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    FAQ/Walkthrough by Lord Zero

    Updated: 07/05/06 | Printable Version | Search This Guide

    			  Warcraft III: The Frozen Throne
        			           By Lord Zero
    				 (dskzero@yahoo.com)
    				      Version 1.1
    
    <Fancy Ascii Art Coming soon>
    
    *****************************************************************************
    
    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.
    
    *****************************************************************************
    
    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)
    
    *****************************************************************************
    
    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.
    
    *****************************************************************************
    
    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.
    
    *****************************************************************************
    
    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)
    
    *****************************************************************************
    
    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.
    
    *****************************************************************************
    
    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 is the high MP cost, and the naturally
    low MP pool of the Firelord.
    
    LEVEL 1: 1 bonus damage, 30 incineration damage.
    LEVEL 2: 2 bonus damage, 45 incineration damage.
    LEVEL 3: 3 bonus damage, 60 incineration damage.
    
    VOLCANO
    
    Massively powerful channeling attack, which every five seconds
    will cause molten rocks to erupt from the volcano, damaging for
    100 damage and stunning for two seconds nearby unit, while dealing
    twice the damage to buidings. Last 35 seconds.
    
    ULTIMATE: Causes a volcano to erupt from the location. Last 35
    	    seconds.
    
    f)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: Knights or Mountain Giants.
    
    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.
    
    g) PIT LORD *
    
    A warrior hero, exceptional at weakening enemies and melee combat. These
    massive Demons take sadistic pleasure from instilling crazed terror, and
    then slaughtering their enemies.
    
    It's difficult to say if I like or not the Pit Lord. While on ROC he
    was a ridiculously overpowered and dominant hero, he has been logically
    weakened and even given a new model. He is really damaging and has
    interesting abilities, but his mana pool is really limited and he's
    quite difficult to control in the heat of battle, and tends to die
    despite his massive HP level. A natural fit for undead like the
    Dark Ranger (also makes a pretty good companion to that one, which
    is something difficult to manage as well).
    
    Something to note is that the Pit Lord has two builds depending on
    how much "protagonism" you want to give him. Either choosing Rain of
    Fire OR Howl gives him two very different roles on the battlefield,
    making him the most versatile hero in the game, for whatever's
    worth. This is probably why he isn't really used a lot: for a melee
    strenght hero, he requires a lot of foresight to use him effectively.
    
    HERO TYPE: Tank Hero.
    
    PROS: Powerful attack, interesting abilities. Attracts fire like it's
    going out of style. Extremely powerful ultimate. Very versatile.
    CONS: Bulky. Limited MP. Difficult to play. His ultimate can't be used
    on heroes or level 6+ creeps. Overly reliant on his spells to be
    effective.
    BEST PAIRED WITH: The Tauren Chieftain makes a great partner due to
    his aura, but he works great with ranged heroes (*coughLichcough*)
    BEST ARMY: Ranged units.
    
    STATS (for each level gained. No items or tomes used)
     _________
    |         |
    | LEVEL 1 |
    |_________|
    
    Hit points		: 700
    Damage		: 26-36
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 2
    Move Speed		: Average
    Strength		: 26
    Agility		: 14
    Intelligence	: 14
     _________
    |         |
    | LEVEL 2 |
    |_________|
    
    Hit points		: 775
    Damage		: 29-39
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 3
    Move Speed		: Average
    Strength		: 29
    Agility		: 15
    Intelligence	: 15
     _________
    |         |
    | LEVEL 3 |
    |_________|
    
    Hit points		: 850
    Damage		: 32-42
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 3
    Move Speed		: Average
    Strength		: 32
    Agility		: 16
    Intelligence	: 17
     _________
    |         |
    | LEVEL 4 |
    |_________|
    
    Hit points		: 925
    Damage		: 35-45
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 3
    Move Speed		: Average
    Strength		: 35
    Agility		: 17
    Intelligence	: 18
     _________
    |         |
    | LEVEL 5 |
    |_________|
    
    Hit points		: 1000
    Damage		: 38-48
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 4
    Move Speed		: Average
    Strength		: 38
    Agility		: 19
    Intelligence	: 20
     _________
    |         |
    | LEVEL 6 |
    |_________|
    
    Hit points		: 1100
    Damage		: 42-52
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 4
    Move Speed		: Average
    Strength		: 42
    Agility		: 20
    Intelligence	: 21
     _________
    |         |
    | LEVEL 7 |
    |_________|
    
    Hit points		: 1175
    Damage		: 45-55
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 4
    Move Speed		: Average
    Strength		: 45
    Agility		: 21
    Intelligence	: 23
     _________
    |         |
    | LEVEL 8 |
    |_________|
    
    Hit points		: 1250
    Damage		: 48-58
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 5
    Move Speed		: Average
    Strength		: 48
    Agility		: 23
    Intelligence	: 24
     _________
    |         |
    | LEVEL 9 |
    |_________|
    
    Hit points		: 1325
    Damage		: 51-61
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 5
    Move Speed		: Average
    Strength		: 51
    Agility		: 24
    Intelligence	: 26
     __________
    |          |
    | LEVEL 10 |
    |__________|
    
    Hit points		: 1400
    Damage		: 54-64
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 5
    Move Speed		: Average
    Strength		: 54
    Agility		: 25
    Intelligence	: 27
    
    ABILITIES
    
    RAIN OF FIRE
    
    Similar to Blizzard, Rain of Fire also ignites the affected
    creatures (your own units as well) for a few seconds. This is one of
    the Pit Lord builds (Rain/Cleave/Rain/Cleave/Rain/Doom) and forces
    him to become a secondary support hero. It's an interesting strategy
    (keeping him back with your weaker units to protect them), but it's
    notably more difficult to control. Better suited against low HP
    based races, the Undead and most notably the Night Elves. It has a
    damage cap when it hits more than five units. Channeling spell.
    
    LEVEL 1: 25 per wave, 6 waves, 5 damage/second, 125 max damage cap.
    LEVEL 2: 30 per wave, 8 waves, 10 damage/second, 150 max damage cap.
    LEVEL 3: 35 per wave, 10 waves, 15 damage/second, 175 max damage cap.
    
    HOWL OF TERROR
    
    Similar to Roar, but a reverse one. It's devastating against high
    damaging units such as Knights or Abominations. This is the other
    build, which is suited to turn him into your main hero, throwing him
    in the heat of battle, better suited against Humans and Orcs due
    to their reliance on heavy hitters to deal the main damage. Easier
    to play with, but perhaps less effective, though is necesary against
    those races.
    
    Howl of Terror must be maintained for its full effect, don't forget
    to keep it active during the whole battle, as both races it's effective
    against excel on unit preservation.
    
    LEVEL 1: 30% damage reduction.
    LEVEL 2: 40% damage reduction.
    LEVEL 3: 50% damage reduction.
    
    CLEAVE
    
    Finally an ability I don't have to write a lot about. This passive
    ability is the icing on the cake, as it gives splash damage to the Pit
    Lord's already massive damage output.
    
    LEVEL 1: 30% splash damage.
    LEVEL 1: 55% splash damage.
    LEVEL 3: 80% splash damage.
    
    DOOM
    
    Where is my BFG9000?
    
    Okay, a bad joke.
    
    Doom deals 40 damage per second to the target, and will spawn a Doom
    Guard when it dies (if it does). It last 180 seconds. It can target
    both enemy or allied units (important to remember that one, as it
    can turn your near-dead unit into the monstruous Doom Guard), and
    it cannot be dispelled. Doom it's a very powerful spell, but suffers
    greatly from not being able to be cast on heroes or creeps above
    level 5. Remember the Doom Guard is arguably the most powerful unit
    in the game!
    
    ULTIMATE: Puts target unit into Doom status.
    
    h) BEASTMASTER *
    
    A warrior Hero, able to call forth the creatures of the forest to
    serve him. These lone wandering forest dwellers come from all backgrounds
    and cultures, seeking the essence of combat through the mimicry of wild
    beasts.
    
    In the weird (but ultimately right) form of a Strenght hero, comes
    a much asked for summoner hero. A great choice for NE due to the
    sinergy between his summons, limited mana pool and Moon Wells, the
    Beastmaster was once considered the strongest (cheese) hero due
    to that interaction until his summons were a bit weakened, as well
    as his ultimate. He remains a predictable choice for NE players,
    and some HU due to his ability to remain as a tank while playing
    support.
    
    Look for the stats for the summons on the <currently under
    construction> misceleneaous units section.
    
    HERO TYPE: Support Tank Hero.
    
    PROS: Great summons. Quillbeast summons deals a hellish lot of
    damage. Powerful attacks, interesting (if unwielding) ultimate.
    Versatile choice. Lots of HP and good stats.
    CONS: Limited MP. Has the natural weakness of being a neutral
    hero, and as such, difficult to make a main hero, and difficult
    to keep up with your other heroes about level.
    BEST PAIRED WITH: Archmage or Demon Hunter. (The Keeper of the
    Grove also makes an interesting pair)
    BEST ARMY: Ranged units, or spellcasters.
    
    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		: 2
    Move Speed		: Average
    Strength		: 22
    Agility		: 14
    Intelligence	: 15
     _________
    |         |
    | LEVEL 2 |
    |_________|
    
    Hit points		: 700
    Damage		: 26-36
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 3
    Move Speed		: Average
    Strength		: 24
    Agility		: 15
    Intelligence	: 16
     _________
    |         |
    | LEVEL 3 |
    |_________|
    
    Hit points		: 775
    Damage		: 29-39
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 3
    Move Speed		: Average
    Strength		: 27
    Agility		: 16
    Intelligence	: 18
     _________
    |         |
    | LEVEL 4 |
    |_________|
    
    Hit points		: 850
    Damage		: 32-42
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 3
    Move Speed		: Average
    Strength		: 30
    Agility		: 17
    Intelligence	: 20
     _________
    |         |
    | LEVEL 5 |
    |_________|
    
    Hit points		: 925
    Damage		: 35-45
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 4
    Move Speed		: Average
    Strength		: 33
    Agility		: 19
    Intelligence	: 22
     _________
    |         |
    | LEVEL 6 |
    |_________|
    
    Hit points		: 1000
    Damage		: 38-48
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 4
    Move Speed		: Average
    Strength		: 36
    Agility		: 20
    Intelligence	: 24
     _________
    |         |
    | LEVEL 7 |
    |_________|
    
    Hit points		: 1075
    Damage		: 41-51
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 4
    Move Speed		: Average
    Strength		: 39
    Agility		: 21
    Intelligence	: 25
     _________
    |         |
    | LEVEL 8 |
    |_________|
    
    Hit points		: 1150
    Damage		: 44-54
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 5
    Move Speed		: Average
    Strength		: 42
    Agility		: 23
    Intelligence	: 27
     _________
    |         |
    | LEVEL 9 |
    |_________|
    
    Hit points		: 1225
    Damage		: 47-57
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 5
    Move Speed		: Average
    Strength		: 45
    Agility		: 24
    Intelligence	: 29
     __________
    |          |
    | LEVEL 10 |
    |__________|
    
    Hit points		: 1300
    Damage		: 50-60
    Type of Attack	: Hero
    Range			: Melee
    Attack speed	: Average
    Type of Armor	: Hero
    Amount		: 6
    Move Speed		: Average
    Strength		: 48
    Agility		: 25
    Intelligence	: 31
    
    ABILITIES
    
    SUMMON BEAR
    
    The tank summon, the bear is more effective at lower levels due to his
    high HP and his ability to deal more damage. However, the cooldown and
    mana cost makes him a lot less useful in the late game, loosing to the
    more versatile and damaging Quillbeast.
    
    Of course, you can't beat a teleporting bear. :\
    
    LEVEL 1: Summons a bear.
    LEVEL 2: Summons a bear with Bash.
    LEVEL 3: Summons a bear with Base and Blink.
    
    Seriously, BLINK? Whatever gave them that idea?
    
    SUMMON QUILLBEAST
    
    The most offensive summon, the Quillbeast starts out rather weak, but
    on level three the damage done is tremendous and the cooldown and mana
    cost is a lot better costed for the long run. Furthermore, players
    tend to ignore Quillbeasts for some reason (That reason being probably that
    the Quillbeast doesn't do much sound), ignoring as well the damage dealt.
    
    LEVEL 1: Summons a Quillbeast.
    LEVEL 2: Summons a Quillbeast with Frenzy.
    LEVEL 3: Summons a Quillbeast with Frenzy and splash damage.
    
    SUMMON HAWK
    
    The scout (it doesn't has an attack on the first level), it's a good
    chasing unit due to its speed. Otherwise, not very attractive.
    
    LEVEL 1: Summons a hawk.
    LEVEL 1: Summons a hawk with an attack.
    LEVEL 3: Summons a hawk with an attack and permanent invisibility.
    
    STAMPEDE
    
    Summons a bunch of thunder lizards, which explode upon hitting something
    on a very large area, dealing 60 damage. Very damaging, though being a
    channeling spell hurts it dearly.
    
    ULTIMATE: Summons an Stampede.
    
    6.9.- Misceleanous units.
    
    6.9.1.- Storm, Earth and Fire.
    
    Summoned (or rather transformed from) the Pandaren Brewmaster with his
    ultimate, these three units last 60 seconds. If all of them are killed, the
    Brewmaster himself will die, but if one survives, your Brewmaster will be
    back. They share the same soundset of the Brewmaster, but with different
    pitches. They are all actually biological units, so they won't be harmed
    by the likes of Dispel.
     _______
    |       |
    | STORM |
    |_______|
    
    COST: N/A.
    ABILITIES: None.
    STATS: HP			: 1200
    	 Attack rating	: 48-58
    	 Attack Type	: Ranged Piercing
    	 Armor		: 2
    	 Armor Type		: Heavy
    	 Speed		: Fast
    	 Attack Speed	: Average
    	 Clasification	: Biological
    
    More or less the spell caster of the group, Storm comes with Dispel, Wind
    Walk and Cyclone, plus Resistant Skin. I like to Cyclone away dangerous units,
    then have him either run away or keep him on the edge of the battle, to
    ensure my Pandaren survives.
     _______
    |       |
    | EARTH |
    |_______|
    
    COST: N/A.
    ABILITIES: None.
    STATS: HP			: 1700
    	 Attack rating	: 48-58
    	 Attack Type	: Melee Normal
    	 Armor		: 5
    	 Armor Type		: Heavy
    	 Speed		: Fast
    	 Attack Speed	: Fast
    	 Clasification	: Biological
    
    The tank of the group. Has Taunt, Resistant Skin *and* Spell Immunity, as
    well as Pulverize, making him the best thing to suck up the damage after
    the Mountain Giant. Has more HP than the Brewmaster himself at level 10. :S
     ______
    |      |
    | FIRE |
    |______|
    
    COST: N/A.
    ABILITIES: None.
    STATS: HP			: 1100
    	 Attack rating	: 70-82
    	 Attack Type	: Melee Normal
    	 Armor		: 2
    	 Armor Type		: Heavy
    	 Speed		: Fast
    	 Attack Speed	: Fast
    	 Clasification	: Biological
    
    With Resistant Sking, Permanent level one Immolation, and a massive damage
    output, this unit is perfectly suited to go in, and deal damage. Lots of
    it. that said, its HP level is the lower out of all of the Storm, Earth
    and Fire incarnations, but it's still pretty high.
    
    6.9.2.- Neutral Heroes Summons.
    
    Not much commentaries here, though. ;_;
     ______
    |      |
    | BEAR |
    |______|
    
    COST: N/A.
    ABILITIES: None.
    STATS: HP			: 600
    	 Attack rating	: 19-21
    	 Attack Type	: Melee Normal
    	 Armor		: 1
    	 Armor Type		: Heavy
    	 Speed		: Average
    	 Attack Speed	: Average
    	 Clasification	: Summoned
     _____________
    |             |
    | RAGING BEAR |
    |_____________|
    
    COST: N/A.
    ABILITIES: Bash (Level 1).
    STATS: HP			: 900
    	 Attack rating	: 28-30
    	 Attack Type	: Melee Normal
    	 Armor		: 1
    	 Armor Type		: Heavy
    	 Speed		: Average
    	 Attack Speed	: Average
    	 Clasification	: Summoned
     _____________
    |             |
    | SPIRIT BEAR |
    |_____________|
    
    COST: N/A.
    ABILITIES: Bash (level 1), Blink (level 1).
    STATS: HP			: 1100
    	 Attack rating	: 38-40
    	 Attack Type	: Melee Normal
    	 Armor		: 1
    	 Armor Type		: Heavy
    	 Speed		: Average
    	 Attack Speed	: Average
    	 Clasification	: Summoned
    
    WTF Blink FTW!
     ______
    |      |
    | HAWK |
    |______|
    
    COST: N/A.
    ABILITIES: None.
    STATS: HP			: 300
    	 Attack rating	: N/A.
    	 Attack Type	: N/A
    	 Armor		: 0
    	 Armor Type		: Light
    	 Speed		: Fast
    	 Attack Speed	: N/A
    	 Clasification	: Summoned
     ______________
    |              |
    | THUNDER HAWK |
    |______________|
    
    COST: N/A.
    ABILITIES: None.
    STATS: HP			: 450
    	 Attack rating	: 21-25
    	 Attack Type	: Ranged Magic
    	 Armor		: 3
    	 Armor Type		: Light
    	 Speed		: Very Fast
    	 Attack Speed	: Fast
    	 Clasification	: Summoned
     _____________
    |             |
    | SPIRIT HAWK |
    |_____________|
    
    COST: N/A.
    ABILITIES: Permanent Invisibility.
    STATS: HP			: 650
    	 Attack rating	: 48-57 (!)
    	 Attack Type	: Ranged Magic
    	 Armor		: 5
    	 Armor Type		: Light
    	 Speed		: Very Fast
    	 Attack Speed	: Fast
    	 Clasification	: Summoned
     ____________
    |            |
    | QUILLBEAST |
    |____________|
    
    COST: N/A.
    ABILITIES: None.
    STATS: HP			: 425
    	 Attack rating	: 13-15
    	 Attack Type	: Ranged Piercing
    	 Armor		: 0
    	 Armor Type		: Medium
    	 Speed		: Fast
    	 Attack Speed	: Fast
    	 Clasification	: Summoned
     _________________
    |                 |
    | DIRE QUILLBEAST |
    |_________________|
    
    COST: N/A.
    ABILITIES: Frenzy.
    STATS: HP			: 515
    	 Attack rating	: 26-30
    	 Attack Type	: Ranged Piercing
    	 Armor		: 0
    	 Armor Type		: Medium
    	 Speed		: Fast
    	 Attack Speed	: Fast
    	 Clasification	: Summoned
     ___________________
    |                   |
    | RAGING QUILLBEAST |
    |___________________|
    
    COST: N/A.
    ABILITIES: Frenzy, Splash Damage.
    STATS: HP			: 600
    	 Attack rating	: 39-45
    	 Attack Type	: Ranged Piercing
    	 Armor		: 0
    	 Armor Type		: Medium
    	 Speed		: Fast
    	 Attack Speed	: Fast
    	 Clasification	: Summoned
     _________
    |         |
    | TORNADO |
    |_________|
    
    COST: N/A.
    ABILITIES: None.
    STATS: HP			: 500
    	 Attack rating	: N/A
    	 Attack Type	: Melee Normal
    	 Armor		: 0
    	 Armor Type		: Heavy / Invulnerable
    	 Speed		: Slow
    	 Attack Speed	: N/A
    	 Clasification	: Summoned
    
    Yep, it counts as a summoned unit.
     ____________________
    |                    |
    | LESSER DARK MINION |
    |____________________|
    
    COST: N/A.
    ABILITIES: None.
    STATS: HP			: 215
    	 Attack rating	: 9-12
    	 Attack Type	: Melee Normal
    	 Armor		: 0
    	 Armor Type		: Heavy
    	 Speed		: Fast
    	 Attack Speed	: Average
    	 Clasification	: Summoned
     _____________
    |             |
    | DARK MINION |
    |_____________|
    
    COST: N/A.
    ABILITIES: None.
    STATS: HP			: 290
    	 Attack rating	: 15-17
    	 Attack Type	: Melee Normal
    	 Armor		: 0
    	 Armor Type		: Heavy
    	 Speed		: Fast
    	 Attack Speed	: Average
    	 Clasification	: Summoned
     _____________________
    |                     |
    | GREATER DARK MINION |
    |_____________________|
    
    COST: N/A.
    ABILITIES: None.
    STATS: HP			: 405
    	 Attack rating	: 16-19
    	 Attack Type	: Melee Normal
    	 Armor		: 0
    	 Armor Type		: Heavy
    	 Speed		: Fast
    	 Attack Speed	: Average
    	 Clasification	: Summoned
     ______________________________
    |                              |
    | LAVA SPAWN (LEVEL 1 / 2 / 3) |
    |______________________________|
    
    COST: N/A.
    ABILITIES: None.
    STATS: HP			: 425 / 550 / 700
    	 Attack rating	: 11-27 / 21-45 / 32-66
    	 Attack Type	: Ranged Piercing
    	 Armor		: 0 / 1 / 2
    	 Armor Type		: Heavy
    	 Speed		: Fast
    	 Attack Speed	: Average
    	 Clasification	: Summoned
     ____________________________________
    |                                    |
    | CLOCKWERK GOBLIN (LEVEL 1 / 2 / 3) |
    |____________________________________|
    
    COST: N/A.
    ABILITIES: Kaboom! (30 / 60 / 800).
    STATS: HP			: 80 / 80 / 80
    	 Attack rating	: 12-14 / 12-14 / 12-14
    	 Attack Type	: Melee Normal
    	 Armor		: 1 / 1 / 1
    	 Armor Type		: Heavy
    	 Speed		: Average
    	 Attack Speed	: Average
    	 Clasification	: Mechanical
     __________________________________
    |                                  |
    | POCKET FACTORY (LEVEL 1 / 2 / 3) |
    |__________________________________|
    
    COST: N/A.
    ABILITIES: None.
    STATS: HP			: 300 / 450 / 600
    	 Attack rating	: N/A
    	 Attack Type	: N/A
    	 Armor		: 0 / 0 / 0
    	 Armor Type		: Normal
    	 Speed		: Immobile
    	 Attack Speed	: N/A
    	 Clasification	: Mechanical
    
    Technically a unit.
    
