Warcraft III: The Frozen Throne
    			           By Lord Zero
				 (dskzero@yahoo.com)
				      Version 1.1

<Fancy Ascii Art Coming soon>

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Index:

1.- File History
2.- Intro
3.- About this guide.
4.- History.
5.- Basics of the game.
6.- The Four Races:
6.1.- Humans.
6.1.1.- New buildings, Units and Upgrades.
6.1.2.- Heroes.
6.1.3.- General Strategies.
6.2.- Orcs.
6.2.1.- New buildings, Units and Upgrades.
6.2.2.- Heroes.
6.2.3.- General Strategies.
6.3.- Night Elves.
6.3.1.- New buildings, Units and Upgrades.
6.3.2.- Heroes.
6.3.3.- General Strategies.
6.4.- Undead.
6.4.1.- New buildings, Units and Upgrades.
6.4.2.- Heroes.
6.4.3.- General Strategies.
6.5.- Naga.
6.5.1.- Units.
6.5.2.- Heroes.
6.5.3.- Buildings.
6.5.4.- General Strategies.
6.6.- Blood Elves.
6.6.1.- Exclusive Units.
6.7.- Draenei.
6.7.1.- Units.
6.7.2.- Heroes.
6.7.3.- Buildings.
6.7.4.- General Strategies.
6.8.- Neutral heroes.
6.9.- Misceleanous units.
6.9.1.- Storm, Earth and Fire.
6.9.2.- Neutral Heroes Summons.
7.- Spells and abilities notes.*
8.- Neutral units and buildings.
8.1.- Creeps and mercenaries.*
8.2.- Neutral Buildings.
9.- Items.*
10.- Cheats.
11.- Walkthrough.*
11.1.- Terror of the Tides.
11.1.1.- Rise of the Naga.
11.1.2.- The Broken Isles.
11.1.3.- The Tomb of Sargeras.
11.1.4.- Wrath of the Betrayer.
11.1.5.- Balancing the Scales.
11.1.6.- Shards of the Alliance.
11.1.7.- The Ruins of Dalaran.
11.1.8.- The Brothers Stormrage.
11.2.- Curse of the Blood Elves.
11.2.1.- Misconceptions.
11.2.2.- A Dark Covenant.
11.2.3.- The Dungons of Dalaran.
11.2.4.- The Crossing. **
11.2.5.- The Search for Illidan.
11.2.6.- Gates of the Abyss.
11.2.7.- Lord of Outland.
11.3.- Legacy of the Damned.
11.3.1.- King Arthas.
11.3.2.- The Flight from Lordaeron.
11.3.3.- The Dark Lady.
11.3.4.- The Return to Northrend.
11.3.5.- Dreadlord's Fall.
11.3.6.- A New Power in Lordaeron.
11.3.7.- Chapter Seven:
11.3.7.1.- Into the Shadow Web Caverns.
11.3.7.2.- The Forgotten Ones.
11.3.7.3.- Ascent to the Upper Kingdom.
11.3.8.- A Symphony of Frost and Flame.*
11.4.- The Fouding of Durotar.*
11.4.1.- Act One    : To Tame a Land.*
11.4.2.- Act Two    : Old Hatreds.*
11.4.3.- Act Three  : A Blaze of Glory.*
12.- Easter Eggs.*
13.- Version History.
14.- Frequently Asked Questions.
15.- Hotkeys.*
16.- Credits.
17.- Legal Stuff.

*Incomplete sections. Dude, the thing is darned long to write.
** Secret Mission.

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1.- File History.

-0.1 Started the guide. (08/11/03, 15:22)

-0.2 Several sections added (mostly ported over from my ROC guide). (07/27/05,
16:19)

-0.3 Working on the Human campaign as of now. Holy crap it's been two years :S.
Also working on the creeps section, new items, added version history for the
game, got scared by all the things I gotta change, finished the Night Elves
Campaign, added a few notes and bits...(20/12/05, 13:47)

-0.4 Finished, at goddamn last, the Human Campaign. Started working on the
Neutral Heroes, and gathering info about the Naga and Draenei. Some 1337
World Editor skillz? Oh yeah. (01/03/06, 00:14) Happy new year. Oh yeah,
todays's my birthday. Didn't knew? Bite me then.

-0.5 Started the Undead Campaign (Two missions added), added a few info here
and there. My computer died for two weeks. Yay. (03/07/06, 14:00)

-0.6 Up to mission 6 of the Undead Campaign. I stopped for a moment and
finished the Undead section BTW. (05/27/06, 11:14)

-0.7 Wow! Lots done! Wrote the Naga and Draenei section, as well as the
neutral heroes section, summons and, well, the whole campaign save the orc
one. Time to release the guide. (06/04/06, 14:28)

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2.-Introduction.

The expansion for the ultra-successful stand alone game "Warcraft III: The
Reign of Chaos", The Frozen Throne provides a whole new slew of new units,
new heroes, items and buildings, as well as a new campaign for the Undead,
Humans and Night Elves, and a bonus campaign for the Orcs, which is more or
less an RPG campaign, which is expected to receive periodics updates from
Blizzard during this year.

The game even adds a rough new two races: The Naga and the Draenei, though
the first is only playable in the campaign and the second isn't even for
the player to control.

The Frozen Throne is a worthy addition to the already wonderful WC III, and
it's heavily recommended to inject new life into the game. I've decided
to write this guide in order to shed some light about info on this game,
as for some reason it has been lacking.

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3.- About this Guide.

You know: 800x600. Stuff. You better watch the guide under that resolution
or better or... er... demons will come out of your screen. Yeah.

(Or... Yana's, If you will. Haha.)

(Who might Yana be? [1])

(^_^)

This guide is designed to be kinda like a "expansion guide" to my WC III
guide already published in gamefaqs.com. Think of it as the same guide. Only
the most basic sections are reproduced (unlike a certain guide i can think
of right now), and the rest is only focused in the new units, buildings and
campaigns.

As with my Warcraft III guide, I've done EVERYTHING I know for this guide.
I can't really say anything else unless i work out some brand new and
monstruous strategy or something, so don't bother emailing me if something
doesn't works for you.

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4.- History.

Months after the battle in Mount Hyjal, Illidian Stormrage, the cursed Demon
Hunter, now no longer a Night elf yet not a total demon, is out for revenge.
Being shunned and misunderstood by everyone, including his brother and his
long-time love, he strikes a death pact with a demon to seize control of
more power, and destroy the one who threatens his plans: The Lich King.

In some other place, the Prince of Blood Elves feels that what is left of
his race is being mistreated. He wants to get recgonicion for his work.

And finally, there is someone who's looking to get the Demon Hunter. The
Warden Maeiv Shadowsong will not let her prey escape once again, or will die
trying.

(SHAMELESS PLUG: For a very comprehensive plot detailing, check out my Plot
Guide for the Warcraft series, available at gamefaqs.com)

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5.- The Basics of the Game.

While learning to play Warcraft isn't actually that hard, mastering it is the
challenge. Here's a quick and dirty guide to get you started.

a)Resources:

Warcraft III, as well as an other "craft" game ever made, is first and
foremost a game of production. The game requires, to a certain point, to be
proficient on your economic roots before being an adept general.

WCIII manages three kinds of resources: gold, lumber and food.

Gold is mined from gold mines. Well, duh. While the orcs Peons and human
Peasants simply enter the mine and get out with bags of gold, the Undead
Acoltes instead need to summon a Haunted Gold Mine before entering, and,
furthermore, the just stand there praing and the money goes to your account,
you don't need to move. This is, in a sense, a big advantage since you don't
need a Necropolis near to maximize the production.
The Night Elves' Wisps need a Tree of Ages nearby in order to entangle a
gold mine. When entangled, Wisps can enter the mine and get money from there
just like a Haunted Mine.

Gold is your primary resource in the sense that you need money for anything.
Is important that you keep tab of the Gold Mines' reserves of gold, and is
always better to have more than one working to get more money.

Also is worth noting that killing creeps will yield some money in small
ammounts.

Lumber is obviously gotten from trees. Again, Peons and Peasants go there,
chop the tree, and bring it back. About Undead, you need to train Ghouls to
get lumber, they will chop down the tree. Wisps are different, they stand
there around the tree getting lumber, but without damaging the tree.
There is another unit which can get lumber and is the Goblin Shredder. The
difference is that this one gets lumber in ammounts of 200 instead of 10,
and in the same or slightly less time than a Ghoul, a Peon or a Peasant.
They are, however, expensive and take 4 food to train, but two of them can
give you an edge if you can afford them for a while.

Food is provided by Farms, Burrows, Ziggurats and Moon Wells, as well as
the primary building for each race. It's used to regulate the ammount of
units you are using. More powerful units ussually need more food. A good
way of knowing this is playing with the Undead, and seeing how a Ghoul takes
two food and a Frost Wyrm needs seven.

In The Frozen Throne, the supply limit is 100, unlike The Reign of Chaos,
where the cap is 90.

b)Buildings:

Buildings are your bases on the battlegrounds. With buildings, you train
units, upgrade them, provide food and the such. Each race has a few generic
buildings, a main hall, a food provider, a primary unit training place,
a magic unit training place, and a defensive structure. The specifics
functions of each varies with each race, for example, the Undead
Ziggurats, which provides food, can be upgrade to a Spirit Tower and
doubles as a defensive structure.

Since the days of Warcraft: Orcs and Humans, is fairly difficult to
explain every building without making it on their own sections, so specifics
details will be explained on the races sections (See section 6).

c)Controling the game:

Warcraft III follows the same intuitive interface from Warcraft II, with
some tweaks for the better.

You play with a mouse. You choose a unit, left click on the thing you want
it to do on the command box (On the down-right corner of the screen),left
click on a target if needed, and it will do it. As simple as that. Of
course, there is much more to it.

First, there is a more simple way to do it: Right click. Right click
anywhere on the screen and it will do the most common thing to do
on the target. If you right click on an all building with a peon or
the equivalent, it will repair it. Well, unless is a burrow, in
which case, the peon will enter it. Right click on an enemy, and
it will attack it. Right click somewhere else, and it will move to
the location.

Even more, a new feature for Warcraft III is the autocasting. If you
right click on an spell which has yellow corners, you will activate
autocasting it. Then, the unit by itself will make use of the ability
whenever it sees fit. This very useful as the ammount of micromanagement
needed sometimes is huge.

You can chose up to twelve units at a time, either by keeping Shift down
and selecting each unit you wish, by holding down the left mouse button
and getting all units into the rectangle, or by double clicking on a certain
unit, which will choose all similar units, just like Starcraft.

Now, your left hand can be holding the berverage, the bag of chips or the
hand of your boy/girlfriend while he/she looks at you thinking of breaking
with you, but is actually much better to use the keyboard shortcuts to play.
For instance, using the arrow keys to move the scroll is simply much better
than using the mouse.

Some commands are (Ripped from the manual):

F1-F3: Selects the corresponding hero. The hero will take one of these
slots in order of summoning. Two rapid presses centers view on the hero.
(That said, there is a mission on the campaign where you have to control
four heroes.)
F8: Select idle workers. You know you have workers without nothing to do
when you see their portrait on the down-left corner of the screen.
F9: See the Quest Log. This is partly useless in multiplayer, obviously.
F10: Opens the game menu.
F11: Opens the allies menu.
F12: Opens the chat menu.
Spacebar: Centers in the last notification. VERY useful.
Ctrl + any number: Assign the selected group to the pressed number group.
You can now choose that group or building just by pressing the number.
VERY useful as well. Two rapid presses will center the view on the
group.
Enter: Opens message box.

There are others which will be added in time, but is simple to know them:
position your mouse over the command, and there will be a leter with a
different color. That is the shortcut.

d)Upkeep:

Upkeep is more or less the money you require to afford your troops. All
of them, well, eat, and do stuff like that, and you're paying it :).

Upkeep is negligible (read: is doesn't applies) when you have few
troops, but as your army grows, you will need to pay an upkeep to your
gold income to support them.

When you hit 60 supplies, you will be in Low Upkeep, where your workers
will only bring 70% of the gold they mine out of the gold mine.

When you hit 80 supplies, you will be in High Upkeep, where your workers
will only bring 40% of the gold they mine out of the gold mine.

Is important to check this at all times. While Low upkeep is certainly
manageable, high upkeep is ridiculously difficult to keep up with. Just
try to use some Ghouls or Necromancers with that legion of Abominations to
keep a regular population level.

e)Creeps:

Creeps are neutral but hostile units which are around the map guarding
resources and the such. Their true purpose is to add good experience to
a hero.

A level 10 creep is worth 80 experience points more than a level 10
hero. Here is a table to calculate your battles:

Level 1: 20
Level 2: 30
Level 3: 40
Level 4: 60
Level 5: 80
Level 6: 120
Level 7: 160
Level 8: 240
Level 9: 320
Level 10: 480

The experience gained is the same no matter the kind of creep you kill.
All Level 7 or higher creeps sport chaos damage. Check the appropiate
section for info on all creeps and the approach recommended.

Some Creeps are very dangerous, so scouting is always recommended. In
the Frozen Throne, after level 5, heroes will stop gaining experience
from Creeps.

f)Heroes:

Heroes are a vital part of the game. Technically, a hero is an extra powerful
unit which by itself can decimate half your army.

Each race counts with three very different heroes. Is your job to choose
which ones you like to use. As a general rule, is always better to use one
or two heroes instead of all three. The reason is that heroes need to raise
levels, and ussually a third one will end up being very weak. On smaller maps,
when quick action is needed, ussually a single hero will make the grade.

Regardless of the race and type, heroes raise in level. With each level,
they gain more strenght, agility and intelligence. Varying with each hero,
one of these stats is predominant, and is the more important stat.

STRENGHT HEROES		: Death Knight, Dreadlord, Tauren Chieftain,
				  Mountain King, Paladin, Crypt Lord, Pandaren
				  Brewmaster, Beastmaster, Pit Lord, Goblin
				  Alchemist.
INTELLIGENCE HEROES	: Lich, Far Seer, Keeper of the Groove, Arch Mage,
				  Blood Mage, Naga Sea Witch, Elder Sage, Goblin
				  Tinker.
AGILITY HEROES		: Blade Master, Demon Hunter, Priestess of the Moon,
				  Warden, Shadowhunter, Dark Ranger (Ranger too),
				  Firelord.

To start with, the primary stats of the Hero will add up to his or her attack
rating. Each point will be a point of extra damage. Intelligence adds to his
max mana, and mana regeneration. Agility adds to his movement speed, armor and
attack speed. Strenght adds to his armor and max HP.

All heroes have hero armor (Which reduces piercing damage and takes regular
damage from all kind of attacks) and hero attack type, which deals regular
damage to all kinds of armor except Divine and Fortified. The lone
exception is the Demon Hunter in demon form, which has chaos damage.

Experience required to level up, regardless of race and type:

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

Heroes are worth in experience, regardless of race and type:

Level 1: 80
Level 2: 100
Level 3: 120
Level 4: 140
Level 5: 160
Level 6: 200
Level 7: 240
Level 8: 280
Level 9: 320
Level 10: 400

Heroes strategies are bassically broken down in two pieces:

* Leading Armies: The hero leading an army is ussually best equiped with a
beneficial aura for your units, as well as being rather good at defending
itself.

