WarCraft III : Reign of Chaos Experience/Heroes Guide Updated on 1st August 2002 Version 2.11 Done by dralf Email: psydralf@hotmail.com Website: http://www.geocities.com/psydralf Best viewed using IE, resolution 800*600, font size medium. MAJOR CHANGES Version 1.0 (7th July 2002) : 1st Faq. Version 1.11 (8th July 2002) : Added in Experience range. Added in more details about Feral Spirit. Added in more details about Force of Nature. Added in "Recruiting & Reviving Heroes". Added in "Items" Section. Version 1.23 (10th July 2002) : Added in more details about Heroes. Version 1.36 (13th July 2002) : Added in more details about Heroes. Added in "Experience from Humans" Added in "Experience from Orcs" Added in "Experience from Undead" Added in "Experience from Night Elves" Added in "Experience from Heroes" Version 1.50 (19th July 2002) : Added in "Experience from Neutrals" Refined Heroes' details Updated a bit of experience Version 2.00 (25th July 2002) : Fixed Experience Refined Heroes' details Version 2.11 (1st August 2002) : Refined Heroes' details Added ProdigaL in Credits Refined "Experience Basics" Heroes are the most important units in the entire game. If you don't know how to use them well, you can never hope to win against an experienced player. Contents ******** 1. Experience Basics 2. Experience from Humans 3. Experience from Orcs 4. Experience from Undead 5. Experience from Night Elves 6. Experience from Heroes 7. Experience from Neutrals 8. Ability Requirements 9. Recruiting & Reviving Heroes 10. Items 11. Humans: the Alliance of Lordaeron 12. Orcs: the Horde 13. Undead Scourge 14. Night Elves: the Sentinels 15. Campaigns Heroes 16. Credits ================================================================================ 1. Experience Basics ================================================================================ Experience can be gained by killing units or destroying defensive structures that can attack. For a hero to gain experience, he need not be the one to do the deed. The hero need only to be in the screen of the kills or the demolishing. When 2 or more heroes are within the screen, the experience gained is shared between them. For example, there are 3 heroes within the screen. An enemy unit with an experience points of 40 is killed. Each hero will gain 40/3 = 13 experience. The remainder of 1 experience point is then gone. Since all creatures in single player mode will give an even experience points, it's better to send only 2 heroes into battle, or else experience points will be wasted. Note that in LAN and battlenet, the experience that you get is 1/4 more than what you will normally get in single-player mode. (Not applicable to the experience that you will get from killing Heroes and Neutral units. They stay the same.) Here are the levels ranges. +++++++++++++++++ Experience Levels +++++++++++++++++ Level 1 : 0-199 Level 2 : 200-499 Level 3 : 500-899 Level 4 : 900-1399 Level 5 : 1400-1999 Level 6 : 2000-2699 Level 7 : 2700-3499 Level 8 : 3500-4399 Level 9 : 4400-5399 Level 10: 5400 *The maximum level that a hero can go up to is level 10. ================================================================================ 2. Experience from Humans ================================================================================ Here are the experiences that will be gained from killing human units. Type Experience ---- ---------- Peasant 20 Militia 30 Footman 30 Priest 30 Sorcercess 30 Gyrocopter 30 Mortar Team 40 Rifleman 40 Knight 60 Guard Tower 20 Gryhon 80 ================================================================================ 3. Experience from Orcs ================================================================================ Here are the experiences that will be gained from killing Orc units. Type Experience ---- ---------- Peon 20 Troll Headhunter 30 Witch Docter 30 Shaman 30 Grunt 40 Raider 40 Kodo Beast 60 Catapult 60 Wyvern 60 Tauren 80 Orc Burrow 20 Watch Tower 20 ================================================================================ 4. Experience from Undead ================================================================================ Here are the experiences that will be gained from killing Undead units. Type Experience ---- ---------- Acolyte 20 Skeletal Warrior 30 Ghoul 30 Necromancer 30 Banshee 40 Gargoyle 30 Crypt Fiend 40 Meat Wagon 60 Abomination 60 Shade 20 Frost Wyrm 120 Spirit Tower 20 Halls of the Dead 20 ================================================================================ 5. Experience from Night Elves ================================================================================ Here are the experiences that will be gained from killing Night Elves units. Type Experience ---- ---------- Wisp 20 Archer 30 Druid of the Talon 30 Dryad 30 Huntress 40 Ballista 60 Druid of the Claw 60 Chimaera 80 Ancient of Wind 20 Ancient of Lore 20 Ancient Protector 40 Tree of Life 20 ================================================================================ 6. Experience from Heroes ================================================================================ Here are the experiences that will be gained from killing Heroes of different levels. (Regardless of race) Level Experience ----- ---------- 1 80 2 100 3 120 4 140 5 160 6 200 7 240 8 280 9 320 10 400 ================================================================================ 7. Experience from Neutrals ================================================================================ Here are the experiences that will be gained from killing Neutral units of different levels. (Regardless of type) Level Experience ----- ---------- 1 20 2 30 3 40 4 60 5 80 6 120 7 160 8 240 9 320 10 480 ================================================================================ 8. Ability Requirements ================================================================================ All abilities required the heroes to be at specific levels before learning. Ability Level 1---->Hero Level 1 Ability Level 2---->Hero Level 3 Ability Level 3---->Hero Level 5 *Only the Ultimate ability requires the hero to be at level 6 to be able to learn. And it cannot be upgraded to the next level. ================================================================================ 9. Recruiting & Reviving Heroes ================================================================================ Heroes can only be recruited at the buildings called altars. The requirements are as follows 1st Hero : 5 population space. 2nd Hero : 5 population space; 500 gold; 100 lumber; Upgrade to 2nd tier 3rd Hero : 5 population space; 500 gold; 100 lumber; Upgrade to 3rd tier When Heroes died, their spirits will depart from their bodies. They can be revived at the altars. +++++++++++++++ Cost of Revival +++++++++++++++ Level 1 : 200 gold; 5 population space. Level 2 : 250 gold; 5 population space. Level 3 : 300 gold; 5 population space. Level 4 : 350 gold; 5 population space. Level 5 : 400 gold; 5 population space. Level 6 : 450 gold; 5 population space. Level 7 : 500 gold; 5 population space. Level 8 : 550 gold; 5 population space. Level 9 : 600 gold; 5 population space. Level 10: 650 gold; 5 population space. ================================================================================ 10. Items ================================================================================ Items can only be carried and used by heroes. Items can enhance your heroes' abilities and give your heroes a better chance to survive. All recruited heroes will start out with a Scroll of Town Portal. Below are some items that can be bought at the Goblin Merchant. Name of item Property of item ------------------------ ---------------- Scroll of Town Portal Teleports Hero and nearby troops to target friendly town hall Potion of Healing Heals 250 hit points Potion of Mana Heals 150 mana Potion of Invisibility Renders the Hero invisible for 120 seconds Scroll of Healing Heals 150 hits points to all friendly non-mechanical units around the Hero Scroll of Protection Increases the armor of all friendly units in an area around the hero by 2 for 30 seconds Wand of Negation Dispels all magical effects in target area; Deals 200 damage to summoned units Gem of True Seeing Allows the Hero to detect hidden or invisible units in the Hero's line of sight. ================================================================================ 11. Humans: the Alliance of Lordaeron ================================================================================ [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] PALADIN [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] The Archbishop, Alonsus Faol, prior to the Second War, founded the Order of the Knights of the Silver Hand. The holy knights, or paladins, as they are commonly called, led the battle against the evil orcs and helped to save the lands of Lordaeron from ruin. Though it has been nearly fifteen years since the end of the Second War, the paladins still work selflessly to protect humanity from the gnawing jaws of evil. Empowered by the Light, these mighty warriors brandish both their warhammers and holy fire in the battle against all who would trample the meek and innocent. Level 1 ------- Hit points : 650 Damage : 24-34 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 22 Agility : 13 Intelligence : 17 Level 2 ------- Hit points : 700 Damage : 26-36 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 24 Agility : 14 Intelligence : 18 Level 3 ------- Hit