    *****************************************************************************
    
    7.- Spells and abilities notes.
    
    These are arranged by race and finally the creeps. The Legend, as always:
    
    NAME         : (As if it wasn't obvious - just pretend it isn't -, the name of
    the spell or ability.)
    HOTKEY       : (Quick access through keyboard. I've include a list of hotkeys
    at the end of this section out of pity for those in the middle of the fray
    asking someone reading this guide to find the particular hotkey for *Heal Light*)
    COST         : (Go ahead and shoot me. Cost of the spell, if any)
    EFFECT       : (Effect OR effects of the spell or ability)
    RESTRICTIONS : (if any kind of unit is immune to it, and the such)
    NOTES        : (My personal comments on the spell or ability. The only part
    which might not mean anything useful.)
    
    As a quick side note, no spell of ability "overrides" another in the
    traditional sense of the word. So yes, you can have your 1080 Unholy Frenzied -
    Inner Fire'd - Rejuvenating - Bloodlusted - powerhouse of an Abomination turned
    into an über sheep with extra armor, movement speed, recovering HPs and
    which can stamp with its hoof the fortification of a 21th century tank, if
    only the thing could attack.
    
    Life affecting spells (Healing Light, Death Coil, Rejuvenation, Heal) don't
    affect mechanical units.
    
    Suicide Units explode when casting almost any spell on them.
    
    I didn't include passive abilities such as the Flying Machine's Bomb. It's fairly
    useless as the stats are either already covered or meaningless. Heros abilities
    are only added for the missing stats. Its effects and notes are already covered
    in their own section.
    
    NAME         :
    HOTKEY       :
    COST         :
    EFFECT       :
    RESTRICTIONS :
    NOTES        :
    
    HUMANS SPELLS AND ABILITIES:
    
    NAME         : Call to Arms / Back to Work.
    HOTKEY       : C / W
    COST         : N/A
    EFFECT       : Turns all of your peasant in militia and turn them aggressive,
                   if used from your Town Hall. If used from a Peasant, turns it
                   into a single aggressive Militia. Last for 45 Seconds.
    RESTRICTIONS : None.
    NOTES        : Remember Peasants will simply cease to work if you do this until
                   45 seconds have passed, or until you mannually tell them to do so.
                   It's a huge hit for your economy. Refer the human unit section
                   for more info.
    
    NAME         : Defend.
    HOTKEY       : D
    COST         : N/A (Must be researched)
    EFFECT       : Gives the Footman additional resistance to Piercing type attacks
                   (rougly 50%) while slowing him down to half his speed.
    RESTRICTIONS : None.
    NOTES        : Useful against NE at the start of the game.
    
    NAME         : Dispel Magic.
    HOTKEY       : D
    COST         : 75 mana.
    EFFECT       : Removes all buffs in the area of effect and deals 200 damage to
                   summoned units.
    RESTRICTIONS : Magic Immune Units.
    NOTES        : Want to develop heavy micro skills? Make a map with 20 maxed
                   Necromancers in a sea of corpses. Use ten priests to deal with
                   that, and try to steal alive.
    
    NAME         : Flare.
    HOTKEY       : F
    COST         : None.
    EFFECT       : One-shot level one Farsight. Reveals an small area of the map for
                   a few seconds.
    RESTRICTIONS : One shot ability.
    NOTES        : None.
    
    NAME         : Heal.
    HOTKEY       : E
    COST         : 4 Mana.
    EFFECT       : Heal 5 HP to target unit.
    RESTRICTIONS : Enemies.
    NOTES        : Contrary to what you might think, it does work on undead allies.
                   Autocast.
    
    NAME         : Inner Fire.
    HOTKEY       : F
    COST         : 35 Mana.
    EFFECT       : Temporary boost of 5 aditional armor and damage.
    RESTRICTIONS : Enemies, Magic Immune units.
    NOTES        : 5 aditional damage added to the damage roll. Autocast.
    
    NAME         : Polymorph.
    HOTKEY       : O
    COST         : 220 Mana.
    EFFECT       : Turns the enemies into a sheep. Flying units will be turned
                   into *flying* sheeps. Sheeps can't attack, but they can be
                   controlled and they retain HP levels (other values are lost).
                   The conversion last for a while, after that time, the sheep
                   will transform into the real unit.
    RESTRICTIONS : Magic Immune units, allies, self, heroes.
    NOTES        : It can be dispelled.
    
    NAME         : Invisibility.
    HOTKEY       : I
    COST         : 50 Mana.
    EFFECT       : Turns the target invisible. It cannot be targeted except by
                   units with Truesight. It gets out of the invisible state when
                   it performs any unit save moving.
    RESTRICTIONS : Enemies, Magic Immune units.
    NOTES        : As far as I know, this one *cannot* be dispelled.
    
    NAME         : Slow.
    HOTKEY       : W
    COST         : 40 Mana.
    EFFECT       : Cuts the target's movement and attack speed by half.
    RESTRICTIONS : Magic Immune Units, Allies, self.
    NOTES        : Most Annoying Spell In The Game, ladies and gentleman.
                   Autocast.
    
    NAME         : Avatar.
    HOTKEY       : V
    COST         : 150 Mana.
    EFFECT       : Turns the Mountain King into the Avatar.
    RESTRICTIONS : None.
    NOTES        : Refer to the human heroes section for more info.
    
    NAME         : Blizzard.
    HOTKEY       : B
    COST         : 75 Mana.
    EFFECT       : Calls down waves of ice shards.
    RESTRICTIONS : None.
    NOTES        : Refer to the human heroes section for more info.
    
    NAME         : Divine Shield.
    HOTKEY       : D
    COST         : 25 Mana.
    EFFECT       : Turns the Paladin Invulnerable for a certain ammount
                   of time.
    RESTRICTIONS : None.
    NOTES        : Refer to the human heroes section for more info.
    
    NAME         : Holy Light.
    HOTKEY       : T
    COST         : 75 Mana.
    EFFECT       : Heals a certain ammount of HP to living targets.
                   Deals half that damage to undead targets.
    RESTRICTIONS : Magic Immune units, Buildings.
    NOTES        : Refer to the human heroes section for more info.
    
    NAME         : Mass Teleport.
    HOTKEY       : T
    COST         : 100 Mana.
    EFFECT       : Transports 24 ground units, including the caster
                   to a friendly unit.
    RESTRICTIONS : None.
    NOTES        : Refer to the human heroes section for more info.
    
    NAME         : Resurrection.
    HOTKEY       : R
    COST         : 200 Mana.
    EFFECT       : Return 6 of your dead units back to life.
    RESTRICTIONS : Must be cast amongst friendly corpses.
    NOTES        : Refer to the human heroes section for more info.
    
    NAME         : Storm Bolt.
    HOTKEY       : T
    COST         : 75 Mana.
    EFFECT       : Hits for a certain ammount of damage, stunning the
                   target for a few seconds.
    RESTRICTIONS : Magic Immune units, buildings.
    NOTES        : Refer to the human heroes section for more info.
    
    NAME         : Summon Water Elemental.
    HOTKEY       : W
    COST         : 125 Mana.
    EFFECT       : Summons a Water Elemental (duh).
    RESTRICTIONS : None.
    NOTES        : Refer to the human heroes and units sections for more
                   info.
    
    NAME         : Thunderclap.
    HOTKEY       : C
    COST         : 90 Mana.
    EFFECT       : Deals damage around the caster, slowing down units in the
                   process.
    RESTRICTIONS : None.
    NOTES        : Refer to the human heroes section for more info.
    
    
    ORC SPELLS AND ABILITIES:
    
    NAME         : Battle Stations / Stand Down.
    HOTKEY       : B / D
    COST         : None.
    EFFECT       : Peons will run to the nearest Burrow and take up on
                   fighting positions until cancelled.
    RESTRICTIONS : None.
    NOTES        : As with Call to Arms, this will cease production, but it
                   will also make your burrows a likely target. Beware.
    
    NAME         : Bloodlust
    HOTKEY       : B
    COST         : 50 Mana.
    EFFECT       : Raises attack speed and power by 40%
    RESTRICTIONS : Enemies, Magic Immune units.
    NOTES        : What are you doing here not casting it? Best support
                   spell in the game. Autocast.
    
    NAME         : Devour.
    HOTKEY       : D
    COST         : None.
    EFFECT       : The caster will swallow the victim whole, slowly killing
                   it while it's still inside, neutralized. The victim will
                   come out if the caster is killing.
    RESTRICTIONS : Allies.
    NOTES        : Very effective, but very difficult to use.
    
    NAME         : Ensnare.
    HOTKEY       : E
    COST         : None.
    EFFECT       : Immobilizes the target. If cast on a flying unit, it will
                   come down and can be attacked by ground attacks.
    RESTRICTIONS : None.
    NOTES        : Remember it can be used on ground target as well.
    
    NAME         : Healing Ward.
    HOTKEY       : E
    COST         : 200 mana.
    EFFECT       : Places a 15 HP ward which heals allies around it.
    RESTRICTIONS : None.
    NOTES        : The Ward itself is destructible. Feel free to slam them.
    
    NAME         : Lightning Shield.
    HOTKEY       : L
    COST         : 100 Mana.
    EFFECT       : Places a shield of electricity around the target, dealing
                   damage to all units around it, friend or foe.
    RESTRICTIONS : Magic Immune units, Flying Units.
    NOTES        : In WC II, this spell actually existed. It was called
                   Flame Shield, and was cast by human mages.
    
    NAME         : Purgue.
    HOTKEY       : G
    COST         : 75
    EFFECT       : Dispells all buff and debuff in target unit, and slows it
                   down dramatically for a few seconds.
    RESTRICTIONS : Magic Immune Units.
    NOTES        : The slow part is actually more important than the dispell
                    one. Remember it.
    
    NAME         : Sentry Ward.
    HOTKEY       : W
    COST         : 50 Mana.
    EFFECT       : Places an invisible 15 HP ward with true sight.
    RESTRICTIONS : None.
    NOTES        : You can destroy them as well, if you can see them.
    
    NAME         : Stasis Trap.
    HOTKEY       : T
    COST         : 100 Mana.
    EFFECT       : Places an invisible trap which paralyzes the victims. No
                   longer triggered by the own units, but it is triggered by
                   allies.
    RESTRICTIONS : None.
    NOTES        : Destructible... but good luck trying.
    
    NAME         : Bladestorm.
    HOTKEY       : B
    COST         : 250 Mana.
    EFFECT       : The caster becomes a whirlwing cyclone, dealing damage per
                   second to nearby units.
    RESTRICTIONS : None.
    NOTES        : Refer to the orc heroes for more info.
    
    NAME         : Chain Lightning.
    HOTKEY       : C
    COST         : 120 Mana.
    EFFECT       : Deals damage jumping from the target a certain ammount of
                   times to nearby enemies.
    RESTRICTIONS : Magic Immune units, Allies.
    NOTES        : Refer to the orc heroes for more info.
    
    NAME         : Earthquake.
    HOTKEY       : E
    COST         : 150 Mana.
    EFFECT       : Damages buildings and slows down units on the area of
                   effect.
    RESTRICTIONS : None.
    NOTES        : Refer to the orc heroes for more info.
    
    NAME         : Farsight.
    HOTKEY       : F
    COST         : 75 / 60 / 50 (level 1 / 2 / 3)
    EFFECT       : Reveals a portion of the map.
    RESTRICTIONS : None.
    NOTES        : Refer to the orc heroes for more info.
    
    NAME         : Feral Spirit.
    HOTKEY       : T
    COST         : 100 Mana.
    EFFECT       : Summons two wolves, depending on the level of the spell.
    RESTRICTIONS : None.
    NOTES        : Refer to the orc heroes for more info.
    
    NAME         : Mirror Image.
    HOTKEY       : R
    COST         : 150 Mana.
    EFFECT       : Creates one, two or three illusions of the caster,
                   dispelling spells. The Illusions don't deal damage,
                   and take full damage for all spells and attacks.
    RESTRICTIONS : None.
    NOTES        : Refer to the orc heroes for more info.
    
    NAME         : Shockwave.
    HOTKEY       : W
    COST         : 100 Mana.
    EFFECT       : Deals damage in a line.
    RESTRICTIONS : Magic immune units, flying units.
    NOTES        : Refer to the orc heroes for more info. Magic immune
                   units caught in the damage line won't get any damage.
    
    NAME         : War Stomp.
    HOTKEY       : T
    COST         : 90 Mana.
    EFFECT       : Deals damage around the caster, stunning the enemies
                   caught in the area of effect.
    RESTRICTIONS : None.
    NOTES        : Refer to the orc heroes for more info.
    
    NAME         : Wind Walk.
    HOTKEY       : W
    COST         : 75 Mana.
    EFFECT       : Turns the caster invisible and faster. If the caster
                   attacks out of invisibility, it will deal extra damage.
    RESTRICTIONS : None.
    NOTES        : Refer to the orc heroes for more info.
    
    UNDEAD ABILITIES AND SPELLS:
    
    NAME         : Anti-Magic Shell
    HOTKEY       : N
    COST         : 50 Mana.
    EFFECT       : The target becomes immune to magic attacks or effects.
    RESTRICTIONS : Enemies.
    NOTES        : Specially useful to deal with some channeling spells
                   such as Death and Decay. Very powerful.
    
    NAME         : Cannibalize
    HOTKEY       : C
    COST         : None. (Must be researched)
    EFFECT       : Consumes a nearby corpse to recover 10 HP per second.
    RESTRICTIONS : N/A
    NOTES        : Not at useful as it seems. Only use when creeping.
    
    NAME         : Cripple
    HOTKEY       : C
    COST         : 175
    EFFECT       : Reduces Movement speed by 60 %, attack speed by 60%,
                   and Attack by 30%.
    RESTRICTIONS : Mechanical, allies, Magic Immune units.
    NOTES        : Most powerful non-hero spell in the game, and even
                   ranks up there with most of them.
    
    NAME         : Curse
    HOTKEY       : C
    COST         : 40 Mana.
    EFFECT       : Causes 30% of the target's attack to miss for 45 seconds.
    RESTRICTIONS : Magic immune units.
    NOTES        : Autocast.
    
    NAME         : Possession
    HOTKEY       : O
    COST         : 250 Mana.
    EFFECT       : Exchanges the Banshee's life for the control of target unit.
    RESTRICTIONS : Level 6 or more creeps, allies, heroes, magic *resistant*
                   units as of 1.10
    NOTES        : Magic Resistance qualifies as units such as the Doom Guard
                   which have "Resistant skill" in the Frozen Throne. Such
                   units are rare, and the Doom Guard is the *only* non immune
                   to magic unit in ROC with that particularity.
    
    NAME         : Raise Dead
    HOTKEY       : R
    COST         : 75 Mana.
    EFFECT       : Raises two skeletons from a dead body.
    RESTRICTIONS : None.
    NOTES        : Only 25 skeletons are allowed on screen. If any more are created,
                   the older ones will be destroyed.
    
    NAME         : Unholy Frenzy
    HOTKEY       : U
    COST         : 50 Mana.
    EFFECT       : Increases the Attack rate of the unit by 40%, but drains HP per
                   second.
    RESTRICTIONS : Enemies. Magic immune units.
    NOTES        : Powerful stuff. Apply to big units such as Abominations or
                   Frost Wyrms.
    
    NAME         : Web
    HOTKEY       : W
    COST         : None. (Must be Researched)
    EFFECT       : Traps an air unit to the ground.
    RESTRICTIONS : None.
    NOTES        : This only immobilizes the unit. It can still fight back.
    
    NAME         : Animate Dead
    HOTKEY       : D
    COST         : 250 Mana.
    EFFECT       : Raises six units from the dead among enemies and allies.
                   Such units are invulnerable. Last for 45 seconds.
    RESTRICTIONS : Air Units (duh.)
    NOTES        : The units are dispellable. And annoying. Check the
                   undead heroes section for more info.
    
    NAME         : Carrion Swarm.
    HOTKEY       : C
    COST         : 110 Mana.
    EFFECT       : Deals damage to units caught in the line of effect.
    RESTRICTIONS : Magic Immune units, Wards.
    NOTES        : The damage cone is slightly bigger than it seems.
                   Refer to the undead heroes section for more info.
    
    NAME         : Dark Ritual
    HOTKEY       : R
    COST         : 25 Mana.
    EFFECT       : Turns a friendly unit into mana.
    RESTRICTIONS : Allies.
    NOTES        : Refer to the undead heroes section for more info.
    
    NAME         : Death And Decay
    HOTKEY       : D
    COST         : 250 Mana.
    EFFECT       : Deals 4% per second of max HP of the units caught.
    RESTRICTIONS : None.
    NOTES        : Refer to the undead heroes section for more info.
    
    NAME         : Death Coil
    HOTKEY       : C
    COST         : 75 Mana.
    EFFECT       : Deals damage to living units, heals undead units.
    RESTRICTIONS : Mechanical, Magic immune units.
    NOTES        : Refer to the undead heroes section for more info.
    
    NAME         : Death Pact
    HOTKEY       : E
    COST         : 50 Mana
    EFFECT       : Turns a friendly unit into HP for the caster.
    RESTRICTIONS : Enemies.
    NOTES        : Refer to the undead heroes section for more info.
    
    NAME         : Frost Nova
    HOTKEY       : N
    COST         : 125 Mana.
    EFFECT       : Deals damage to the target and surrounding units,
                   slowing them down for 5 seconds.
    RESTRICTIONS : Allies, Magic Immune units.
    NOTES        : Best spell in the game. Refer to the undead section
                   for more info.
    
    NAME         : Frost Armor
    HOTKEY       : F
    COST         : 40 Mana.
    EFFECT       : Gives the target additional armor, and any melee enemies
                   attacking the target will be slowed down for 5 seconds.
    RESTRICTIONS : Enemies, Magic Immune units.
    NOTES        : Refer to the undead heroes section for more info.
    
    NAME         : Inferno
    HOTKEY       : N
    COST         : 175 Mana.
    EFFECT       : Summons an Infernal, damaging and stunning units caught in
                   the area of effect.
    RESTRICTIONS : None.
    NOTES        : Funnily enough, despite the Dreadlord being my least favorite
                   hero alongside the Keeper of the Groove, this is the spell
                   that made me bought the game. Refer to the undead heroes
                   section for more info.
    
    NAME         : Sleep
    HOTKEY       : E
    COST         : 100 / 75 / 50 Mana.
    EFFECT       : Puts target unit to sleep. Only time or a hit will wake it up.
    RESTRICTIONS : Allies, Magic immune units.
    NOTES        : The target it's invulnerable for a second after the spell hits.
                   Refer to the undead heroes section for more info.
    
    NIGHT ELVES SPELL AND ABILITIES:
    
    NOTE: Both Druids turn back to their original forms with the same
    key as they turned into animals.
    