Leading an army with a hero is something that you need to learn quickly.
Heroes can powerfully affect the outcome of a battle. One quick idea to
keep the army together is to inmediatly set the rally points of the unit
producer building of choice to make unit follow him wherever he may go.
Ranged units works best with this since they have a bigger reaction radius,
meaning they can pick up targets at longer distances. Melee units sometimes
stand there behind the hero waiting for orders.

Despite what you might think, most heroes are pretty easy to kill. As a
rule of thumb, if a hero isn't designed to get down and dirty in the
middle of the battle, don't send it. While a Tauren chieftain can Warstomp
and the Shockwave his way out of the death to avoid it via his powerful
attacks, a Lich can barely cast Freeze Armor to defend himself and wait
for help.

* Killing other heroes: Each race has at least one hero that can effectively
dominate or at least give a good fight to other hero. Namely the Demon Hunter,
the Mountain King, the Death Knight and the Blade Master are, technically,
hero killers.

In hero fighting, powerful attacks and tricks are the norm. The Blade Master
using his Critical Strike and then hunting down fleeing heroes with Wind
Slash is the living example of what I say. Mirror Image confuses enemies
and buys valuable free hits.

The Demon Hunter can disable enemies with Mana Burn, evades strikes and
can become a powerful fighter via Metamorph.

The Mountain King is easily the most effective out of the bunch. All of
his basic techs can disable enemies while dealing extra damage and
his ultimate makes all enemy tricks useless.

The Death Knight's Death Coil has ridiculous range and using hit and run
tactics and powerful slashes (couple with his aura's high speed and
regeneration), he can dominate other heroes.

Other heroes like the Dreadlord and the Priestess of the Moon can be
effective but are much more weaker in direct combat making them less
dangerous to face. On the Frozen Throne, the Warden and the Pitlord are
also likely hero-killers, thanks to their disabling spells and particulary
damaging techniques.

Particulary, the Warden is without a doubt the choice to kill an opposing
hero, as Shadow Strike + Blinks is absurdly difficult to escape from.

In direct combat, ussually the first one to hit the opponent is the winner,
which is the reason why the DK has been regarded as a wonderful hero now
while being shunned at first. Is important to get this first hit, so make
sure you are the one to get it.

g) Expand your empire:

If anything, one of the big troubles that new players face is that they
find it difficult to extend their own bases. While some games can be won
easily by attacking in lightning speed strikes, others require some
longer campaings, and gold is gonna be the main concern in order to
keep your army growing.

The time to expand is up to you to decide, but it must be before you
see that you can't keep up with your own production. Technically,
as a rule of thumb, you must expand when you can actually defend all of
your bases, and resources don't keep up with your production.

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6.- The Four Races:

IMPORTANT - LEGEND

COST: what the unit costs, in gold, lumber and supplies.
ABILITIES: What abilities the unit can use and upgrades it might earn.
STATS: HP			: Hit points for the unit.
	 Attack rating	: max - minimun damage level one /two / three / four
				  of upgrades. (Actually zero / one / two / three)
	 Attack Type	: Check the table below to know what it means.
	 Armor		: Ammount of armor level one /two / three / four
				  of upgrades. (Actually zero / one / two / three)
	 Armor Type		: Check the table below to know what it means.
	 Speed		: Movement speed of the units.
	 Attack Speed	: Attack cooldown for the unit.
	 Clasification	: Undead, mechanical, or none. If none, the thing
				  is biological and thus regular resistance to
				  magic and no special rules apply for spells.

GOLD		: Gold invested for the building.
LUMBER	: Lumber invested for the building.
HP		: Hit points for the building.
ARMOR		: Ammount of armor. All buildings except Burrows have fortified
		  armor. Only the human buildings will apply for level one /two / three
		  of upgrades. (Actually zero / one / two)
For ancients, the above table will apply as well.

LEGEND FOR ARMOR vs ATTACK TYPES

(As of v1.10)
 __________________________________________________________________
|                                                                  |
|	    UNARMORED    LIGHT   MEDIUM     HEAVY   FORTIFIED   HERO |
|NORMAL	   100%	150%	   100%	 100%	        50%   100% |
|PIERCING      150%	 75%	   100%	 150%	        35%    50% |
|SIEGE	   150%	 50%	   100%	 100%	       150%    50% |
|MAGIC	    75%	100%	   200%	 100%	        50%    50% |
|HERO	         100%	100%	   100%	 100%	        50%   100% |
|__________________________________________________________________|

FINAL NOTE: Prices of units have been dropped for the Frozen Throne.
All units and buildings cost at least 15% less than what they did during
Reign of Chaos.

6.1.- Human Alliance.

The Human Alliance is a conglomeration of Humans, Elves, and Dwarves. They
are the most versatile army in Warcraft III, with good ground and air troops,
excellent siege capability, and powerful spellcasters. (From the Manual)

The Human Alliance is, in virtue, unchanged from Warcraft II. The have kept
their most powerful units with the notable exception of the Dwarven Demolition
Team, and every other critter has gotten new and better abilities.

High points include wonderful spellcasters, the best scouting available and
the best Hero-Killer around, while having the most resistant structures.
Cheap units, and two siege monsters. High armor.

Low points include low speed, overall vulnerable units, not a single dominant
non-hero creature, needs lots of buildings and space to work. Their Farms don't
have any secondary use.

6.1.1.- New buildings, Units and Upgrades.

a)UNITS:
 ______________
|              |
| SPELLBREAKER |
|______________|

COST: 215 gold, 30 lumber, 3 food.
ABILITIES: Control Magic (researched at the Arcane Sanctum).
STATS: HP			: 600
	 Attack rating	: 13-15 / 15-17 / 17-19 / 19-20
	 Attack Type	: Ranged Normal
	 Armor		: 3 / 5 / 7 / 9
	 Armor Type		: Heavy
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Biological

The SpellBreakers are magic-immune anti-casters units which are
particulary annoying to fight against. They have good fighting stats
by themselves, and their ability to run through Flame Strikes
undamaged is priceless on the tactic department. The Spellbreakers
eat spell casters alive, but are less than great against regular units.
Best when paired with the Blood Mage. Their two spells are Control
Magic, which can steal opposing summoned units, and Spell Steal,
which moves buffs and debuffs to your units and to the enemies
respectively.
 ___________________
|                   |
| DRAGON HAWK RIDER |
|___________________|

COST: 235 gold, 40 lumber, 3 food.
ABILITIES: Animal War Training (Researched at the Barracks).
STATS: HP			: 700
	 Attack rating	: 18-20 / 20-22 / 22-24 / 24-26
	 Attack Type	: Ranged Piercing
	 Armor		: 1 / 3 / 5 / 7
	 Armor Type		: Light
	 Speed		: Fast
	 Attack Speed	: Average
	 Clasification	: Biological

Unvaluable in base strikes, the Dragon Hawks are supporting
units which can disable enemy base defenses with ease as well as
disabling air units with their Air Shackles, making this a very
dominant air unit despite their apparent frailty. However (yep...)
their are nearly defenseless against ground units, and there are a
few air units (namely the Destroyer) which are the bane of this unit.
Powerful anyway.
 _________
|         |
| PHOENIX |
|_________|

COST: N/A
ABILITIES: None.
STATS: HP			: 1250
	 Attack rating	: 61 - 75
	 Attack Type	: Ranged Magic
	 Armor		: 3
	 Armor Type		: Heavy
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Summoned

Mighty indeed, the Phoenix is a very powerful and difficult to destroy
flying unit which can easily make fun of a whole army and come back
for more. Summoned by the Blood Mage, the Phoenix should be taken
special care leaving it behind when it dies, as it will turn into an
egg to come back for more in a few seconds. The Phoenix itself will
take constant damage until it dies to the Egg form.

b) Buildings.

 ______________
|              |
| ARCANE VAULT |
|______________|

GOLD			: 130
LUMBER		: 30
HP			: 485
ARMOR			: 5 / 7 / 9


The Arcane Vault is the human shop. You can buy the following items
for your heroes here:

- Scroll of Regeneration.
- Mechanical Critter.
- Lesser Clarity Potion.
- Potion of Healing.
- Potion of Mana.
- Scroll of Town Portal.
- Ivory Tower.
- Orb of Fire.
- Staff of Sanctuary.

 ______________
|              |
| ARCANE TOWER |
|______________|

GOLD			: 80
LUMBER		: 60
HP			: 550
ARMOR			: 5 / 7 / 8
ATTACK RATING	: 8-10
ATTACK TYPE		: Normal


The Arcane Tower is your advanced defense. It has a long sight range,
and is a good defense for difficult times as it doesn't requires
any food and can fend off units until help arrives. It's effective
against magic units and heroes. Has the same Feedback ability from
the Spell Breakers.


c) Upgrades:

CHANGE: The Gyrocopters are now renamed Flying Machines.
CHANGE: The Siege Tanks are now renamed Siege Engines and their
appearance has vastly changed.
CHANGE: The Wind Serpents (previously a High Elf unit) are now
renamed Dragon Hawk Riders.
CHANGE: <AS OF VERSION 1.19> Defend now has an extra 30% chance
to deflect piercing attacks back at the source.

BARRAGE: 50 gold, 150 lumber. Gives the Siege Engines the passive
ability to damage nearby enemy air units. Researched at the Workshop.
FLAK CANNONS: 100 gold, 150 lumber. Gives the Flying Machines splash
air-to-air damage. Researched at the Workshop.
FRAGMENTATION SHARDS: 50 gold, 100 lumber. Increses the damage inflicted
by Mortar Teams to Medium and unarmored armor types. Researched at the
Workshop.
CONTROL MAGIC: 75 gold, 75 lumber. Allows the Spell Breakers to use
the Control magic ability. Researched at the Arcane Sanctum.
CLOUD: 50 gold, 100 lumber. Allows the Dragon Hawk Riders to use the
Cloud ability. Researched at the Gryphon Aviary.
BACKPACK: 25 gold, 50 lumber. Allows certain ground units (namely the
Footmen, Riflemen and Spell Breakers) to carry (but not use) items.
Researched at the Town Hall.


6.1.2.- Heroes.

a)BLOOD MAGE:

NOTES: The Blood Mage is a powerful offensive hero who can lead armies of
Spellbreakers into battle and combines power with disruption. The Blood Mage
can dominate an unsuspecting opponent with its spells, and is very likely the
best human hero. It requires a bit of practice though, since he's a micro
spell casting hero. Wonderful with Spellbreakers.

HERO TYPE: Support caster.

PROS: Massive spells, wonderful summon, two powerful disruption spells which
can spell doom on opposing heroes or enemies. Okay stats, pairs with any hero
(human or neutral) extremely well. Good ammount of HP for a Intelligence
hero.
CONS: Okay stats- Often difficult to use. Restricted choice when electing
armies. Very mana-intensive. Takes a lot of time to get used to. Banish is
a very difficult to use spell. Weak attack power.
BEST PAIRED WITH: Archmage or Pandaren Brewmaster.
BEST ARMY: Spellbreakers.

 _________
|         |
| Level 1 |
|_________|

Hit points		: 500
Damage		: 21-27
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Average
Type of Armor	: Hero
Amount		: 3
Move Speed		: Fast
Strength		: 18
Agility		: 16
Intelligence	: 19

 _________
|         |
| Level 2 |
|_________|

Hit points		: 550
Damage		: 24-30
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Average
Type of Armor	: Hero
Amount		: 4
Move Speed		: Fast
Strength		: 20
Agility		: 17
Intelligence	: 22

 _________
|         |
| Level 3 |
|_________|

Hit points		: 600
Damage		: 27-33
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Average
Type of Armor	: Hero
Amount		: 4
Move Speed		: Fast
Strength		: 22
Agility		: 18
Intelligence	: 25

 _________
|         |
| Level 4 |
|_________|

Hit points		: 650
Damage		: 30-36
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Average
Type of Armor	: Hero
Amount		: 4
Move Speed		: Fast
Strength		: 24
Agility		: 19
Intelligence	: 28

 _________
|         |
| Level 5 |
|_________|

Hit points		: 700
Damage		: 33-39
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Average
Type of Armor	: Hero
Amount		: 4
Move Speed		: Fast
Strength		: 26
Agility		: 20
Intelligence	: 31

 _________
|         |
| Level 6 |
|_________|

Hit points		: 750
Damage		: 36-42
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 4
Move Speed		: Fast
Strength		: 28
Agility		: 21
Intelligence	: 34

 _________
|         |
| Level 7 |
|_________|

Hit points		: 800
Damage		: 39-45
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 5
Move Speed		: Fast
Strength		: 30
Agility		: 22
Intelligence	: 37

 _________
|         |
| Level 8 |
|_________|

Hit points		: 850
Damage		: 42-48
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 5
Move Speed		: Fast
Strength		: 32
Agility		: 23
Intelligence	: 40

 _________
|         |
| Level 9 |
|_________|

Hit points		: 900
Damage		: 45-51
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 5
Move Speed		: Fast
Strength		: 34
Agility		: 24
Intelligence	: 43

 __________
|          |
| Level 10 |
|__________|

Hit points		: 975
Damage		: 48-54
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 6
Move Speed		: Fast
Strength		: 36
Agility		: 25
Intelligence	: 46


ABILITIES:

FLAME STRIKE
The Flame Strike is a definitely strong spell which can deal a lot of
damage to a group of enemies, buildings or whatever you might want to
aim it at. There are two very important cons to this powerful ability:
One, is that there are way too many magic immune units by now and
the fact that it take two seconds or so to actually start dealing damage,
during the time there is a very noticeable and cool sound which will
make everyone notice that the area shinning is about to blow up.

LEVEL 1: 45 damage/second, lasts 3 seconds.
LEVEL 2: 80 damage/second, lasts 3 seconds.
LEVEL 3: 110 damage/second, lasts 3 seconds.

BANISH
Turning a unit ethereal has three points: They take no damage from
regular attacks, they cannot attack, and they take bonus damage from
spells (66% more). This can be used with various ends, but in the end
this ability isn't very good.

LEVEL 1: 75 mana cost, lasts 12 second.
LEVEL 2: 50 mana cost, lasts 24 seconds.
LEVEL 3: 25 mana cost, lasts 36 seconds.

SIPHON MANA
The Mana version of the siphons spells, this spell sucks the mana out
of the target to give it to your Blood Mage. To be fair and honest,
this ability worked intesely great in single-player, but in multiplayer
is less than great as it's difficult to manage. Will keep sucking
until the target escapes its range.

LEVEL 1: 18 mana/second.
LEVEL 2: 35 mana/second.
LEVEL 3: 55 mana/second.

PHOENIX
The Phoenix summons a powerful fighting unit which can last forever if
used correctly, while it isn't as mounstruous as the Infernal, the
Phoenix can deal a lot of damage to other units before it is taken down
and even then the thing will come back to life. If the egg is destroyed,
the phoenix dies. The Phoenix itself will burn itself to death while it's
alive to fall back into the egg state.