points : 775 Damage : 29-39 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 27 Agility : 16 Intelligence : 20 Level 4 ------- Hit points : 850 Damage : 32-42 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 30 Agility : 17 Intelligence : 22 Level 5 ------- Hit points : 900 Damage : 34-44 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Average Strength : 32 Agility : 19 Intelligence : 24 Level 6 ------- Hit points : 975 Damage : 37-47 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Average Strength : 35 Agility : 20 Intelligence : 26 Level 7 ------- Hit points : 1050 Damage : 40-50 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Average Strength : 38 Agility : 22 Intelligence : 27 Level 8 ------- Hit points : 1100 Damage : 42-52 Type of Attack : ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 7 Move Speed : Average Strength : 40 Agility : 23 Intelligence : 29 Level 9 ------- Hit points : 1175 Damage : 45-55 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 43 Agility : 25 Intelligence : 31 Level 10 -------- Hit points : 1250 Damage : 48-58 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 8 Move Speed : Fast Strength : 46 Agility : 26 Intelligence : 33 Ability ------- HOLY LIGHT By channeling the positive energies of the Light, paladins can form a wave of healing energy to mend their comrades' wounds. This holy energy is also capable of causing damage to the undead and their dark masters. Level 1: Heals 200; 100 damage to undead Level 2: Heals 400; 200 damage to undead Level 3: Heals 600; 300 damage to undead PROS : Can heal allies & damage undead minions. CONS : Can only damage undead. COMMENTS: This is a very good skill. REcommended to put your 1st point into this ability. DIVINE SHIELD Empowered by the Light, paladins can surround themselves with an impenetrable barrier of positive energy. While they are encased in it, physical and magical attacks cannot do them any harm. Level 1: Lasts 10 seconds Level 2: Lasts 20 seconds Level 3: Lasts 30 seconds PROS : Nothing can harm you during this period. CONS : Small duration of time. COMMENTS: Cast the invisible spell on the paladin first, then send him to the enemy base. After that, use this skill and wrack havoc on the enemies. When the spell is about to finish, use the scroll of town portal to teleport back to base. Repeat the procedure. DEVOTION AURA The mere presence of a powerful paladin can instill great courage and inner strength in those around them. This powerful, spiritual surge actually increases the defensive capabilities of those gathered near the paladin. Level 1 : Increases base armor by 1 Level 2 : Increases base armor by 2 Level 3: Increases base armor by 3 PROS : Can help allies. CONS : Increases base armor by only a little. COMMENTS: Use skill points on this only after all others skills have been learned. RESURRECTION By invoking the grandeur of the Light, mighty paladins can bring recently slain comrades back to life, enabling them to fight on for justice, freedom and the glory of Lordaeron. Ultimate: Revives the corpses of 6 friendly units PROS: All revived units function as normally. CONS: Long spell recovery time. COMMENTS: Put a skill point into this as soon as possible. [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] ARCHMAGE [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] Hailing from the magical kingdom of Dalaran, the Archmagi represent the pinnacle of magical power. Weaving their intricate enchantments, these crotchety old wizards defend humanity with all the magical powers at their disposal. Mounted atop their trusty unicorn steeds, the Archmagi brandish magical blades and ancient staves that serve to channel their fierce energies in battle. Though gruff and slightly aloof, these experienced wizards are a heartening sight upon any battlefield where the fate of humanity lies in peril. Level 1 ------- Hit points : 450 Damage : 21-27 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Fast Strength : 14 Agility : 17 Intelligence : 19 Level 2 ------- Hit points : 475 Damage : 24-30 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 15 Agility : 18 Intelligence : 22 Level 3 ------- Hit points : 525 Damage : 27-33 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 17 Agility : 19 Intelligence : 25 Level 4 ------- Hit points : 575 Damage : 30-36 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 19 Agility : 20 Intelligence : 28 Level 5 ------- Hit points : 625 Damage : 33-39 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 21 Agility : 21 Intelligence : 31 Level 6 ------- Hit points : 675 Damage : 37-43 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 23 Agility : 22 Intelligence : 35 Level 7 ------- Hit points : 700 Damage : 40-46 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 24 Agility : 23 Intelligence : 38 Level 8 ------- Hit points : 750 Damage : 43-49 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 26 Agility : 24 Intelligence : 41 Level 9 ------- Hit points : 800 Damage : 46-52 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 28 Agility : 25 Intelligence : 44 Level 10 -------- Hit points : 850 Damage : 49-55 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 30 Agility : 26 Intelligence : 47 Ability ------- BLIZZARD One of the Alliance's most feared spells, Blizzard has become even more effective and deadly since its original inception during the First War. Calling down shards of freezing ice to batter and rend their enemies, Archmagi have been known to route entire armies using this spell. Level 1: 6 waves at 30 damage each Level 2: 8 waves at 40 damage each Level 3: 10 waves at 50 damage each PROS : Can damage enemies within an area. CONS : Will also damage allies and self. Can't move, attack, cast other spells during this period. COMMENTS: Stock up on healing potions, then cast the invisible spell on the Archmage. Move the archmage to the enemy base. Then cast this spell on important buildings. Drink potions when at low health, it will not affect the spell casting. SUMMON WATER ELEMENTAL By use of this spell an Archmage can summon and control a powerful elemental comprised of water and air vapors. These creatures, capable of hurling torrents of rock-solid water at their enemies, cannot remain in the physical world for long. Thus, after a short length of time, they will vanish and return to their base liquid forms. Level 1: 450 hit points; 21-29 damage; Armour 0 Level 2: 675 hit points; 31-39 damage; Armour 1 Level 3: 900 hit points; 41-49 damage; Armour 2 PROS : Water Elementals can attack land and air units. Can summon multiple units. CONS : Doesn't seem to have any. COMMENTS: Cast the spell frequently, and send the water elements on sabotage mission. Recommended to put your 1st point into this ability. BRILLIANCE AURA Some Archmagi are so powerful that their very presence enhances the energies of the spellcasters around them. These magical synergies manifest in an aura of brilliance, which increases the younger spellcasters' energy pools so that they can cast spells more often. Level 1: Adds 100% mana regeneration. Level 2: Adds 200% mana regeneration. Level 3: Adds 300% mana regeneration. PROS : Can recover mana quickly. CONS : Doesn't seem to have any. COMMENTS: Use this in conjunction with the "Summon Water Elementals" spell. MASS TELEPORT This extremely powerful spell allows the Archmage to teleport himself and his army to any friendly units or buildings in the world. However, due to the delicate nature of Mass Teleport, Archmagi can only teleport to places where someone they know currently is. Ultimate: Teleports 24 of nearby friendly units to a friendly ground unit or structure. PROS : Can get out of a difficult situation in a whish. CONS : Doesn't seem to have any. COMMENTS: Use this to escape when out of healing potions while doing the Blizzard tactic. Also, you can sneak in an invisble unit into the enemy base. Then, have the archmage teleport all your units in. There's no word to describe the amount of damage dealt. [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] MOUNTAIN KING [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] The mountain kings, or 'Thanes' as they are known in Ironforge, are the mightiest dwarven warriors of Khaz Modan. Wielding both enchanted warhammers and battle-axes, these fierce fighters live to test themselves against worthy opponents. Unconcerned with their race's preoccupation with mechanical devices and the mining precious minerals, mountain kings live only for battle. Dedicated to safeguarding the Alliance that saved their kingdom during the Second War, the mountain kings can be counted upon to rally behind any banner that stands between freedom and the ever-looming shadow of evil. Level 1 ------- Hit points : 700 Damage : 26-36 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 2 Move Speed : Average Strength : 24 Agility : 11 Intelligence : 15 Level 2 ------- Hit points : 775 Damage : 29-39 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 27 Agility : 12 Intelligence : 16 Level 3 ------- Hit points : 850 Damage : 32-42 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 30 Agility : 14 Intelligence : 18 Level 4 ------- Hit points : 925 Damage : 35-45 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 33 Agility : 15 Intelligence : 19 Level 5 ------- Hit points : 1000 Damage : 38-48 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 36 Agility : 17 Intelligence : 21 Level 6 ------- Hit points : 1075 