    NAME         : Abolish Magic
    HOTKEY       : B
    COST         : 50 Mana.
    EFFECT       : Dispells buffs from enemies, debuffs from allies and
                   deals 180 damage to summoned units.
    RESTRICTIONS : None.
    NOTES        : Autocast. For some reason, though it does affect infernals,
                   it's not cast automatically on them.
    
    NAME         : Bear Form
    HOTKEY       : F
    COST         : 25 Mana.
    EFFECT       : Turns the caster into a bear, gaining HP, attack power,
                   and quicker HP regeneration, but losing MP regeneration
                   speed. It's also a bit slower.
    RESTRICTIONS : None.
    NOTES        : The Druid of the Claw can't cast spells while on Bear Form.
    
    NAME         : Cyclone
    HOTKEY       : C
    COST         : 150 Mana
    EFFECT       : Removes target enemy from battle.
    RESTRICTIONS : Mechanical, allies, magic immune.
    NOTES        : None.
    
    NAME         : Detonate
    HOTKEY       : D
    COST         : None.
    EFFECT       : Sacrifices the Wisp, dispelling all magic effects and draining
                   all MP from units in the area.
    RESTRICTIONS : None.
    NOTES        : Powerful defensive tactic against harrasing Archmages.
    
    NAME         : Eat Tree
    HOTKEY       : E
    COST         : None.
    EFFECT       : Eat target tree to recover 150 HP.
    RESTRICTIONS : None.
    NOTES        : As of 1.10, the recovery is gradual.
    
    NAME         : Entangle Gold Mine.
    HOTKEY       : G
    COST         : None.
    EFFECT       : Entangles gold mine, to allow Wisp to mine gold.
    RESTRICTIONS : The Ancient must be nearby the Mine.
    NOTES        : The entangled Gold Mine is a new building. Destroying
                   it will destroy the link, and you will have to entangle
                   it again to mine gold out of it.
    
    NAME         : Faerie Fire
    HOTKEY       : R
    COST         : 35 Mana.
    EFFECT       : Downgrades the target's armor by 5, and gives vision of
                   the unit for 45 seconds.
    RESTRICTIONS : Magic Immune units, allies.
    NOTES        : Use on big, bulky units or heroes.
    
    NAME         : Mount Hypogriph / Pick up Archer.
    HOTKEY       : U
    COST         : None.
    EFFECT       : Mounts an Archer in the Hypgryph.
    RESTRICTIONS : None.
    NOTES        : This link cannot be undone.
    
    NAME         : Rejuvenation
    HOTKEY       : E
    COST         : 125 Mana.
    EFFECT       : Heals 500 HP over 30 seconds.
    RESTRICTIONS : Mechanical units. enemies.
    NOTES        : None.
    
    NAME         : Replenish Mana and Health
    HOTKEY       : R
    COST         : 1 Mana
    EFFECT       : Heals 2 HP and .5 Mana per MP spent.
    RESTRICTIONS : None.
    NOTES        : None.
    
    NAME         : Roar
    HOTKEY       : R
    COST         : 100
    EFFECT       : Adds a 30 % damage bonus for 45 seconds.
    RESTRICTIONS : None.
    NOTES        : Much better on TFT, where the DotC can use it while
                   on bear form.
    
    NAME         : Uproot / Root
    HOTKEY       : R
    COST         : None.
    EFFECT       : Turns the Ancient into a unit / into a building.
    RESTRICTIONS : None.
    NOTES        : When uprooted, Ancients barely have Medium Armor.
                   Be Careful.
    
    NAME         : Sentinel
    HOTKEY       : E
    COST         : None. (must be researched)
    EFFECT       : Sends an owl with true sight to watch over an
                   area on an tree.
    RESTRICTIONS : Only on Tree.
    NOTES        : The Sentinel can be dispelled attacking the Tree
                   it is on. One shot ability.
    
    NAME         : Shadow Meld
    HOTKEY       : L
    COST         : None.
    EFFECT       : Turns the Sentinel invisible at night, as long
                   as it remains immobile.
    RESTRICTIONS : Only at night.
    NOTES        : All female Night Elves have this ability. Curiously.
                  in TFT, the Dark Ranger doesn't.
    
    NAME         : Storm Crow Form.
    HOTKEY       : F
    COST         : 50 Mana.
    EFFECT       : Turns the unit into a Storm Crow, gaining a better
                   air attack, and making it a flying unit.
    RESTRICTIONS : None.
    NOTES        : Very powerful anti-air unit. The Druid can't cast
                   spells while on this form.
    
    NAME         : Entangling Roots
    HOTKEY       : E
    COST         : 75 Mana.
    EFFECT       : Immobilizes and deals damage to target unit.
    RESTRICTIONS : Allies, Magic Immune.
    NOTES        : As of 1.10, it also disrupts channeling spells.
                   Refer to the Night Elves heroes section for more info.
    
    NAME         : Force of Nature
    HOTKEY       : F
    COST         : 125 Mana.
    EFFECT       : Turns target cluster of trees into Treants.
    RESTRICTIONS : Must be cast on Trees.
    NOTES        : Refer to the Night Elves heroes section for more info.
    
    NAME         : Immolation
    HOTKEY       : L
    COST         : 25 to turn on, and drains mana per second.
    EFFECT       : Any enemy unit touching the caster will be burnt
                   per second.
    RESTRICTIONS : None.
    NOTES        : Refer to the Night Elves heroes section for more info.
    
    NAME         : Mana Burn
    HOTKEY       : B
    COST         : 50 Mana.
    EFFECT       : Burns away the target's Mana pool, dealing equal
                   damage to the target.
    RESTRICTIONS : Magic Immune units, Mana Burn wielders.
    NOTES        : Refer to the Night Elves heroes section for more info.
    
    NAME         : Metamorphosis
    HOTKEY       : T
    COST         : 150 Mana.
    EFFECT       : Turns the caster into a demon, gaining ranged chaos
                   damage, and bonus damages, armor and HP.
    RESTRICTIONS : None.
    NOTES        : Refer to the Night Elves heroes section for more info.
    
    NAME         : Scout
    HOTKEY       : C
    COST         : 100 / 75 / 50
    EFFECT       : Summons an invincible, true sighted, flying scout.
    RESTRICTIONS : None.
    NOTES        : Refer to the Night Elves heroes section for more info.
    
    NAME         : Searing Arrows
    HOTKEY       : R
    COST         : 8 Mana.
    EFFECT       : Deals extra damage per shot.
    RESTRICTIONS : Magic immune units.
    NOTES        : Autocast. Refer to the Night Elves heroes section for more
                   info.
    
    NAME         : Starfall
    HOTKEY       : F
    COST         : 200 Mana.
    EFFECT       : Deals damage to all enemy units around the PotM. Last for
                   45 seconds.
    RESTRICTIONS : None.
    NOTES        : Refer to the Night Elves heroes section for more info.
    
    NAME         : Tranquility
    HOTKEY       : T
    COST         : 125 Mana.
    EFFECT       : Heals surrounding allies units around the KotG. Lasts for
                   45 seconds.
    RESTRICTIONS : None.
    NOTES        : Refer to the Night Elves heroes Section for more Info.
    
    
    <UNDER CONSTRUCTION, MISSING SPELLS EXCLUSIVE FOR THE FROZEN THRONE>
    
    *****************************************************************************
    
    8.- Neutral units and buildings.
    
    8.1.- Creeps and Mercenaries.
    
    8.1.- Creeps and Mercenaries.
    
    It would be a lesson of pain to include the stats of each and every single
    creep in the game, so I will add the groups of each creep, the tileset
    they are on and a general description. Stats might be added in time, but
    don't count on it: There are 159 different creeps in the game.
    
     __________________________________________________________________
    |                                                                  |
    | CLASIFICATION OF THE CREEP (name of the creep(level)             |
    |__________________________________________________________________|
    
    DESCRIPTION: Description of the creep. Despite being classified as
    something, some creeps might have a vastly different look from the
    rest of its peers.
    TILESET: Where are they found commonly through the game.
    NOTES: Any differences or notes regarding the creeps, abilities they might
    have. All abilities are level 1 unless noted.
    
     _________________________________________________________________________
    |                                                                         |
    | ROGUES (Bandit (1), Brigand (2), Rogue (3), Assassin (4), Enforcer (5), |
    | Bandit Lord (7))                                                        |
    |_________________________________________________________________________|
    
    DESCRIPTION: Humans using leather armor. The Bandit Lord is a Knight
    with a different skin.
    TILESET: Any.
    NOTES: Shadowmeld. The Brigand is a ranged unit. The Assassin has
    evenomed spears. The Enforcer has Evasion (level 1). The Bandit Lord
    has Devotion Aura (level 1) and can cast Divine Shield (level 1).
    
     _________________________________________________________________________
    |                                                                         |
    | CENTAURS (Archer (2), Drudge (2), Impaler (4), Outrunner (4), Sorcerer  |
    | (5), Khan (8))                                                          |
    |_________________________________________________________________________|
    
    DESCRIPTION: Men with a horse body, armed with spears or axes.
    TILESET: Kalimdor.
    NOTES: The Archer, the Impaler and the Sorcerer are ranged units. The Impaler
    has searing arrows. The Sorcerer has Abolish Magic and Bloodlust (!). The
    Khan has Warstomp, Endurance Aura and Reincarnation.
    
     _________________________________________________________________________
    | **                                                                      |
    | TROLLS ((1), Priest (2), Trapper (3), Berserker (4), Hight Priest (4)   |
    | Warlord (6))                                                            |
    |_________________________________________________________________________|
    
    * Trolls come in three varieties, DARK TROLLS, FOREST TROLLS and ICE TROLLS.
    They are all identical in stats. There is a fourth kind of troll, the JUNGLE
    TROLL, but they are the one allied with the horde and it's only applicable
    to the storyline.
    ** Dark Trolls, Forest Trolls and Ice Trolls are level 1.
    
    DESCRIPTION: Colored humanoid with big teeth, wielding axes and thongs.
    TILESET: Any (Ice Trolls in cold places only)
    NOTES: Both Priests can cast heal. Trapper has Ensnare. High Priest can cast
    Sleep. Warlord has Trueshot Aura (level 1).
    
     _________________________________________________________________________
    |                                                                         |
    | DRAGONS (Whelp (3), Drake (6), Dragon(10)                               |
    |_________________________________________________________________________|
    
    * Dragons come in five varieties, BLACK, RED, BLUE, GREEN and BRONZE. They
    are all identical in stats.
    
    DESCRIPTION: Flying Lizards.
    TILESET: Any
    NOTES: Flies. Dragons have devour. In previous versions, Dragons were
    immune to magic- changed with the release of TFT due to spellcasters getting
    magic damage type.
    
     _________________________________________________________________________
    |                                                                         |
    | ELEMENTALS (Enraged (4), Berserker (8))                                 |
    |_________________________________________________________________________|
    
    DESCRIPTION: Exactly like Water Elementals.
    TILESET: Dalaran.
    NOTES: Immune to spells. The Berserker can cast Frost Nova. Ranged unit.
    
     _________________________________________________________________________
    |                                                                         |
    | TREANTS (Corrupted (1), Poison (3), Plague (5))                         |
    |_________________________________________________________________________|
    
    DESCRIPTION: Dark colored Treants.
    TILESET: Any.
    NOTES: Poison has envenomed attacks. Plague has Disease Aura. Poison and
    Plague have Entangling Roots.
    
     _________________________________________________________________________
    |                                                                         |
    | FURBOLG ((4), Tracker (6), Shaman (4), Champion (7), Elder Shaman (7)   |
    | Ursa Warrior (8))                                                       |
    |_________________________________________________________________________|
    
    DESCRIPTION: Funny looking bipedal bears.
    TILESET: Forest.
    NOTES: Shaman and Elder Shaman are ranged units with Rejuvenation. Elder
    Shaman can cast Lightning Shield. Ursa Warrior has Command Aura and Warstomp.
    
     _________________________________________________________________________
    |                                                                         |
    | GHOST ((3), Wraith (6))                                                 |
    |_________________________________________________________________________|
    
    DESCRIPTION: Color swapped Banshees.
    TILESET: Any.
    NOTES: Undead. Ranged units. Can cast Possession, the Wraith can cast curse
    as well.
    
     _________________________________________________________________________
    |                                                                         |
    | SPIDER ((1), Black (1), Forest (1), Spitting (3), Giant (4), Brood      |
    | Mother (6))                                                             |
    |_________________________________________________________________________|
    
    DESCRIPTION: Uhh... Spiders?
    TILESET: Any.
    NOTES: Spitting spider and Brood Mother have evenomed attacks. Giant Spider
    and Brood Mother can cast Ensnare. When the Brood Mother Dies, two Spiders
    will be spawned. In the Campaign Mode, you can often find spider eggs nearby
    these creeps. Destroying them will net you either Items, Spiders, or nothing.
    
     _________________________________________________________________________
    |                                                                         |
    | GNOLL ((1), Poacher (1), Assassin (3), Brute (3), Warden (3), Overseer  |
    | (5))                                                                    |
    |_________________________________________________________________________|
    
    DESCRIPTION: Weredogs armed with morning stars.
    TILESET: Lordaeron.
    NOTES: The Poacher, the Warden and the Assassin are ranged units. The Assasin
    has evenomed bolts. The Warden can cast Purge. The overseer has Command Aura.
    
     _________________________________________________________________________
    |                                                                         |
    | GOLEM (Mud (2), Rock (6), Granite (9), Battle (3), War (6), Siege (9))  |
    |_________________________________________________________________________|
    
    DESCRIPTION: Rock humanoids (rock, granite, mud), walking armors (battle,
    war, siege).
    TILESET: Any.
    NOTES: Immune to Spells. The Mud Golem can cast slow. Rock, Granite, Battle,
    War and Siege can hurl boulders at enemies (slowing them). Grainite Golem
    can cast Slam.
    
     _________________________________________________________________________
    |                                                                         |
    | HARPY (Scout (1), Rogue (3), Windwitch (3), Stormhag (5), Queen (7))    |
    |_________________________________________________________________________|
    
    DESCRIPTION: Flying female humanoids.
    TILESET: Kalimdor.
    NOTES: Flying units. Windwitch can cast Faerie Fire and Abolish Magic.
    The Stormhag can cast curse and Slow. The Queen can cast Rejuvenation and
    Cyclone.
    
     _________________________________________________________________________
    |                                                                         |
    | ACOLYTES (Fallen Priest (1), Deceiver (3), Heretic (5))                 |
    |_________________________________________________________________________|
    
    DESCRIPTION: Slightly bigger acolytes.
    TILESET: Any.
    NOTES: Ranged Unit. The Deceiver can cast Curse. The Heretic can cast Raise
    Dead and Carrion Swarm.
    
     _________________________________________________________________________
    |                                                                         |
    | KOBOLD ((1), Geomancer (3), Tunneler (3), Taskmaster (5))               |
    |_________________________________________________________________________|
    
    DESCRIPTION: Bipedal rats.
    TILESET: Caves.
    NOTES: The Geomancer is a ranged unit. Can cast Slow and Abolish Magic. The
    Tunneler and Taskmaster have Bash. The Taskmaster has Command Aura.
    
     _________________________________________________________________________
    |                                                                         |
    | LIZARDS (Lightning (2), Thunder (6), Storm Wyrm (level 9))              |
    |_________________________________________________________________________|
    
    DESCRIPTION: Big Dinasaurs.
    TILESET: Any.
    NOTES: The Lightning Lizard can cast Purgue. The Thunder Lizard can cast
    Slam. The Storm Wyrm can cast Lightning Shield and Chain Lightning and
    has Devour. Ranged Units.
    
     _________________________________________________________________________
    |                                                                         |
    | WIZARD (Apprentice (1), Rogue (3), Renegade (5), Dark (8))              |
    |_________________________________________________________________________|
    
    DESCRIPTION: Priests or Archmage skin swamps.
    TILESET: Any!
    NOTES: Ranged Units. The Rogue can cast Frost Armor. The Renegade can cast
    Purgue and Lightning Shield. Dark has Brilliance aura, Raise Dead and
    Polymorph.
    
     _________________________________________________________________________
    |                                                                         |
    | MURLOC (Tiderruner (1), Huntsman (2), Plaguebearer (2), Flesheater (3), |
    | Nightcrawler (3), Mutant (6))                                           |
    |_________________________________________________________________________|
    
    DESCRIPTION: Walking fishes.
    TILESET: Any.
    NOTES: Huntsman can cast Ensnare. Plaguebearer has Disease Aura. Fleseater
    has Canibalize. Nightcrawler has Evenomed Spears and Shadowmeld. Mutant
    can cast Cripple.
    
     _________________________________________________________________________
    |                                                                         |
    | NERUBIAN (Spiderling (1), Warrior (3), Webspinner (3), Seer (5),        |
    |_________________________________________________________________________|
    
    DESCRIPTION: Priests or Archmage skin swamps.
    TILESET: Northtrend.
    NOTES: Ranged Units. The Rogue can cast Frost Armor. The Renegade can cast
    Purgue and Lightning Shield. Dark has Brilliance aura, Raise Dead and
    Polymorph.
    
     _________________________________________________________________________
    |                                                                         |
    | OGRE (Warrior (3), Magi (5), Mauler (5), Lord (7))                      |
    |_________________________________________________________________________|
    
    DESCRIPTION: Big two headed fat guys.
    TILESET: Any.
    NOTES: Magi can cast Bloodlust. Lord has Defensive Aura and Shockwave.
    
     _________________________________________________________________________
    |                                                                         |
    | WILDKIN ((4), Enraged (6), Berserk (8))                                 |
    |_________________________________________________________________________|
    
    DESCRIPTION: Feathered bears with bird heads.
    TILESET: Any.
    NOTES: The Berserk has Warstomp and Bash.
    
     _________________________________________________________________________
    |                                                                         |
    | QUILLBOAR ((1), Razormane Scout (1), Hunter (3), Brute (3), Medicine    |
    | Man (5), Chieftain (7))                                                 |
    |_________________________________________________________________________|
    
    DESCRIPTION: Werepigs.
    TILESET: Kalimdor.
    NOTES: The Quillboar and the Hunter are ranged units. The Hunter has Evasion.
    The Medicine Man can cast Healing Ward and Feral Spirit. The Chieftain has
    Thorns Aura and Boulders.
    
     _________________________________________________________________________
    |                                                                         |
    | REVENANT (Fire (3), Frost (4), Lightning (6), Ice (8), Death (9))       |
    |_________________________________________________________________________|
    
    DESCRIPTION: Floating armors.
    TILESET: Any.
    NOTES: Fire has Immolation. Frost can cast Blizzard. Lightning can cast Chain
    Lightning and Purgue. Ice has Vampiric Aura and Frost nova. Death can cast
    Raise dead, Animate Dead and Death Coil.
    
     _________________________________________________________________________
    |                                                                         |
    | SALAMANDER (Hatchling (3), (5), Vizier (7), Lord (10))                  |
    |_________________________________________________________________________|
    
    DESCRIPTION: Red Dinosaurs.
    TILESET: Any.
    NOTES: Ranged units. The Level 5 Salamander has Immolation and Firebolt.
    The Vizier has Abolish Magic, Manaburn and Bloodlust. The Lord has Immolation,
    Rain of Fire and can Devour.
    
     _________________________________________________________________________
    |                                                                         |
    | SASQUATCH ((5), Elder (6), Oracle (7), Ancient (9))                     |
    |_________________________________________________________________________|
    
    DESCRIPTION: Huge brown humanoid monsters.
    TILESET: Any.
    NOTES: Elder has Bash and Force of Nature. Oracle has Roar and Rejuvenation.
    Ancient has Slam, Force of Nature and Reincarnation.
    
     _________________________________________________________________________
    |                                                                         |
    | SATYR ((1), Trickster (1), Shadowdancer (3), Soulstealer (5),           |
    | Hellcaller (8))                                                         |
    |_________________________________________________________________________|
    
    DESCRIPTION: Brown humanoids with horns.
    TILESET: Any.
    NOTES: Trickster and Shadowdancer are ranged units. Shadowdancer has Shadow
    Meld and Curse. Trickster has Purgue. Soulstealer has Manaburn and Raise
    Dead. Hellcaller has Unholy Aura and Animate Dead.
    
     _________________________________________________________________________
    |                                                                         |
    | SLUDGE (Minion (1), Flinger (3), Monstrosity (5))                       |
    |_________________________________________________________________________|
    
    DESCRIPTION: Black uh... Sludges?
    TILESET: Caves.
    NOTES: Flinger is a Ranged unit. All of them can cast slow.
    