LEVEL 1: Summons a flying, 1250 HP unit, which has no timer, but will
         take 25 points of damage per second. When it dies, it will go
         to the Egg form, which has 200 HP, and has a timer upon which
	   the unit will be reborn.



6.1.4.- General Strategies.

Humans haven't changed much from their original strategies (unlike
all other races) except for the now lack of effectivity by their
magic units thanks to the massive anti-caster overhaul on the
expansion.

Against most opponents, massing an specific unit continues to be
effective: Spellbreakers and a Bloodmage is simply TEH TECH. Or something
similar. Problem is that the humans are still lacking that all-around unit
to deal the finishing blow. I personally still find the Riflemen to be
vital, though now I prefer to use the Blood Mage instead of the Archmage
because, well, it's a lot more fun to use.

The best two neutral heroes for the humans are the Pandaren Brewmaster or
the Beast Master. Of course, the former is the all around dude and the
second is the cheapest thing in the game (especially along NE), but
since the only heavy hitter for the humans is the Mountain King, both
heroes are definitely better choices.

6.2.- The Orcish Horde.

The Horde possesses the game's most powerful ground units, including the
savage Grunt and gargantuan Tauren. The Orcish Horde has modest air and ranged
capabilities, but their true strength lies in their brute strength and raw
melee power. Even the magic of their spellcasters is designed to enhance
their frontline troops. (From the Manual)

The Horde is, as it name implies, pure power. The orc units are serious
beat down machines, starting from the Grunt, and ending with the Shamans.
Another unit which is the only one which can stand up against an abomination
is the Tauren, is property of the Orcs.

High points are durable units, wonderful attack power, the Wyverns, modest
siege ability, best support spell in the game. Powerful heroes. Cheapest
rush ever thought in any strategy game available, the Tower Rush.

Low points include expensive units, weak ranged units, only one air unit,
some units and heroes (namely the Tauren and the Tauren Chieftain) are
simply too big to gang up on an enemy. Complicated defense.

6.2.1.- New Units, Buildings and Upgrades.

a) Units
 ________________
|                |
| TROLL BATRIDER |
|________________|

COST: 160 gold, 40 lumber, 2 food.
ABILITIES: Liquid Fire (researched on the Beastiary).
STATS: HP			: 500
	 Attack rating	: 11-12 / 12-14  / 13-16 / 14-16
	 Attack Type	: Siege
	 Armor		: 0 / 2 / 4 / 6
	 Armor Type		: Light
	 Speed		: Fast
	 Attack Speed	: Average
	 Clasification	: Biological

The Troll Batrider is an annoying flying siege unit which can
totally obliterate building and bases within seconds thanks to
their special ability, Liquid Fire, which prevents buildings
from being even repaired. They are also very effective (though
costly) anti-air units, with their other ability, Unstable
Concoction, which sends them on kamikaze strikes against air
units. Good unit.
 _______________
|               |
| SPIRIT WALKER |
|_______________|

COST: 195 gold, 35 lumber, 2 food.
ABILITIES: Spirit Walker Adept Training (Researched at the
Spirit Lodge), Spirit Walker Master Training (Researched
at the Spirit Lodge).
STATS: HP			: 500
	 Attack rating	: 17-22
	 Attack Type	: Magic
	 Armor		: 0
	 Armor Type		: Unarmored
	 Speed		: Fast
	 Attack Speed	: Average
	 Clasification	: Biological

The Tauren Spirit Walker is an interesting caster which
comes out of the Spirit Lodge in ethereal form, and he can
change form (ethereal or physical) at will. The Spirit Walker
has Soul Link, which distributes the damage received by
the affected units between them. It also has Disenchant,
which is a dispel effect, and finally has Ancenstral Spirit,
which can raise a friendly dead Tauren (Spirit Walker or
regular Taurens, but not Chieftains) from the dead. It also deals
an abnormally high ammount of damage for a spell caster.

NOTE: The Spirit Walker has been given Resistant Skin as well.
 ______________
|              |
| SERPENT WARD |
|______________|

COST: N/A
ABILITIES: none.
STATS: HP			: 75 / 135 / 135
	 Attack rating	: 11-13 / 23-26 / 41-45
	 Attack Type	: Piercing
	 Armor		: 0
	 Armor Type		: Heavy
	 Speed		: Fast
	 Attack Speed	: Static
	 Clasification	: Mechanical

The Serpent Ward is summoned by the Shadow Hunter. It's
an inmobile unit which will attack nearby enemy units.

b) Buildings.
 _______________
|               |
| VOODOO LOUNGE |
|_______________|

GOLD			: 130
LUMBER		: 30
HP			: 485
ARMOR			: 5


The Voodoo Lounge is the orcish shop. You can buy the following
items for your heroes here:

- Scroll of Speed.
- Healing Salve.
- Dust of Appearance.
- Potion of Healing.
- Potion of Mana.
- Scroll of Town Portal.
- Tiny Great Hall.
- Orb of Lightning.

c) Upgrades.

CHANGE: The Catapults are now renamed Demolishers, and their
appearance has been vastly changed.

BURNING OIL: 50 gold, 150 lumber. Upgrades the Demolisher's
attacks to set buildings on fire. Researched at the Barracks.
BERSERKER UPGRADE: 75 gold, 175 lumber. Upgrades the
Trolls Headhunters to Berserkers, upgrading their hit points
and allowing them to use the Berserker ability, which adds to
their firepower but lowers their defense. Researched at the
Barracks.
REINFORCED DEFENSES: 50 gold, 200 lumber. Changes the armor
for towers and Burrows to fortified. Researched at the War Mill.
SPIRIT WALKER ADEPT TRAINING: 100 gold, 50 lumber. Upgrades the
hit points, mana capacity and mana regeneration for the Spirit
Walkers, and give them the ability to cast Disenchant.
SPIRIT WALKER MASTER TRAINING: 150 gold, 100 lumber. Further
upgrades the hit points, mana capacity and mana regeneration for
the Spirit Walkers, and give them the ability to cast Ancestral
Spirit.
BACKPACK: 25 gold, 50 lumber. Allows certain ground units (namely the
Grunts, Trolls and Berserkers) to carry (but not use) items.
Researched at the Main Hall.

6.2.2.- Heroes.

a) SHADOWHUNTER:

NOTES: A much needed supporting hero, the Shadowhunter is an useful
backyard caster which can heal and send help from behind the lines
in order to save your units. Unlike the rest of the horde heroes, the
Shadowhunter is actually a very defensive hero, which should be choosen
first as a healer, and later in the game his other abilities will
be sure to dominate the battleground.

HERO TYPE: Supporting caster.

PROS: It's a frigging Healer for the game's biggest units. Enough said.
CONS: Fairly fragile. No direct damage spell. Seems to die first in
combat since it has a huge bulleye in his chest as he is the healer.
Often difficult to use.
BEST PAIRED WITH: Tauren Chieftain.
BEST ARMY: Grunts.

STATS (for each level gained. No items or tomes used)
 _________
|         |
| Level 1 |
|_________|

Hit points		: 475
Damage		: 22-28
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Average
Type of Armor	: Hero
Amount		: 4
Move Speed		: Fast
Strength		: 15
Agility		: 20
Intelligence	: 17
 _________
|         |
| Level 2 |
|_________|

Hit points		: 525
Damage		: 23-29
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Average
Type of Armor	: Hero
Amount		: 4
Move Speed		: Fast
Strength		: 17
Agility		: 21
Intelligence	: 19
 _________
|         |
| Level 3 |
|_________|

Hit points		: 575
Damage		: 25-31
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Fast
Strength		: 19
Agility		: 23
Intelligence	: 22
 _________
|         |
| Level 4 |
|_________|

Hit points		: 625
Damage		: 26-32
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Fast
Strength		: 21
Agility		: 24
Intelligence	: 24
 _________
|         |
| Level 5 |
|_________|

Hit points		: 675
Damage		: 28-34
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Average
Type of Armor	: Hero
Amount		: 6
Move Speed		: Fast
Strength		: 23
Agility		: 26
Intelligence	: 27
 _________
|         |
| Level 6 |
|_________|

Hit points		: 725
Damage		: 29-35
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Average
Type of Armor	: Hero
Amount		: 6
Move Speed		: Fast
Strength		: 25
Agility		: 27
Intelligence	: 29
 _________
|         |
| Level 7 |
|_________|

Hit points		: 775
Damage		: 31-37
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Average
Type of Armor	: Hero
Amount		: 7
Move Speed		: Fast
Strength		: 27
Agility		: 29
Intelligence	: 32
 _________
|         |
| Level 8 |
|_________|

Hit points		: 825
Damage		: 32-38
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Average
Type of Armor	: Hero
Amount		: 7
Move Speed		: Fast
Strength		: 29
Agility		: 30
Intelligence	: 34
 _________
|         |
| Level 9 |
|_________|

Hit points		: 875
Damage		: 34-40
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Average
Type of Armor	: Hero
Amount		: 8
Move Speed		: Fast
Strength		: 31
Agility		: 32
Intelligence	: 37
 __________
|          |
| Level 10 |
|__________|

Hit points		: 925
Damage		: 35-41
Type of Attack	: Ground/Air
Range			: 600
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 8
Move Speed		: Fast
Strength		: 33
Agility		: 33
Intelligence	: 39

ABILITIES

HEALING WAVE

Exactly the same thing as the Chain lightning, except that it
heals. Lazy Blizzard. Lack of work behind, Healing Wave is a
very powerful spell which can turn around battles combined with
the naturally resistant Orc units. It can't damage undead, but,
heh, you asked for a healer, you got it. Beggars can't be choosers.

LEVEL 1: Heals 130 HP, jumps 3 times.
LEVEL 2: Heals 215 HP, jumps 4 times.
LEVEL 3: Heals 300 HP, jumps 5 times.

HEX

Exactly the same thing as the Polymorph, except that this one is
actually useful. Lazy Blizzard. Eh.

Hex turns an opposing unit to a random critter for a set ammount of
time. The best thing about this spell is that it works on any
kind of enemy unit, including HEROES, but excluding summoned units.
It's a difficult spell to get used to, but it can be really useful.

LEVEL 1: Lasts 15 seconds.
LEVEL 2: Lasts 30 seconds.
LEVEL 3: Lasts 45 seconds.

SERPENT WARD

Interesting spell to get additional firepower, the Serpent Ward
is a powerful enough static ranged unit which can deal a lot of
damage if left unattended, and, furthermore, it's immune to magic.
Unfortunately, the thing only has up to 135 HPs and the range
is rather limited. Lasts 40 seconds.

LEVEL 1: 11-13 damage, 75 HP.
LEVEL 2: 23-26 damage, 135 HP.
LEVEL 3: 41-45 damage, 135 HP.

BIG BAD VOODOO

Insanely abusable spell, Big Bad Voodoo turns all of your
nearby friendly units invulnerable for 30 seconds, provided that
you can protect the Shadow Hunter during that time, as the
hero does not turn invulnerable himself, and the spell is
channeled. Great in base strikes.

LEVEL 1: Turns all of the nearby friendly units invulnerable
         for thirty seconds.


6.2.3.- General Strategies.

Orcs are now fairly proficient in base strikes, with three very
annoying siege units. I've won several games by using a small force
as a diversion in order to smash on the back of their base with
12 Batriders.

The Blademaster's improved Windwalk has earned him a place on
most player's strategy. Using him and a bunch of Raiders,to ensnare
enemies, a group of Spirti Walkers to Spirit link everyone and
a few Kodos is a powerful strategy backed up by a Shadow Hunter
that's being adopted as the definitive tactic by orcish fans.

6.3.- The Night Elves Sentinel:

The Night Elves of Kalimdor are a mighty race that emphasizes
mobility, ranged firepower and spellcraft. They do not have the
brute strenght of other races, but their skill with the bow
and magic more than compensate for this deficiency.(From the
Manual)

The Night Elves are a race of ranged units. They aren't very
resistant, but their hit and run tactics are difficult to overcome
and their units are quick and small and thus difficult to
keep up with. With many ranged units and powerful spellcasters,
they are an interesting and powerful race to play.

The Wisps actually morph into ancients, but not regular buildings.
They also need to entangle mines with a nearby Tree of Life or
similar in order to get money. Ancients can be uprooted in order
to function like regular unit, but losing their fortified armor
and getting a heavy armor. They will also attack nearby enemy
units.

Night Elves only regenerate during night, but their regeneration
rates are twice as fast as humans or orcs.

High points include cheapass spells, powerful spellcasters units,
impregnable air defense, good heroes and lots of abilities to play
with, all of them very useful.

Low points include very low HP and defense, weak melee unit, lack
of powerful air units. Expensive and difficult to use.

6.3.1.- New buildings, Units and Upgrades.

a) Units:
 ________________
|                |
| MOUNTAIN GIANT |
|________________|

COST: 425 gold, 100 lumber, 7 food.
ABILITIES: Resistant Skin (researched at the Ancient of Lore),
	     Hardened Skin (researched at the Ancient of Lore)
STATS: HP			: 1400
	 Attack rating	:  / / /
	 Attack Type	: Normal
	 Armor		: 4
	 Armor Type		: Medium
	 Speed		: Slow
	 Attack Speed	: Slow
	 Clasification	: Biological

The Mountain Giant is a ridiculously resistant unit which is
mainly engineered in order to absorb damage. He's both resistant
to damage and to spells, and can take a tree in order to gain
a bit more range and siege damage and can also use Taunt which
will cause all enemy units around it to attack the Giant.
It is, however, extremely expensive and very slow.
 _______________
|               |
| FAERIE DRAGON |
|_______________|

COST: 125 gold, 25 lumber, 2 food.
ABILITIES: none.
STATS: HP			: 450
	 Attack rating	: 13-14
	 Attack Type	: Ranged Piercing
	 Armor		: 0
	 Armor Type		: Light
	 Speed		: Fast
	 Attack Speed	: Average
	 Clasification	: Biological

Another anti-caster unit, the Faerie Dragon also serves as a
very cheap air unit which can wreck havoc against the unsuspecting
enemy. It's also rather difficult to kill if used correctly since
their both abilities serve to evade damage somehow: Phase Shift allows
it to be "un-targeted" by enemy units and to evade attacks and
dispell de-buffs cast on it, and Mana Flare causes it to gain 12
additional armor and to deal 70 damage per second to nearby
enemy units. It's also the cutest thing ever seen on a game since
Kara's berserker suit on Final Fantasy V.
 _____________________
|                     |
| AVATAR OF VENGEANCE |
|_____________________|

COST: N/A
ABILITIES: None.
STATS: HP			: 1200
	 Attack rating	: 25-36
	 Attack Type	: Normal
	 Armor		: 2
	 Armor Type		: Heavy
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Biological

With Hardened skin and Magic immunity, the Avatar of Vengeance is
a heavy unit which true strenght lies on its ability to raise
Spirits of Vengeace from dead bodies. This ability is greatly
improved in massive battles, and the Avatar itself isn't exactly
powerful.