Damage : 41-51 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 39 Agility : 18 Intelligence : 22 Level 7 ------- Hit points : 1150 Damage : 44-54 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 42 Agility : 20 Intelligence : 24 Level 8 ------- Hit points : 1225 Damage : 47-57 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 45 Agility : 21 Intelligence : 25 Level 9 ------- Hit points : 1300 Damage : 50-60 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 48 Agility : 23 Intelligence : 27 Level 10 -------- Hit points : 1375 Damage : 53-63 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 51 Agility : 24 Intelligence : 28 Ability ------- STORM BOLT The dwarves of the Aerie Peaks often practice hurling hammers, for sport and for war. But, only the mountain kings of Ironforge can hurl a hammer so hard that it stuns their enemies senseless. Thus, the Storm Bolt is one of the most dangerous and powerful attacks of the mighty mountain kings. Level 1: 100 damage; 5 seconds stun. Level 2: 200 damage; 7 seconds stun. Level 3: 300 damage; 9 seconds stun. PROS : Can damage air units; ranged attack; Can stun units. CONS : Doesn't seem to have any. COMMENTS: Extremely useful to stop enemy Heroes from escaping. Recommended to put your 1st point into this ability. THUNDER CLAP First used by Murgen Hammerfall to decimate a swathe of invading gnolls in the Alterac Mountains, this powerful ability allows the mountain kings to slam the ground and cause destructive shockwaves of energy to damage their nearby enemies. Level 1: 70 damage; -25% movement speed; -25% attack rate. Level 2: 110 damage; -50% movement speed; -50% attack rate. Level 3: 150 damage; -70% movement speed; -70% attack rate. PROS : Can deal damage to enemies with an area. CONS : The area is centralised on the Mountain King. COMMENTS: Use this when surrounded by enemies. BASH Mountain kings who learn the Bash technique strike with such fury that their normal attacks can often stun and crush an enemy. Level 1: 15% chance to deal 25 damage and stun an opponent for 2 seconds. Level 2: 25% chance to deal 25 damage and stun an opponent for 2 seconds. Level 3: 35% chance to deal 25 damage and stun an opponent for 2 seconds. PROS : It's a passive spell, which means it is always there without need of casting. CONS : Not very respectable damage. COMMENTS: Better than nothing. AVATAR By focusing the energies of the dwarves' "newly discovered enchanted heritage", the mountain kings can grow in size and strength - and take on the physical characteristics of carved stone. In this form, they are impervious to magical attacks and have greatly increased durability. Ultimate: 5 bonus armour; 500 bonus hit points; 20 bonus damage; spell immunity. PROS : What more you want! CONS : Doesn't seem to have any. COMMENTS: Learn this as soon as possible. ================================================================================ 12. Orcs: the Horde ================================================================================ [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] BLADEMASTER [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] Though their numbers are few, the seasoned blademasters represent an elite fighting force within the horde. These skilled swordsmen were once part of the ill-fated Burning Blade clan that consumed itself in the throes of demonic corruption. With their clan scattered and broken, the proud blademasters swore a grim oath to free themselves and their brethren from demonic control once and for all. Under Thrall's command, the blademasters have once again joined the horde and serve as the young warchief's personal guard. Though blademasters are masters of stealth and guile, they value personal honor above all else. COMMENTS: One of the few Heroes suited to solo. Just use Mirror Image to create an image, and order it to attack creeps, then send it your full force. Since all of the attacks are focused on the image, you wouldn't suffer damage. Recommended to get Blademaster as the 1st Hero. Level 1 ------- Hit points : 575 Damage : 25-47 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 18 Agility : 23 Intelligence : 16 Level 2 ------- Hit points : 625 Damage : 26-48 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 20 Agility : 24 Intelligence : 18 Level 3 ------- Hit points : 675 Damage : 28-50 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 22 Agility : 26 Intelligence : 20 Level 4 ------- Hit points : 725 Damage : 30-52 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 24 Agility : 28 Intelligence : 22 Level 5 ------- Hit points : 775 Damage : 32-54 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 26 Agility : 30 Intelligence : 25 Level 6 ------- Hit points : 825 Damage : 33-55 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 28 Agility : 31 Intelligence : 27 Level 7 ------- Hit points : 875 Damage : 35-57 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 30 Agility : 33 Intelligence : 29 Level 8 ------- Hit points : 925 Damage : 37-59 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 32 Agility : 35 Intelligence : 31 Level 9 ------- Hit points : 975 Damage : 39-61 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 34 Agility : 37 Intelligence : 34 Level 10 -------- Hit points : 1025 Damage : 40-62 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 8 Move Speed : Fast Strength : 36 Agility : 38 Intelligence : 36 Ability ------- WIND WALK So adept and agile are the blademasters that they can move so quickly that they appear to be invisible to the naked eye. Level 1: -100 mana; +10% movement speed; lasts 20 seconds; invisible. Level 2: -75 mana; +40% movement speed; lasts 40 seconds; invisible. Level 3: -25 mana; +70% movement speed; lasts 60 seconds; invisible. PROS : Just see for yourself. CONS : Doesn't seem to have any. COMMENTS: Use this often. Quite a nice spell. Can be used for sabotage work. But then, it'll be much better to focus on the others first. MIRROR IMAGE One of the blademasters' more mystical abilities is to create duplicate phantom images of themselves. Though the phantom images can move about freely of their own volition, they are not true entities unto themselves. Level 1: Creates 1 illusion. Level 2: Creates 2 illusions. Level 3: Creates 3 illusions. PROS : Can confuse the enemies. CONS : Images suffer double the damage + can't deal damage. COMMENTS: In a pitched battle, you can confuse the human players. Best used against those human players who have never seen this before. While they are in a state of shock, you can wipe his army out easily. It's best to put your 1st ability point in this 1st. If you use this correctly, you shouldn't suffer damage at the hands of creeps. Recommended to put your 1st point in this. CRITICAL STRIKE By channeling their potent powers in one focused strike, blademasters can cause even greater damage to their enemies. Level 1: 15% chance; 2x normal damage. Level 2: 15% chance; 3x normal damage. Level 3: 15% chance; 4x normal damage. PROS : Increases damage by a great deal. CONS : Too low chances. COMMENTS: Top up on this anyway. You never know, you just might be lucky. And I have discovered that I'm actually quite a lucky guy^*^ BLADESTORM By focusing their warrior energies, blademasters can become living cyclones of fighting rage. Spinning their great blades faster than the naked eye can see, they are capable of simultaneously damaging any enemy troops in their vicinity. Ultimate: 110 damage per second to nearby enemy land units. PROS : Can move around while using it. CONS : Long spell recovery time. COMMENTS: Use this only when surrounded. [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] FAR SEER [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] Far Seers are ancient orcs who represent the pinnacle of shamanistic power. These powerful shamans are counted amongst Thrall's closest advisors and are constantly in tune with the workings and maneuverings of the horde. Farseers are not only tied to the elements of the earth and sky, but are also adept at foretelling the future. Their wisdom is outshined only by their courage and ferocity in combat. When the enemies of the horde advance, the farseers mount their loyal dire wolves and wade into battle wielding all the elemental powers of their shamanistic birthright. COMMENTS: Get him as the 2nd Hero. His Chain Lightning is useful against a mass of low-level units. Level 1 ------- Hit points : 475 Damage : 21-27 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Fast Strength : 15 Agility : 18 Intelligence : 19 Level 2 ------- Hit points : 525 Damage : 24-30 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 17 Agility : 19 Intelligence : 22 Level 3 ------- Hit points : 575 Damage : 27-55 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 19 Agility : 20 Intelligence : 25 Level 4 ------- Hit points : 625 Damage : 30-36 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 21 Agility : 21 Intelligence : 28 Level 5 ------- Hit points : 675 Damage : 33-39 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 23 Agility : 22 Intelligence : 31 Level 6 ------- Hit points : 725 Damage : 36-42 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 25 Agility : 23 Intelligence : 34 Level 7 ------- Hit points : 775 Damage : 39-45 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 27 Agility : 24 Intelligence : 37 Level 8 ------- Hit points : 825 Damage : 42-48 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 