     _________________________________________________________________________
    |                                                                         |
    | WENDIGO ((4), Elder (6), Shaman (7), Ancient Wendigo (9))               |
    |_________________________________________________________________________|
    
    DESCRIPTION: Huge White humanoid monsters.
    TILESET: Northtrend.
    NOTES: Elder has Bash. Shaman has Roar and Rejuvenation. Ancient has Bash,
    Warstomp and Reincarnation.
    
     _________________________________________________________________________
    |                                                                         |
    | WOLF (Frost (2), Timber (2), Giant (4), Giant Frost (4), Dire Frost (6),|
    | Dire (6) ))                                                             |
    |_________________________________________________________________________|
    
    DESCRIPTION: Big Doggies.
    TILESET: Timber Wolves class in Azeroth. Frost in Northtrend. As if it
    wasn't painfully obvious.
    NOTES: Giant and Giant Frost have Critical Strike. Dire have Critical strike
    and Roar.
    
     _________________________________________________________________________
    |                                                                         |
    | SKELETON (Archer (1), Burning (3), Marksman (3), Giant(3))              |
    |_________________________________________________________________________|
    
    DESCRIPTION: Skeletons
    TILESET: Any.
    NOTES: Burning has Searing Arrows. Marksman has Cold Arrows. All except the
    Giant are ranged units.
    
    *BURNING LEGION UNIT*
    
    <UNDER CONSTRUCTION, MISSING CREEPS EXCLUSIVE FOR THE FROZEN THRONE>
    
    8.2.- Neutral Buildings.
    
    All neutral buildings are invulnerable and have around 10,000 HP which
    means that you can't actually see their hit points in their stat portrait.
    
    MERCENARY CAMP: As the name suggest, you hire mercenaries here. Some of
    them are quite powerful, like the Ogre Mauler, but it really depends on
    what's there to hire. One of my favorite mercenaries, for example, is
    the Dark Troll Warlord, which is a huge and powerful ranged unit with
    Trueshot aura. The Ogre-Magi are also very powerful. One advantage is
    that they are there always available while supplies lasts, and they
    appear at the second you pay. Watch your food limit when hiring.
    Check the Creeps and Mercenaries section for some info about them.
    
    Here is a quick table. Feel free to print it out and stick it to
    your mother's refrigerator for reference.
     _______________________________________________
    |                        |      |        |      |
    | MERCENARY              | Gold | Lumber | Food |
    |-----------------------------------------------|
    | Assassin               |  240 |   30   |   3  |
    | Centaur Outrunner      |  240 |   30   |   3  |
    | Forest Troll Berserker |  240 |   30   |   3  |
    | Forest Troll Priest    |  180 |   10   |   2  |
    | Frost Revenant         |  240 |   30   |   3  |
    | Furbolg Shaman         |  240 |   30   |   3  |
    | Gnoll Brute            |  200 |   -    |   2  |
    | Gnoll Warden           |  200 |   20   |   2  |
    | Harpy Rogue            |  200 |   20   |   2  |
    | Ice Troll Berserker    |  240 |   30   |   3  |
    | Ice Troll Trapper      |  200 |   20   |   2  |
    | Kobold                 |  100 |   -    |   1  |
    | Kobold Geomancer       |  200 |   20   |   2  |
    | Murloc Flesheater      |  200 |   20   |   2  |
    | Murloc Huntsman        |  140 |   10   |   2  |
    | Nerubian Warrior       |  200 |   20   |   2  |
    | Ogre Magi              |  300 |   50   |   4  |
    | Ogre Mauler            |  300 |   50   |   4  |
    | Ogre Warrior           |  200 |   20   |   2  |
    | Razormane Medicine Man |  300 |   50   |   4  |
    | Rogue                  |  200 |   20   |   2  |
    | Satyr Shadowdancer     |  200 |   20   |   2  |
    | Satyr Soulstealer      |  300 |   50   |   4  |
    | Sludge Flinger         |  200 |   20   |   2  |
    | Thunder Lizard         |  340 |   50   |   4  |
    |________________________|______|________|______|
    
    
    GOBLIN MERCHANT: Here you can buy some items for your heroes, like potions
    and the such. Great part of the strategy can be formed here, via potions
    and scrolls of town portal.
     _______________________________
    |                        |      |
    | ITEM                   | Gold |
    |-------------------------------|
    | Potion of Invisibility |  100 |
    | Potion of Healing      |  150 |
    | Potion of Mana         |  200 |
    | Scroll of Healing      |  250 |
    | Scroll of Protection   |  200 |
    | Scroll of Town Portal  |  350 |
    | Gem of True Seeing     |  200 |
    | Wand of Negation       |  200 |
    |________________________|______|
    
    
    
    GOBLIN LABORATORY: Another goblin place, where you can hire Goblin
    Sappers, Goblin Shredders, Goblin Zeppelins and reveal small portions
    of the map for some money.
     _______________________________________________
    |                        |      |        |      |
    | ARTICLE                | Gold | Lumber | Food |
    |-----------------------------------------------|
    | Goblin Sapper          |  250 |   100  |   2  |
    | Goblin Zeppelin        |  280 |   60   |   -  |
    | Goblin Shredder        |  440 |   100  |   4  |
    | Reveal                 |  50  |   -    |   -  |
    |________________________|______|________|______|
    
    
    DRAGON ROOST: You can hire Dragon Whelps, Dragons and Drakes here. Of course,
    good luck finding one of these ^_^.
     _______________________________________________
    |                        |      |        |      |
    | UNIT                   | Gold | Lumber | Food |
    |-----------------------------------------------|
    | Dragon Whelp           |  200 |   60   |   2  |
    | Drake                  |  340 |   80   |   5  |
    | Dragon                 |  700 |   200  |   8  |
    |________________________|______|________|______|
    
    
    *****************************************************************************
    
    9.- Items.
    
    IMPORTANT: This section is HUGE. Use ctrl+f to search for the item you need info
    about. I used the map editor to compile this section. That's the hardest copy
    you can find about them because, well, that's hardcoded. Inconsistencies have
    been reported. Feel free to ask about them.
    
    Item's level range from 1 to 8. No longer do level 10 item exist.
    
    CHARGED: Item which comes with several useage. When it runs out, it dissapears.
    That number of useages are denoted by a little number on the icon.
    ARTIFACT: Level 7 or higher items. Difficult to find.
    MISCELLANOUS ITEM: Dropped at random by critters.
    POWER UP ITEM: Permanent power up. As of 1.10, (1.7 with TFT)they act immediatly
    when picking them up. Previously, they went into the inventory, and they had
    to be used manually to provide the Power up.
    
    NOTE: All items have 75 HP, light armor type. You can destroy them, which in
    fact is a good idea if you're not gonna use the item and don't want the enemy
    casting multiple instant lightning shields on your units (For some reason
    that particular item - not the spell - seems to work wonderfully for everyone
    and their moms but me (and probably my mom)).
    NOTE: Items which provide an aura do not stack (do not add) to an aura or
    passive ability already had by the hero. They all work at level 1. In clear
    english for the not hardcore-ier than thou heroes, that means that a Tauren
    Chieftain with Endurance aura will not get any benefit from a Jangoo of
    Endurance, for example.
    NOTE II: I still cannot understand the difference between the
    regular level of the item and the 'unclassified' level. As always, feel free
    to help.
    NOTE ABOUT THE ORBS: These items are erratic on their info. Any comments will
    be very appreciated, especially about their level and price. All the orbs
    were changed when The Frozen Throne was released (added ranged attack against
    air, as well as adding an Orb of corruption, Slow and Venom), and I guess some
    changes were made for The Reign of Chaos as well. This affected the Map Editor.
    NOTE III: I couldn't find any hard info about the potion of speed or the potion
    of greater invisibility. Another cry for help.
    NOTE IV: I did not included the flags for each race, as they are just used for
    special scenarios and don't have any particular use or history behind them.
    NOTE V: Some items were changed for the Frozen Throne. For instance, the Orbs
    add anti-air attack to the hero holding them. I might have missed some, though
    it is unlikely.
    *IMPORTANT* NOTE VI: Items work differently in the Frozen Throne. They have
    a cooldown time after they were used, and you won't be able to use the same
    item for that brief time.
    
    LEGEND:
    
    NAME OF THE ITEM   : Brief Description of the item.
    TYPE               : Type of the item, mostly for map builders.
    LEVEL              : level of the item.
    COST               : Cost of the item. Mostly based on the level itself.
    NOTES              : Any special notes, particular classification.
    
    
    CLAWS OF ATTACK    : Adds the specified number to the attack of
    +(3-6-9-12-15)       the hero.
    TYPE               : Item Damage Bonus
    LEVEL              : 0 - 2 - 3 - 5 - 7
    COST               : 50 gold - 100 gold - 400 gold - 600 gold - 800 gold
    NOTES              : The +15 item is considered an artifact. The +3 item is
                         a miscellaneous item.
    
    
    
    RING OF PROTECTION : Adds the specified ammount of armor to the hero.
    +(1-2-3-4-5)
    TYPE               : Item Armor Bonus
    LEVEL              : 0 -2 - 3 - 6 - 8
    COST               : 50 gold - 150 gold - 400 gold - 500 gold - 1000 gold
    NOTES              : The +1 item is a miscellaneous item. The +5 is
                         considered an artifact.
    
    ALLERIA'S FLUTE OF : Gives the hero a Trueshot Aura.
    ACCURACCY
    TYPE               : Trueshot Aura
    LEVEL              : 4
    COST               : 400 gold
    NOTES              : Alleria was a elvish Ranger who played a big part in the
                         Warcraft II Expansion: Beyond the Dark Portal.
    
    ANCIENT JANGOO OF  : Gives the hero an Endurance Aura.
    ENDURANCE
    TYPE               : Endurance Aura
    LEVEL              : 5
    COST               : 500 gold
    NOTES              : N/A
    
    BELT OF GIANT      : Adds +6 to the hero's strenght.
    STRENGHT +6
    TYPE               : Item hero stat bonus
    LEVEL              : 4
    COST               : 500 gold
    NOTES              : N/A
    
    BOOTS OF QUEL'TALAS: Adds +6 to the hero's agility.
    +6
    TYPE               : Item hero stat bonus
    LEVEL              : 4
    COST               : 500 gold
    NOTES              : N/A
    
    BOOTS OF SPEED     : Increases the movement speed of the hero.
    TYPE               : Item move speed bonus
    LEVEL              : 2
    COST               : 150 gold
    NOTES              : +33% movement speed.
    
    CIRCLET OF         : Adds +2 to all stats.
    NOBILITY
    TYPE               : Item hero stat bonus
    LEVEL              : 2
    COST               : 175 gold
    NOTES              : N/A
    
    CLOAK OF FLAMES    : Gives the hero permanent level 1 immolation.
    TYPE               : Item immolation.
    LEVEL              : 5
    COST               : 600 gold
    NOTES              : N/A
    
    CLOAK OF SHADOWS   : Gives the hero the ability to shadowmeld.
    TYPE               : Shadowmeld
    LEVEL              : 1
    COST               : 100 gold
    NOTES              : Obviously, that only works at night. As if it wasn't
                         painfully obvious.
    
    CRYSTAL BALL       : Free Farsight, level 1.
    TYPE               : Item Area Detection
    LEVEL              : 5
    COST               : 500 gold
    NOTES              : Charged. Comes with three charges.
    
    GAUNTLETS OF OGRE  : Adds +3 to the hero's strenght.
    STRENGHT +3
    TYPE               : Item hero stat bonus
    LEVEL              : 1
    COST               : 100 gold
    NOTES              : N/A
    
    GLOVES OF HASTE    : Adds +33% to the hero's attack speed.
    TYPE               : Item attack speed bonus
    LEVEL              : 2
    COST               : 100 gold
    NOTES              : N/A
    
    HELM OF VALOR      : Adds +4 to strenght and agility of the hero.
    TYPE               : Item hero stat bonus
    LEVEL              : 5
    COST               : 500 gold
    NOTES              : N/A
    
    HOOD OF CUNNING    : Adds +4 to the hero's agility and itelligence.
    TYPE               : Item hero stat bonus
    LEVEL              : 5
    COST               : 500 gold
    NOTES              : N/A
    
    KHADGAR'S PIPE OF  : Gives the hero a Brilliance Aura.
    INSIGHT
    TYPE               : Brilliance Aura
    LEVEL              : 5
    COST               : 500 gold
    NOTES              : Khadgar was a mage, pupil to Medivh, who was the one
    			   responsible to destroy the first Dark Portal.
    
    LEGION DOOM HORN   : Gives the hero an Unholy Aura
    TYPE               : Unholy Aura
    LEVEL              : 4
    COST               : 400 gold
    NOTES              : N/A
    
    MANTLE OF          :Adds +3 to the hero's intelligence.
    INTELLIGENCE
    TYPE               : Item hero stat bonus
    LEVEL              : 1
    COST               : 100 gold
    NOTES              : N/A
    
    MEDALLION OF       : Adds +4 to the hero's strenght and intelligence.
    COURAGE
    TYPE               : Item hero stat bonus
    LEVEL              : 5
    COST               : 500 gold
    NOTES              : N/A
    
    PENDANT OF ENERGY  : Adds +150 to the hero's Mana pool.
    TYPE               : Item mana bonus
    LEVEL              : 3
    COST               : 400 gold
    NOTES              : N/A
    
    PENDANT OF MANA    : Adds +300 to the hero's Mana pool.
    TYPE               : Item mana bonus
    LEVEL              : 6
    COST               : 500 gold
    NOTES              : N/A
    
    PERIAPT OF VITALITY: Adds +300 to the hero's Max HP.
    TYPE               : Item life bonus
    LEVEL              : 3
    COST               : 350 gold
    NOTES              : N/A
    
    RING OF            : Makes the hero regenerate 2 extra HP/second.
    REGENERATION
    TYPE               : Item life regeneration
    LEVEL              : 3
    COST               : 200 gold
    NOTES              : Calculated after regular regeneration.
    
    ROBE OF THE MAGI +6: Adds +6 to the hero's itelligence.
    TYPE               : Item hero stat bonus
    LEVEL              : 4
    COST               : 500 gold
    NOTES              : N/A
    
    RUNE BRACERS       : Adds +33% to the hero's magic resistance.
    TYPE               : Spell damage reduction
    LEVEL              : 4
    COST               : 400 gold
    NOTES              : N/A
    
    SCOURGE BONE CHIMES: Gives the hero a Vampiric Aura.
    TYPE               : Vampiric Aura
    LEVEL              : 4
    COST               : 450 gold
    NOTES              : N/A
    
    SLIPPERS OF AGILITY: Adds +3 to the hero's agility.
    +3
    TYPE               : Item hero stat bonus
    LEVEL              : 1
    COST               : 100 gold
    NOTES              : Anybody remembers the spiderman's cartoon theme
    song? Hell was is difficult to sing.
    
    SOBI MASK          : Makes the hero regenerate 2 extra MP/second.
    TYPE               : Item mana regeneration
    LEVEL              : 4
    COST               : 400 gold
    NOTES              : Calculated after regular regeneration.
    
    TALISMAN OF EVASION: Gives the hero Evasion.
    TYPE               : Evasion
    LEVEL              : 5
    COST               : 500 gold
    NOTES              : N/A
    
    THE LION HORN OF   : Gives the hero a Devotion Aura.
    STORMWIND
    TYPE               : Devotion Aura
    LEVEL              : 4
    COST               : 400 gold
    NOTES              : N/A
    
    AMULET OF THE WILD : Summons a Furbolg Warrior.
    TYPE               : Summon item
    LEVEL              : 6
    COST               : 750 gold
    NOTES              : Charged item. Summons a Ursa Warrior.
    
    ANKH OF            : One-shot resurrection on the hero carrying it.
    REINCARNATION
    TYPE               : Item Reincarnation
    LEVEL              : 5
    COST               : 800 gold
    NOTES              : Charged item. Summons a Ursa Warrior.
    
    BOOK OF THE DEAD   : Summons four skeletons warrior and four archers.
    TYPE               : Summon item
    LEVEL              : 4
    COST               : 450 gold
    NOTES              : Charged item. Curiously, the "Book of the Dead" is
                         one of many translations of the fabled black magic
    			   book, the Necronomicon.
    
    DEMONIC FIGURINE   : Summons a Doom Guard.
    TYPE               : Summon item
    LEVEL              : 6
    COST               : 750 gold
    NOTES              : Charged item.
    
    HEALING WARD       : Summons a Healing Ward.
    TYPE               : Summon item
    LEVEL              : 5
    COST               : 600 gold
    NOTES              : Charged item. Same as the Witch Doctor's.
    
    HEALTH STONE       : Increases life regeneration by 2 HP/second. Can be
    			   consumed for 300 HP.
    TYPE               : Item healing
    LEVEL              : 4
    COST               : 450 gold
    NOTES              : Charged item.
    
    INFERNO STONE      : Summons an infernal.
    TYPE               : Summon item
    LEVEL              : 6
    COST               : 750 gold
    NOTES              : Charged item. Emulates the effect of the Dreadlord's
                         spell, INFERNO.
    
    MANA STONE         : Increases life regeneration by 1 MP/second. Can be
    			   consumed for 150 MP.
    TYPE               : Item mana regain
    LEVEL              : 4
    COST               : 450 gold
    NOTES              : Charged item.
    
    POTION OF          : Makes the hero invulnerable for 15 seconds.
    INVULNERABILITY
    TYPE               : Divine Shield
    LEVEL              : 5
    COST               : 600 gold
    NOTES              : Charged item. Identical to the Paladin's Spell.
    
    POTION OF GREATER  : Heals 300 HP.
    HEALING
    TYPE               : Item healing
    LEVEL              : 3
    COST               : 400 gold
    NOTES              : Charged item.
    
    POTION OF GREATER  : Recovers 300 MP.
    MANA
    TYPE               : Item mana regain
    LEVEL              : 3
    COST               : 400 gold
    NOTES              : Charged item.
    
    RED DRAKE EGG      : Summon a Red Drake.
    TYPE               : Summon item
    LEVEL              : 4
    COST               : 450 gold
    NOTES              : Charged item.
    
    SCROLL OF ANIMATE  : Resurrects dead bodies to fight for you.
    DEAD
    TYPE               : Item Animate Dead
    LEVEL              : 6
    COST               : 750 gold
    NOTES              : Charged item. Emulates the effects of the spell
    			   ANIMATE DEAD, for the Death Knight.
    
    SCROLL OF          : Raises 6 of your dead units to fight again.
    RESURRECTION
    TYPE               : Item Resurrection
    LEVEL              : 6
    COST               : 750 gold
    NOTES              : Charged item. Emulates de effects of the Paladin's
    			   spell RESURRECTION.
    
    POTION OF          : Heals all MP and HP.
    RESTORATION
    TYPE               : Item healing
    LEVEL              : 6
    COST               : 750 gold
    NOTES              : Charged item.
    
    POTION OF HEALING  : Heals 250 HP.
    TYPE               : Item healing
    LEVEL              : 1
    COST               : 150 gold
    NOTES              : Charged item.
    
    POTION OF MANA     : Recovers 150 MP.
    TYPE               : Item mana regain
    LEVEL              : 1
    COST               : 150 gold
    NOTES              : Charged item.
    
    POTION OF          : Makes the hero invisible for 120 seconds or until it
    INVISIBILITY         engages a physical action such as attacking or casting.
    TYPE               : Item temporary invisibility
    LEVEL              : 1
    COST               : 100 gold
    NOTES              : Charged item.
    
    POTION OF          : Makes the hero invisible for 180 seconds or until it
    GREATER              engages a physical action such as attacking or casting.
    INVISIBILITY
    TYPE               : Item temporary invisibility
    LEVEL              : 0 / 2 (I think it's a level 2 item, but the map editor
                         says level 0. Go figure.)
    COST               : 200 gold
    NOTES              : Charged item.
    
    POTION OF SPEED    : Increses your speed for 30 seconds.
    TYPE               : Item temporary speed
    LEVEL              : 1
    COST               : ¿?
    NOTES              : Charged item.
    
    SCROLL OF          : Heals 300 HP and 150 MP to all non-mecha units around
    RESTORATION          the hero.
    TYPE               : Item healing
    LEVEL              : 6
    COST               : 750 gold
    NOTES              : Charged item.
    
    SCROLL OF THE BEAST: Raises the attack power of your units temporarily.
    TYPE               : Roar
    LEVEL              : 3
    COST               : 400 gold
    NOTES              : Charged item. Emulates the effect of the Druids of the
                         Claw spell ROAR.
    