NOTE: This unit is particulary abusable on team games. Keep that
in mind.
 _____________________
|                     |
| SPIRIT OF VENGEANCE |
|_____________________|

COST: N/A
ABILITIES: None.
STATS: HP			: 500
	 Attack rating	: 14-18
	 Attack Type	: Ranged Piercing
	 Armor		: Invulnerable
	 Armor Type		: Heavy
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Biological

Very powerful in packs, the Spirits are raised by the Avatar
of Vengeance from dead bodies. It's extremely difficult to get
rid of these units, and they are quickly raised as the ability
cooldowns very fast, so wait until there are many dead bodies
in order to get the most of these units.

b) Buildings:
 ___________________
|                   |
| ANCIENT OF WONDER |
|___________________|

GOLD			: 130
LUMBER		: 30
HP			: 485
ARMOR			: 5


The Ancient of Wonder is the night elven shop. You can buy the
following items for your heroes here:

- Moonstone
- Lesser Clarity Potion
- Dust of Appearence
- Potion of Healing
- Potion of Mana
- Scroll f Town Portal
- Staff of Preservation
- Orb of Venom
- Anti-Magic Potion

c) Upgrades:

CHANGE: The Chimera's ground attack against units is now considered
magical (and as thus it will not damage magic immune units)
CHANGE: The Druid of the Talon attack while in Crow mode is now
considered magical (and as thus it will not damage magic immune
units)
CHANGE: The Ballistae are renamed Glaive Thrower and their appearance
has slightly changed. Their upgrade is now renamed Vorpal Blade, though
the ability is exactly the same.
CHANGE: <AS OF VERSION 1.19> Archers have a new Passive ability,
Elune Graces, which gives them a 30% damage reduction against
piercing attacks and 20% spell resistance.

MARK OF THE TALON: 25 gold, 100 Lumber. Allows the Druids of the
Talon to cast Faerie Fire in Crow form. Researched at the Ancient of
Wind.
MARK OF THE CLAW: 25 gold, 100 lumber. Allows the Druids of the
Claw to cast Roar in Bear form. Researched at the Ancient of Lore.
HARDENED SKIN: 100 gold, 250 lumber. Increases the Mountain Giant's
resistance to physical damage. Researched at the Ancient of Lore.
RESISTANT SKIN: 50 gold, 100 lumber. Increases the Mountain Giant's
resistance to magical damage. Researched at the Ancient of Lore.
WELL SPRING: 75 gold, 150 lumber. Increases the Moon Wells' mana
pool by 200 and almost doubles its mana regeneration speed. Researched
at the Hunter's Hall.
BACKPACK: 25 gold, 50 lumber. Allows certain ground units (namely the
Grunts, Trolls and Berserkers) to carry (but not use) items.
Researched at the Main Hall.


6.3.2.- Heroes:

a)WARDEN

NOTES: The Warden is a powerful manouverable hero which pairs very well
with the Demon Hunter thanks to her great spells. Best used as a first
hero in order to get the most out of her Blink, which is easily her
most important spell. However, her stats are barely okay and she's
extremely vulnerable and easy to kill if not used correctly. That said,
the Warden is quite likely the best hero killer in the game, which goes
pretty well with the theme.

HERO TYPE: Specialist.

PROS: Incredible powerful manouvering and positioning. Small and quick.
Powerful and damaging spells. Interesting ultimate. Can often win
in heavy hero Vs hero battles.
CONS: Rather fragile. Easy to get killed if not looked for carefully.
Very low HP and damage. Often overwhelmed by more powerful heroes.
BEST PAIRED WITH: Demon Hunter, Dark Ranger, Naga Sea Witch.
BEST ARMY: Archers.

STATS (for each level gained. No items or tomes used)
 _________
|         |
| LEVEL 1 |
|_________|

Hit points		: 550
Damage		: 22-42
Type of Attack	: Hero
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 4
Move Speed		: Fast
Strength		: 18
Agility		: 20
Intelligence	: 15
 _________
|         |
| LEVEL 2 |
|_________|

Hit points		: 600
Damage		: 23-43
Type of Attack	: Hero
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 4
Move Speed		: Fast
Strength		: 20
Agility		: 21
Intelligence	: 17
 _________
|         |
| LEVEL 3 |
|_________|

Hit points		: 650
Damage		: 25-45
Type of Attack	: Hero
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 5
Move Speed		: Fast
Strength		: 22
Agility		: 23
Intelligence	: 19
 _________
|         |
| LEVEL 4 |
|_________|

Hit points		: 725
Damage		: 26-46
Type of Attack	: Hero
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 5
Move Speed		: Fast
Strength		: 25
Agility		: 24
Intelligence	: 21
 _________
|         |
| LEVEL 5 |
|_________|

Hit points		: 775
Damage		: 28-48
Type of Attack	: Ground
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 6
Move Speed		: Fast
Strength		: 27
Agility		: 26
Intelligence	: 23
 _________
|         |
| LEVEL 6 |
|_________|

Hit points		: 850
Damage		: 30-50
Type of Attack	: Hero
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 6
Move Speed		: Fast
Strength		: 30
Agility		: 28
Intelligence	: 25
 _________
|         |
| LEVEL 7 |
|_________|

Hit points		: 900
Damage		: 31-51
Type of Attack	: Hero
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 7
Move Speed		: Fast
Strength		: 32
Agility		: 29
Intelligence	: 27
 _________
|         |
| LEVEL 8 |
|_________|

Hit points		: 950
Damage		: 33-53
Type of Attack	: Hero
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 7
Move Speed		: Fast
Strength		: 34
Agility		: 31
Intelligence	: 29
 _________
|         |
| LEVEL 9 |
|_________|

Hit points		: 1025
Damage		: 34-54
Type of Attack	: Hero
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 8
Move Speed		: Fast
Strength		: 37
Agility		: 32
Intelligence	: 31
 __________
|          |
| LEVEL 10 |
|__________|

Hit points		: 1075
Damage		: 37-59
Type of Attack	: Hero
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 8
Move Speed		: Fast
Strength		: 39
Agility		: 34
Intelligence	: 33

ABILITIES

BLINK

Arguably the best non-damaging spell in the game, Blink is a
ridiculous spell in the hands of a competent player. This spell
allows the Warden to bassically control the flow of the battle
as the Warden herself is a important target, and also allows
her to catch upon fleeing enemies or to escape from a certain
death. Powerful stuff.

Not to mention that is terrifyingly funny to teleport around.

LEVEL 1: 50 mana cost, 10 seconds cooldown.
LEVEL 2: 10 mana cost, 10 seconds cooldown.
LEVEL 3: 10 mana cost, 1 second cooldown.

FAN OF KNIVES

Interesting spell and definitely useful in certain situations,
Fan of Knives suffers from the fact that it really doesn't
does a lot of damage, and unlike other similar spells (such as
Warstomp and Thunderclap) it doesn't leaves any stat effect
and it can only hit up to five units.

Powerful harrassing spell, though.

LEVEL 1: 70 damage per target, 350 max.
LEVEL 2: 115 damage per target, 575 max.
LEVEL 3: 180 damage per target, 980 max.

SHADOW STRIKE

Very damaging ability which not only damages, but it also
slows down the affected unit and causes damage over time. Great
hero-killer spell and perhaps the best choice over Fan of
Knives. The poison effect it's, however, dispellable. Is
that even a word?

LEVEL 1: 75 initial damage, 15/damage each 3 seconds, movement speed
	   slowed by 50% .
LEVEL 2: 150 initial damage, 30/damage each 3 seconds, movement speed
	   slowed by 50% .
LEVEL 3: 225 initial damage, 45/damage each 3 seconds, movement speed
	   slowed by 50% .

VENGEANCE

Vengeance's true power is really shown only in team games as the
summoned unit isn't really powerful, but the power of summoning
invulnerable fighting units with such speed out of dead bodies is
definitely overwhelming on the right situations. Concentrate on other
abilities if you're not playing with many players, but make sure to
play with it if the situation offers enough dead bodies to abuse it.

LEVEL 1: Summons a 1200 HP magic immune unit which can raise
	   invulnerable spirits of vengeance from dead bodies.
         When the avatar dies, so will the spirits.

6.3.3.-  General Strategies.

The night elves new units (and the changes to the Chimerae) are
mainly concentrated on fighting off enemy casters and heroes
(main problem they had before). Concentrating on a couple of
units still works, though the Night Elves naturally wonderful
versatility is a big asset in order to win.

Archers, Demon Hunter or Warden and Druids of the Talon are
still a powerful strategy. I would advice avoiding Dryads if
the opponent is playing humans since they are ridiculously
easily countered by masses of Spellbreakers or Footmen. Similary,
against Orcs the Druids of the Talon, I would advice a defensive
strategy to see what they are up to, since the Faerie Dragons works
wonders against a massive Shaman-Grunts rush, and Huntress are a
better way to counter Trolls.

Against Undead or Night Elves themselves, Dryads and Archers,
with later support from Druids of the Claw or Mountain Giants
(If you CAN afford them :S) are more effective.

6.4.- Undead.

The Undead Scourge is a well-balanced faction that can field
enduring ground forces and powerful air units. Their spellcasters
possess a variety of powerful magics, including the dreaded
ability to raise fallen allies and foes alike into an army of
Walking dead. In this way, the Undead can field armies more
numerous than any other race in Warcraft III. (From the
manual)

The Undead are without a single doubt the weirdest race of
the bunch. With their roots in Starcraft's Protoss and Zerg, the
Undead bases must be build within the corrupt borders of the Blight,
while their buildings are merely summoned in place by Acolytes,
letting the dark powers do the job while the Acolyte cares other
matters. The Undead units are certainly the most powerful of the game
but are also much more difficult and less efective than others.
Abominations, Necromancers and Banshess, ridiculously powerful
units, are hellish difficult to manage and keep in check.

Furthermore, they can only regenerate on blight, but their
regeneration rates are twice as fast as humans or orcs.

High points include powerful units, most powerful flying unit,
relative good cost, and great heroes. Quick and steady in
open combat, and monstruous spells.

Low point include low HP overall, unbalanced flying units,
difficult to use, lots of micromanagement, and definitely hard
to master heroes.

6.4.1.- New buildings, Units and Upgrades.

a) Units:

 _________________
|                 |
| OBSIDIAN STATUE |
|_________________|

COST: 200 gold, 35 lumber, 2 food.
ABILITIES: Destroyer Form (researched at the Slaughterhouse).
STATS: HP			: 550
	 Attack rating	: 7-8
	 Attack Type	: Magic Ranged
	 Armor		: 4
	 Armor Type		: Heavy
	 Speed		: Slow
	 Attack Speed	: Average
	 Clasification	: Mechanical (¿?)

A very good support unit, the Obsidian Statue is a very resistant
unit which can heal HP or restore MP to allied units. A good addition
for any army, though their best thing is being able to morph into
the Destroyers.

 ___________
|           |
| DESTROYER |
|___________|

COST: 100 gold, 50 lumber, 2 food. Morphed from Obsidian Statues.
ABILITIES: none.
STATS: HP			: 900
	 Attack rating	: 19-21 / 20-24 / 21-27 / 22-30
	 Attack Type	: Ranged Magic
	 Armor		: 3 / 5 / 7 / 9
	 Armor Type		: Light
	 Speed		: Fast
	 Attack Speed	: Average
	 Clasification	: Biological

A really heavy anti-magic air unit, the Destroyer is a powerful
unit adept at wrecking havoc from above. It's immune to spells,
can devour magic buffs to regain mana and HP, Orb of Annihillation,
which adds 20 extra damage to their attacks, and area damage. Finally,
they can destroy their allies mana to regain their own. Their weakness
is that they don't regenerate mana, they degenerate it, and, being
their attack magical in nature, it can't hit several dangerous units
*coughInfernalscough*.
 _______________
|               |
| SKELETAL MAGE |
|_______________|

COST: N/A.
ABILITIES: Skeletal Longevity (researched at the Temple of the Damned).
STATS: HP			: 230
	 Attack rating	: 11-12 / 12-14 / 13-16 / 14-18
	 Attack Type	: Ranged Piercing
	 Armor		: 2 / 4 / 6 / 8
	 Armor Type		: Medium
	 Speed		: Fast
	 Attack Speed	: Average
	 Clasification	: Summoned

When Skeletal Mastery is researched, one of the skeletons raised will be
a Mage. Slightly less damaging that the regular ones, but noticeably
more dangerous due to their ranged attack.


b) Buildings:
 ________________
|                |
| TOMB OF RELICS |
|________________|

GOLD			: 130
LUMBER		: 30
HP			: 485
ARMOR			: 5


The Tombs of Relics is the Undead shop. You can buy the
following items for your heroes here:

- Rod of Necromancy
- Sacrificial Skull
- Dust of Appearence
- Potion of Healing
- Potion of Mana
- Scroll f Town Portal
- Orb of Corruption
- Scroll of Healing

 ________________
|                |
| NERUBIAN TOWER |
|________________|

GOLD			: 100
LUMBER		: 20
HP			: 550
ATTACK RATING     : 9-10
ATTACK TYPE       : Magic Ranged
ARMOR			: 5


The Watch Tower is your new basic defense. It has a long sight
range, and is a good defense for difficult times as it doesn't
requires any food and can fend off units until help arrives.
It's effective against heavy units. It slows down the targets,
but it's pretty weak.

c) Upgrades and Changes:

CHANGE: The Cannibalize upgrade also affects Abominations.
CHANGE: The Halls of the Dead and Black Citadel's attack is
now freezing in nature.

BACKPACK: 25 gold, 50 lumber. Allows certain ground units (namely the
Ghouls and Crypt Fiends) to carry (but not use) items.
Researched at the Main Hall.
SKELETAL MASTERY: 125 gold, 150 Lumber. Allows the Necromancers
to raise a Skeletal Mage from corpses. Researched at the Temple
of the Damned.
EXHUME CORPSES: 125 gold, 100 lumber. Allows the Meat Wagons to
generate dead bodies (ghouls) to use. Researched at the Slaughterhouse.
DESTROYER FORM: 175 gold, 150 lumber. Allows the Obsidian Statues
to morph into Destroyers. Researched at the Slaughterhouse.
BURROW: 75 gold, 75 lumber. Allows Crypt Fiends to burrow, which
hides them and increases HP regeneration. Researched at the Crypt.
NERUBIAN TOWER: 100 gold, 20 Lumber. Turns Ziggurats into Nerubian
Towers.

6.4.2.- Heroes.

a)CRYPT LORD:

NOTES: The only hero which can actually match the Tauren Chieftain
in raw power, the Crypt Lord is a migthy tank hero which can sustain
a ridiculous ammount of damage and dish it out too. Full of defensive
abilities and a versatile summon, the Crypt Lord is easily one of
the best heroes in the game.

HERO TYPE: Tank Hero.