29 Agility : 25 Intelligence : 40 Level 9 ------- Hit points : 875 Damage : 45-52 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 31 Agility : 26 Intelligence : 43 Level 10 -------- Hit points : 925 Damage : 48-54 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 33 Agility : 27 Intelligence : 46 Ability ------- CHAIN LIGHTNING Farseers have the ability to cast bolts of lightning so powerful that they continue to seek out enemy troops in a wide area of effect. The raging bolts continue to strike new victims until the spell's energies finally deplete. Level 1: 100 damage; jumps 4 times. Level 2: 140 damage; jumps 6 times. Level 3: 180 damage; jumps 8 times. PROS : Can hit multiple enemies. CONS : Each consecutive jump dealt 15% less damage. COMMENTS: Quite useful when there are a lot of enemies together. Recommended to put your 1st ability point in here. FAR SIGHT Far Seers have the uncanny ability to percieve distant places and events through a form of spirit sight. This ability allows them to anticipate enemy movements and maintain the element of surprise for the horde's fighting forces. Level 1: Reveals a small area for 150 mana. Level 2: Reveals a large area for 100 mana. Level 3: Reveals a huge area for 50 mana. PROS : Can see unrevealed territories. CONS : Useless later into the game. COMMENTS: Just put 1 and only 1 point into it to scout the unknown regions. FERAL SPIRIT One of the farseers' most otherworldy powers is their ability to call forth powerful wolven apparitions. As the Farseer gains experience, more powerful wolves may be summoned to his side. Level 1: 2 wolves with 200 hit points; 11-12 damage; 0 armor. Level 2: 2 wolves with 300 hit points; 16-17 damage; 0 armor. Level 3: 2 wolves with 400 hit points; 21-22 damage; 0 armor + Critical Strike + Invisibility. PROS : Ultra useful on sabotage mission. CONS : Low amount of hit points. COMMENTS: One of the best summoning spell. Top up on this as soon as possible. When the spell is at level 3, the wolves are extremely useful in sabotage work. Ultra effective against enemies who can't see invisible units. Just go to the enemy base and wrack his basic worker units, then when discovered, just stop attacking and run to an open space. The wolves will then turn invisible again, and you can then do it again. EARTHQUAKE Part of the Far Seers' power over nature is the ability to command the fury of the earth. When roused, farseers can cause the earth to quake violently. When called with precision, can cause heavy destruction to enemy structures and slow hapless foes. Ultimate: 50 damage/second to buildings; slowing units by 75%; lasts 25 seconds. PROS : Doesn't seem to have any. CONS : Can't move, attack, cast other spells during this period. COMMENTS: Useless spell. Might as well use catapults to knock down the buildings. [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] TAUREN CHIEFTIAN [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] These elder tauren warriors lead their tribes in daily life as well as in battle. Ceremoniously adorned with the ancient totems of their tribes, chieftains uphold the honor and simplicity of the proud tauren culture. When roused by battle, the gigantic chieftains employ enormous halberds that are capable of tearing through solid trees with one mighty swipe. The chieftains are fascinated by the orcs, especially their young leader, Thrall. They see an opportunity to help the orcs return to their traditional roots by providing a strong example of honor and courage through all tauren warriors. Level 1 ------- Hit points : 725 Damage : 27-37 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 2 Move Speed : Average Strength : 25 Agility : 10 Intelligence : 14 Level 2 ------- Hit points : 800 Damage : 30-40 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 2 Move Speed : Average Strength : 28 Agility : 11 Intelligence : 15 Level 3 ------- Hit points : 875 Damage : 33-43 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 31 Agility : 13 Intelligence : 16 Level 4 ------- Hit points : 950 Damage : 36-46 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 34 Agility : 14 Intelligence : 17 Level 5 ------- Hit points : 1025 Damage : 39-49 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 37 Agility : 16 Intelligence : 19 Level 6 ------- Hit points : 1125 Damage : 43-53 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 41 Agility : 17 Intelligence : 20 Level 7 ------- Hit points : 1200 Damage : 46-56 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 44 Agility : 19 Intelligence : 21 Level 8 ------- Hit points : 1275 Damage : 49-59 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 47 Agility : 20 Intelligence : 23 Level 9 ------- Hit points : 1350 Damage : 52-62 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Average Strength : 50 Agility : 22 Intelligence : 24 Level 10 -------- Hit points : 1425 Damage : 55-65 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Average Strength : 53 Agility : 23 Intelligence : 25 Ability ------- SHOCKWAVE The mighty chieftains can swing their totems so hard that their impacts create powerful linear shockwaves that can damage any enemies bold enough to stand before them. Level 1: 75 damage to land units in a line. Level 2: 130 damage to land units in a line. Level 3: 200 damage to land units in a line. PROS : Can damage a line of enemies. CONS : Not many enemies will be stupid enough to stand in a line for you to cast this spell. COMMENTS: Hit a clump of enemies, then run. While they are chasing you, they will be in a line. Cast this spell then. WAR STOMP The tauren's massive totem can impact the ground with such force that every enemy within a wide radius of the chieftain is damaged and stunned for a short period of time. Level 1: 25 damage; 3 seconds stun. Level 2: 50 damage; 4 seconds stun. Level 3: 75 damage; 5 seconds stun. PROS : Can hit enemies within an area centralized on the tauren chieftains. CONS : Low damage dealt. COMMENTS: Not very good and not very bad. Put points in it as you like. ENDURANCE AURA So heartening and stirring are the mighty chieftains that they exude an aura of strength and courage to all who accompany them. The chieftains' auras help their comrades to run and attack more quickly. Level 1: +10% movement speed; 5% attack rate. Level 2: +20% movement speed; 10% attack rate. Level 3: +30% movement speed; 15% attack rate. PROS : Can assist nearby friendly units. CONS : Doesn't seem to have any. COMMENTS: Top up on this as soon as possible. REINCARNATION The tauren chieftains hold such sacred bonds with their Earthmother that they can actually be reincarnated after they die in combat. Though this ability is very rare, it makes the wise, benevolent chieftains a dangerous foe to threaten. Ultimate: When killed, the tauren chieftain will be revived automatically. PROS : Can rise and fight again. CONS : Has a lengthy 240 seconds spell recovery time. COMMENTS: This is a must-have for the tauren chieftain. Put a point in it as soon as possible. ================================================================================ 13. Undead Scourge ================================================================================ [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] LICH [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] While on Draenor, Ner'zhul commanded a number of orcish warlocks and spell-wielding death knights. Yet, when Kil'jaeden and the Legion captured these sorcerers after that world's destruction, they were transformed into twisted, spectral aberrations of their former selves. These newly born liches possessed tremendous magical powers, yet their immortal, undead bodies were bound to the iron will of Ner'zhul. As payment for their undying loyalty to Ner'zhul, the Lich King granted them control over the furious elements of Northrend. Now, the liches wield frost magic along with their own considerable necromantic spells. COMMENTS: Basically, he is trash. Among all his abilities, only "Frost Nova" is useful. Plus the fact that his attacks can slow down units, which should be the main reason why some people like him. Level 1 ------- Hit points : 425 Damage : 22-28 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 2 Move Speed : Average Strength : 13 Agility : 14 Intelligence : 20 Level 2 ------- Hit points : 450 Damage : 25-31 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 14 Agility : 15 Intelligence : 23 Level 3 ------- Hit points : 500 Damage : 28-34 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 16 Agility : 16 Intelligence : 26 Level 4 ------- Hit points : 525 Damage : 32-38 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 17 Agility : 17 Intelligence : 30 Level 5 ------- Hit points : 575 Damage : 35-41 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 19 Agility : 18 Intelligence : 33 Level 6 ------- Hit points : 625 Damage : 39-45 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 21 Agility : 19 Intelligence : 37 Level 7 ------- Hit points : 650 Damage : 42-48 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 22 Agility : 20 Intelligence : 40 Level 8 ------- Hit points : 700 Damage : 44-51 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 24 Agility : 21 Intelligence : 43 Level 9 ------- Hit points : 725 Damage : 49-55 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 25 Agility : 22 Intelligence : 47 Level 10 -------- Hit points : 775 Damage : 52-58 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 