    SENTRY WARDS       : Drops a sentry ward in the location.
    TYPE               : "Unknown(Ayey)"
    LEVEL              : 2
    COST               : 150 gold
    NOTES              : Charged item. Identical to the Witch Doctor's ability.
    			   And yes, that's the cooldown group in the editor.
    
    SPIKED COLLAR      : Summons a Fel Hound.
    TYPE               : Summon item
    LEVEL              : 4
    COST               : 450 gold
    NOTES              : Charged item.
    
    STONE TOKEN        : Summons a Stone Golem.
    TYPE               : Summon item
    LEVEL              : 4
    COST               : 450 gold
    NOTES              : Charged item.
    
    TALISMAN OF THE    : Summons Furlbogs.
    WILD
    TYPE               : Summon item.
    LEVEL              : 4
    COST               : 450 gold
    NOTES              : Charged item. Comes with three charges.
    
    WAND OF ILLUSION   : Creates illusions of the hero.
    TYPE               : Item illusions.
    LEVEL              : 2
    COST               : 150 gold
    NOTES              : Charged item.
    
    WAND OF LIGHTNING  : Casts Lightning Shield on the target.
    SHIELD
    TYPE               : Lightning Shield
    LEVEL              : 2
    COST               : 150 gold
    NOTES              : Charged item. Emulates the Lightning Shield Spell.
                         *MASTER OF THE OBVIOUS* attacks again.
    
    WAND OF THE WIND   : Casts Cyclone on the target.
    TYPE               : Cyclone item.
    LEVEL              : 4
    COST               : 450 gold
    NOTES              : Charged item. Ahem.
    
    MANUAL OF HEALTH   : +50 HP to the hero.
    TYPE               : Item Permanent life gain.
    LEVEL              : 1
    COST               : 200 gold
    NOTES              : Power up item.
    
    TOME OF AGILITY    : Adds +1 to the agility of the hero.
    TYPE               : Item Agility gain.
    LEVEL              : 1
    COST               : 150 gold
    NOTES              : Power up item.
    
    TOME OF AGILITY +2 : Adds +2 to the agility of the hero.
    TYPE               : Item Agility gain.
    LEVEL              : 2
    COST               : 300 gold
    NOTES              : Power up item.
    
    TOME OF STRENGHT   : Adds +1 to the Strenght of the hero.
    TYPE               : Item Strenght gain.
    LEVEL              : 1
    COST               : 150 gold
    NOTES              : Power up item.
    
    TOME OF STRENGHT +2: Adds +2 to the Strenght of the hero.
    TYPE               : Item Strenght gain.
    LEVEL              : 2
    COST               : 300 gold
    NOTES              : Power up item.
    
    TOME OF ITELLIGENCE: Adds +1 to the intelligence of the hero.
    TYPE               : Item intelligence gain.
    LEVEL              : 1
    COST               : 150 gold
    NOTES              : Power up item.
    
    TOME OF ITELLIGENCE: Adds +2 to the intelligence of the hero.
    +2
    TYPE               : Item intelligence gain.
    LEVEL              : 2
    COST               : 300 gold
    NOTES              : Power up item.
    
    TOME OF KNOWLEDGE  : Adds +1 to the intelligence, strenght and agility of
    			   the hero.
    TYPE               : Item int/str/agi gain.
    LEVEL              : 2
    COST               : 500 gold
    NOTES              : Power up item.
    
    TOME OF EXPERIENCE : Adds 200 experience to the hero.
    TYPE               : Item experience gain.
    LEVEL              : 2
    COST               : 500 gold
    NOTES              : Power up item.
    
    TOME OF GREATER    : Adds 500 experience to the hero.
    EXPERIENCE
    TYPE               : Item experience gain.
    LEVEL              : 5
    COST               : 1000 gold?
    NOTES              : Power up item. Doesn't drops in multiplayer games.
    
    CROWN OF KINGS +5  : Adds +5 to the intelligence, agility and Strenght of the
                         hero.
    TYPE               : Item hero stat bonus.
    LEVEL              : 8
    COST               : 1000 gold
    NOTES              : Artifact.
    
    MASK OF DEATH      : Allows the hero to steal 50% of the damage inflicted in
    			   HP to add to his or her own reserves.
    TYPE               : Item life steal.
    LEVEL              : 8
    COST               : 1000 gold
    NOTES              : Artifact. Ridiculous with a Blade Master.
    
    ORB OF FROST       : Adds +6 cold damage to the hero's attacks, as well as
    			   slowing down the target. Also adds anti-air attack.
    TYPE               : Item attack frost bonus.
    LEVEL              : 7
    COST               : 800 gold
    NOTES              : Artifact.
    
    ORB OF FIRE        : Adds +6 fire damage to the hero's attacks, as well as
    			   causing splash damage. Also adds anti-air attack.
    TYPE               : Item attack fire bonus.
    LEVEL              : 3 / 5 (not sure, most items downgraded when ported to
    			   the frozen throne, and thus with the 1.10 update. The
                         map editor considers it a level 3 item, but its power
    		         is far too much for that and I remember it being a level
                         5 item before.)
    COST               : 400 gold
    NOTES              : Only orb not considered an artifact. Surprising,
    		         considering the ridiculous effect combined with a
                         Mountain King using Bash.
    
    ORB OF LIGHTNING   : Adds +6 lightning damage to the hero's attacks, as well
    			   dispelling spells on the target and dealing 75 bonus
    			   damage to summoned units (!). Also adds anti-air attack.
    TYPE               : Item attack lightning bonus.
    LEVEL              : 8 / 10 (not sure - changed with the frozen throne)
    COST               : 450 / 1000 gold (again, not sure)
    NOTES              : Artifact.
    
    TOME OF POWER      : Adds 1 level of experience to the hero.
    TYPE               : Item level gain.
    LEVEL              : 8
    COST               : 1250 gold
    NOTES              : Power up item. It only gives the experience you need for
                         the next level of the hero, so it pays to wait for a
                         regular level up if you need very little experience
                         to use, to maximize its effect.
    
    SCROLL OF TOWN     : Teleports the hero and units around him / her to a
    PORTAL               town hall of your choice. Takes a few seconds to work,
                         during that time the hero is invulnerable.
    TYPE               : Item town portal
    LEVEL              : 5
    COST               : 350 gold
    NOTES              : Charged item. Your first hero always starts with one.
    
    WAND OF NEGATION   : Dispells magic effects and deals 200 damage to
                         summoned units on the target area.
    TYPE               : Item dispel
    LEVEL              : 2
    COST               : 200 gold
    NOTES              : Charged item.
    
    AMULET OF RECALL   : Transports units to your hero.
    TYPE               : Item recall
    LEVEL              : 4
    COST               : 250 gold
    NOTES              : The map editor considers it a level 0 item. This is,
                         however, because it doesn't appears on multiplayer games.
                         (I can imagine the chaos)
    
    ANCIENT FIGURINE   : Adds +1 intelligence to the hero.
    TYPE               : Item hero stat bonus.
    LEVEL              : 0
    COST               : 150 gold
    NOTES              : Miscellaneous item. That's the venus of milo!
    
    ANTI-MAGIC POTION  : Gives the hero magic invulnearbility for 90 seconds.
    TYPE               : Item anti-magic shell.
    LEVEL              : 0
    COST               : 750 gold
    NOTES              : Miscellaneous item. Identical to the Banshee's spell.
    
    GEM OF TRUE SEEING : Gives the hero True Sight.
    TYPE               : Detector (?)
    LEVEL              : 2
    COST               : 200 gold
    NOTES              : Miscellaneous item.
    
    GOBLIN LAND MINES  : Gives the hero the ability to drop three land mines,
                         which deal 500 damage when a unit steps on them.
    TYPE               : Item place goblin land mine.
    LEVEL              : 0
    COST               : 225 gold
    NOTES              : Charged item. Miscellaneous item. Doesn't appear on
                         multiplayer games due to a well-known cheese used to
                         lock production and destroy buildings with them.
    
    GOBLIN NIGHT SCOPE : Increases the hero's night vision radious.
    TYPE               : Ultravision.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : Miscellaneous item. Useless for the Night Elves.
    
    IRONWOOD BRANCH    : Adds +1 to the hero's strenght.
    TYPE               : Item hero stat bonus.
    LEVEL              : 0
    COST               : 50 gold
    NOTES              : Miscellaneous item.
    
    JADE RING          : Adds +1 to the hero's agility.
    TYPE               : Item hero stat bonus.
    LEVEL              : 0
    COST               : 50 gold
    NOTES              : Miscellaneous item.
    
    LION'S RING        : Adds +1 to the hero's agility.
    TYPE               : Item hero stat bonus.
    LEVEL              : 0
    COST               : 50 gold
    NOTES              : Miscellaneous item.
    
    MAUL OF STRENGHT   : Adds +1 to the hero's strenght.
    TYPE               : Item hero stat bonus.
    LEVEL              : 0
    COST               : 50 gold
    NOTES              : Miscellaneous item.
    
    NECKLACE OF SPELL  : Makes the hero immune to spells (duh).
    IMMUNITY
    TYPE               : Spell immunity.
    LEVEL              : 0 / 8 / 10 (Map editor considers it a level
                         0 and as such a miscellaneous item. It's actually
                         a level 8 item, though most people say it's a
                         level 10 item. I'm guiding myself through the regular
                         level listed by the map editor, but these inconsistences,
                         though not important - the level only means how difficult
                         it's to find - are to be noted and common.)
    COST               : 1000 gold
    NOTES              : Miscellaneous item.
    
    RING OF SUPERIORITY: Adds +1 to strenght, agility and intelligence.
    TYPE               : Item hero stat bonus.
    LEVEL              : 0
    COST               : 100 gold
    NOTES              : Miscellaneous item.
    
    (OH EM GEE!!11!! It's t3h 0n3 r1N6!!!!11one!!shift+1!!)
    
    SPIDER RING        : Adds +1 to the agility of the hero.
    TYPE               : Item hero stat bonus.
    LEVEL              : 0
    COST               : 50 gold
    NOTES              : Miscellaneous item.
    
    TOTEM OF MIGHT     : Adds +1 to the strenght of the hero.
    TYPE               : Item hero stat bonus.
    LEVEL              : 0
    COST               : 50 gold
    NOTES              : Miscellaneous item.
    
    VOODOO DOLL        : Adds +1 to the intelligence of the hero.
    TYPE               : Item hero stat bonus.
    LEVEL              : 0
    COST               : 50 gold
    NOTES              : Miscellaneous item.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !NOTE: THE FOLLOWING ITEMS ARE ONLY FOR THE CAMPAIGN AND ARE MOSTLY USELESS!!
    !!!!!!!!!!!!!THEY ARE ONLY ADDED FOR COMPLETITION REASONS.!!!!!!!!!!!!!!!!!!!
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    BLOOD KEY          : Campaign item.
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : Also used in the Warchasers Scenario.
    
    CHEESE             : It's a goddamn cheese, for crying out loud.
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 250 gold
    NOTES              : It's the Cheese! Cheese cheese cheese cheese! Actually,
                         it's useless. It's only there for custom maps and to make
                         fun of Perfect Dark's hidden cheeses (which, for some,
                         could be considered the Farsight).
    
    EMPTY VIAL         : Campaign item.
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : N/A.
    
    ENCHANTED GEMSTONE : Campaign item.
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : N/A.
    
    FULL VIAL          : Campaign item.
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : N/A.
    
    GEM FRAGMENT       : Campaign item.
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : N/A.
    
    GHOST KEY          : Campaign item.
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : Also used in the Warchasers scenario.
    
    GLYPH OF           : Campaign item.
    PURIFICATION
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : N/A.
    
    HEART OF ASZUNE    : Campaign item.
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : N/A.
    
    HORN OF CENARIOUS  : Gives 200 bonus hit points and 2 HP/second added
                         regeneration.
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : Malfurion comes equipped with it.
    
    KEY OF THE THREE   : Campaign item.
    MOONS
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : Must be assembled with the Moon Keys.
    
    MOON KEY           : Campaign item.
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : Part of the Key of the Three Moons. Also
                         used in the Warchasers scenario.
    
    PARTIAL KEY OF THE : Campaign item.
    THREE MOONS
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : Two moon keys together. Part of the Key of the
                         three moons.
    
    PHAT LEWT          : The Phattest Lewt, definitely.
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : Useless. "Phat Lewt" is 1337 language for Fat Loot.
                         1337 is "leet", which is how you say "Elite". And,
                         finally, that's the way 90% of the internet like to
                         refer themselves, particulary "Hackers". Particulary,
                         I think that's pretty stupid, but, hey, I'm just a
                         dude. Bah. Anyway, yes, it's useless.
    
                         (you could sell it, though)
    
    SKULL OF GUL'DAN   : Campaign item.
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : Illidan has this in The Frozen Throne, though the name
                         name is different, and it grants him a few powers. Here,
                         however, it's useless.
    
    SUN KEY            : Warchasers item.
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : Wee!. Go an play the goddamn scenario now!
    
    THE HEART OF       : Campaign Item.
    SEARINOX
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : N/A.
    
    URN OF KING        : Campaign item.
    TERENAS
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : N/A.
    
    WIRT'S LEG         :Could it be that a portal opened up and expelled the
    			  remains of our dearest pal from the world of Diablo to
                        here? If so, was it a player, or a Demon? Just how many
                        worlds have the Burning Legion conquered? Could the Demons
                        of the Burning Legion and those of Sanctuary be one and the
                        same? The mind w(*INCOMPLETE ON THE WORLD EDITOR*)
    TYPE               : Campaign.
    LEVEL              : 0
    COST               : 200 gold
    NOTES              : Wirt's was a character from Diablo II, who complained
                         that he had lost his leg. Guess it's here where it ended.
                         Useless. Worth noting is the flavor text for Wirt's Other
                         Leg, from the Frozen Throne (and a lot easier to find that
                         this one).
                         "Perhaps the overzealous adventurer pried this off before
                         his Journey here thinking it might give him one last
                         opportunity at bovine slaughter. Little did he know where it
                         would lead him."
                         Which reffers to the secret cow level in Diablo II, a really
                         demented place with armed cows attacking the player.
                         (If anyone knows where can you find Wirt's Leg, please email
                         me)
    
    <Didn't find the item you were looking for? *dskzero@yahoo.com*>
    
    <UNDER CONSTRUCTION, MISSING ITEMS EXCLUSIVE FOR THE FROZEN THRONE>
    
    *****************************************************************************
    
    10.- Cheats.
    
    As ussual, Cheats are enter by pressing enter, type the code, and press
    enter again.
    
    LEVEL SELECT	: motherland RACE LEVEL - Type the race and the level you
    			  want to face. motherland orc 2 will take you to the
    			  second orcish mission.
    
    INVULNERABILITY	: whosyourdaddy
    AND ONE HIT KILLS
    
    INSTANT WIN		: allyourbasearebelongtous
    
    INSTANT LOSS	: somebodysetusthebomb
    
    EXTRA MONEY		: greeisgood # - type the ammount of gold and lumber you
    			  want.
    
    REVEAL THE MAP	: iseedeadpeople
    
    UNLIMITED MANA	: thereisnospoon
    
    NO WIN		: itvexesme
    
    NO LOSE		: strenghtandhonor
    
    EXTRA GOLD		: keysersoze # type the ammount of gold you want.
    
    EXTRA LUMBER	: leafiitome # type the ammount of lumber you want.
    
    INSTANT DAWN	: riseandshine
    
    INSTANT DUSK	: lightsout
    
    CHOOSE TIME		: daylightsavings # type the hour you want. No hour will
    			  effectively stop time.
    
    FAST BUILDING	: warpten
    
    NO FOOD LIMIT	: pointbreak
    
    UPGRADE 1 LEVEL 	: sharpandshiny
    
    ENABLE ALL TECH	: synergy
    
    Plays "Power of   :TenthLevelTaurenchieftain
    the Horde", the
    hidden track.
     Caps sensitive.
    
    *****************************************************************************
    
    11.- Walkthrough.
    
    The Walkthrough has been written on Normal difficult though I expect to have
    a hard more walkthrough rather quickly after the regular walkthrough, secrets
    and anything else are done. I've purposely left the cinematics and the such
    out of the guide for the sake of shortening up the count of spoilers.
    
    (It isn't like I've not already spoiled the whole series on my Plot Guide)
    
    The Items section of each mission is probably imcomplete, and for some
    missions, empty. Any help or contributions will be REALLY appreciated.
    
    The Heroes levels are just recommendations. They will start in the level
    you left them in the previous mission, though each mission has its
    individual level caps. These are (mostly) accurate.
    
    I've purposely left most of the items out of the walkthrough, though
    I've added them to the list. This is for you, dear reader, to get
    off your lazy ass and try to find them all on your own.
    
    11.1.-
     _____________________
    |                     |
    | TERROR OF THE TIDES |
    |_____________________|
    
    The Night Elf Campaign revolves mostly on Maeiv's Quest hunting Illidan,
    and her righteous attitidue will provide an interesting plot twist at the
    end. Starts up easy and ends up rather difficult.
    
    11.1.1.-
     __________________
    |                  |
    | RISE OF THE NAGA |
    |__________________|
    
    Though the Demonlord, Archimonde, and the Burning Legion were finally
    defeated at the battle of Mount Hyj'al, much of the forests remain
    tainted by the foul, demonic energies. The combined effort of the druids
    and the Sentinel have brought a tenous peace to the northlands, but
    dark creatures still lurk in the shadowy woods. In this perillious
    time, Maeiv Shadowsong, the Warden who once guarded Illidan's barrow
    prison, has come forth to hunt her dangerous prey-- and chain him once
    again beneath the cold earth.
    
    MAIN QUESTS: THE DEMON'S TRAIL
    QUESTS       - Follow Illidan's trail
                 - Maeiv must survive
    
                 BURNING SHIPS
                 - Save at least two ships
                 - Maeiv must survive
    
    OPTIONAL   : ENRAGED BEAST
                 - Slay the Wildkin
    
                 SEARCH AND RESCUE
                 - Search and rescue
    
    ITEMS FOUND: Rune of Mana x10
                 Rune of Lesser Healing x3
    		 Jade Ring
                 Tome of Agility
                 Rune of Greater Healing
                 Tome of Intelligence +2
                 Tome of Strenght
                 Tome of Intelligence
                 Ring of Protection
    		 Claws of Attack +3
                 Spider Ring
    
    
    STARTING   : Maeiv (Level 2 Warden hero)
    FORCES	 Archer x3
    		 Naisha*
    
    *Naisha is a slightly buffed up Huntress slightly bigger and with a
    different palet. If she dies, she can't be resurrected as she's not a hero.
    Her fate doesn't makes any difference to the game.
    
    HINT: Blink, blink, blink everywhere. There are *lots* of secrets to be
    found using Maeiv's Blink.
    
    This stage sets you with Maeiv on the trail of Illidan. Go north, and
    you will be faced by a few Mur'gul Cliffrunners(level 1).  Go through the
    door and you will see a cutscene. After that, take on the Furbolgs (level 4),
    and go west, (watch out for the two Furbolgs). You will be ambushed by three
    level 1 Satyrs, and one level 3 Satyr Trickster. Deal with them the way you
    see fit. Go north and you will receive reinforcements and the ENRAGED BEAST
    OPTIONAL QUEST. We will complete this in a second.
    
    Push north and deal with the Mur'gul there. They are around the waterfalls.
    Now go east and you will see the enraged Wildkin. Chase it. You will face
    two Wilkin level 4 and the one Berserker Wildkin, level 8, which is a pain
    in the ass, and you can expect to lose a unit here. It leaves a
    Tome of Agility.
    
    Further in the road, you will meet up with a group of Naga. Prior to that,
    is a Rune of Greater Healing. Try to leave it for after the battle, as
    the Naga are really tough.
    
    NOTE: There is a Mur'gul Clam Seashucker or something similar. This is
    the only time in the game you ever see one of these.
    
    Go west now to find some more Mur'guls and some more Satyrs. You will receive
    the SEARCH AND RESCUE OPTIONAL QUEST. Go north, and free the Night Elves.
    There are several Satyrs, and a level 3 Satyr Shadowdancer.
    
    Now go right, and destroy the gate. You will see Illidan escaping, and you
    will receive the BURNING SHIPS MAIN QUEST. You must save at least two ships.
    Quickly use Maeiv's Blink to reach the parties attacking the ships and kill
    all the Naga. Use Maeiv to attract enemy fire, and kill the Couatls at once.
    They are the most dangerous foe.Once all the Naga are dead, the mission is over.
    