PROS: Versatile abilities. Incredibly powerful ultimate. Can take a
lot of punishment and withstand enemy spells. Attracts fire like
there is no tommorrow. Difficult to kill on direct combat.
CONS: Very big and bulky: Has a lot of trouble moving around the
battlefield. While his regular strikes are very damaging, his spells
are not definitely damaging.
BEST PAIRED WITH: Death knight or Lich.
BEST ARMY: Crypt Fiends (Or Destroyers).

STATS (for each level gained. No items or tomes used)

 _________
|         |
| LEVEL 1 |
|_________|

Hit points		: 675
Damage		: 29-35
Type of Attack	: Ground
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 2
Move Speed		: Average
Strength		: 26
Agility		: 14
Intelligence	: 14
 _________
|         |
| LEVEL 2 |
|_________|

Hit points		: 750
Damage		: 31-37
Type of Attack	: Ground
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 3
Move Speed		: Average
Strength		: 29
Agility		: 15
Intelligence	: 15
 _________
|         |
| LEVEL 3 |
|_________|

Hit points		: 825
Damage		: 34-40
Type of Attack	: Ground
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 3
Move Speed		: Average
Strength		: 32
Agility		: 16
Intelligence	: 17
 _________
|         |
| LEVEL 4 |
|_________|

Hit points		: 900
Damage		: 37-43
Type of Attack	: Ground
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 3
Move Speed		: Average
Strength		: 35
Agility		: 17
Intelligence	: 18
 _________
|         |
| LEVEL 5 |
|_________|

Hit points		: 975
Damage		: 40-46
Type of Attack	: Ground
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 3
Move Speed		: Average
Strength		: 38
Agility		: 18
Intelligence	: 20
 _________
|         |
| LEVEL 6 |
|_________|

Hit points		: 1075
Damage		: 44-50
Type of Attack	: Ground
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 4
Move Speed		: Average
Strength		: 42
Agility		: 20
Intelligence	: 22
 _________
|         |
| LEVEL 7 |
|_________|

Hit points		: 1150
Damage		: 47-53
Type of Attack	: Ground
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 4
Move Speed		: Average
Strength		: 45
Agility		: 21
Intelligence	: 23
 _________
|         |
| LEVEL 8 |
|_________|

Hit points		: 1225
Damage		: 50-56
Type of Attack	: Ground
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 5
Move Speed		: Average
Strength		: 48
Agility		: 22
Intelligence	: 25
 _________
|         |
| LEVEL 9 |
|_________|

Hit points		: 1300
Damage		: 53-59
Type of Attack	: Ground
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 5
Move Speed		: Average
Strength		: 51
Agility		: 23
Intelligence	: 26
 __________
|          |
| LEVEL 10 |
|__________|

Hit points		: 1375
Damage		: 56-62
Type of Attack	: Ground
Range			: Melee
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 5
Move Speed		: Average
Strength		: 54
Agility		: 24
Intelligence	: 28

ABILITIES

IMPALE

A powerful ranged attack, it will damage and stun all enemies on
its way. The width of the attack is a lot bigger than it seems,
making it possible to stun a whole tightly-packed army. The damage
done is negligible (the Crypt Lord Himself will probably deal more
damage with his regular attack), but it's the best ability this
hero has, because, as the Mountain King showed us, Strenght Hero
plus stunning long range attack equals beatz. :P

LEVEL 1: 50 damage, 2 second stun.
LEVEL 2: 80 damage, 2 second stun.
LEVEL 3: 110 damage, 4 second stun.

SPIKED CARAPACE

The Crypt Lord's passive ability it's quite powerful, though it's
a signal that the Crypt Lord isn't an army-oriented character. The
extra armor added is absurd, plus the damage returned really hurts
melee heroes facing off the beetle one-on-one. Only affects melee
attacks.

LEVEL 1: 15% damage returned, 3 bonus armor.
LEVEL 2: 25% damage returned, 5 bonus armor.
LEVEL 3: 35% damage returned, 7 bonus armor.

CARRION BEETLES

Only permanent summon in the game, the Crypt Lord can summon these
from dead bodies. The real downside to this spell is the fact that
you can only have 5 Carrion Beetles at once, and they aren't very
powerful either, though many have found that they are best used as
scouts once level 2 is attained, as they can burrow. That said, I
particulary like the flavor of the spell, and the Crypt Lord surrounded
by its Carrion Beetles looks pretty cool.

As a footnote, once I faced a guy who managed to guess my next expo
spot, and burrowed five level three beetles in there. I was playing NE,
and he managed to destroy my Tree of Life, effectively piercing a huge
hole in my economy, and later, this set back cost me the game. I was
careless to send the Wisps alone, but, regardless, it was an interesting
move.

LEVEL 1: 140 HP, 8-9 damage.
LEVEL 1: 275 HP, 15-18 damage, Burrow.
LEVEL 1: 410 HP, 22-27 damage, Burrow.

LOCUST SWARM

A powerful ultimate, particulary due to its ease of use, which takes
advantage of the bulk of the Crypt Lord. It releases a bunch of insects
which will damage every enemy nearby the Crypt Lord, sucking health
for it. The Insects will home on the enemies, and will chase them even
out of the range of the spell.

ULTIMATE: Releases a swarm of insects, damaging enemies and healing the
	    Crypt Lord. Last 30 seconds.

6.4.4.- General Strategies.

The Undead are possibly the only race which hasn't really taken
a hit to their strategy, but gained a whole lot of abilities,
particulary with their new unit, the Destroyer.

This unit has become the core of the Undead strategy due to their
really high damage output compared with their relative low
cost. Having two dominant flying units (Gargoyles and Destroyers,
alongside the ocassional Frost wyrms), it can, easily, lead to a
victory on the shoulders of four nuking heroes.

Micro-management of your heroes is still crucial, as correct nuking
of core enemy units (Bears, heroes, Priests and even spirit walkers,
though it's important to note their spell resistance). Crypt Fiends
are nice complementary units (though perhaps no longer a good main
army) to go.

6.5.- Naga.

Ah, yes, the Naga. The so-called new race of the game, the Naga are
a really powerful and straightforward race with few units and spells,
only one hero (which it's hard to call a Naga hero or Neutral hero),
few buildings, and particular stats. Like the Undead, they have a unit
which is, technically, part of the race, but it's unnatainable.

The Naga are only controlled by the player during the final NE mission,
and a few other human (or rather blood elf) mission. During the times
you control them, or face them, it's clear that the Naga, just like the
Burning Legion, is extremely over-powered: their units are incredibly
effective, and they have a huge advantage,  which is being able to build
on water. Plus, they regenerate everywhere, everytime,
and finally, they are ALL amphibious units. Tipically led by Illidan,
who can also walk on water, makes clear that this race could not be
playable without a severe weakening.

6.5.1.- Units.

NOTE: All naga units are amphibious.
 _______________
|               |
| MUR'GUL SLAVE |
|_______________|

COST: 75 Gold, 1 Food.
ABILITIES: None.
STATS: HP			: 250
	 Attack rating	: 7-8
	 Attack Type	: Melee Normal
	 Armor		: 0
	 Armor Type		: Unarmored
	 Speed		: Slow
	 Attack Speed	: Very slow
	 Clasification	: Biological

The worker of the Naga, the Slave is a normal one. They don't
have any particular ability. They harvest resources just like
Orcish Peons, and, funcionally, they are identical to the
green workers.
 ________________
|                |
| MUR'GUL REAVER |
|________________|

COST: 120 Gold, 2 Food.
ABILITIES: None.
STATS: HP			: 400
	 Attack rating	: 18-21 / 19-22 / 20-23 / 21-24
	 Attack Type	: Melee Normal
	 Armor		: 0 / 2 / 4 / 6
	 Armor Type		: Heavy
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Biological

A regular melee unit, not very interesting, but it gets the job
done. That said, there is not reason (save a really tough economic
situation) to use these when the Myrmidon is just there.
 __________
|          |
| MYRMIDON |
|__________|

COST: 225 Gold, 55 Lumber,  4 Food.
ABILITIES: Ensnare (Researched at the SPawning Grounds), Submerge
(Researched at the Temple of the Tides).
STATS: HP			: 1080
	 Attack rating	: 33-39 / 34-41 / 35-43 / 36-45
	 Attack Type	: Melee Normal
	 Armor		: 2 / 4 / 6 / 8
	 Armor Type		: Heavy
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Biological

Ah, yes, the meat of the Naga Army, the Myrmidons are extremely
effective cost wise, dealing lots of damage and being really hard
to destroy. Furthermore, their ability to deal with flying units
bringing them down with Ensnare it's incredible. Best Melee unit
in the game.
 _____________
|             |
| SNAP DRAGON |
|_____________|

COST: 200 Gold, 25 Lumber, 3 Food.
ABILITIES: Submerge (Researched at the Temple of the Tides).
STATS: HP			: 500
	 Attack rating	: 25-29 / 26-30 / 27-31 / 28-32
	 Attack Type	: Ranged Piercing
	 Armor		: 0 / 2 / 4 / 6
	 Armor Type		: Medium
	 Speed		: Fast
	 Attack Speed	: Fast
	 Clasification	: Biological

Fast and annoying, the Dragons are good anti-air and support
units due to their slow poison. They are sort of fragile, though,
so masses of Snap Dragons isn't really recommended (There is no
Death Knight with the Naga).
 _______
|       |
| SIREN |
|_______|

COST:  130 Gold, 20 Lumber, 2 Food.
ABILITIES:  Siren Adept training (Researched at the Temple of
		Azshara) Siren Master Training (Researched at the
		Temple of Aszhara).
STATS: HP			: 400
	 Attack rating	: 9-12
	 Attack Type	: Ranged Magic
	 Armor		: 0
	 Armor Type		: Unarmored
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Biological

The caster for the Naga, the Sirens are extremely effective
support units for your Myrmidons. Via Frost Armor and Cyclone,
you can select your targets, and they have an exclusive spell,
Parasite, which plants a parasite (duh) on enemy units which
releases a unit when they die. Powerful stuff.
 ________________
|                |
| DRAGON TURTLES |
|________________|

COST: 320 Gold, 65 Lumber, 5 Food.
ABILITIES: None?.
STATS: HP			: 750
	 Attack rating	: 26-38, 66-134 / 27-40, 68-136 /
				  28-42, 70-138 / 29-44, 72-140
	 Attack Type	: Ranged Piercing, Ranged Siege
	 Armor		: 1 / 3 / 5 / 7
	 Armor Type		: Heavy
	 Speed		: Slow
	 Attack Speed	: Average
	 Clasification	: For some reason, Mechanical.

The Siege unit for the Naga, the Dragon Turtles are another
overpowered unit, due to their ability to not only eat buildings,
but their resistant skin, Spiked Shell (Which deals damage back
to melee attacks), and Devour. A group of four deals lots of
damage to bases, and can be a decisive factor in base strikes.

 ________
|        |
| COUALT |
|________|

COST: 235 Gold, 30 Lumber, 2 Food.
ABILITIES: None.
STATS: HP			: 525
	 Attack rating	: 42-50 / 44-52 / 46-54 / 48-56
	 Attack Type	: Ranged Piercing
	 Armor		: 3 / 5 / 7 / 9
	 Armor Type		: Light
	 Speed		: Fast
	 Attack Speed	: Average
	 Clasification	: Biological.

A Fast light air unit, they have a huge ability in Abolish Magic.
Otherwise, not very remarkable since they are really weak in
open combat. Use as support.
 _____________
|             |
| ROYAL GUARD |
|_____________|

COST: N/A.
ABILITIES: None.
STATS: HP			: 1350
	 Attack rating	: 47-61 / 49-65 / 51-67 / 53-69
	 Attack Type	: Chaos Melee
	 Armor		: 5 / 7 / 9 / 11 (!)
	 Armor Type		: Heavy
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Biological.

Tied with the Doom Guard for the most powerful non-hero unit in
the game, the Royal (ass-kickin') Guard is a ridiculously powerful
unit with a very high damage output, plenty of HP, obscene armor,
and even CHAOS attack type. Furthermore, they have Resistant Skin,
and three unique and really powerful spells: Crushing Wave, which
is sorta like the Dread Lord's Carrion Swarm, Frost Bolt, which
is kinda like the Mountain King's Storm Bolt, and Summon Sea Elemental,
which is more or less like the Archmage's Summon Water Elemental.

Well, maybe they are not that unique.

Either way, they are arguably the best unit in the game. Cannot
be built by the player, though, and are only awarded at the
single player missions either at the start, or as reinforcements.

 _______________
|               |
| SEA ELEMENTAL |
|_______________|

COST: N/A.
ABILITIES: None.
STATS: HP			: 550
	 Attack rating	: 28-37
	 Attack Type	: Ranged Piercing
	 Armor		: 2
	 Armor Type		: Medium
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Summoned.

Regular ranged unit summoned by the Royal Guards. Has Bash.

 _______________
|               |
| WATERY MINION |
|_______________|

COST: N/A.
ABILITIES: None.
STATS: HP			: 240
	 Attack rating	: 10-11
	 Attack Type	: Melee Normal
	 Armor		: 2
	 Armor Type		: Heavy
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Summoned.

Weak melee unit brought to life when a unit affected by Parasite
dies.

6.5.2.- Heroes.

NOTE: The only Naga Hero is the Naga Sea Witch, Lady Vashj herself.
For the sake of continuity, I'll add the info of the Sea Witch
here as well as on the Neutral Heroes section [6.7].

NAGA SEA WITCH

A mystical Hero, adept at ranged combat. These scaly denizens of the ocean
have often been associated with the coming of prodigious storms, but few
have actually seen them rise from the sea and lived to tell the tale.

The Naga is a wonderful if not impressive hero (kinda like the Far Seer),
which can spell a lot of problems with her Frost Arrows and Forked
Lightning, or play a bit more defensive with her Mana Shield. Either
way, she's quite powerful as a hero killer or as a support, depending
on how you build her. A good choice for first or second hero.

HERO TYPE: Ranged Support / Hero Killer.

PROS: Frost arrows could be enough of a reason to get her. Powerful
attack power, lots of good abilites, powerful ultimate, she's the
most disrupting hero in the game.
CONS: Low HP, needs a lot of mana to function correctly.
BEST PAIRED WITH: Beastmaster, Mountain King, Warden, Tauren Chieftain,
Crypt Lord.
BEST ARMY: Myrmidons.

