP: 220
Armor: 0
Armor Type: Medium
Damage: 5-6
Damage Type: Normal
Harvest: 1-1
Speed: Slow
Range: Melee

Peasant
The peasant is the backbone of the human economy. Responsible for constructing buildings and harvesting gold & lumber, peasants have very important work. However, where they excel in craftsmanship, they fail in brute strength. Although a peasant can defend himself if attacked, his puny pick and armor-less body is no match for a superior foe. When the need does arise to defend their town, Peasants can be Called to Arms, becoming Militia men who can deal more damage and have more armor. Peasants may be constructed from the Town Hall and its upgrades.
70 1

Abilities:

Repair - Repairs buildings and Mechanical units.[autocast]
Gather - Harvest Gold and Lumber. Peasants harvest 10 Gold/Lumber per trip at No Upkeep.
Build Structure - Construct Human Buildings. Upgrading your Town Hall allows for construction of more structures.
Call to Arms - Peasants will run to the nearest Town Hall. Once there, they can become Militia men to fight and defend against attackers.

Upgrades:

Improved Lumber Harvesting - Allows Peasants to carry 15 units of Lumber. Requires the Keep to learn.
100
Advanced Lumber Harvesting - Allows Peasants to carry 20 units of Lumber. Requires the Castle to learn.
150

HP: 420
Armor: 2
Armor Type: Medium
Damage: 12-13
Damage Type: Normal
Speed: Average
Range: Melee

Footman
The Footman from the once mighty armies of Azeroth band together once again to save humanity. As the Human's basic melee unit, Footmen can be quickly and cheaply constructed, and still prove their use even after Knights are aquired. Their special skill is Defend, which causes ranged attacks to do very little damage. Footmen may be built at the Barracks.
160 2

Abilities:

Defend - Puts Footman in Defend mode, which will cause ranged attacks deal only 30% damage, at the cost of reducing the Footman's movement speed by 30%. This ability does not affect huntresses.
150 100

Upgrades:

Iron Forged Swords - Increases Footman's damage to 13-15.
150 50
Steel Forged Swords - Increases Footman's damage to 14-17.
250 100
Mithril Forged Swords - Increases Footman's damage to 15-19.
400 150

Iron Plating - Increases Footman's armor to 4.
125 75
Steel Plating - Increases Footman's armor to 6.
200 125
Mithril Plating - Increases Footman's armor to 8.
275 175

HP: 520
Armor: 0
Armor Type: Light
Damage: 18-24
Damage Type: Piercing
Speed: Average
Range: 40

Rifleman
The rifleman is a basic support unit for the Humans. Armed with Longshot Blunderbuss Rifles, they can target both land and air opponents. Having slightly less hit points than the footman and no armor, they are best used at a distance as support for melee attackers or to attack aerial foes. Riflemen may be built from the Barracks once a Blacksmith is constructed.
240 30 3

Upgrades:

Black Gunpowder - Increases Rifleman's damage to 19-28.
100 50
Refined Gunpowder - Increases Rifleman's damage to 20-32.
250 100
Imbued Gunpowder - Increases Rifleman's damage to 21-36.
400 150

Studded Leather Armor - Increases Rifleman's armor to 2.
100 100
Reinforced Leather Armor - Increases Rifleman's armor to 4.
150 150
Dragonhide Armor - Increases Rifleman's armor to 6.
200 200

Long Rifles - Increases Rifleman's range by 20.
150 100

HP: 800
Armor: 6
Armor Type: Heavy
Damage: 21-29
Damage Type: Normal
Speed: Fast
Range: Melee

Knight
The Knights of Lordaeron return to defend humanity from the perils that they now face. Riding atop a mounted steed, the Knight carries a sword and lance. Faster and stronger than the Footman, the Knight is a powerful melee unit. The Animal War Trainingupgrade further increases the Knight's abilities, boosting his HP by 150. Knights may be constructed from the Barracks once the Keep is upgraded to a Castle.
290 60 4

Upgrades:

Iron Forged Swords - Increases Knight's damage to 22-34.
100 50
Steel Forged Swords - Increases Knight's damage to 23-39.
250 100
Mithril Forged Swords - Increases Knight's damage to 24-44.
400 150

Iron Plating - Increases Knight's armor to 8.
125 100
Steel Plating - Increases Knight's armor to 10.
200 150
Mithril Plating - Increases Knight's armor to 12.
275 200

Animal War Training - Increases Knight's HP by 150.
250 200

HP/MP: 220/200
Armor: 0
Armor Type: Light
Damage: 8-9
Damage Type: Piercing
Speed: Average
Range: 60