    11.1.2.-
     __________________
    |                  |
    | THE BROKEN ISLES |
    |__________________|
    
    The next day, on the shores of a mysterious island chain, Maeiv and her
    Watchers inspect some ancient, yet strangely familiar ruins...
    
    MAIN QUESTS: LOCATE ILLIDAN
                 - Locate Illidan
    
                 NAGA GUARDIANS
                 - Kill the Naga guarding the Tomb of Sargeras
    
    OPTIONAL   : SILENCE GHOSTS
    QUESTS       - Destroy all three summoning pits
                 - Bring the Skull Artifacts to Drak'Thar
    
    ITEMS FOUND: Rune of Mana x3
                 Pendant of Energy
    		 Scroll of Healing
                 Periapt of Vitality
    		 Scroll of Protection
                 Tome of Intelligence x3
    		 Claws of Attack +6
    		 Maul of Strenght
    
    STARTING   : Maeiv
    FORCES	 Naisha
                 Archer x3
                 Wisp x12
    
    NOTE: you can build ships on this mission. Abuse them.
    
    Start by building a couple Ancient Protectors to the west of your base. It
    will do you good. The Naga will send in small punishment groups to scourge
    in your base every once in awhile. Also, build four or five Archers
    and keep it to the north.
    
    Once your defense is secure get a ship and start to explore. There are
    several creeps and items around. To the north is an Orcish Warlock who'll
    ask you for help. Talk to him and you will receive the SILENCE THE GHOST
    OPTIONAL QUEST, which asks you to destroy the summoning pits located
    directly north of your base.
    
    There are skeletal orcs battling. Ignore them and destroy the summoning pits,
    which will otherwise keep reinforcing the fallen orcs.
    
    To the northeast of the map lies a library you might find interesting. Blink
    around the walls for more items. In the center of the map is a Mercenary
    Camp. South of your base, a Goblin Hut.
    
    Now, there are two Naga Bases around. The west one, which is small and easy
    to take on, and the north one, which is pretty difficult to deal with. Start
    with the red one, attacking with lots of Huntress.
    
    Now, mass Archers and strike the purple one. this is noticeably more
    difficult, since the have Coautls in there. Make sure to have lot of Archers,
    and use the ships you may have to attack, since the whole base is built in
    shallow water. Once you destroy it, you will receive the NAGA GUARDIANS MAIN
    QUEST.
    
    Destroy the gate and face the six Myrmidons and two Sirens to finish the
    Mission.
    
    11.1.3.-
     ______________________
    |                      |
    | THE TOMB OF SARGERAS |
    |______________________|
    
    Moments later, while on the entrance of the shadowed tomb, Maeiv and her
    Watchers brace themselves for an ambush...
    
    MAIN QUESTS: THE SEARCH FOR ILLIDAN
    		 - Find Illidan
    		 - Maeiv must survive
    
    		 THE TOMB OF SARGERAS
    		 - Bring Maeiv to the Tomb Entrance
    		 - Maeiv must survive
    
    OPTIONAL   : SHADOW ORB
    QUESTS       - Find the missing pieces of the Shadow Orb
    
                 BARRIERS
                 - Destroy the Barriers
    
    ITEMS FOUND: Rune of Lesser Healing x2
                 Rune of Shielding
                 Potion of Greater Mana.
    		 Rune of Mana x9
    		 Tome of Itelligence +2
    		 Manual of Health
    		 Shadow Orb Fragment x10
    		 Ring of Protection +2
    		 Tome of Agility
    		 Healing Salve
    		 Rune of Healing
    		 Rune of Greater Mana
    		 Rune of Greater Healing
    		 Rune of the Wild
    		 Stone Token x2
    
    STARTING   : Maeiv (Level 4 Warden hero)
    FORCES	 Naisha
                 Huntress
                 Archer x3
    
    NOTE: MORE THAN EVER BEFORE: USE BLINK!
    NOTE: Don't let Naisha die on this mission.
    
    Start by going north and deal with the skeletal orcs and the Necrolyte
    (level 6) there. Recover the items and then go east from the starting
    postion. From there, use blink to get the items, and continue the road.
    
    From that position, head west, and pass the two gates. Obliterate everything
    there (there is a level 7 Pit Lord), and take note of the ledge there. Now,
    head back to the two (now non-existent) doors, and head south. Eliminate the
    two Fel Stalkers (level 3), and use Maeiv to blink where you WILL see a Rune.
    There you will find a few Skeletons, and follow the corridor, where a
    Skeletal champion will attack you (Level 3). From there you will see
    two items in the ledge I told you to take note of. One of those is
    a piece of the Shadow Orb, which will start the SHADOW ORB OPTIONAL
    QUEST. This quest will be completed during the whole mission, but it's
    very rewarding if very time consuming.
    
    Continue through the corridor where we fought the Fel Stalkers, and
    follow the stairs. You will notice a few rocks. Maeiv will then start the
    BARRIERS OPTIONAL QUEST. Attack the chunks to receive two Druids of the
    Claw. Step on the switch.
    
    Now, follow the cave where the Druids came from and use blink to teleport
    to where the bats are. There is another shadow orb piece.
    
    Backtrack to the switch and head north. Blink to the left ledge, and
    attack the creeps. Third orb piece is there. From there, blink to the
    left edge, and then blink to the plataform where the Slime Hurler (level 5)
    is. From there you can blink to the leftmost ledge, and you will
    find the fourth orb piece. Head north from there, and kill them Mur'guls
    there. Go west and you will find a few hydras, turtles and the such.
    Only the Elder Hydra (level 7) shall pose any trouble. From the elder
    Hydra, blink to the right ledge for the fifth orb piece. Northwest are
    three smaller hydras, to the left is another ledge with a rune of mana,
    and the sixth Shadow Orb fragment.
    
    You might have noticed the rocks. Two dryads will come.
    
    Head east and you will find a few more hydras. Blink to the north to
    kill a lone Turtle, which will leave another Shadow Orb.
    
    Keep going east. You will find a cutscene then you will have to deal with
    a few Naga. Target the Myrmidon First and that will be easy.
    
    East again. Another chunks of rock will give you two Druids of the Talon
    and complete the BARRIERS OPTIONAL QUEST. North is a single hydra which you
    have to reach by blinking with Maeiv. Destroy the crates to find the eighth
    shadow orb fragment. Now, head south where a few Naga sirens will attack.
    East will show you even more naga. Head through the gate after the cutscene.
    Now, south of here, besides some rocks, is the final Shadow Orb fragment,
    but it's difficult to get. Run around until you can see a bit of ground,
    and blink there.
    
    NOTE: With the complete Orb, Maeiv becomes a walking monster. Use and abuse
    her immense strenght, and she's not as fragile as before. The thing gives
    +10 attack power, +3 armor and +2 or so HP regeneration per second.
    
    Head east, and face the group of Naga. Use the Druids of the Talon Cyclone
    on the Myrmidon for an easy kill.
    
    Attack the door and a cutscene will ensue. After that, you have
    three minutes to escape. Use Maeiv's ability to blink to escape quickly.
    There will be many more monsters and many more items, but you can ignore
    most of them if not all, and finish the mission sending her back to the
    entrance.
    
    11.1.4.-
     _______________________
    |                       |
    | WRATH OF THE BETRAYER |
    |_______________________|
    
    Hours later, suffering from grievous wounds and exhaustation, Maeiv
    stumbles back in the relative safety of her base camp.
    
    MAIN QUESTS: THE RUNNER'S TRANSPORT
    		 - Rescue the Night Elf Transports
    		 - The Runner must survive
    		 - Your base must survive
    
    		  ESCAPE TO THE SEA
    		 - Send the runner to open sea
    		 - The Runner must survive
    		 - Your base must survive
    
    OPTIONAL   : NAGA EXCAVATORS
    QUESTS       - Kill the Naga Excavators
    
    ITEMS FOUND: Staff of Teleportation
                 Orb of Slow
    		 Glyph of Fortification
    		 Staff of Negation
    		 Mana Stone
    		 Slippers of Agility +3
    		 Talisman of Evasion
    
    STARTING   : Maeiv (Level 5 Warden hero)
    FORCES	 Druid of the Claw x4
                 Archer x6
                 Dryad x2
    		 Huntress x5
    		 Wisp x8
    		 Runner
    
    You must escort the runner to open sea. To do this, treat this as a regular
    stage, and leave the Runner behind.
    
    You cannot reinforce Maeiv's group, but she shouldn't need it (particulary
    if you have the full Shadow Orb). Keep your base well-defended, as Naga will
    eventually start attacking your base with rough groups and perhaps a level
    4 Seawitch, which is a pain in the ass.
    
    Start heading south with Maeiv. Kill the first Naga group you find, and you
    will receive the useful Staff of Teleportation to send Maeiv around and
    the NAGA EXCAVATORS OPTIONAL QUEST. This is the first excavation zone.
    
    Keep following the track, and you will eventually receive a couple Huntress,
    and then you will have to deal with the second excavation site.
    
    Now keep heading north (Don't forget the defense at your base). You can blink
    to get the great Glyph of Fortification. Now, head south and you will reach
    the transports, as well as receiving a few units you will need.
    
    Directly south are the two other excavation sites. Use Maeiv to deal with
    them as soon as possible, as the Naga will be pounding in your base in
    the meantime.
    
    Grab the transports and load up. Use your Glaive Throwers to destroy the
    towers and advance to the exit.
    
    NOTE: Next stage will be a pain for Maeiv. Try to buy the Poison orb and
    find the Stun Orb, which will make things a lot easier (not to mention
    sky rocket her attack power)
    
    11.1.5.-
     ______________________
    |                      |
    | BALANCING THE SCALES |
    |______________________|
    
    The next day, at the shores of the Broken Isles, Maeiv and her Watchers
    attempt to hold the line against Illidan's final strike...
    
    MAIN QUESTS: MAEIV'S DISTRESS
    		 - Reach Maeiv's Base
    		 - Tyrande and Malfurion must survive
    
    		 ILLIDAN'S MINIONS
    		 - Destroy Illidan's Base
    
    OPTIONAL   : NIGHT ELF SHIPS
    QUESTS       - Reach the first ship
    		 - Reach the second ship
    		 - Reach the third ship
    
    ITEMS FOUND: Tome of Strenght +2
    		 Tome of Agility +2 x2 (And the second one's a toughie)
    		 Tome of Intelligence +2
    		 Rune of Mana
    		 Bracer of Agility
    		 Lesser Clarity Potion x2
    		 Scroll of Mana
    		 Scroll of Regeneration
    		 Minor Replenishment potion
    		 Circlet of Nobility
    		 Moonstone
    		 Scroll of Healing
    		 Ring of Protection +3
    
    STARTING   : Maeiv (Level 6 Warden hero)------------------
    FORCES	 Huntress x6---------------------------------- AT MAEIV'S BASE
    		 Archer x3------------------------------------
    		 Wisp x5--------------------------------------
    		 Tyrande (Level 10 Priestess of the Moon)--
    		 Malfurion (Level 10 Keeper of the Grove)--
    		 Archer x3--------------------------------- RESCUE GROUP
    		 Huntress x2-------------------------------
    		 Dryad-------------------------------------
    		 Druid of The Claw x2----------------------
    
    NOTE: The Staff of Teleportation is, sadly, lost at this stage.
    
    Maeiv's base will be constantly under attack. You need to get Malfurion and
    Tyrande quickly, or her demise will be undeniable. Fortunately, Tyrande and
    Malfurion, both level 10, are quite strong and competent (Is funny how the
    two weakest NE heroes are, storyline wise, the strongests out there).
    
    The basic directives for this stage are to guard Maeiv's base (which, if you
    completed the Shadow Orb quest two stages ago, shall not be that difficult),
    and to guide Tyrande and Malfurion.
    
    Start by exploring around, and tackling the weaker creeps you'll find. To
    the north, you will find some ruins where the Naga will be introduced yet
    again, and you will find some items. This will not pose major problems if
    you keep your units alive by using both Regeneration and Tranquility.
    
    Make sure to pick up all the gold coins you see. It's the only gold income
    you will find for awhile, save for the creeps you kill.
    
    After the ruins, keep going north, where you will be given the NIGHT ELF
    FLEET OPTIONAL QUEST. Follow the road (And watch out for the Sea Giant
    Behemot, level 8, which can stun your characters), until you find the
    two War Golems. Ignore them for now and go down the road, and find the
    circle of power, which will complete the first ship of the NIGHT ELF
    FLEET OPTIONAL QUEST. Now, go back, and lay the smack down on the
    Golems, which will only activate after you get near them.
    
    Up ahead is the Naga base. Destroy it (and, for crying out loud, you have
    two level 10 heroes). It could pay to use Maeiv's as a crutch if you
    have any trouble. Once you destroy it, you will receive the ILLIDAN'S MINIONS
    MAIN QUEST. For now, let's go get the reinforcements.
    
    The Second Ship is north of your new base (Mountaing Giants!), and the third
    one is south. Easy enough. Leave the MG at the base with Tyrande and
    Malfurion, and they will easily ward off enemies. Not even Illidan should
    be able to push through if you keep Entangling him.
    
    Grab whatever forces you've got left, and group them with Maeiv, and
    start exploring. There is another gold mine to the northeast, but you need
    Malfurion's Force of Nature to get to it. Otherwise, the rest of the mission
    is simply mop up. Gather a unit of Archers, an unit of Huntress, a few Dryads,
    and your heroes, and it should be done rather quickly.
    
    BTW, the second Tome of Agility (which is quite nasty to find) it's in the
    lower section of the Naga base, blink to the ledge with the barrels.
    
    11.1.6.-
     ________________________
    |                        |
    | SHARDS OF THE ALLIANCE |
    |________________________|
    
    MAIN QUESTS: ESCORT PRINCE KAEL AND HIS CARAVAN
    		 - Lead the caravan across the river
    		 - At least two supply wagons must survive
    		 - Maeiv, Tyrande and Kael must survive
    
    OPTIONAL   : RETRIEVE SUPPLIES
    QUESTS       - Find the Hidden Caches
    
    ITEMS FOUND: Scroll of Mana
    		 Wand of Mana Stealing
    		 Rune of greater Healing
    		 Potion of Mana
    		 Scroll of Animate Dead
    		 Rune of Lesser Healing
    		 Potion of Replenishment
    		 Boots of Quel'Talas +6
    
    STARTING   : Maeiv (Level 7 Warden hero)
    FORCES	 Tyrande (Level 10 Priestess of the Moon hero)
    		 Druid of the claw x2
    		 Mountain Giant x2
    
    This is an interesting mission. You need to protect the supply wagons at all
    costs. While Kael (Level 2 Blood Mage hero) will assist you, he's at a far
    too low level to be of any real use, and is sure to piss you off with his
    Firestorm spell. Try to keep your distance, but don't stray too far. Use
    Maeiv to explore around.
    
    Start by going south. Make sure to move swiftly, as more undead will appear
    at periodic times.  Not much the undead will do, though, as many of the units
    you will face at the start have magic damage- you Spirit of Vengeance will
    be quite powerful against them.
    
    Proceed further and you will meet a Mercenary camp and will be given the
    RETRIEVE SUPPLIES OPTIONAL QUEST. Just ahead is a small undead post with a
    level 1 Dreadlord. Destroy it and approach the Circle of power to find the
    first of three hidden caches. Use the money to buy, preferably, Troll
    High Priests, which will prove invaluable.
    
    As you advance, you will reach a town where the caravan will be repaired
    and a bit of chit chatting will occur. Further down the road, you will
    reach another (slightly more difficult) Undead outpost. Just use Tyrande's
    Starfall to deal with it easily, and reach the second cache.
    
    Buy whatever mercenaries you see fit (I like the Kobold Task Master for its
    aura), and continue north. You will have to deal with another level one
    Dreadlord. As you go forward and reach another rest post, you will be
    given the choice to go left or right. Either way, first go with Maeiv right,
    and down then to get the final cache of resources.
    
    - LEFT WAY: Which is easier but longer. There is, indeed, an undead base,
    but it's nearly actionless. Only a few enemies, and that is. There are
    a Boots of Quel'talas +6 near the Goblin store, but I'll leave you
    up to the task to find out how to get them.
    
    - RIGHT WAY: Has you going down with a full-fledged Undead Base with
    yet another level one Dreadkid, *and* a level 3 Lich. Oh joy.
    
    Either way is actually the same. As you reach the ruined town, you will
    be attacked by many undead. Just stand next to the caravan, and use Tyrande's
    starfall. As they are all killed (again), the mission is completed.
    
    11.1.7.-
     ______________________
    |                      |
    | THE RUINS OF DALARAN |
    |______________________|
    
    Later that evening, at the Night Elves base camp, Malfurion returns to
    warn Maeiv and Tyrande of his brother's dangerous sorcery...
    
    MAIN QUESTS: SPELL OF DESTRUCTION
    		 - Destroy the summoners before the timer runs out
    		 - Magic attacks and spells can damage the summoners
    
    OPTIONAL   : FREE THE PALADIN
    QUESTS       - Save the Paladin
    
    ITEMS FOUND: Rune of Lesser Healing
    		 Tome of Intelligence +2
    		 Helm of Valor
    		 (There are others, but they are very hard to get. On the
    		  next version)
    
    STARTING   : Malfurion (Level 10 Keeper of the Grove hero)
    FORCES	 Maeiv (level 8 Warden hero)
    		 Druid of the Claw x2
    		 Druid of the Talon x2
                 Archer x1
    		 Huntress x2
    		 Wisp x8
    		 Chimera x1
    		 Faerie Dragon x2
    		 Mountain Giant x1
    
    You've got thirty minutes to kill the four summoners. This a lot harder
    that it seems, but you should take five minutes to complete the optional
    quest (which is given automatically after a few minutes).
    
    There is an easier way, which is using a Faerie Dragon to scout the area
    where the Paladin (level 8) is being kept, and using Maeiv to blink there
    and use her Spirit of Vengeance to free the hero. Otherwise you will
    have to deal with all the enemies around, and, while you still have to
    go back and deal with most of them, with the Paladin is a lot easier.
    
    Now, this mission is, and I stress, *chaotic*. You need to move fast to
    reach the summoners in time, though the tip the game gives you is the key:
    MANA FLARE. This cheap ability will take out the summoners in about fifteen
    seconds, but the problem is to keep the Faerie Dragons alive until you
    reach them.
    
    Ignore the undead. A few Huntress will deal with the attacks, and you
    do not need to destroy their bases (on hard, though, you will require to
    help Kael repel off the attacks. Use a full unit of Huntress as a strike
    team and keep them grouped). Futhermore, you do not really want to deal
    with two level 6 liches (your units have the LEAST HP of the game. Frost
    Nova is really the best spell in the game, and you already know that.
    You don't really want a proof.).
    
    Take at least ten archers, a couple Druids of the Claw, and your three
    heroes to the southern entrance to the Naga Base. Train at least eight
    Faerie Dragons, and you might want to neglect the Chimeras. You will
    need some time to get them, and time is not an abundant resource.
    
    Build a second Ancient of War, and keep a constant influx of Archers
    in order to keep the reinforcements coming.
    
    With Malfurion's tranquility and the Paladin's Heal Light, keep your
    units alive, and abuse Maeiv's Spirit of Vengeance. Once you reach the
    summoners, sneak the Faerie Dragons, and use Mana Flare. Mission Accomplished.
    
    11.1.8.-
     ________________________
    |                        |
    | THE BROTHERS STORMRAGE |
    |________________________|
    
    Hours later, along the banks of River Arevass, Malfurion and Illidan work
    together to pick up Tyrande's trail. Moving quickly through the woods,
    their skills and senses start working in unison-- their twin wills bent on
    finding their beloved priestess before it's too late.
    
    MAIN QUESTS: TYRANDE'S RESCUE
    		 - Use Malfurion's Forces to defend the Night Elf Base
    		 - Use Illidan's Forces to destroy the red Undead Base
    
    OPTIONAL   : DAM TROLLS
    QUESTS       - Destroy the Trolls guarding the dam
    
    ITEMS FOUND: Mask of Death
    		 Crown of Kings +5
    		 Rune of Restoration
    		 Pendant of Mana
    		 Healing Wards
    
    STARTING   : Malfurion (Level 10 Keeper of the Grove hero)
    FORCES	 Illidan (level 10 Warden hero)
    		 Druid of the Claw x2
                 Archer x2
    		 Huntress x2
    		 Wisp x8
    		 Myrmidon x2
    		 Siren x2
    		 Dragon Turtle
    		 Mur'Gul slave x8
    
    NOTE: Keep in mind that this mission is about ten times more difficult in
    hard mode. Malfurion will be constantly attacked, which will leave you with
    little time to direct Illidan's strike force.
    