STATS (for each level gained. No items or tomes used)
 _________
|         |
| LEVEL 1 |
|_________|

Hit points		: 475
Damage		: 24-34
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 3
Move Speed		: Average
Strength		: 15
Agility		: 16
Intelligence	: 22
 _________
|         |
| LEVEL 2 |
|_________|

Hit points		: 525
Damage		: 27-37
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 3
Move Speed		: Average
Strength		: 17
Agility		: 17
Intelligence	: 25
 _________
|         |
| LEVEL 3 |
|_________|

Hit points		: 575
Damage		: 30-40
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 3
Move Speed		: Average
Strength		: 19
Agility		: 18
Intelligence	: 28
 _________
|         |
| LEVEL 4 |
|_________|

Hit points		: 625
Damage		: 33-43
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 4
Move Speed		: Average
Strength		: 21
Agility		: 19
Intelligence	: 31
 _________
|         |
| LEVEL 5 |
|_________|

Hit points		: 675
Damage		: 36-46
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 4
Move Speed		: Average
Strength		: 23
Agility		: 20
Intelligence	: 24
 _________
|         |
| LEVEL 6 |
|_________|

Hit points		: 725
Damage		: 40-50
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 4
Move Speed		: Average
Strength		: 25
Agility		: 21
Intelligence	: 38
 _________
|         |
| LEVEL 7 |
|_________|

Hit points		: 775
Damage		: 43-53
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Average
Strength		: 27
Agility		: 22
Intelligence	: 41
 _________
|         |
| LEVEL 8 |
|_________|

Hit points		: 825
Damage		: 46-56
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Average
Strength		: 29
Agility		: 23
Intelligence	: 44
 _________
|         |
| LEVEL 9 |
|_________|

Hit points		: 875
Damage		: 49-59
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Average
Strength		: 31
Agility		: 24
Intelligence	: 47
 __________
|          |
| LEVEL 10 |
|__________|

Hit points		: 925
Damage		: 52-62
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 6
Move Speed		: Average
Strength		: 33
Agility		: 25
Intelligence	: 50

ABILITIES

FORKED LIGHTNING

A good attack, it will home on three units, dealing damage to
them on a range. Pretty basic, but extremely disrupting as it
deals regular damage to different units, making healing more
difficult. Really good to get rid of units in the middle of
the battle, when units are damaged.

LEVEL 1: 85 damage per unit.
LEVEL 2: 160 damage per unit.
LEVEL 3: 250 damage per unit.

FROST ARROWS

The most powerful weapon on the Sea Witch Arsenal, it will
slow down the target unit's attack and movement, making
them either useless on combat, or unable to escape properly.
It even gives extra damage. Most powerful attack-affecting
spell.

LEVEL 1: +5 damage, 30% reduction on attack rate and movement
	    speed.
LEVEL 2: +10 damage, 50% reduction on attack rate and movement
	    speed.
LEVEL 3: +15 damage, 70% reduction on attack rate and movement
	    speed.

MANA SHIELD

Really abusable spell with the right items (namely lots of
MP recovering items or items that increase MP regeneration),
but only powerful on level 3. It will absorb damage, taking
away a proportional ammount of MP.

LEVEL 1: 1 damage per point of mana.
LEVEL 1: 1.5 damage per point of mana.
LEVEL 3: 2 damage per point of mana.

TORNADO

Another one of those "if it wasn't channeling" spells, the Tornado
sends out massive damage to building, slows down units, and even
sends some of them flying around at random.

One thing people tend to miss is the fact that you can control
the Tornados. They aren't really all that responsive, but it can
spell the difference between taking out that tower, or losing the
spell.

ULTIMATE: Creates Tornados.

NOTE: This ability is particulary weird. Stay tuned for more info.

6.5.3.- Buildings.

 _____________________
|                     |
| TEMPLE OF THE TIDES |
|_____________________|

GOLD		: 385
LUMBER	: 150
HP		: 1500
ARMOR		: 5

The Great Hall is where Slaves and Reavers are trained and resources are
dropped. Pretty much, the center of any expansion. Notably, it cannot be
upgraded, and weapon and armor upgrades are researched here. The Following
can be researched at this building:

CORAL BLADES: 150 Gold, 75 Lumber. Increases the attack damage of Reavers,
Snap Dragons, Coualts, Myrmidons, Dragon Turtles and Royal Guards.
CHITINOUS BLADES: 225 Gold, 225 Lumber. Futher increases the
attack damage of Reavers, Snap Dragons, Coualts, Myrmidons, Dragon Turtles
and Royal Guards.
RAZORSPINE BLADES: 300 Gold, 475 Lumber. Further increases the
attack damage of Reavers, Snap Dragons, Coualts, Myrmidons, Dragon Turtles
and Royal Guards.
CORAL SCALES: 125 Gold, 75 Lumber. Increases the Armor of Reavers,
Snap Dragons, Coualts, Myrmidons, Dragon Turtles and Royal Guards.
CHITINOUS SCALES: 225 Gold, 225 Lumber. Futher increases the
Armor of Reavers, Snap Dragons, Coualts, Myrmidons, Dragon Turtles
and Royal Guards.
RAZORSPINE SCALES: 325 Gold, 475 Lumber. Further increases the
Armor of Reavers, Snap Dragons, Coualts, Myrmidons, Dragon Turtles
and Royal Guards.
SUBMERGE: 25 Gold, 25 Lumber. Allows Myrmidons and Snap Dragons to hide
underwater.

 __________________
|                  |
| SPAWNING GROUNDS |
|__________________|

GOLD		: 205
LUMBER	: 60
HP		: 1500
ARMOR		: 5

At the Spawning Grounds, you can train Myrmidons, Snap Dragons and Dragon
Turtles, as well as researching their respective abilities. It's recommended
to build at least two of them if you plan on using any of its units,
as it effectively doubles your capacity to build units. The following can
be upgraded on this building:

ENSNARE: 50 Gold, 75 Lumber. Allows Myrmidons to use the Ensnare Ability.

 ____________
|            |
| CORAL BEDS |
|____________|

GOLD		: 115
LUMBER	: 40
HP		: 500
ARMOR		: 5


Coral Beds add food and... nothing else. Okay... Adds 15 food, which is quite a
lot for its price, though they don't have any secondary use.

 ___________________
|                   |
| SHRINE OF AZSHARA |
|___________________|

GOLD		: 180
LUMBER	: 70
HP		: 1050
ARMOR		: 5

The Shrine of Aszhara allows you to build and upgrade your magic units,
namely the Sirens and Coualts, both of them capable magic units.
The Following can be upgraded on this building:

SIREN ADEPT TRAINING: 100 gold, 50 Lumber. Increases the HP, MP, MP regeneration
of Sirens, and allows them to cast Frost Armor.
SIREN MASTER TRAINING: 100 gold, 150 lumber. Further increases the
HP, MP, MP regeneration of Sorceress, and allows them to cast Cyclone.

 _____________________
|                     |
| ALTAR OF THE DEPTHS |
|_____________________|

GOLD		: 255
LUMBER	: 100
HP		: 900
ARMOR		: 5

The Altar of The Depths allows you to call forth the mighty heroes to aid
you in battle, as well as reviving them. The first hero only
requires five food, but subsequent heroes will require 450 gold and
100 lumber as well as the food to come. A curious thing will be noted,
though, since the Naga don't have "tiers" per se, you can actually summon
every hero available right away.

 ________________
|                |
| TIDAL GUARDIAN |
|________________|

GOLD			: 130
LUMBER		: 80
HP			: 500
ARMOR			: 5
ATTACK RATING	: 33-45
ATTACK TYPE		: Ranged Piercing


The Tidal Guardian is your basic defense. It has a long sight range,
and is a good defense for difficult times as it doesn't requires
any food and can fend off units until help arrives. It's effective
against flying units.

6.5.4.- General Strategies.

I know you're itching for strategies about the Naga, but, seriously,
what mod are you playing? I'd love to find one which enables the
naga as a playable race. :P

6.6.- Blood Elves.

The Blood Elves are controlled by the player during a few missions
of the first campaign. They are bassically the same as the High
Elves on ROC, though they are a lot more similar to humans. A list
of the Alliance units available to the Blood Elves:

- Priests.
- Sorcerer.
- Dragon Hawk.

6.6.1.- Exclusive Units.

Blood Elves units are exactly the same as alliance units (save the
Archers, which emulate the Night Elves Archers, minus the Infravision
upgrade), so I will just list them here without much fuzz.

NOTE: The Workers and the Engineers are actually the same thing.

 ___________
|           |
| SWORDSMAN |
|___________|


COST: 150 gold, 2 food.
ABILITIES: Defend (researched at the High Elf Barracks).
STATS: HP			: 400
	 Attack rating	: 12- 17
	 Attack Type	: Melee Normal
	 Armor		: 3
	 Armor Type		: Medium
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Biological

 ________
|        |
| ARCHER |
|________|


COST: 165 gold, 2 food.
ABILITIES: None.
STATS: HP			: 280
	 Attack rating	: 9-20
	 Attack Type	: Ranged Piercing
	 Armor		: 0
	 Armor Type		: Light
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Biological

 ___________________
|                   |
| WORKER / ENGINEER |
|___________________|

COST: 90 gold, 1 food.
ABILITIES: None.
STATS: HP			: 220
	 Attack rating	:
	 Attack Type	: Melee Normal
	 Armor		: 0
	 Armor Type		: Medium
	 Speed		: Average
	 Attack Speed	: Slow
	 Clasification	: Biological

6.7.- Draenei.

The mysterious Draenei, only a memory before this game, are back
with a vengeance. Lost and thought to be extinct before the first
game, and with all probabilities of survival decimated by the
apocalypse in Draenor during the WC II expansion, you get the
chance to use them during the Alliance Campaign. Designed mostly
for stealth, the Draenei, while not so overpowered like the
Naga, are a powerful and effective race.

Note that all of this info was painfully collected via the World
Editor, as you never get the actual chance to build a base
and units with them during the regular game. Furthermore, there
are more Draenei Units, though they are used only as creeps, and
are not part of the Draenei playable race.

6.7.1.- Units.
 _________
|         |
| LABORER |
|_________|


COST: 75 Gold, 1 Food.
ABILITIES: None.
STATS: HP			: 280
	 Attack rating	: 6-7
	 Attack Type	: Melee Normal
	 Armor		: 0
	 Armor Type		: Unarmored
	 Speed		: Slow
	 Attack Speed	: Very slow
	 Clasification	: Biological

The worker of the Draenei, the Laborer is a normal one. They don't
have any particular ability. They harvest resources just like
Orcish Peons, and, funcionally, they are identical to the
green workers.
 _________
|         |
| STALKER |
|_________|

COST: 270 Gold, 30 Lumber, 4 Food.
ABILITIES: None.
STATS: HP			: 465
	 Attack rating	: 32-42
	 Attack Type	: Melee Normal
	 Armor		: 1
	 Armor Type		: Heavy
	 Speed		: Fast
	 Attack Speed	: Average
	 Clasification	: Biological

Permanently cloaked, the Stalker is a light but annoying attack unit.
Dead meat if found, but extremely good for badly defended bases. Aim
at the workers. Has Ensnare and Evasion.
 ____________
|            |
| VINDICATOR |
|____________|

COST: 225 Gold, 15 Lumber, 4 Food.
ABILITIES: None.
STATS: HP			: 900
	 Attack rating	: 28-32
	 Attack Type	: Melee Normal
	 Armor		: 4
	 Armor Type		: Heavy
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Biological

Regular (but tough) melee units. Not much to say there.
 ____________
|            |
| DEMOLISHER |
|____________|

COST: 260 gold, 70 lumber, 4 food.
ABILITIES: none.
STATS: HP			: 425
	 Attack rating	: 82-102
	 Attack Type	: Ranged Siege
	 Armor		: 0
	 Armor Type		: Medium
	 Speed		: Slow
	 Attack Speed	: Slow
	 Clasification	: Mechanical


The Demolisher, on the other hand, is exactly what you need if you want
to submit an enemy to siege. They are the most powerful siege weapons
in the game, and with their long range, you can count of them. Take
into account their minimum range. Funcionally identical to the Orcish
Demolisher.

(NOTE: The stats might be wrong. This are the stats of the Orcish
Demolisher, and I suspect it might be the same, unfortunately, gathering
data for the Draenei Units is notably difficult as you don't get the
chance to manage a Draenei base)
 ______
|      |
| SEER |
|______|

COST: 210 gold, 30 lumber, 3 food.
ABILITIES: none.
STATS: HP			: 775
	 Attack rating	: 36-42
	 Attack Type	: Ranged Piercing
	 Armor		: 0
	 Armor Type		: Heavy
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Biological

Armed with Slow, Healing Wave, and a strong ranged attack, plus level
one Brilliance Aura, the Seer is a powerful support unit, and, IMHO,
the best caster in the game. Unfortunately, it's unavailable for the
player. :(
 ____________
|            |
| HARBRINGER |
|____________|

COST: 165 gold, 20 lumber, 2 food.
ABILITIES: none.
STATS: HP			: 450
	 Attack rating	: 29-34
	 Attack Type	: Ranged Piercing
	 Armor		: 0
	 Armor Type		: Medium
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Biological

Another powerful caster, this time with Bloodlust and Ray of Disruption.
Notably less powerful than Seers, but still a good support unit.
 ________________
|                |
| ELITE ASSASSIN |
|________________|

COST: N/A
ABILITIES: none.
STATS: HP			: 525
	 Attack rating	: 41-50
	 Attack Type	: Melee Normal
	 Armor		: 0
	 Armor Type		: Heavy
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Biological

Tough unit with Critical Strike and Level one Howl of Terror. Only
available during the LORD OF THE OUTLAND mission, the last mission
of the Alliance Campaign. Permanently invisible.
 __________
|          |
| SABOTEUR |
|__________|

COST: N/A
ABILITIES: none.
STATS: HP			: 600
	 Attack rating	: 81-90
	 Attack Type	: Ranged Siege
	 Armor		: 0
	 Armor Type		: Medium
	 Speed		: Average
	 Attack Speed	: Average
	 Clasification	: Biological

Powerful ranged unit with Burning Oil and Healing Wave. Only
available during the LORD OF THE OUTLAND mission, the last mission
of the Alliance Campaign. Permanently invisible.

6.7.2.- Heroes.

The only Draenei Hero is the Elder Sage, Akama himself.

ELDER SAGE

Permanently cloaked, with Shadow Strike AND Chain Lightning, plus Feral
Spirit, you can tell easily that the Elder Sage is an all out assassin.
With all those stealthy and disabling spells, taking out enemy heroes is
a breeze, and it's also a good front-attacker, only if he wasn't that
freaking vulnerable.

In my opinion, he could have been an interesting Neutral Hero.

HERO TYPE: Specialist Hero.

PROS: Powerful spells, difficult to kill if used correctly. Reincarnation.
Shadows Strike is a bad joke combined with cloaking (That much has DOTA
taught me). Really high damage output.
CONS: Hmmm... REALLY low HP for a hero with _melee_ damage.
BEST PAIRED WITH: N/A
BEST ARMY: He melds perfectly with his own units.