27 Agility : 23 Intelligence : 50 Ability ------- FROST NOVA Liches can call upon the freezing energies of Northrend to do their bidding. Using a single enemy as the focal point for their dire spell, liches can cause an explosion of frost to burst from the targeted creature that will damage everything around it. Creatures harmed in this way have trouble moving, incapacitated by the freezing ice that stiffens their joints. Level 1: 100 target damage; 50 nova damage. Level 2: 100 target damage; 100 nova damage. Level 3: 100 target damage; 150 nova damage. PROS : Can hit enemies close to the target + enemy hit will be slowed. CONS : Doesn't seem to have any. COMMENTS: The best spell in the Lich's inventory. Recommended to put your 1st point in ths. FROST ARMOR An allied creature can be encased in a protective armor of ice. Creatures attacking the Frost Armor have difficulty moving due to the jolt of freezing cold that moves through their bodies. Level 1: Adds 3 armor. Level 2: Adds 5 armor. Level 3: Adds 7 armor. PROS : Can slow down enemies melee units who are attacking the target. CONS : Adds very low armor. COMMENTS: Top up this only after you have topped up on Frost Nova. Recommended to cast this on units with high hit points, such as the abominations. DARK RITUAL By destroying one of his own minions, the Lich is able to absorb the energies of his lesser comrade, replenishing his dark magical powers. The lich can absorb the energies of his undead army by casting a Dark Ritual on them. Though this destroys the lich's lesser comrades, it releases their energies back into the lich and replenishes the Lich's power. Level 1: 33% of hit points to mana. Level 2: 66% of hit points to mana. Level 3: 100% of hit points to mana. PROS : Can gain mana in a hurry. CONS : Must sacrifice a friendly undead unit. COMMENTS: I'll never sacrifice my followers. It's too inhuman. But then again, this is the undead that we are talking about. DEATH AND DECAY The swirling negative energies known as the Death And Decay spell are favored by the liches for their power to decompose, rot and destroy everything within them. Not even the strongest warriors or the most durable structures can stand the full effects of Death And Decay. Ultimate: Damages 4% of base hit points per second + also destroys trees PROS : High damage dealt. CONS : Can't move, attack, cast other spells during this period + damages friendly units within the area of effect. COMMENTS: Useless in a pitched battle. Only real use for it is to tear down buildings, and that can be done by the meat wagons with better results. [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] DEATH KNIGHT [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] Death knights were once heroic, virtuous defenders of humanity. However, they were corrupted by the subtle machinations of the Lich King and lured to his dark standard. These former heroes were given untold power and the promise of immortality in exchange for their loyalties. Although they retained their humanity, their twisted souls were bound to the Lich King's will for all time. Bestowed with black, vampiric runeblades and shadowy steeds, death knights now serve as the Scourge's mightiest generals. COMMENTS: Get him and the DeathKnight. When at high levels, their dual auras of Vampuric Aura and Unholy Aura, can really help your troops to survive. Recommended to get him as the 1st Hero since he can heal units using the Death Coil. When you are rushing, his Death Pact ability can help you a great deal. At that time, the unit with the best armor is your Hero. Rather than using death coil to heal your troops or to hit the enemy, it will be better spent to heal your Hero. Level 1 ------- Hit points : 675 Damage : 25-35 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 23 Agility : 12 Intelligence : 17 Level 2 ------- Hit points : 725 Damage : 27-37 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 25 Agility : 13 Intelligence : 18 Level 3 ------- Hit points : 800 Damage : 30-40 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 28 Agility : 15 Intelligence : 20 Level 4 ------- Hit points : 875 Damage : 33-43 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 31 Agility : 16 Intelligence : 22 Level 5 ------- Hit points : 925 Damage : 35-45 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 33 Agility : 18 Intelligence : 24 Level 6 ------- Hit points : 1000 Damage : 38-48 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 36 Agility : 19 Intelligence : 26 Level 7 ------- Hit points : 1075 Damage : 41-51 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 39 Agility : 21 Intelligence : 27 Level 8 ------- Hit points : 1125 Damage : 43-53 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 41 Agility : 22 Intelligence : 29 Level 9 ------- Hit points : 1200 Damage : 46-56 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 44 Agility : 24 Intelligence : 31 Level 10 -------- Hit points : 1275 Damage : 49-59 Type of Attack : Ground Range : Melee Attack speed : Average Type of Armor : Hero Amount : 8 Move Speed : Fast Strength : 47 Agility : 25 Intelligence : 33 Ability ------- DEATH COIL Death knights can call upon the forces of darkness at will, causing bolts of death to issue from their hands. While doing considerable damage to the death knights' enemies, the Death Coil also heals their undead brethren. Level 1: Heal 200; deals 100 damage to the living. Level 2: Heal 400; deals 200 damage to the living. Level 3: Heal 600; deals 300 damage to the living. PROS : Can heal allies as well as damage enemies. CONS : Can't target undead enemies. COMMENTS: Quite good. Top up on this as soon as possible. DEATH PACT Through the sacrifice of his followers, a death knight can absorb their unholy energies and convert them into health for himself. Level 1: 100% conversion of hit points to death knight. Level 2: 200% conversion of hit points to death knight. Level 3: 300% conversion of hit points to death knight. PROS : Can gain hit points when needed. CONS : Must sacrifice a friendly undead unit. COMMENTS: Quite useful for those who like to get death knight in the midst of battle, can use this to heal themselves. I usually use death coil to max the hit points of the target, then sacrifice it to gain the maximum amount of hit points. UNHOLY AURA All death knights can learn to exude a dark, raging battle aura that causes allied creatures around them to move and regenerate life more quickly. Level 1: +10% movement speed; +50% life regeneration. Level 2: +20% movement speed; +100% life regeneration. Level 3: +30% movement speed; +150% life regeneration. PROS : One shouldn't be too greedy. CONS : Doesn't seem to have any. COMMENTS: Extremely good. Top up on this as soon as possible. ANIMATE DEAD Arguably the death knights' most horrific power is their ability to raise recently slain corpses into an army of the undead, no matter what their allegiance in life may have been. Though they are brought back for a time, the death knights' recalled warriors will eventually fall, never to be raised again. Ultimate: Raises 6 dead units in an area to fight for the death knight for 120 seconds. PROS : Can raise the dead of both the enemies and friendly units. CONS : The summoned units can't function as normal. COMMENTS: Use the meat wagon to collect corpses, dump them in front of the death knight. Then use the death knight to raise them. [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] DREADLORD [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] Dreadlords are incredibly powerful demons who wield the powers of darkness and mental domination. These cunning, malefic beings once served as the demon Kil'jaeden's most trusted lieutenants. Yet, at Kil'jaeden's request, the vampiric Dreadlords were sent to watch over the Lich King, Ner'zhul, and ensure that he carried out his orders to sow chaos in the mortal world. Though Dreadlords have been known to revel in the gore of single combat, they generally prefer to manipulate and beguile their enemies from the shadows. COMMENTS: Get him and the DeathKnight. When at high levels, their dual auras of Vampuric Aura and Unholy Aura, can really help your troops to survive. Level 1 ------- Hit points : 600 Damage : 22-32 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 20 Agility : 16 Intelligence : 18 Level 2 ------- Hit points : 650 Damage : 24-34 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 22 Agility : 17 Intelligence : 20 Level 3 ------- Hit points : 725 Damage : 27-37 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 3 Move Speed : Average Strength : 25 Agility : 18 Intelligence : 23 Level 4 ------- Hit points : 775 Damage : 29-39 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 27 Agility : 19 Intelligence : 25 Level 5 ------- Hit points : 850 Damage : 32-42 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 30 Agility : 20 Intelligence : 28 Level 6 ------- Hit points : 900 Damage : 34-44 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 4 Move Speed : Average Strength : 32 Agility : 21 Intelligence : 30 Level 7 ------- Hit points : 975 Damage : 37-47 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 35 Agility : 22 Intelligence : 33 Level 8 ------- Hit points : 1025 Damage : 39-49 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 37 Agility : 23 Intelligence : 35 Level 9 ------- Hit points : 1100 Damage : 42-52 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Average Strength : 40 Agility : 24 Intelligence : 38 Level 10 -------- Hit points : 1150 Damage : 44-54 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Average Strength : 42 Agility : 25 Intelligence : 40 Ability ------- CARRION SWARM Dreadlords control the creatures of the night, and some of them have even mastered the ability to call swarms of bats and insects to strike at their unsuspecting enemies. Level 1: 100 damage per unit; maximum 300 damage. Level 2: 150 damage per unit; maximum 550 damage. Level 3: 200 damage per unit; maximum 800 damage. PROS : Can damage enemies in a line. CONS : Not very respectable damage dealt; can also damage friendlies. COMMENTS: Better than nothing. It's the dreadlord only attacking spell. Close to useless in a pitched battle, since you are likely to hit your own units by accident. SLEEP Through the mastery of subversion and hypnosis, Dreadlords have learned to put their enemies into a sudden, trance-like sleep. Though this mystical sleep will wear off in time, a sharp jab from either a friend or an enemy will always awaken the hapless sleeper. Level 1: 20 seconds sleep for 100 mana. Level 2: 40 seconds sleep for 75 mana. Level 3: 60 seconds sleep for 50 mana. PROS : Can put anything to sleep. CONS : Can't attack the sleeping unit or it will be awaken. COMMENTS: Put powerful units such as heroes to sleep. A lot of people don't like to attack their own units, even to awaken them. If you chance upon this type of idots, then this spell will definitely be your best friend. VAMPIRIC AURA Those who are fortunate enough to have a powerful Dreadlord as an ally can gain the benefits of his Vampiric Aura. This dark, unholy aura causes the Dreadlord's allies to actually gain life by spilling their enemies' blood. Level 1: +15% of attack damage. Level 2: +30% of attack damage. Level 3: +45% of attack damage. PROS : Can gain health while attacking. CONS : Restricted to only friendly melee units. COMMENTS: Best used when combined with abominations and mass skellies. INFERNO The Dreadlord marks the pinnacle of his dark powers with the devastating ability to summon a fiery infernal. At his call, the infernal will streak down from the sky, stunning and wounding nearby enemy forces when it crashes to the earth. The infernal, engulfed in searing flame, will then rise to do the dreadlord's bidding. Ultimate:Calls an infernal down from the sky, dealing 50 damage and stunning enemy land units for 4 seconds. Infernal has 49-60 damage; Chaos type of attack; melee; fast attack speed; Heavy armor; Amount 6; fast move speed; spell immunity; 1500 hit points; burns nearby units for 10 points/second; lasts 180 seconds. PROS : One should learn to be satisfied. CONS : Doesn't seem to have any. COMMENTS: Best summoning spell in the game. Put a point in it as soon as possible. ================================================================================ 14. Night Elves: the Sentinels ================================================================================ [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] KEEPER OF THE GROVE [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] The enchanted keepers are the favored sons of the demigod, Cenarius. Like their lesser dryad sisters, the keepers appear to be half night elf and half stag. They have enormous antlers and manes of leaves that flow down their backs. Their right hands are disfigured and twisted like the gnarled root-claws of the treants. Keepers possess many strange powers over nature and the animals. Though they typically remain within the sacred Moon Glades of Mount Hyjal, the keepers always heed the call to arms when the lands of Kalimdor are threatened. COMMENTS: The Keeper's most useful spell will be the treants. And unless in mass, treants are useful later on in the game. It will be much better to recruit the other 2 Night Elves Heroes. Level 1 ------- Hit points : 500 Damage : 20-26 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Fast Strength : 16 Agility : 15 Intelligence : 18 Level 2 ------- Hit points : 525 Damage : 22-28 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Fast Strength : 17 Agility : 16 Intelligence : 20 Level 3 ------- Hit points : 575 Damage : 25-31 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 3 Move Speed : Fast Strength : 19 Agility : 18 Intelligence : 23 Level 4 ------- Hit points : 625 Damage : 28-34 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 21 Agility : 19 Intelligence : 26 Level 5 ------- Hit points : 675 Damage : 30-36 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 23 Agility : 21 Intelligence : 28 Level 6 ------- Hit points : 725 Damage : 33-39 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 25 Agility : 22 Intelligence : 31 Level 7 ------- Hit points : 750 Damage : 36-42 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 26 Agility : 24 Intelligence : 34 Level 8 ------- Hit points : 800 Damage : 38-44 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 28 Agility : 25 Intelligence : 36 Level 9 ------- Hit points : 850 Damage : 41-47 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 30 Agility : 27 Intelligence : 39 Level 10 -------- Hit points : 900 Damage : 44-50 Type of Attack : Ground/Air Range : 600 Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 32 Agility : 28 Intelligence : 42 Ability ------- ENTANGLING ROOTS The sons of Cenarius are favored with the ability to cause roots to erupt from the ground and entrap enemy forces. These roots not only keep the enemy immobile, but also inflict damage. Level 1: 15 damage per second for 15 seconds. Level 2: 15 damage per second for 30 seconds. Level 3: 15 damage per second for 45 seconds. PROS : Can move off to do other things after casting + target can't move. CONS : Can't target air units. COMMENTS: Use this only on Heroes and melee attackers. If you use it on ranged units, they still will be able to attack you. FORCE OF NATURE This ability allows the keeper to call forth allies from the surrounding forest. These stout treants will do as the keeper wills until the magic that animates them expires and the trees return once more to the earth. Level 1: Raises 2 treants of 300 hit points; 16-18 damage; 0 armor for 75 seconds. Level 2: Raises 3 treants of 300 hit points; 16-18 damage; 0 armor for 75 seconds. Level 3: Raises 4 treants of 300 hit points; 16-18 damage; 0 armor for 75 seconds. PROS : Summons powerful fighting units. CONS : Must cast on trees. COMMENTS: Since you can summon unlimited number of treants so long as you still have sufficient mana, it is best to wait till your mana is full, then summon them at one go. THORNS AURA While this aura is active, any forces that engage the keeper or his allies in hand to hand combat will be damaged by a druidic flurry of razor sharp thorns and brambles. Level 1: Deals 4 damage to melee enemy attackers. Level 2: Deals 8 damage to melee enemy attackers. Level 3: Deals 12 damage to melee enemy attackers. PROS : Can help deal damage. CONS : Very low amount of damage dealt. COMMENTS: Not very useful if your enemy is using ranged troops. Recommended to put points in this only after all other abilities have been filled up. TRANQUILITY In a demonstration of his ultimate communion with nature, the keeper may call down a mighty shower of rain that will restore health to all friendly forces within its range for its entire duration. The keeper is also healed by the majestic powers of nature that are unleashed. Ultimate: heals 20 hits points/second for 30 seconds. PROS : Can heal a large number of troops at one go. CONS : Can't move, attack, cast other spells during this period. COMMENTS: Recommended to surround your troops around the Keeper while casting this spell. Since Night Elves units are mostly ranged, you will still be able to hit your enemies. [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] PRIESTESS OF THE MOON [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] The fearless leaders of the Sentinel army, the priestesses of the moon epitomize the power and grace of their race's ancient moon goddess, Elune. The priestesses, equipped with silvery, glowing armor, ride the fearless Frostsaber tigers of Winterspring into battle. Charged with the safekeeping of the night elf lands and armed with magical energy bows, the priestesses will stop at nothing to rid their ancient land of evil. COMMENTS: Recommended to get her as the 2nd hero. Level her up quickly. Once she has Starfall, few can stand against her Level 1 ------- Hit points : 550 Damage : 21-31 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 18 Agility : 19 Intelligence : 15 Level 2 ------- Hit points : 575 Damage : 22-32 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 4 Move Speed : Fast Strength : 19 Agility : 20 Intelligence : 17 Level 3 ------- Hit points : 625 Damage : 24-34 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 21 Agility : 22 Intelligence : 20 Level 4 ------- Hit points : 675 Damage : 25-35 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 23 Agility : 23 Intelligence : 22 Level 5 ------- Hit points : 725 Damage : 27-37 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 25 Agility : 25 Intelligence : 25 Level 6 ------- Hit points : 775 Damage : 28-38 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 27 Agility : 26 Intelligence : 28 Level 7 ------- Hit points : 825 Damage : 30-40 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 29 Agility : 28 Intelligence : 30 Level 8 ------- Hit points : 875 Damage : 31-41 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 31 Agility : 29 Intelligence : 33 Level 9 ------- Hit points : 925 Damage : 33-43 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 33 Agility : 31 Intelligence : 35 Level 10 -------- Hit points : 975 Damage : 34-44 Type of Attack : Ground/Air Range : 600 Attack speed : Average Type of Armor : Hero Amount : 8 Move Speed : Fast Strength : 35 Agility : 32 Intelligence : 38 Ability ------- SCOUT The scout is an owl that may be sent to any area of the map for observation purposes and to reveal invisible enemies. The owl will only reveal for a limited amount of time. Level 1: Summon owl scout for 100 mana. Level 2: Summon better owl scout for 75 mana. Level 3: Summon best owl scout for 50 mana. PROS : Can scout the lands ahead. CONS : Can't attack. COMMENTS: Put only a point in this. SEARING ARROWS Calling upon the powers of the Moon Goddess Elune to imbue her arrows with searing magical energy, the priestess is able to fire deadly volleys at any foe. Level 1: 10 bonus fire damage. Level 2: 20 bonus fire damage. Level 3: 30 bonus fire damage. PROS : Can activate auto-casting. CONS : -8 mana per shot. COMMENTS: Top up on this. TRUESHOT AURA The commanding presence of the priestess boosts the morale of her warriors, enabling their attacks to strike with heightened accuracy and power. Level 1: 10% base ranged damage. Level 2: 20% base ranged damage. Level 3: 30% base ranged damage. PROS : No need to cast this spell. CONS : Low amount added. COMMENTS: Recommended to put your 1st point in this ability. Since Night Elves units are mostly ranged, this aura really is great. STARFALL At the peak of her experience, the priestess may call down a furious shower of falling stars that cause massive destruction amongst enemy forces. This catastrophic power, given to the priestess by Elune herself, achieves its full duration as long as the priestess stays in the spell's vicinity. Ultimate: Each wave deals 75 damage; lasts for 30 seconds. PROS : Respectable amount of damage dealt. CONS : Can't move, attack, cast other spells during this period COMMENTS: Power combined with beauty. Those who had never seen this spell in action before must cast it once and see it. The effects are damn awesome. Remember to surround the Priestess when she is using this spell. [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] DEMON HUNTER [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] Demon hunters are dark, shadowy warriors who are shunned by the greater night elf society. They made a pact, long ago, to fight against the forces of chaos using its own terrible powers against it. These mysterious warriors ritually blind themselves so that they develop spectral sight that enables them to see demons and undead with greater clarity. They wield demonically charged warblades in battle and even call upon demonic energies to augment their formidable combat skills. Although they are counted as some of the mightiest warriors within the night elves' society, the demon hunters are always maligned and misunderstood for making their selfless pact with darkness. COMMENTS: One of the few Heroes suited to solo. You can build the altar first before the Ancient of Warand send his out to gain experience. When hurt, just send him back to the moonwell to recover. Highly recommended to get him as the 1st hero. Level 1 ------- Hit points : 625 Damage : 24-46 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 19 Agility : 22 Intelligence : 16 Level 2 ------- Hit points : 675 Damage : 25-47 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 5 Move Speed : Fast Strength : 21 Agility : 23 Intelligence : 18 Level 3 ------- Hit points : 725 Damage : 27-49 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 23 Agility : 25 Intelligence : 20 Level 4 ------- Hit points : 800 Damage : 28-50 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 26 Agility : 26 Intelligence : 22 Level 5 ------- Hit points : 850 Damage : 30-52 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 6 Move Speed : Fast Strength : 28 Agility : 28 Intelligence : 24 Level 6 ------- Hit points : 925 Damage : 31-53 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 31 Agility : 29 Intelligence : 26 Level 7 ------- Hit points : 975 Damage : 33-55 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 7 Move Speed : Fast Strength : 33 Agility : 31 Intelligence : 28 Level 8 ------- Hit points : 1025 Damage : 34-56 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 8 Move Speed : Fast Strength : 35 Agility : 32 Intelligence : 30 Level 9 ------- Hit points : 1100 Damage : 36-58 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 8 Move Speed : Fast Strength : 38 Agility : 34 Intelligence : 32 Level 10 -------- Hit points : 1150 Damage : 37-59 Type of Attack : Ground Range : Melee Attack speed : Fast Type of Armor : Hero Amount : 9 Move Speed : Fast Strength : 40 Agility : 35 Intelligence : 34 Ability ------- MANA BURN The demon hunter may channel his demonic energies into a bolt of negative energy that will burn away an enemy's mana reserves. Level 1: burns 100 mana Level 2: burns 200 mana Level 3: burns 300 mana PROS : Damage dealt equal to mana burnt. CONS : Can't target enemy units with no mana. COMMENTS: Useful against heroes. Top up on this as soon as possible. IMMOLATION The demon hunter's mastery of dark powers allows him to create a fiery shell around his body that inflicts damage on nearby enemies. This ability, however, takes tremendous concentration to use and will quickly drain the demon hunter of power if used too often. Level 1: 10 damage per second Level 2: 15 damage per second Level 3: 20 damage per second PROS : Can use for as long as the demon hunter's mana lasts. CONS : Very low amount of damage dealt. COMMENTS: Activate this only when surrounded by enemies. EVASION With evasion, the demon hunter gains the advantage of being able to dodge enemy strikes. Although this does not work against every strike, it is nonetheless a powerful defensive tactic. Level 1: 10% that opponent misses Level 2: 20% that opponent misses Level 3: 30% that opponent misses PROS : No need to cast this spell. CONS : Low chances of evading. COMMENTS: Top up on this as soon as possible. METAMORPHOSIS At the height of his powers, the demon hunter may change into demon form for a limited amount of time. While in this form the demon hunter not only possesses the ability to hurl fireballs, but also enjoys increased regeneration and health. Ultimate: Turns hero to splash-ranged attack; 500 bonus hit points; Chaos Tyoe of Attack; lasts 60 seconds. PROS : It's all in there. CONS : Doesn't seem to have any. COMMENTS: When the demon hunter is in demon form, he is extremely powerful. His attacks can hit enemies standing close together. Quite a contradiction...Image a hunter of demons turning into a demon himself... ================================================================================ 15. Campaigns Heroes ================================================================================ Antonidas Occupation: Human Archmage - Head of the Kirin Tor of Dalaran Affiliation: The Kirin Tor Age: 71 Antonidas is the head of the Kirin Tor, the conclave of wizards that rules over the magical kingdom of Dalaran. This venerable Archmage is reputedly one of the most powerful wizards in the world. Though his failing health prohibits him from spending to much time away from his beloved city, his apprentice, Jaina Proudmoore, serves as his eyes and ears in the world. Antonidas looks forward to the day when he will hand his power and mantle of leadership over to Jaina, who he feels will make a most impressive Archmage. Archimonde Occupation: Eredar Overlord of the Legion Forces Affiliation: The Burning Legion Age: Unknown Archimonde the Defiler was one of the first demons to rally behind Sargeras when the Burning Legion was formed. Archimonde is heartless and brutal, but very cunning and far sighted. The colossal demon wields limitless warlock magics and primal strength to lay waste to any who would oppose his fiery will. In his heart of hearts, he seeks to become a god and wield powers that rival those of Sargeras himself. After ten thousand years of waiting, he is prepared to invade the world of Azeroth once again. Though he is committed to carry out the invasion in Sargeras' name, he may have ulterior motives in mind for the world and its innate magics. Cairne Bloodhoof Occupation: Tauren Warrior - Chieftain of the Bloodhoof Tribe Affiliation: The Horde Age: 99 The mighty chief of the Bloodhoof tauren, Cairne is a peerless warrior and a wise leader of his ancient people. Though slowed somewhat by the weight of age, Cairne still possesses the strength and valor of twenty men. This great-hearted giant knows that his people are in grave danger of extermination from the marauding centaurs. However, he has never given up hope of one day finding a way to lead his people to a new land where they can make their home and live in peace. Grom Hellscream Occupation: Orc Warrior - Chieftain of the Warsong Clan Affiliation: The Horde Age: 46 Grom Hellscream is the last surviving orc chieftain from Draenor. Having led his mighty Warsong clan to countless victories over the humans, Hellscream despaired at the lethargy that overcame his race after the Second War. Hellscream was one of the first orcs to fall victim to the demons' curse on his race. He has struggled with the rage and bloodlust within his