    This is your first chance to use the Naga Units, which you will learn to use
    as much as hate to face them. The Naga Myrmidon and the Dragon Turtles are
    amongst the best units in the game, as for sheer damage and resistance they
    are nearly unmatched. Also, note that, except the Sirens and the Qualtz, all
    Naga units have Heavy Armor. Even Slaves.
    
    They are also all amphibous, so they can swim. Illidan too, but he, uh, walks
    on water. Holy crap. >_<
    
    You must reinforce your Night Elf Base, and build a sizeable Naga Force to
    destroy the undead. That said, this mission is not very hard, though you
    do have a limited timeframe to finish it (while unlikely, the Undead can
    eventually kill Tyrande... which, ironically, doesn't seems to be a mission
    requeriment). You do not need to destroy any undead base save the red one, which
    rocks because they all have level 6 heroes or more, and they are VERY hard to
    destroy.
    
    When you go south from Illidan's base, you will receive the DAM TROLLS
    OPTIONAL QUEST, which requires you to go south and wipe the Trolls in there.
    Eight or so Myrmidons will do the job, alongside Illidan. Just make sure to
    Mana Burn or preferably kill the healers that guard the leader, who's a level
    11 (!) berserker.
    
    When you destroy the trolls, all it's left is to raze the red base. Going from
    the south entrance will prove a lot easier. Move twelve Myrmidons, six Dragon
    Turtles, and Illidan himself to destroy the south orange outpost.
    
    Watch out for the level 8 Dreadlord and the level 5 Lich, and that's about it.
    Takes about 20 minutes if you don't slack off.
    
    11.2.-
     __________________________
    |                          |
    | CURSE OF THE BLOOD ELVES |
    |__________________________|
    
    While technically the Human campaign, you will mostly control Blood Elves
    units (which are about the same) following Kael's tale. Very cool and fun,
    and it even sports a secret mission for you to unlock.
    
    11.2.1.-
     ________________
    |                |
    | MISCONCEPTIONS |
    |________________|
    
    At Grand Marshall Garithos' base camp in the outskirts of Dalaran, Prince
    Kael and his troops arrive bearing ill news...
    
    MAIN QUESTS: REPAIR OBSERVATORIES
    		 - Find and Repair the observatories
    
    OPTIONAL   : HIDDEN CACHES
    QUESTS     	 - Find the Hidden Caches
    
    ITEMS FOUND: Rune of Mana x6
    		 Scroll of the Beast
    		 Maul of Strenght
    		 Rune of Greater Healing
    		 Tiny Castle
    		 Tiny Barracks
    		 Tiny Altar of Heroes
    		 Manual Of Health
    		 Tome of Intelligence +2
    		 Rune of lesser resurrection x2
    		 Rune of lesser healing
    		 Claws of Attack +3
    		 Periapt of Vitality
    		 Scroll of Healing x2
    		 Rune of Rebirth
    		 (perhaps something else I've missed. There are many items
    		 on this mission)
    
    STARTING   : Kael (Level 2 Blood Mage hero)
    FORCES	 Footman x3
    		 Spellbreaker x2
    		 Priest x2
    		 Peasant x1
    
    This mission is quite easy. Learn to manouver and use Kael, he'll be your
    main hero during the campaign, and he's a Blood Mage, and those heroes are
    very difficult to use.
    
    You'll also introduced to the Spellbreakers, which are cool anti-caster units,
    which are excelent to actually forget about Footmen.
    
    At the start you will face a few creeps (Dalaran mutants (level 3), Blood
    Wizards (level 3), Fel units (range from 1-5), and lower level apprentices
    (level 1)), none shall pose too much trouble. Directly north of your starting
    position is a group of trees which can be taken down with Kael's Firestorm,
    which will lead you to a hidden group of four Murloc Nightcrawlers (level three)
    and a single tiderrunner (level 1), which yields a Maul of Strenght. Obviously,
    it's goddamn useless with Kael, but, eh...
    
    As you advance, Kael will give you the HIDDEN CACHES OPTIONAL QUEST, which
    we will complete as we go. The first one is north of the first groups of
    wizards, includes some gold and a Tiny Castle.
    
    By now, the first observatory will be completed, and you are given the location
    to build a new base. That Tiny Castle is your start.
    
    Further below it's a group of potentially dangerous Felguards (level 2), A
    Bloodfiend (level 4) and a single Overlord (level 6). Banish the Overlord as
    soon as possible, and deal with the rest.
    
    The rest of the island only contains many items and more creeps. Nothing too
    exciting, save the Hidden Cache (defended by level 2-5 rogues), which contains,
    among other items, a few tiny buildings (such as a barracks and an Altar).
    
    At the south of the island, as you reach the second ruined shipyard, you'll
    see a cutscene and the Naga will gift you with two transports. Jump to the main
    island, establish yourself and train new footmen. There are Trolls everywhere
    on the island, ranging from level 1 to level 11, and including priests.
    A full unit of Footmen should allow you to kill all the Trolls and seize
    control of the island, allowing you to repair the second observatory.
    
    You don't really need to take down the Undead Base to finish the mission, but
    it's satistying ;). Still, a full unit of Spellbreakers or Footmen and a
    few siege weapons (such as Mortars), plus Kael will bring swift death to
    those who refuse to goddamn die.
    
    The two resting caches are pretty far from the main road, but are easy to
    catch. Once the undead base is down, you have all the time of the world to
    decimate the annoying gnoll army near the third observatory.
    
    11.2.2.-
     _________________
    |                 |
    | A DARK COVENANT |
    |_________________|
    
    The next day, at the Alliance base camp, Kael and his men ready themselves
    to move out.
    
    MAIN QUESTS: CRUSH AND DESTROY
    		 - Destroy the green undead base
    
    OPTIONAL   : ACQUIRE A GOLD MINE
    QUESTS     	 - Secure a Gold Mine and Build a Town Hall
    
    ITEMS FOUND: Tiny Castle
    
    STARTING   : Kael (Level 3 Blood Mage hero)
    FORCES	 Peasant x10
    		 Archer x3
    		 Priest x5
    		 Sorceress x2
    		 Thunderhawk Rider x2
    
    
    At the start, all of your perimetral bases will be razed. Not much you can do,
    except trying to save the units up there by running away. As a side note, even
    if you kill the Acolytes, after the cutscene, the bases will be there anyway.
    
    Despite the overwhelming oppossition, our first target is to get a mine. After
    the cutscene, Lady Vashj will join you alongside four Myrmidons, a couple
    Sirens and a Royal Guard, which is a extremely powerful unit which can cast
    a few spells. And you will get, for some funny reason, a Spellbreaker.
    
    Establish a defensive force of at least eight Archers near the top entrance
    of your base. Gargoyles and ocassionally Destroyers will attack you. Take
    all of your Naga, the two Riders and your two heroes and attack the north
    undead base. With the Thunderhawk Rider's Cloud ability, you should have no
    trouble attacking and overtaking it. The crates around have gold and a Tiny
    Castle, simplifying the mission.
    
    Now, build up an attack force composed mostly of spellbreakers, though
    priests are invaluable. Also add a few Thunderhawks. Use these to cast Cloud
    on the towers and Halls, use the Spellbreakers to get rid of oppossing Unholy
    Frenzy, and cripple, while using the Naga and breakers to attack the base.
    
    It shouldn't be too difficult by now.
    
    11.2.3.-
     _________________________
    |                         |
    | THE DUNGEONS OF DALARAN |
    |_________________________|
    
    Two days later, within the magically shielded dungeons of Dalaran, Kael
    and his Blood Elves brethen languish in their cells, awaiting their
    inevitable execution.
    
    MAIN QUESTS: FREE THE LITENAUTS
    		 - Free the Blood Elves Litenauts
    		 - Kael and Vashj must survive
    
    		 THE JAILOR KASSAN
    		 - Slay Kassan and his Guards
    		 - Kael and Vashj must survive
    
    OPTIONAL   : THE GHOSTS OF DALARAN
    QUESTS     	 - Slay the spirits of the Archmagi
    
    ITEMS FOUND: Ring of Protection +1
    		 Stone Token
    		 Medallion of Courage
    		 Tome of Knowledge
    		 Ring of the Archmagi
    		 Tome of Strenght
    		 Rune of Mana
    		 Rune of Healing x2
    		 Claws of Attack +3
    		 Scroll of Mana
    		 Scroll of Regeneration
    		 Tome of Agility
    		 Heart of Aszune*
    		 Shamanic Totem*
    		 Frost Wyrm Skull Shield*
    
    * These three items are VERY WELL hidden. Check the Easter Eggs section for
    info about them.
    
    STARTING   : Kael (Level 4 Blood Mage hero)
    FORCES	 Vashj (Level 3 Sea Witch hero)
    
    Ahh, some dungeon crawl. This level is unique since it contains the entryway
    to the secret level, THE CROSSING, its solution is posted as the last Human
    mission for the sake of order, and instructions to find it are on the way,
    as they are easier to explain.
    
    Start by choosing your two heroes, and you will receive the MAIN QUEST,
    and the first of four litenauts is just a few steps. They are tough as
    hell and even magic immune, so be sure to abuse them. A few more troops
    are to the south of the Liteunaut's cell.
    
    Go forth and you will face a group of spiders led by a level 8 Monstruous
    Spider which is, well, big. Kill them and go back to the start and go south.
    As the game notes, banish the guard or face problems. Your priests can
    kill him once banished.
    
    (NOTE: just so you don't forget, there is a stone token on the green river
    next to the start. You can only get it with Vashj, and it's significantly
    useful. Use firestorm on the mushrooms to open the way.)
    
    Advance and you will be treated to a cutscene and be given the GHOSTS OF
    DALARAN OPTIONAL QUEST. We will complete it as we go. Now, place one
    unit on the green rune and another one on the one next to the door to
    reveal the first Archmage. Kill him and pick up the item. He will be level 1.
    
    Follow the way and engage the undead and the human fighting. There is a
    nearby red rune, the second one is below the girl trapped (turns into an
    archer) Stepping on both will result on the conflict with the second ghost,
    a level 3 Archmage.
    
    Go back and cross the bridge. You can either break in and kill the humans or
    release the critters using a ranged unit and the lever. Either way, you're
    in for a long fight (I'd rather free the critters and kill them. I'm against
    that stuff of taking freedom away from something. Eh ^_^). Getting the
    Scroll of Mana will activate the two Siege Golems (Level 6), but you either
    way want the right one to move and reveal the second red rune, in order to get
    the Tome of Agility. And it's experience.
    
    Go forward, and you will find a rune with no pair: It is on the green river.
    Use Vashj to get it. It will release the third Ghost, a level 6 Archmage.
    Ignore the other for now, and follow the road to free the third Litenaut.
    
    The next room has a massive ammount of people fighting. Let them settle
    their differences and wipe the rest. As you go, you will find a door to the
    right. This is the entrance to the Secret Level.
    
    There are three sheeps and three switches. The top sheep is the "Cold Sheep",
    the middle is the "Inner Sheep", and the bottom is the "Fire Sheep". Press
    the switches in order:
    
    - COLD
    
    - FIRE
    
    - INNER
    
    You should hear something to the extent of "BAA RAM YOU". This will open the
    door to the Secret Level Powerup, ringed by Flying Sheeps on Fire. Silly.
    
    Follow, and you will be faced against two Lesser Flesh Golems (level 11),
    and a Flesh Golem (level 11 too, though a lot more powerful), which are
    noted as the only golems which can be affected by magic. As you continue,
    you will be treated to cutscene where Kassan the turquish (i suppose) jailor
    taunts you. Stop for a second and go back to the red rune we ignored.
    And make someone step to the gold room, and watch for the cave with blue
    things flying from it. Have that someone enter the cave to appear next
    to the other red rune. Face the final level 9 Archmage and claim your prize.
    
    Now, go for Kassan. He's Magic immune, but he shall prove no problem.
    
    11.2.4.- ***************************SECRET LEVEL***************************
     ______________
    |              |
    | THE CROSSING |
    |______________|
    
    Moments later, as the Naga and the Blood Elves spill out on the back alleys
    of Dalaran
    
    MAIN QUESTS: DEFEND THE PORTAL
    		 - Build towers to stop Garithos' men
    		 - The portal must survive
    
    OPTIONAL   : None
    QUESTS
    
    ITEMS FOUND: Mana Stone
    		 Gloves of Haste
    		 Orb of Slow
    		 Claws of Attack +15
    		 (Some other items ;)
    
    STARTING   : Kael (Level 5 Blood Mage hero)
    FORCES	 Vashj (Level 4 Sea Witch hero)
    
    NOTE 1: Heroes can't gain experience on this level.
    NOTE 2: On ocassions (Particulary on HARD MODE) a Periapt of Vitality's been
    sighted. On WIREWYRM's Hard Mode walkthrough it is mentioned, I've seen it
    (but ignored it) and a friend told me about it... but I have no idea where
    is it actually found. Wirewyrm says it's dropped by the Pandaren Brewmaster,
    but after several tries, I haven't been able to find it.
    NOTE 3: While its on your best interest to win this mission, it isn't really
    needed. The game will progress as ussual if the portal is destroyed.
    NOTE 4: There are many items hidden in crates and magical cubes.
    
    THE CROSSING is a Tower Defense level, like many built for this game. The
    deal is: the enemy sends lots of enemies running at the portal at the south,
    and you need to stop them. The only thing you can build are defensive towers,
    of several kinds. You will also control Vashj and Kael, though you will
    agree with me that after a few waves they are kinda... useless.
    
    There are five towers you will be eventually able to build. You will
     be told when a new tower is available:
    
    BOULDER TOWER: Splash damage, only attacks land units.
    MAGIC TOWER: Quick firing.
    FIRE TOWER: Rapid fire!
    ICE TOWER: Slows enemies, does not hit magic immune units.
    DEATH TOWER: Well, the name says it all.
    
    You have to deal with 30 waves:
    
    WAVE 1: PEASANTS
    WAVE 2: MILITIA
    WAVE 3: FOOTMEN (Plus a captain)
    WAVE 4: FLYING MACHINES
    WAVE 5: MORTAR TEAMS (Plus a level 1 Mountain King)
    WAVE 6: RIFLEMEN
    WAVE 7: KNIGHTS (Plus a level 2 Paladin)
    WAVE 8: GRYPHON RIDERS
    WAVE 9: SIEGE ENGINES
    WAVE 10: APPRENTICE WIZARDS (Plus a level 3 Archmage)
    WAVE 11: ENFORCERS (Plus a level 6 Bandit Lord)
    WAVE 12: FOREST TROLLS (Plus a level 6 Forest Troll Warlord)
    WAVE 13: GOBLIN ZEPPELINS (Each one has four Sappers)
    WAVE 14: OGRE WARRIORS (Plus a level 4 Mountain King)
    WAVE 15: ROYAL GUARD (Plus a level 5 Paladin which starts with Divine Shield)
    WAVE 16: RED DRAKES.
    WAVE 17: SIEGE ENGINES (Plus a level 6 Mountain King which starts with Avatar)
    WAVE 18: WARRIOR ARACHNATHIDS (Plus a level 7 Overlord)
    WAVE 19: THUNDER LIZARDS (Plus a level 8 Storm Wyrm)
    WAVE 20: WATER ELEMENTALS (Plus a level 7 Archmage)
    WAVE 21: GOBLIN ZEPPELINS (Each one has four Shredders)
    WAVE 22: ROCK GOLEMS (This one's a bitch)
    WAVE 23: ELDER SASQUATCHES (Plus a level 9 Ancient Sasquatch)
    WAVE 24: RED DRAGONS
    WAVE 25: SIEGE GOLEMS
    WAVE 26: CENTAUR KHANS
    WAVE 27: GARGANTUAN SEA TURTLES
    WAVE 28: PANDERANS (Plus a level 15 (!) Panderan Brewmaster)
    
    Not much I can tell you about this mission. Just build lot of towers. Unlike
    most of those TD maps on battle.net, you can't actually make a "maze" with
    Towers, so you will have to rely on firepower to win. Quite a fun mission.
    
    11.2.5.-
     ________________________
    |                        |
    | THE SEARCH FOR ILLIDAN |
    |________________________|
    
    After three days of fruitless searching, Prince Kael and Lady Vashj realize
    they are lost in the barren wilderness of the Hellfire Peninsula.
    
    MAIN QUESTS: THE DEMON WITHIN
    		 - Use your heroes to capture Illidan's cage
    		 - The cage must not reach the Night Elves base.
    
    		 ESCORT ILLIDAN
    		 - Bring Illidan's Cage to the Blood Elves base.
    
    OPTIONAL   : None
    QUESTS
    
    ITEMS FOUND: None.
    
    STARTING   : Kael (Level 5 Blood Mage hero)
    FORCES	 Vashj (Level 5 Sea Witch hero)
    		 Mushi Ale-Hearth (Level 5 Pandaren Brewmaster hero)*
    
    *Only if you beat the secret level.
    
    NOTE: The Pandaren Brewmaster can't carry items on this mission for
    some reason. Furthermore, he won't be on the next mission with you.
    And his name is random.
    
    A NOTE ABOUT LEVEL CAPS: As far as I have been able to find, the level
    caps are set at seven for all three heroes. That said, it's very unlikely
    all three heroes will be at level 7 when you finish the mission unless
    you spend an eternity killing Maiev. I'll leave it at 7 for Kael, and
    6 for Vashj.
    
    Like last level, this one is actually inspired by the DOTA (Defense of
    the Ancients)-like maps made for the game. The deal is, you only
    control your heroes, while the AI works with the units. It will
    be constantly sending squads at the enemy, and your job is to lead them.
    
    You will control Kael and Vashj (And the Brewmaster if you finish THE
    CROSSING), and your job is, eh, kill Maeiv and then approach the Cage.
    It will automatically move towards your base. You have to keep Maeiv
    from killing all of your heroes and approaching the cage then.
    
    The problem is that Maeiv is a WARDEN, which is the best hero killer
    in the game, and she's level 10. With the combined power of your
    three heroes (And the Brewmaster it's invaluable here), you need
    to take her out of the picture FAST. Later you can think about the
    horde of NE coming at you. Make good use of your abilities, and
    if any of your heroes die (and they will) they will respawn after a few
    seconds at your base.
    
    There is a Mercenary camp which sells Warlocks, which are quite the
    deal as they can cast Fireball, stunning units (I.E.: MAIEV!), and two Goblin
    Labs, plus your Arcane Vault, for items.
    
    Once the cage reaches the Circle of Power at the entrance of your base,
    you've won the mission.
    
    11.2.6.-
     ____________________
    |                    |
    | GATES OF THE ABYSS |
    |____________________|
    
    Two days later, upon the desolate plains of Outlands, illidan and Prince
    Kael'thas prepare to assault Magtheridon's dimensional Gateways.
    
    MAIN QUESTS: DIMENSIONAL GATES
    		- Close each Dimensional Gate.
    		- Bring Illidan to each Dimensional Nexus.
    		- Illidan must survive for three minutes per gate.
    
    OPTIONAL   : DRAENEI VILLAGE
    QUESTS     	 - Destroy the Orange Fel Orc base
    
    ITEMS FOUND: Scroll of Resurrection
    		 Potion of Greater Healing
    		 Rune of Lesser Resurrection
    		 Manual of Health
    		 Ring of Protection +4
    		 Goblin Land Mines x2
    		 Rune of Dispell Magic
    		 Khadgar's Gem of Health
    		 Rune of Shielding
    
    STARTING   : Kael (Level 7 Blood Mage hero)
    FORCES	 Vashj (Level 6 Sea Witch hero)
    		 Illidan (Level 10 Demon Hunter hero)
    		 Worker x9
    		 Archer x3
    		 Swordsman x6
    		 Priests x3
    		 Reaver x2
    		 Siren x1 (¿?)
    
    NOTE: The starting forces were very difficult to get. I don't quite think
    they are right.
    
    This mission doesn't requires much strategy so long you build up enough
    forces for each Dimensional Gate. The only point you can get stuck (and I
    did), is when you hit upon the northern Orc base, which can build dragons
    seemingly from any building.
    
    Build up an strong defense, as soon as you manage to close the first Gate.
    Illidan can take quite a beating, and the enemies will die as soon as
    the Gate closes, but don't take risks. Also, there are many items on crates
    around, plus there are a few Draenei you can rescue on cages.
    