STATS (for each level gained. No items or tomes used)

NOTE: Akama's Strenght is actually modified in the campaign. His strenght
is notably lower actually.
 _________
|         |
| LEVEL 1 |
|_________|

Hit points		: 475
Damage		: 19-33
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 4
Move Speed		: Average
Strength		: 15
Agility		: 20
Intelligence	: 19
 _________
|         |
| LEVEL 2 |
|_________|

Hit points		: 500
Damage		: 22-36
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 4
Move Speed		: Average
Strength		: 16
Agility		: 21
Intelligence	: 21
 _________
|         |
| LEVEL 3 |
|_________|

Hit points		: 525
Damage		: 25-39
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Average
Strength		: 17
Agility		: 22
Intelligence	: 24
 _________
|         |
| LEVEL 4 |
|_________|

Hit points		: 550
Damage		: 28-42
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Average
Strength		: 18
Agility		: 23
Intelligence	: 27
 _________
|         |
| LEVEL 5 |
|_________|

Hit points		: 575
Damage		: 31-45
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 6
Move Speed		: Average
Strength		: 19
Agility		: 24
Intelligence	: 30
 _________
|         |
| LEVEL 6 |
|_________|

Hit points		: 600
Damage		: 34-48
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 7
Move Speed		: Average
Strength		: 20
Agility		: 25
Intelligence	: 32
 _________
|         |
| LEVEL 7 |
|_________|

Hit points		: 625
Damage		: 37-51
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 7
Move Speed		: Average
Strength		: 21
Agility		: 27
Intelligence	: 35
 _________
|         |
| LEVEL 8 |
|_________|

Hit points		: 650
Damage		: 40-54
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 7
Move Speed		: Average
Strength		: 22
Agility		: 28
Intelligence	: 38
 _________
|         |
| LEVEL 9 |
|_________|

Hit points		: 675
Damage		: 43-57
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 8
Move Speed		: Average
Strength		: 23
Agility		: 29
Intelligence	: 41
 __________
|          |
| LEVEL 10 |
|__________|

Hit points		: 700
Damage		: 46-60
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 8
Move Speed		: Average
Strength		: 24
Agility		: 30
Intelligence	: 43

ABILITIES

CHAIN LIGHTNING

Chain Lightning is pretty useful for creeping at first, but at its
final level it gives the shock to as many as EIGHT enemies, not doing
that much damage, but against Night Elves and Undead units is very
useful. It also gives a lot of psychological advantage due to the enormous
noise it does.

LEVEL 1: 85 damage, jumps 4 times.
LEVEL 2: 125 damage, jumps 6 times.
LEVEL 3: 180 damage, jumps 8 times.

FERAL SPIRIT

Feral Spirit is one of the most powerful summons in the game. Their
final level is incredible effective at combat and annoying enemies
without detection. Problem is, their 400 hit points are meager in
open combat.

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.

SHADOW STRIKE

Very damaging ability which not only damages, but it also
slows down the affected unit and causes damage over time. Great
hero-killer spell and perhaps the best choice over Fan of
Knives. The poison effect it's, however, dispellable. Is
that even a word?

LEVEL 1: 75 initial damage, 15/damage each 3 seconds, movement speed
	   slowed by 50% .
LEVEL 2: 150 initial damage, 30/damage each 3 seconds, movement speed
	   slowed by 50% .
LEVEL 3: 225 initial damage, 45/damage each 3 seconds, movement speed
	   slowed by 50% .


REINCARNATION

What else is there to be said about the Reincarnation? This is simply the
best passive ability in the game. Revive the elder? Good, but he will
come back with FULL MANA AND HEALTH. That's much better. Is like a life
insurance. Get this thing as soon as possible. A point to be noted is
that this ability might backfire as free exp and money to the enemy, so
be really careful when you let the unit revive, as the ability
takes four minutes to cooldown.

ULTIMATE: When killed, the Elder Sage will be revived automatically.

6.7.3.- Buildings.

Well, while writing this section I realized that Draenei buildings have
an abnormally high ammount of HP.

NOTE: I couldn't find any hard info about the Hut (the farm equivalent).
All of the huts I could find on the World Editor is the neutral
non-functional building. Any help will be appreciated.
 __________
|          |
| BARRACKS |
|__________|

GOLD		: 170
LUMBER	: 55
HP		: 1250
ARMOR		: 5

At the Barracks, you can train Vindicators, Stalkers and Demolishers.
It's recommended to build at least two of them if you plan on using
any of its units, as it effectively doubles your capacity to build units.

 ____________
|            |
| SEER'S DEN |
|____________|

GOLD		: 100
LUMBER	: 140
HP		: 1150
ARMOR		: 5

The Seer's Den allows you to build your magic units, namely the Harbringers
and Seers, both of them capable magic units.

 _______
|       |
| HAVEN |
|_______|

GOLD		: 400
LUMBER	: 195
HP		: 1500
ARMOR		: 5

The Great Hall is where peons are trained and resources are dropped.
Pretty much, the center of any expansion. It also serves as a Hero building,
allowing to train and revive heroes.

6.7.4.- General Strategies.

See 6.5.4.

6.8.- Neutral Heroes.

a)DARK RANGER

A cunning Hero, adept at manipulating opponents. Forcibly raised from
the dead, the former Rangers of Quel'Thalas enjoy nothing more than
sowing dissension and hatred within the enemy ranks.

I've really had very good experiences with the Dark Ranger as a purely
offensive hero armed with lots of damage items. Even by herself, she can
put up a mighty fight by picking off weaker units and assembling an army,
or simply charming them. Unfortunately, in lower levels and if not really
taken care of, she will be weak. A Natural fit for Undead players as she
is undead herself.

HERO TYPE: Offensive support.

PROS: Great damage output, wonderful spells, can build up an army by herself,
rarely killed, easy to escape. Can disable enemy casters so easily it isn't
even funny. Counters basically all the most powerful heroes.
CONS: Weak as hell in the first levels. Level one Dark Arrow is lame. Very
easy to kill if not used as a main hero. While it is a very offensive hero,
she is not suited to take on bases alone. She can counter all she wants,
but she's perhaps the worst Hero killer in the game.
BEST PAIRED WITH: Pandaren Brewmaster, Mountain King, Death Knight,
Blademaster or Demon Hunter / Wander.
BEST ARMY: Abominations, Taurens... heavy melee units.

STATS (for each level gained. No items or tomes used)
 _________
|         |
| LEVEL 1 |
|_________|

Hit points		: 550
Damage		: 23-33
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 4
Move Speed		: Fast
Strength		: 18
Agility		: 21
Intelligence	: 15
 _________
|         |
| LEVEL 2 |
|_________|

Hit points		: 575
Damage		: 24-34
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 4
Move Speed		: Fast
Strength		: 19
Agility		: 22
Intelligence	: 17
 _________
|         |
| LEVEL 3 |
|_________|

Hit points		: 625
Damage		: 26-36
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 5
Move Speed		: Fast
Strength		: 21
Agility		: 24
Intelligence	: 20
 _________
|         |
| LEVEL 4 |
|_________|

Hit points		: 675
Damage		: 27-37
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 5
Move Speed		: Fast
Strength		: 23
Agility		: 25
Intelligence	: 22
 _________
|         |
| LEVEL 5 |
|_________|

Hit points		: 725
Damage		: 29-39
Type of Attack	: Ground
Range			: Ranged
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 6
Move Speed		: Fast
Strength		: 25
Agility		: 27
Intelligence	: 25
 _________
|         |
| LEVEL 6 |
|_________|

Hit points		: 775
Damage		: 30-40
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 6
Move Speed		: Fast
Strength		: 27
Agility		: 28
Intelligence	: 28
 _________
|         |
| LEVEL 7 |
|_________|

Hit points		: 825
Damage		: 32-42
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 6
Move Speed		: Fast
Strength		: 29
Agility		: 30
Intelligence	: 30
 _________
|         |
| LEVEL 8 |
|_________|

Hit points		: 875
Damage		: 33-43
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 7
Move Speed		: Fast
Strength		: 31
Agility		: 31
Intelligence	: 33
 _________
|         |
| LEVEL 9 |
|_________|

Hit points		: 925
Damage		: 35-45
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 7
Move Speed		: Fast
Strength		: 33
Agility		: 33
Intelligence	: 35
 __________
|          |
| LEVEL 10 |
|__________|

Hit points		: 975
Damage		: 36-46
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Fast
Type of Armor	: Hero
Amount		: 8
Move Speed		: Fast
Strength		: 35
Agility		: 34
Intelligence	: 38

ABILITIES

SILENCE

Silence is a powerful spell in order to counter Humans and Orcs and
their ability driven heroes and units, as it renders the affected
units unable to cast spells. While 12 seconds seems like a ridiculous
low time (that's the time working on a hero), it's more than enough
to disable them. On a side note, I've been successfully made Night Elf
players use the Priestess of the Moon on any maps with a tavern, as
this ability completely shuts down both the Warden and the Demon Hunter.

LEVEL 1: 15 second silence, short radius.
LEVEL 2: 20 second silence, medium radius.
LEVEL 3: 24 second silence, large radius.

BLACK ARROW

An interesting ability that mirrors the Priestess of the Moon's Searing
Arrows and the Naga (or the Ranger) Ice Arrows, while a lot more
underpowered early on. It will add damage to the attacks, as well as put
hit enemies into a special stat that lasts a few seconds, under which,
should they die, a Dark Minion will emerge under the Dark Ranger's
control.

LEVEL 1: 2 extra damage, 215 Lesser Dark minion.
LEVEL 2: 10 extra damage, 290 Dark Minion.
LEVEL 3: 20 extra damage, 405 Greater Dark Minion.

LIFE DRAIN

This spell will drain life of the affected unit until it escapes its
range (which is rather short, 80). That said, it's difficult to use, and
often not quick enough to save you from death, prompting its use at
difficult to time moments (at around 40% of the DR life it's optimal).
Lasts eight seconds. That said, the ammount of damage done is ridiculous,
200 HP at first level, 320 at level 2 and 500 at level 3.

LEVEL 1: 25 HP per second drained.
LEVEL 2: 40 HP per second drained.
Level 3: 55 HP per second drained.

CHARM:

Ah, the premier ability of the Dark Ranger is one of the most powerful
spells of the game. Often difficult to use, but always worth it. Always
aim it at either the bigger units or the Spellcasters.

ULTIMATE: Takes control of target enemy unit permanently.

b)PANDAREN BREWMASTER

Hailing from the secretive Pandaren Empire, the mighty brewmasters travel
the world in search of exotic ales and the finest brewed spirits. These
affable warriors rarely seek out danger or trouble, preferring instead to
spend their time concocting new and tasty beverages for any brave enough
to imbibe them. However, if attacked, the laughing brewmasters bring all
of their pandaren agility and ferocity to bear! They are peerless warriors
and world class drinkers all in one!

The Pandaren Brewmaster is a very easy to use hero which can be a worthy
addition to any army due to his naturaly high strenght and useful spells.
He, however, suffers from the same problem as the Tauren Chieftain: Is
hellish big and slow, but, unlike the cow, the Brewmaster can definitely
deal with it since his spells are much more powerful. And, for the hell
of it: The dude is a friggin' panda.

HERO TYPE: Leading offensive hero.

PROS: Lots of defense, HP and attack power. A couple wonderful spells.
It's a jack for all trades and is very easy to use.
CONS: Slow, difficult to manouver, one infinitely useless spell. It's
a definitely all-round hero, which doesn't gives it the upper edge anywhere.
BEST PAIRED WITH: Dark Ranger, Warden.
BEST ARMY: Ranged units.

STATS (for each level gained. No items or tomes used)
 _________
|         |
| LEVEL 1 |
|_________|

Hit points		: 650
Damage		: 24-34
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 3
Move Speed		: Average
Strength		: 22
Agility		: 14
Intelligence	: 15
 _________
|         |
| LEVEL 2 |
|_________|

Hit points		: 725
Damage		: 27-37
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 4
Move Speed		: Average
Strength		: 25
Agility		: 15
Intelligence	: 16
 _________
|         |
| LEVEL 3 |
|_________|

Hit points		: 800
Damage		: 30-40
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Average
Strength		: 28
Agility		: 17
Intelligence	: 18
 _________
|         |
| LEVEL 4 |
|_________|

Hit points		: 875
Damage		: 33-43
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Average
Strength		: 31
Agility		: 18
Intelligence	: 19
 _________
|         |
| LEVEL 5 |
|_________|

Hit points		: 950
Damage		: 36-46
Type of Attack	: Ground
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 6
Move Speed		: Average
Strength		: 34
Agility		: 20
Intelligence	: 21
 _________
|         |
| LEVEL 6 |
|_________|

Hit points		: 1025
Damage		: 39-49
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 6
Move Speed		: Average
Strength		: 37
Agility		: 21
Intelligence	: 22
 _________
|         |
| LEVEL 7 |
|_________|

Hit points		: 1100
Damage		: 42-52
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 6
Move Speed		: Average
Strength		: 40
Agility		: 23
Intelligence	: 24
 _________
|         |
| LEVEL 8 |
|_________|

Hit points		: 1175
Damage		: 45-55
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 7
Move Speed		: Average
Strength		: 43
Agility		: 24
Intelligence	: 25
 _________
|         |
| LEVEL 9 |
|_________|

Hit points		: 1250
Damage		: 48-58
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 7
Move Speed		: Average
Strength		: 46
Agility		: 26
Intelligence	: 27
 __________
|          |
| LEVEL 10 |
|__________|

Hit points		: 1325
Damage		: 51-61
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 8
Move Speed		: Average
Strength		: 49
Agility		: 27
Intelligence	: 28

ABILITIES

BREATH OF FIRE

Breath of fire deals damage to a cone of enemies in front of the Brewmaster.
The damage isn't really surprising (actually very low), but when first hit
with Drunken Haze, the enemies will catch on fire, dealing double the damage
over a few seconds. Difficult to maintain given the mana cost, but powerful.

NOTE: The special after the slash is only after Drunken Haze.

LEVEL 1: 65 damage / 7 damage per second burning
LEVEL 2: 125 damage /  14 damage per second burning
LEVEL 3: 170 damage / 21 damage per second burning

DRUNKEN HAZE

Slows down units, and causes them to miss. This is a thematically funny spell,
but alone it doesn't seems to work at all. Only combined with Breath of
Fire or other debuff spells (such as Slow, or Cripple)(Not Purgue) is worth
it. Lasts 12 seconds.

LEVEL 1: 15% movement speed decrease, 45% chance to miss
LEVEL 2: 30% movement speed decrease, 65% chance to miss
LEVEL 3: 50% movement speed decrease, 80% chance to miss

DRUNKEN BRAWLER

One of the best passive abilities in the game, Drunken Brawler gives you a
10% chance to deal critical damage *and* evasion! A must have!

LEVEL 1: 7% evasion, two times damage.
LEVEL 1: 14% evasion, three times damage.
LEVEL 3: 21% evasion, four times damage.

STORM, EARTH AND FIRE

(HEED MY CALL!!!)

One of the coolest attacks, The Brewmaster's ultimate is probably one of
the strongest ultimates in the game. The real deal lies in the fact that
only one of the pandas needs to survive in order to have the hero back.

Check out the miscelleneous unit section for more info about Storm, Earth
and Fire, the units. Up front, Storm is a caster, Earth is a Tank, and Fire
is a killer.

ULTIMATE: Split into three specialized units for a full minute, upon
which, if any of the three units is alive, the Hero will be reborn.

c) GOBLIN TINKER

Goblins are known for their mechanical expertise and clever, though
sometimes peculiar, inventions, and the Tinker is certainly no exception.
With his Claw-Pack/Hammer-Tank combo, the Tinker's ingenuity is undeniable.
Though his parts may sometimes fail and the occasional explosion does
occur, the spirit and enthusiasm of this Hero are never diminished.
There truly is more to the Goblin Tinker than meets the eye!