Priest
These Elven males specialize in protective magic, as opposed to the offensive type spells of the Sorceress. They have many healing and restoring spells, insuring the regeneration and safety of your army on the battlefield. They may be built once you have a Mage Tower.
160 10 4

Spells:

Inner Fire - Increases a unit's attack damage by 10% and armor by 5. Lasts for 60 seconds.[autocast]
40
Dispel Magic - Dispels negative spell effects on friendly units and positive spell effects on enemy units. Deals 200 damage to summoned units.
75
Heal - Heal friendly units. Spell heals 25 HP per cast.[autocast]
5

Upgrades:

Priest Adept Training - Increases mana capacity by 100, mana regeneration rate by 25%, hit points by 75, minimum and maximum attack, and gives Priests the ability to cast Dispel Magic.
150
Priest Master Training - Further increases mana capacity by 100, mana regeneration rate by 25%, hit points by 75, minimum and maximum attack, and gives him the ability to cast Inner Fire.
250 100

HP/MP: 250/200
Armor: 0
Armor Type: Light
Damage: 11-14
Damage Type: Piercing
Speed: Average
Range: 60

Sorceress
The Sorceri of Daladran join the Allance to offer their aid with many status altering spells. An offensive spell caster, she floats above the ground as she moves around the map causing havoc. Her spells allow her to weaken her oppenents while giving her allies the advantage of her invisibility spell. The Sorceress may be built at the Mage Tower once the Arcane Sanctum is built.
180 20 4

Spells:

Slow - Slows an enemy unit's attack rate by 25% and movement speed by 60% Lasts for 40 seconds.[autocast]
50
Invisibility - Makes targeted unit invisible for 120 seconds. If the invisible unit does an action besides moving, the invisibility will be dispelled.
100
Polymorph - Temporarily turns targeted unit into a sheep. The sheep retains the same stats as the original unit, but cannot attack. The unit turns back to normal after 60 seconds.
220

Upgrades:

Sorceress Adept Training - Increases mana capacity by 100, mana regeneration rate by 25%, hit points by 75, minimum and maximum attack, and gives the Sorceress the ability to cast Invisibility.
150
Sorceress Master Training - Further increases mana capacity by 100, mana regeneration rate by 25%, hit points by 75, minimum and maximum attack, and gives the Sorceress the ability to cast Polymorph.
250 100

HP: 360
Armor: 0
Armor Type: Medium
Damage: 52-64
Damage Type: Siege
Speed: Slow
Range: 100

Mortar Team
The Mortar Team serves as a long-range siege unit, heavily used to attack buildings and large groups of land units. The cannon is manned by two Dwarves, and while the younger Dwarf is firing the mortar, the older Dwarf is constantly reloading the cannon. The Mortar Team can also be used to clear trees. Mortar Teams may be built at the Workshop once a Blacksmith is built.
210 70 3

Attacks:

Attack (Mortar) - Main attack of the Mortar Team. Trees can be destroyed with it if targeted.
Target Ground - Attack a specific location on the ground repeatedly.

Skills:

Flare - Launches a Dwarven Flare which reveals an area of the map for 15 seconds. Flare also detects invisible units. Each Mortar Team only has one flare.
100 50

Upgrades:

Black Gunpowder - Increases Mortar Team's damage to 53-77.
100 50
Refined Gunpowder - Increases Mortar Team's damage to 54-90.
250 100
Imbued Gunpowder - Increases Mortar Team's damage to 55-103.
400 150

Studded Leather Armor - Increases Mortar Team's armor to 2.
100 100
Reinforced Leather Armor - Increases Mortar Team's armor to 4.
150 150
Dragonhide Armor - Increases Mortar Team's armor to 6.
200 200

[Mechanical]

HP: 350
Armor: 2
Armor Type: Medium
Damage: 25-30/19-21
Damage Type: Piercing/Seige
Speed: Fast
Range: 50

Gyrocopter
The Gyrocopter represents a great advancement in Dwarven technology. Armed with a fast machine gun, Gyrocopters can quickly decimate aerial units. They also serve well as scouts, allowing you to keep track of other opponents. They can only attack ground by researching the Gyrocopter Bombs upgrade. Gyrocopters may be constructed at the Workshop.
220 60 2

Upgrades:

Black Gunpowder - Increases Gyrocopter's damage to 26-36/20-24.
100 50
Refined Gunpowder - Increases Gyrocopter's damage to 27-42/21-27.
250 100
Imbued Gunpowder - Increases Gyrocopter's damage to 28-48/22-30.
400 150