heart for many long years. Now, under Thrall's visionary, idealistic leadership, Hellscream believes that he and his people can finally be freed from the demons' corrupting influence. Illidan Stormrage Occupation: Night Elf Demon Hunter - Former Sorcerer Affiliation: None... Age: 15,032 In the dark days, before the War of the Ancients, Illidan was one of the few non-high-borne practitioners of magic. Though his older brother, Furion, warned him that magic was an evil, corrupting power, Illidan steadfastly refused to give up his coveted art. Over time, the noble night Elf lost his soul to a dependency for magic's chaotic energies. Though Illidan used his dark powers to aid his brother against the demons of the Burning Legion, he ultimately betrayed his people by siding with the evil Queen Azshara and her followers. After the war ended and the landmass of Kalimdor was shattered forever, Illidan created a new Well of Eternity to ensure that his coveted, corrupting magic would not disappear from the world. For his sin, his brother, Furion, commanded that he be chained beneath the earth for all time. Illidan has remained caged in darkness ever since. Jaina Proudmoore Occupation: Human Sorceress - Special Agent of the Kirin Tor Affiliation: The Alliance Age: 23 Perhaps one of the most gifted sorceresses to train in Dalaran for generations, Jaina is a bright, inquisitive young woman who constantly strives to expand her powers and knowledge of magic. Her father, Admiral Proudmoore of Kul Tiras, was one of the great heroes of the Second War. Jaina feels constant pressure to live up to her father's name, but wishes only to study and follow her path of magical investigation. Like Arthas, Jaina was deeply hurt when her affair with the young Prince ended. However, she never let her disappointment interfere with her studies or her rigorous investigations. Her mentor, the Archmage Antonidas, has claimed that she may become the greatest sorceress humanity has ever produced. Kel'Thuzad Occupation: Human Necromancer - Leader of the Cult of the Damned Affiliation: The Scourge Age: 58 Kel'Thuzad was one of the greatest Archmagi of Dalaran. He was one of the members of the Kirin Tor and a dear friend of the Archmage Antonidas. However, his lust to delve into the dark arts of necromancy made him an outcast amongst his fellow wizards. Heeding the call of the god-like Lich King, Kel'Thuzad traveled to Northrend and offered his soul to Ner'zhul. The Lich King commanded the dark wizard to create a cult that would facilitate the creation of a grand, undead army. Kel'Thuzad used his powers and vast fortune to found the Cult of the Damned - the sinister group that would bring Ner'zhul's dark will to fruition... Mannoroth Occupation: Demon King of the Pit Lords Affiliation: The Burning Legion Age: Unknown Mannoroth the Destructor is a being of pure hate, malice, and rage. He is the ultimate living engine of destruction, seeking only to raze and murder everything in his path. It has been speculated that he has some significant ties to the orcish race - that he may be the original source of their bloodlust and corruption, but this has yet to be proven. Mannoroth has waited ten thousand years to return and finish the job he started during the War of the Ancients. Now, at last, his time for vengeance has come. Malfurion Stormrage Occupation: Night Elf Arch Druid Affiliation: The Sentinels Age: 15,032 Furion was the first night elf to oppose the evil Queen Azshara and her demon-worshiping high-borne. He, along with his brother Illidan and the demi-god Cenarius, led the battle against the Burning Legion during the War of the Ancients. He was the first to forsake magic and adopt the tenets of druidism. He has been the spiritual leader of the night elves for over ten thousand years and has worked to safeguard his people's fragile culture even from within the trance-like state of the Emerald Dream. Muradin Bronzebeard Occupation: Dwarven Prospector - Former Ambassador of Ironforge Affiliation: The Alliance, Explorer's Guild of Ironforge Age: 221 Muradin is the brother of King Magni Bronzebeard of Ironforge. During the dark days of the Second War, Muradin served as the liaison between Lordaeron and the dwarves' realm of Khaz Modan. While at the court of Lordaeron, Muradin befriended the youthful Arthas and taught him how to master fighting blades of every type. Muradin was one of the first dwarves to establish the Explorer's Guild, a group dedicated to archaeology and exploration of the unknown world. Though Muradin rarely has a chance to visit Khaz Modan or Lordaeron anymore, he is a firm supporter of the dwarves' alliance with the humans. Prince Arthas Occupation: Human Paladin - Crown Prince of Lordaeron Affiliation: The Alliance, Knights of the Silver Hand Age: 24 The only son of King Terenas, Arthas is an idealistic, yet somewhat rash, young man who dreams of one day succeeding his father as King of Lordaeron. Arthas became an apprentice paladin at nine-teen and has served as a favorite pupil of Uther the Lightbringer ever since. Though Arthas loves the kindly Uther as an uncle, he longs to take command of his own destiny and become a hero like those brave veterans who fought the orcs during the Second War. Despite the heartache he felt when his brief affair with the sorceress Jaina Proudmoore came to an end, Arthas has remained remarkably committed to his roles as both the Prince of Lordaeron and as a holy paladin. He has a deep reverence for the holy Light and wants nothing more than to safeguard his beloved people from harm. Thrall, Son of Durotan Occupation: Orc Shaman - Warchief of the Horde Affiliation: The Horde Age: 24 Thrall is the only son of the orc chieftain, Durotan, who was killed by assassins during the First War. As an infant, Thrall was found by human soldiers and raised as a slave and gladiator. Educated and trained in the arts of war, Thrall yearned for freedom and a chance to know his own people. The inexperienced Thrall escaped from bondage and set off to find others of his kind. Thrall found the lethargic orcs and vowed to free them from their imprisonment and their demon curse. Studying the orcs' ancient rites of shamanism, Thrall learned how to wield the fury of the storms and earth. He succeeded in rallying his people and freeing them from the human internment camps. For his honor, optimism and courage, Thrall was unanimously elected to be the new warchief of the orcish horde. Tichondrius Occupation: Nathrezim Dreadlord Affiliation: The Scourge, Burning Legion Age: Unknown Tichondrius the darkener is an insidious demonic Dreadlord who revels in shadow and suffering. Though he honors the wishes of his master, Kil'jaeden, he resents his duty to watch over and police the Lich King, Ner'zhul. He believes that the Lich King will ultimately betray the Legion and attempt to free himself from its power. Tichondrius is, above all, a very good soldier. Though his own desire for power and conquest is fierce, he carries out his duties with calculated precision and care. Tyrande Whisperwind Occupation: Night Elf Priestess of the Moon - Leader of the Sentinel. Affiliation: The Sentinels Age: 13,836 Tyrande is an ancient night elf princess and high priestess of the moon goddess, Elune. In ages past, she aided Furion and Illidan Stormrage in their battle to save Kalimdor from the Burning Legion. As well as being Elune's high priestess, she is the leader of the Sentinels a group of warrior women who have sworn to protect Kalimdor's shores while their male counterparts, the druids, sleep in the trance-like Emerald Dream. Tyrande is a fiery warrior and holds certain resentment for shouldering the defense of her land while the druids sleep. Her undying love for Furion Stormrage has given her strength and courage enough to face the centuries alone and uphold her sacred charge to defend Kalimdor from any threat. Uther the Lightbringer Occupation: Human Paladin - Leader of the Knights of the Silver Hand Affiliation: The Alliance Age: 64 Uther was the first of the paladins blessed by the Archbishop Faol, prior to the Second War. He is a weathered veteran, respected as one of the greatest warriors in human history. Though it has been many years since war endangered his beloved Lordaeron, Uther has never tired in his duty to protect his land from demi-human threats and social unrest. This great-hearted leader of the paladins is perhaps the greatest general the Alliance has ever known. Only his wish to see Arthas become worthy of his father's crown has kept him from retiring and taking his due rest. ================================================================================ 16. Credits ================================================================================ Father and Mother for rearing me up Furnaces for helping me with some of the information. Blizzard for the descriptions. ProdigaL for additional Heroes require upgraded primary structures. The webmasters of the 4 sites for posting my guide up. ++++ This Guide is supposed to appear on only the following sites: http://www.gamefaqs.com http://www.neoseeker.com http://www.cheathappens.com http://DLH.Net If any other sites other than these 4 post my Guide, it's not authorized by me, and therefore infringe on my copyright. I will have the right to sue them. Send an email to me if you sees any other sites posting my faq. *Note: I had uploaded some replays on my website. Go download it and see for yourself just how stupid it is.