I love the Tinker. While it isn't the best hero in the world, he's a
mighty powerful base destroyer, and it's easy and fun to use. His
abilities take awhile to get used to (I, for example, still can't
get the Pocket Factory to work), but it's a fresh adition and works
for any race.

A thing to note, though: He's a mystic hero... but he has a melee
attack. Be careful with him. He has very high stats, though.

HERO TYPE: Specialist and demolisher hero.

PROS: Starts with high armor, Cluster Rockets is a versatile spell.
One of the best ultimates in the game, sinergistic abilities. Lots
of HP for an intelligence based hero. Buildings aren't safe with
him around. VERY high stats.
CONS: Difficult to use and get used to. Pocket Factory isn't as
cheap. While you can use Cluster Rockets to chase down enemies,
sometimes you want a little more bang for your buck.
BEST PAIRED WITH: Firelord, or other heavy ranged heros.
BEST ARMY: Ranged units.

STATS (for each level gained. No items or tomes used)
 _________
|         |
| LEVEL 1 |
|_________|

Hit points		: 600
Damage		: 22-28
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Average
Strength		: 20
Agility		: 15
Intelligence	: 20
 _________
|         |
| LEVEL 2 |
|_________|

Hit points		: 650
Damage		: 24-30
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Average
Strength		: 22
Agility		: 16
Intelligence	: 22
 _________
|         |
| LEVEL 3 |
|_________|

Hit points		: 700
Damage		: 30-40
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Average
Strength		: 24
Agility		: 17
Intelligence	: 25
 _________
|         |
| LEVEL 4 |
|_________|

Hit points		: 775
Damage		: 27-33
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Average
Strength		: 27
Agility		: 18
Intelligence	: 27
 _________
|         |
| LEVEL 5 |
|_________|

Hit points		: 825
Damage		: 29-35
Type of Attack	: Ground
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 6
Move Speed		: Average
Strength		: 29
Agility		: 19
Intelligence	: 30
 _________
|         |
| LEVEL 6 |
|_________|

Hit points		: 900
Damage		: 32-38
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 6
Move Speed		: Average
Strength		: 32
Agility		: 20
Intelligence	: 33
 _________
|         |
| LEVEL 7 |
|_________|

Hit points		: 975
Damage		: 35-41
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 6
Move Speed		: Average
Strength		: 34
Agility		: 21
Intelligence	: 35
 _________
|         |
| LEVEL 8 |
|_________|

Hit points		: 1000
Damage		: 37-43
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 7
Move Speed		: Average
Strength		: 36
Agility		: 22
Intelligence	: 38
 _________
|         |
| LEVEL 9 |
|_________|

Hit points		: 1075
Damage		: 40-46
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 7
Move Speed		: Average
Strength		: 39
Agility		: 23
Intelligence	: 40
 __________
|          |
| LEVEL 10 |
|__________|

Hit points		: 1125
Damage		: 45-51
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 7
Move Speed		: Average
Strength		: 41
Agility		: 44
Intelligence	: 43

ABILITIES

POCKET FACTORY

Sets up a pocket factory, which will automatically create Clockwerk Goblins,
small and weak units that will explode upon death. I haven't been able to
make it work alright, but I've seen some people causing havock with it.
Clockwerk Goblins' explosion damage raises with each level.

LEVEL 1: 30 damage
LEVEL 2: 60 damage
LEVEL 3: 80 damage

CLUSTER ROCKETS

Deals damage and stuns enemies for a single second. Useful to interrupt
spells, and to chase down enemies. While the damage is very low, its
cooldown time (6 seconds!) allows for a barrage of rockets to be
shoot very quickly. Powerful stuff.

LEVEL 1: 30 damage, stun.
LEVEL 2: 65 damage, stun.
LEVEL 3: 100 damage, stun.

ENGINEERING UPGRADE

Another powerful passive unit, it not only adds damage and movement speed
to the Tinker, it also improves his other abilities! This and your ability
of choice. You won't regret it.

As for the changes, it enhaces the Cluster Rocket's area of effect, the
Pocket Factory building speed and the Demolish ability and the armor of
the Robo Goblin.

LEVEL 1: 10% Movement speed, +2 damage.
LEVEL 1: 20% Movement speed, +4 damage.
LEVEL 3: 30% Movement speed, +6 damage.

ROBO-GOBLIN

It turns the Tinker into a huge tank, turning Mechanical in nature, and
earning bonus strenght and armor (with Engineering Upgrade level 3,
that's 11 extra strenght and four extra armor!), and the Demolish ability,
which will make your attacks deal 3.5 times the normal damage against
buildings.

You can also repair him while on that state.

The Tinker can turns for 25 mana into Robo and regular form. Take
advantage of that to heal him or to avoid spells.

ULTIMATE: Turn into the Robo-Goblin aquiring 8 extra strenght, extra armor
and the Demolish ability (twice times the damage against buildings).

d) GOBLIN ALCHEMIST

In this unconventional pairing, a fanatical Goblin master rides on the
back of his Ogre slave. Despite undergoing a series of chemical "treatments"
to enforce compliance, the Ogre sometimes shows signs of independence and
even outright defiance. However, these outbursts are swiftly quelled by
the Goblin master, who can be like his concoctions -- harsh and volatile.
Though personal differences may at times distract this duo, when it comes
to biological warfare and raw, brute strength, the Goblin Alchemist and
his Ogre slave are truly at the top of their game!

While the Alchemist moveset isn't very interesting or attractive, what
abilities don't tell you (Unlike EVERY SINGLE OTHER HERO), is that
the Alchemist has the HIGHEST attack damage and the HIGHEST HP in the
game for all the heroes, surpasing even the Tauren Chieftain in that
regard. That, coupled with his Chemical Rage and his Acid Bomb ability,
turns him into a one-man army, capable of tear through enemies like
a hot knife through butter. A powerful first pick, and, if you didn't
had to wait a few minutes before picking him, he would be the best
hero in the game, for he's mighty at harrassing.

HERO TYPE: Leading attack hero.

PROS: Ridiculous attack power and HP. Extremely damaging and
difficult as hell to stop. Good (If not spectacular) support
abilities, and a funny ultimate.
CONS: Doesn't really helps your army too much (well, you
can use him as a healer, but...). His ultimate isn't really
that good or useful. Might not look too attractive to be a neutral
hero. Very low armor.
BEST PAIRED WITH: DREADLORD!!!... or Paladin.
BEST ARMY: Any, though air units might benefit from the meat tank.

STATS (for each level gained. No items or tomes used)
 _________
|         |
| LEVEL 1 |
|_________|

Hit points		: 725
Damage		: 28-55
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 1
Move Speed		: Average
Strength		: 25
Agility		: 10
Intelligence	: 18
 _________
|         |
| LEVEL 2 |
|_________|

Hit points		: 800
Damage		: 31-58
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 1
Move Speed		: Average
Strength		: 28
Agility		: 11
Intelligence	: 20
 _________
|         |
| LEVEL 3 |
|_________|

Hit points		: 875
Damage		: 34-61
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 1
Move Speed		: Average
Strength		: 31
Agility		: 12
Intelligence	: 22
 _________
|         |
| LEVEL 4 |
|_________|

Hit points		: 950
Damage		: 37-64
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Average
Strength		: 34
Agility		: 13
Intelligence	: 24
 _________
|         |
| LEVEL 5 |
|_________|

Hit points		: 1050
Damage		: 41-68
Type of Attack	: Ground
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 2
Move Speed		: Average
Strength		: 38
Agility		: 14
Intelligence	: 26
 _________
|         |
| LEVEL 6 |
|_________|

Hit points		: 1125
Damage		: 44-71
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 3
Move Speed		: Average
Strength		: 41
Agility		: 15
Intelligence	: 28
 _________
|         |
| LEVEL 7 |
|_________|

Hit points		: 1200
Damage		: 47-74
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 3
Move Speed		: Average
Strength		: 44
Agility		: 16
Intelligence	: 30
 _________
|         |
| LEVEL 8 |
|_________|

Hit points		: 1300
Damage		: 51-78
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 3
Move Speed		: Average
Strength		: 48
Agility		: 17
Intelligence	: 32
 _________
|         |
| LEVEL 9 |
|_________|

Hit points		: 1375
Damage		: 54-81
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 3
Move Speed		: Average
Strength		: 51
Agility		: 18
Intelligence	: 34
 __________
|          |
| LEVEL 10 |
|__________|

Hit points		: 1450 (!)
Damage		: 57-84 (!!)
Type of Attack	: Hero
Range			: Melee
Attack speed	: Average
Type of Armor	: Hero
Amount		: 4
Move Speed		: Average
Strength		: 54 (HOLY &%$#!!!!)
Agility		: 19
Intelligence	: 36

ABILITIES

HEALING SPRAY

Shoots up 3, 4 o 5 spray waves that heal units caught in the area of
effect.  All units, not only allies ¬_¬. Not very useful, since
healing is best used in the heat of battle.

LEVEL 1: 3 waves, heals 40 HP each
LEVEL 2: 4 waves, heals 55 HP each
LEVEL 3: 5 waves, heals 70 HP each

CHEMICAL RAGE

Very powerful ability, it increases your movement speed by 50% and your
attack speed by 25%, 75% or 125% depending of your level. That, coupled
with the Alchemist naturally absurd attack power, turns the Alchemist
into a monster. Last 15 seconds, but the cooldown is only 30 seconds.

(That means only 15 seconds between rages ^_^)

LEVEL 1: 25% attack rate increase
LEVEL 2: 75% attack rate increase
LEVEL 3: 125% attack rate increase

ACID BOMB

Damages all enemies caught in the splash area over time, and reduces
their armor. The damage is lessened on the edges of the area of effect.
It's pretty good for softening up your next target. Lasts 15 seconds.

LEVEL 1: 5 max damage per second, -3 armor
LEVEL 1: 10 max damage per second, -4 armor
LEVEL 3: 15 max damage per second, -5 armor

TRANSMUTE

Instantly kills target non-hero, and non-creep-above-level-5, and turns
it into gold for you. It is quite good, but not very useful (not something
you'd expect from a level 6 killing machine). As you could guess, you get
more money from killing more expensive units (I.E: A lot more money if
you kill a Tauren - around 300 - than if you kill a Ghouls - around 20 -).

ULTIMATE: Kill target unit, turn into gold added to your reserves.

e) FIRELORD *

Long ago, when the world was in a state of constant turmoil, the Elementals
(Earth, Wind, Fire and Water) faithfully served their Old-God masters. When
the Old Gods were defeated by the coming of the Titans, the Elementals were
banished to an alternate plane of existence. Over time the world became Azeroth,
where Human wizards learned how to call back the Elementals through the art
of summoning. The Firelord is one of these liberated Elementals. Consumed by
hatred for all organic life, he roams the world he once called home, sewing
chaos, wreaking vengeance, and inflicting pain with extreme prejudice.

The Firelord is a difficult to use hero, and he doesn't really pays back
too much once you get around his limited mana pool at lower levels and
overcosted spells. He looks very powerful on paper, but unless you devote all
of your time to him, he won't even stand up to regular units. That said,
his Ultimate is quite powerful, but he's an easy target for more damaging
heroes, such as the Mountain King or the Demon Hunter.

His spells are, that said, incredibly powerful, amongst the best in the
game. If only he had more mana, he would be the best hero in the game.

(I have a funny history of a Goblin Alchemist chasing a Firelord across
the map as well)

HERO TYPE: Support hero.

PROS: Damaging spells, great summon, powerful ultimate. Looks really cool :P
CONS: Overcosted spells, difficult to use, easy to kill due to his low HP.
Abysmal stats.
BEST PAIRED WITH: ... Difficult to say. I'd say the Archmage.
BEST ARMY: Heavy units, preferably Taurens or Abominations.

STATS (for each level gained. No items or tomes used)
 _________
|         |
| LEVEL 1 |
|_________|

Hit points		: 475
Damage		: 22-28
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 4
Move Speed		: Fast
Strength		: 15
Agility		: 20
Intelligence	: 18
 _________
|         |
| LEVEL 2 |
|_________|

Hit points		: 525
Damage		: 23-29
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 4
Move Speed		: Fast
Strength		: 17
Agility		: 20
Intelligence	: 18
 _________
|         |
| LEVEL 3 |
|_________|

Hit points		: 575
Damage		: 25-31
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Fast
Strength		: 19
Agility		: 23
Intelligence	: 23
 _________
|         |
| LEVEL 4 |
|_________|

Hit points		: 625
Damage		: 26-32
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 5
Move Speed		: Fast
Strength		: 21
Agility		: 24
Intelligence	: 25
 _________
|         |
| LEVEL 5 |
|_________|

Hit points		: 675
Damage		: 28-34
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 6
Move Speed		: Fast
Strength		: 23
Agility		: 26
Intelligence	: 28
 _________
|         |
| LEVEL 6 |
|_________|

Hit points		: 725
Damage		: 30-36
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 6
Move Speed		: Fast
Strength		: 25
Agility		: 28
Intelligence	: 30
 _________
|         |
| LEVEL 7 |
|_________|

Hit points		: 775
Damage		: 31-37
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 7
Move Speed		: Fast
Strength		: 27
Agility		: 29
Intelligence	: 33
 _________
|         |
| LEVEL 8 |
|_________|

Hit points		: 825
Damage		: 33-39
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 7
Move Speed		: Fast
Strength		: 29
Agility		: 31
Intelligence	: 35
 _________
|         |
| LEVEL 9 |
|_________|

Hit points		: 875
Damage		: 34-40
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 8
Move Speed		: Fast
Strength		: 31
Agility		: 32
Intelligence	: 38
 __________
|          |
| LEVEL 10 |
|__________|

Hit points		: 925
Damage		: 36-42
Type of Attack	: Hero
Range			: Ranged
Attack speed	: Average
Type of Armor	: Hero
Amount		: 8
Move Speed		: Fast
Strength		: 33
Agility		: 34
Intelligence	: 40

ABILITIES

SOUL BURN

Damages a unit over time, while preventing casting of spells, and
halving attack damage. Powerful, but really out of character. Okay,
I can't hide my dislike of this hero. :(

LEVEL 1: 100 damage over 14 seconds.
LEVEL 2: 225 damage over 16 seconds.
LEVEL 3: 375 damage over 18 seconds.

SUMMON LAVA SPAWN

Summons a Lava Spawn (duh), which is a pretty good unit, which
has a special trait, that they split after 15 attacks, creating
two different Lava Spawns. Interesting ability.

LEVEL 1: 425 Hit Points, 13-37 damage.
LEVEL 1: 575 Hit Points, 21-45 damage.
LEVEL 1: 700 Hit Points, 32-56 damage.

INCINERATE

Kinda like Searing Arrows, but much more powerful, this adds a
little bonus to damage, but units affected will receive extra
damage, which is cumulative, and can really add up. When
the affected unit dies, it will cause an explosive which will hurt
ONLY enemy units. The downside i