Iron Plating - Increases Gyrocopter's armor to 4.
125 75
Steel Plating - Increases Gyrocopter's armor to 6.
200 175
Mithril Plating - Increases Gyrocopter's armor to 8.
275 175

Gyrocopter Bombs - Allows Gyrocopters to damage ground units.
150 100

[Mechanical]

HP: 700
Armor: 2
Armor Type: Fortified
Damage: 42-55
Damage Type: Seige
Speed: Slow
Range: Melee

Steam Tank
Experimenting with a new Steam engine, the Dwarves have created the Steam Tank to aid the Alliance. Its main attack is a wreaking ball that can demolish buildings. It can also hold up to four units and act as a ground transport. If Riflemen are loaded, they can fire out of the tank, acting as a mobile Bunker. Loading in more Riflemen increases the firing range. The Steam Tank can be built from the Workshop once you have the Castle.
230 60 3

Upgrades:

Black Gunpowder - Increases Steam Tank's damage to 46-66.
100 50
Refined Gunpowder - Increases Steam Tank's damage to 47-77.
250 100
Imbued Gunpowder - Increases Steam Tank's damage to 48-88.
400 150

Iron Plating - Increases Steam Tank's armor to 4.
125 75
Steel Plating - Increases Steam Tank's armor to 6.
200 175
Mithril Plating - Increases Steam Tank's armor to 8.
275 175

HP: 750
Armor: 0
Armor Type: Heavy
Damage: 45-55
Damage Type: Piercing
Speed: Average
Range: 45

Gryphon Rider
Joining the ranks of the Alliance, the Dwarves of the Aeries lend their aide riding atop gryphons. The Gryphon Riders are able to throw their Stormhammers at enemies below or in the air, causing a large amount of damage. Gryphon Riders can also research the Animal War Training option to increase their HP by 150.
330 70 4

Upgrades:

Iron Forged Swords - Increases Gryphon Rider's damage to 46-66.
100 50
Steel Forged Swords - Increases Gryphon Rider's damage to 47-77.
250 100
Mithril Forged Swords - Increases Gryphon Rider's damage to 48-88.
400 150

Studded Leather Armor - Increases Gryphon Rider's armor to 4.
100 100
Reinforced Leather Armor - Increases Gryphon Rider's armor to 6.
150 150
Dragonhide Armor - Increases Gryphon Rider's armor to 8.
200 200

Animal War Training - Increases Gryphon Rider's HP by 150.
250 200
Storm Hammers - Causes Gryphon Rider's hammers to strike through their target at the next opponent, dealing damage to both. Storm Hammers do not work on air units.
200

[On Timer]

HP: 220
Armor: 4
Armor Type: Medium
Damage: 12-13
Damage Type: Normal
Speed: Average
Range: Melee

Militia
In times of great need, Peasants can run to the nearest Town Hall and arm themselves to defend their town. When a Call to Arms is cried, Peasants become Militia men, armed with a sword and shield. While not nearly as effective as Footmen, or any other military unit, Militia men will still defend to the bitter end. After a short time, Militia men will loose interest in fighting and revert back to being a Peasant.

Abilities:

Back to Work - Converts a Militia man back into a Peasant to return to work.

Upgrades:

Iron Forged Swords - Increases Militia's damage to 13-15.
100 50
Steel Forged Swords - Increases Militia's damage to 14-17.
250 100
Mithril Forged Swords - Increases Militia's damage to 15-19.
400 150

Iron Plating - Increases Militia's armor to 6.
125 100
Steel Plating - Increases Militia's armor to 8.
200 150
Mithril Plating - Increases Militia's armor to 10.
275 200

[Summoned]

HP: 450
Armor: 0
Armor Type: Piercing
Damage: 25
Damage Type: Medium
Speed: Slow
Range: 30

Water Elemental
Used by the Conjerors in the first war to wreak havoic, the Water Elementals have returned and can be summoned by the Arch-Mage. These watery beings can pack quite a punch, and take quite a bit of damage as well. However, as will all summoned creatures, the magic that binds them to this world soon runs out and they are forced to dissolve.
150

Spell Levels:

(Level 1) - Water Elemental summoned with 450 HP and 25 damage.

(Level 2) - Water Elemental summoned with 675 HP and 35 damage.

(Level 3) - Water Elemental summoned with 900 HP and 45 damage.

©Copyright 2003 Jon Leclerc