    To the South of your base is the Draenei base. You will receive the
    DRAENEI VILLAGE OPTIONAL QUEST, which requires you to destroy the orange
    orc base, east of the Draenei base. Take upon a sizeable force (four
    Myrmidon, a few archers and priests) and your three heroes, and wait for
    the Draenei to launch an attack, preferably with Akama, their leader,
    present. It should be enough to take out the base, since Illidan's
    Metamorph and Kael's Phoenix will be very valuable. On the back
    lines, use Vashj's ultimate to deal with buildings.
    
    The other Orc bases aren't really all that difficult to deal with, EXCEPT,
    the last northern base, which can build dragons and has a level 6
    Blademaster. Furthermore, after your first attack, if you fail, it will
    build as much as eight Red Dragons, which you can say are pretty annoying.
    
    The only way I found of it this one was to build many, but MANY Coualts.
    About 12-18 are barely sufficient, probably 24 would be okay. Have them and
    your heroes (and a PHOENIX, summoned from Kael) concentrate on the Dragons,
    while your ground force (which should consist of ten or so Myrmidons, a
    few Priests, and as many Archer as you think you can) strikes the base.
    
    If you, once again, coordinate with the Draenei and their siege engines,
    it will be even easier. Otherwise, be sure to have a few Dragon Turtles,
    which will help a lot taking out towers.
    
    11.2.7.-
     _________________
    |                 |
    | LORD OF OUTLAND |
    |_________________|
    
    Later that day, at the base of Magtheridon's Black Citadel, Illidan
    marshalls his forces for their final strike.
    
    MAIN QUESTS: SHADOWKEYS
    		 - Slay the Master of Pain
    		 - Slay the Mistress of Torment
    
    		 SLAY MAGTHERIDON
    		 - Slay the Mighty Pit Lord Magtheridon
    
    OPTIONAL   : DISABLE DEFENSES
    QUESTS     	 - Destroy the Power generators
    
    		 SIEGE BASTION
    		 - Slay the Siege Demolishers
    
    ITEMS FOUND:
    
    STARTING   : Kael (Level 8 Blood Mage hero)
    FORCES	 Vashj (Level 8 Sea Witch hero)
    		 Illidan (Level 10 Demon Hunter hero)
    		 Akama (Level 7 Elder Sage Hero)
    		 Spellbreaker x6*
    		 Priest x3*
    		 Sorcerer x2*
    		 Elite Assassin x3**
    		 Saboteur x2**
    		 Royal Guard x2***
    		 Snap Dragon x3***
    		 Dragon Turtle x2***
    
    * With Kael and Illidan.
    ** Draenei units. With Akama, just north of Kael and Illidan.
    *** With Vashj.
    
    NOTE: This walkthrough is kinda weird. I admit, this mission doesn't
    require much strategy, it's all pretty straightforward. These
    are just some hints.
    
    The Draenei units will be yours to command at last. Check out the
    units section for a little bit of more info about them. Also, you
    can controls two Naga Royal Guards. Try to keep them alive, they
    are a very important asset.
    
    It's really up to you how do you start, but keep this one in mind:
    while the left side, all the way up to the Master of Pain, is
    noticeably harder, the Mistress of Torment herself is a lot more
    difficult that the Master. Also, all of your heroes can potentially
    reach level 10 on this mission.
    
    I personally like to eliminate the Mistress first because she's
    pretty much twice as powerful as the Master (And the Pop Culture
    Dominatrixes attack once again)(Not that I'm complaining)(Hell is this
    game sexist!), but the Walkthrough will concentrate on the Master of
    Pain first, so we can lead all four heroes against the Dominatrix.
    
    Well, this stage is really all about using your Draenei to destroy the
    generators (I haven't been able to beat the stage without destroying them,
    though i reckon it shouldn't really be all that difficult),
    and using your main forces in order to annihilate the orcs around. Remember
    that, while the Draenei are the one who are permanently invisible, you can
    turn Kael and Illidan invisible too (And Laugh about how Illidan ends up
    stealthy as a bombing raid).
    
    NOTE: Nothing to do with the stage or campaign, this reminds me of a DOTA
    Allstars game I had recently, where someone of my team had chosen the
    TFT Illidan. We were ganging up on on the other's team Sniper (Dunno if you've
    played the map, but the Dwarven Rifleman - Named "Sniper"- is terribly
    unbalanced), but another enemy came up and we had to run. Not only did we
    had to face a character whose last ability's range is around 2000
    (Regular Riflemen have 400 range), but the other enemy was chasing us
    due to my partner's flaming footsteps. Needless is to say, nobody really
    picks TFT Illidan's anymore.
    
    Go north from Illidan's starting place, and trash the orcish base. To the
    west, you will receive the SIEGE BASTION OPTIONAL QUEST, which you can
    complete right now. Just go inside the room, kill the guards, and you will
    earn four Demolishers to speed up the trashing. Make sure to save the Draenei
    units, as for they are essential to deal with the Generators.
    
    Finally, the Orcs will track you down and send units every once in awhile.
    Bring up Illidan's forces north, and eliminate all resistance. The Master
    of Pain lies at the end of the north. Unlike the Mistress, it's noticeably
    weaker, though his girls can charm your units. Just bring swift death, and
    break the boxes for a couple Fel units.
    
    Reaching the Mistress of Torment also requires destroying an orc base, but
    you will need to control Lady Vashj alone for awhile. Build many Dragon
    Turtles to deal with the boats, as you need to keep the Royal Guard alive.
    
    After dealing with the orc base, find the explosives to the north and blow
    them up to reach some items. Now, after dealing with the first orc base,
    on Illidan's side, you should have seen a floorplate. Pressing it will
    raise one part of the bridge. After you deal with Lady Vashj's side, you
    should be able to press the other Floorplate. This will allow you to join
    both forces, and now gang up on the Mistress of Torture, who's a lot
    tougher.
    
    Once both are dead, head for the center. I recommend to advance slowly and
    take out the enemies one by one, though it's possible to send up just a
    single character (Akama should be the one), and lure Magtheridon out, as
    he's very aggressive. Magtheridon isn't really all that tough save his
    absurd HP level and his ridiculous damage output. Just keep him stunned
    with the Royal Guards, Shadow Strike him, and slow him down. He will
    be quickly killed. Watch out, though, for the Eredars, and the Doom Guards
    around. They are lot more dangerous than the Pit Lord.
    
    Once killed, the Human (or Blood Elves) Campaign is finished.
    
    11.3.-
     ______________________
    |                      |
    | LEGACY OF THE DAMNED |
    |______________________|
    
    The Undead campaign, at last, the last piece of known storyline, revolves
    around Arthas' comeback to Lordaeron, to reclaim his place as King, with
    Kel'Thuzad and Silvanas Windrunner, now a Dark Ranger. Lots of fun, and
    lots of dramatic moments, but very, VERY difficult.
    
    IMPORTANT NOTE: Arthas won't be able to win experience or levels, as a
    matter of facts, he will LOSE levels as the campaign progresses. This
    is an storyline artifact.
    
    11.3.1.-
     _____________
    |             |
    | KING ARTHAS |
    |_____________|
    
    At the capital city of Lordaeron, near the ruined Palace Gardens,
    Archimonde's pet Dreadlords discuss their current plans for the Scourge.
    
    MAIN QUESTS: SLAUGHTER HUMAN REFUGEES
    		 - Destroy the refugee towns
    		 - No more than 20 villagers may escape
    
    		 SLAY THE PALADINS
    		 - Destroy the Three Altars
    
    OPTIONAL   : None.
    QUESTS
    
    ITEMS FOUND: Tome of Strenght
    		 Tome of Agility
    		 Tome of Intelligence
    		 Wyrm Shield
    		 Slippers of Agility
    		 Mantle of Intelligence
    		 Gauntlets of Strenght
    		 Wand of Neutralization
    		 Rune of Healing
    		 Rune of Mana
    
    STARTING   : Arthas (Level 10 Death Knight hero)
    FORCES	 Kel'thuzad (Level 10 Lich Hero)
    		 Silvanas (Level 2 Dark Ranger hero)
    		 Banshee x4*
    		 Abomination x2**
    		 Necromancer x2***
    		 Ghoul x6****
    		 Shade x6****
    
    * With Silvanas
    ** With Arthas
    *** With Kel'Thuzad
    **** Two with each hero
    
    NOTE: Heroes and Shades take up zero food on this stage.
    
    This is one of the toughest stages due to the fact that you're
    controlling three bases at once, and because of that, speed is the
    most necesary thing.
    
    I recommend using and clearing Silvanas Windrunner side first, since
    she's the weakest hero, and requires the most micromanagement.
    Start scouting and looking for the strongest units around (Knights are
    particulary great). Deactivate curse on the Banshees to save mana, and
    there is a Mana Fountain nearby her base. Don't leave the base alone,
    I suggest you to train two more ghouls and leave them at home.
    
    Build up max Necromancers and Abominations and rally them to their
    respective heroes, and group them in order to react quickly.
    
    Possess whatever strong units you find around. There is a base
    which has four Dwarven Mortar Teams. These are great for possessing.
    With the Knights and the Dwarves, assault the bases, but watch out,
    each time you attack them, a level 5 Paladin and two Knights (which are
    little more than possessing material) will teleport in.
    
    Once Silvanas side is cleared (and make sure to kill the Level 5 Ranger
    directly west of Silvanas base), make sure your defenses are still
    up (Particulary on Kel'Thuzad's base, which is prone to be attacked by
    Militia Commanders, which are very annoying), and concentrate on Arthas.
    Build max abominations and start razing the bases around.
    
    If you have trouble, just wait for a caravan, kill it, reanimate it,
    and take them and a couple Abominations to draw fire away from Arthas.
    
    Now, you can try and clear Kel'thuzad's side, but his side is by far
    the most problematic because Necromancers are far too weak and Priests
    abound. I personally think that using Arthas massive Abominations is
    a lot better. Build up max Abominations, and send a suicide attack
    against the temples. They not only spawn Heroes, they also train
    Knights! Either way, concentrate on taking out at least one temple.
    
    A clever strategy is to send Silvanas' Banshees first and Possess
    whatever Knights you see. This way, their defensive power will be
    severely crippled.
    
    Once the Altars are destroyed, send up Arthas and Silvanas to destroy
    the rest of the human camps while Kel'Thuzad defends his point.
    
    NOTE: The +3 items are given by killing a Mountain King, an Archmage
    and the aforementioned Ranger. They are all level 5, which shouldn't
    really pose a deal to your level 10 behemoths.
    
    11.3.2.-
     ___________________________
    |                           |
    | THE FLIGHT FROM LORDAERON |
    |___________________________|
    
    The Next morning, on the Palace grounds, King Arthas and his majordomo
    Kel'thuzad, discuss the Lich King's dire warnings.
    
    MAIN QUESTS: KING'S EXIT
    		 - Bring Arthas to the City's exit
    		 - Arthas must survive (well, duh)
    
    OPTIONAL   : MEAT WAGON SURPRISE
    QUESTS       - Kill the armory guards
    		 - Rescue the Meat Wagons
    
    ITEMS FOUND: Tome of Intelligence
    		 Tome of Strenght
    		 Tome of Agility
    		 Boots of Quel'Talas
    		 Orb of Venom
    		 Claws of Attack +3
    		 Staff of Reanimation
    		 Rune of Healing x4
    		 Rune of Mana
    		 Rune of Greater Resurrection
    		 Circlet of Nobility
    		 Ring of Protection +2
    		 Staff of Reanimation
    
    STARTING   : Arthas (Level 8 Death Knight hero)
    FORCES
    
    While this is a relatively straightforward stage, and you can finish it
    rather quickly, it has plenty of good items for you to collect. However,
    if you're concerned for your life, you shouldn't really linger around for
    too long, as enemies will spawn every three or so enemies and hunt you down.
    Given that your units on this mission will be actually pretty limited,
    perhaps it's better just to dart to the end.
    
    I'll leave you then to explore and collect the items. As a general pointer,
    if you see an item on open ground, you're in for a trap. Use cripple generously,
    this is your best spell.
    
    Go north, always. A few surprises await, but you should be able to get through.
    At the start, cross right and head then north in order to receive a few
    reinforcements. After you kill the abominations, be sure to pick up the
    staff of reanimation, which is a very powerful item.
    
    Once you reach the healing fountain, north is a switch, which will open up
    a path to the east to a Boots of Quel'talas. Further north, you will
    receive the OPTIONAL QUEST MEAT WAGONS SURPRISE, which is simply completed:
    Keep pushing north and deal with the Dreadlord forces. The Dreadlord is very
    weak, so don't really be scared by his sleep. To the left and down is a
    room with two meat wagons, which you can use to easily dispose of the towers
    to the north, and keep going right then north.
    
    There is an orb of venom somewhere in the way, be sure to pick it up as Arthas
    will have to probably deal with the Gargoyles if you mess with them. I'd
    rather just go left and kill the Golems, the circle all the way around.
    
    Keep going until you reach the part where you find your units duking it out
    with lots of enemies. As you break the cages after the fight, choosing either
    way will net you a Doomguard to the face. Make sure to reanimate it, as it is
    extremely strong. Afterwards, be prepared: the next fight is the most difficult
    for the stage, as you will face a Level 3 Dreadlord and an absolutely massive,
    3000 HP buffed up abomination named "Bloodfeast". Just keep it crippled, and
    kill the Dreadlord first, and the stage is over by getting Arthas to the
    circle of power.
    
    11.3.3.-
     _______________
    |               |
    | THE DARK LADY |
    |_______________|
    
    Two days later, at her base camp in the newly formed Plaguelands,
    Silvanas ponders her newfound freedom and her future as one of the
    cursed undead.
    
    MAIN QUESTS: VARIMATHRAS
    		 - Destroy the Red Undead Base
    
    OPTIONAL   : OGRE WARLORD
    QUESTS       - Possess the Warlord Mug'Thol
    
    		 BANDIT LORD
    		 - Possess Blackthorn the Bandit Lord
    
    ITEMS FOUND: Scroll of minor replenishment
    		 Scroll of the Beast
    		 Healing Salve x2
     		 Manual of Health
    		 Staff of Negation*
    		 Spider Ring
    		 Skull Shield
    		 Ring of Protection +3
    		 Claws of Attack +6
    
    STARTING   : Silvanas (Level 4 Dark Ranger hero)
    FORCES	 Banshee x4
    		 Ghoul x2
    		 Obsidian Statue
    		 Acolyte x5
    
    Interesting and fun packed stage which revolves around, bassically, stealing
    everything that's not nailed down in order to make up a powerful army then
    dealing with the enemy forces. While it's somewhat annoying having to play
    without your trusty Crypt Fiends or Abominations, this stage isn't that
    difficult.
    
    Two abominations will attack you at the start from the north. Possess them
    and heal them, and use them as a strike team to keep the enemies which will
    start attacxking you in regular intervals from now on. Every three or so
    waves, Varimathras himself will attack you as well to keep you on your toes.
    
    Go north where you will find a few Ogres. Either kill them or possess them,
    it will activate the OGRE WARLORD OPTIONAL QUEST. Furthermore, to the
    northeast are a few bandits past the bridge, likewise, possessing them or
    killing them will activate the BANDIT LORD OPTIONAL QUEST. We'll complete
    them along the way.
    
    Both quest are notably similar. The best way to deal with them is to build
    a bunch of Banshees, and go along the way possessing what units you can't
    avoid. Blackthorn's bit more difficult to possess, as he has ranged units
    on his side. You might want to possess those ones. Either quest will net you
    a powerful unit (Blackthorn and Mug'thol), and a bunch of regular units,
    which is a very welcome addition to your limited forces. Also, not noted but
    similary flavored, there are a Murloc emcampment to the north of the map,
    and a Troll emcampment, both having a few units but more important an
    abnormally powerful racial unit (a Troll Warlord and a Murloc which has
    Death Coil, Blizzard *and* Purge). Not absolutely necesary but I've got
    this fascination for Murlocs.
    
    Either way, I recommend leaving those units home, and using a force of
    8 Abominations, and Silvanas herself (who should become at some point
    of the stage level 6, allowing you to use Charm)(actually, if you
    want to make the stage a lot easier, just keep defending until she
    becomes level 6). Attack the lower purple base: use a few Meat Wagons
    to deal with defensive structures, while you steal/kill what few
    units will arise, particulary if you counter-attack one of their many
    strikes.
    
    Once the purple base is down, the rest of the stage is to take down
    the red base. Same strategy, though Varimathras is around and he's
    level 5. Either way, stun him and keep punding away, and the
    base is over.
    
    *This item is particulary important as Varimathras uses plenty of
    Necromancers. It's located on the town, on one of the boxes nearby
    the southern entrance.
    
    11.3.4.-
     _____________________
    |                     |
    | RETURN TO NORTHREND |
    |_____________________|
    
    Three weeks later, King Arthas' ragged fleet drops anchor off the icy
    southern coasts of Northrend.
    
    MAIN QUESTS: THE LANDING
    		- Destroy the Blood Elves' Island Stronghold
    
    		 BREAKTHROUGH
    		- Slay the Guardians
    
    
    OPTIONAL   : DRAGON HOARD
    QUESTS      - Slay the Dragon Sephiron
    
    
    
    ITEMS FOUND: Bundle of Lumber
    		 Scroll of Mana
    		 Tome of Intelligence +2
    		 Golden Coins
    		 Sobi Mask
    		 Horn of the Clouds
    		 Pendant of Energy
    		 Tome of Intelligence
    		 Tome of Strenght
    		 Tome of Agility
    
    STARTING   : Arthas (Level 7 Death Knight hero)
    FORCES	 Anub'Arak (level 4 Crypt Lord hero)
    		 Ghoul x3
    		 Crypt Fiend x4
    		 Necromancer x3
    		 Meat Wagon x2
    		 Transport x2
    		 Battleship
    		 Frigate x2
    
    Back with Arthas. While it's your choice how you try to "debuild" Arthas,
    I'd recommend choosing Death Coil whenever possible. This stage is easy but
    it's huge: You will require a strong defense in order to use your heroes to
    advance.
    
    You will also receive Anub'Arak on this stage: He's a Crypt Lord, a might
    one-man-army which will prove useful all around until the end of the game.
    Let him take the hits, let him lead: He will survive.
    
    Upon starting, you will receive the THE LANDING MAIN QUEST; which barely
    requires you to go north and demolish the Blood Elf base in there. Pretty
    easy to accomplish, with your combined ground and sea forces, the base
    won't pose but a speed bump. Manage your Meat Wagons and leave Arthas and
    Anub'Arak on their own: they can take a beating. Shortly thereafter, you
    will receive the DRAGON HOARD OPTIONAL QUEST, and your other MAIN QUEST.
    
    THis optional quest leads to an interesting challenge that I've exploited
    to further explore this stage: You can, with really good micro-management
    skills, to beat the stage using only Anub'Arak, Arthas, and Saphiron, plus
    a couple Crypt Fiends. Read more on the Easter Eggs Section.
    
    To complete it, go north and face off against the many dragons in there. For
    safety, four or five Crypt Fiends will work. Once you reach Saphiron,
    however, send many reinforcements: Saphiron has chaos damage ranging around
    100 and has splash damage which slows down your units.
    
    Beating Saphiron completes the quests, and gives you a few items, but
    most importantly, grants you Sephiron, a ridiculously powerful Frost
    Wyrm with Frost Nova. Unfortunately, while his damage output will go
    even higher, he will lose the Chaos damage type.
    
    With Sephiron, your still Mighty Arthas, and Anub'Arak, you can easily
    lead the assault to the Blood Elves base to the northwest.
    
    As for the Naga, a good, slow siege will work much better. Naga Units,
    particulary Myrmidons, are really tough due to their armor, which is heavy
    in most cases (only Sirens and Qualtz have unarmed and light armor,
    respectively), but Saphiron is too much to handle. Be sure to keep it healed,
    though, using Death Coil.
    
    The final assault against the guardians should be slow work as well. The
    Arachnids will prove difficult, but you have the upper hand, while the first
    batch of Nerubians is easier, due to the Fountain of Health nearby. Nerubians
    aren't that damaging, but their numbers are annoying. Watch out for the
    level 9 Nerubian Queen, though.
    
    Once you reach the Dragonspawn, just line up your attacks at the Sorcerors.
    Once their are down, you can reanimate them to heal arthas up, and the leader
    won't pose trouble to your units. Mission Accomplished.
    
    11.3.5.-
     __________________
    |                  |
    | DREADLORD'S FALL |
    |__________________|
    
    At the same time, back in the Plaguelands, Silvanas and her loyal minions
    plan their next surgical strike against the Dreadlords' power.
    
    MAIN QUESTS: SNEAK ATTACK
    		- Destroy the Sleeping Enemy Forces
    
    		 DETHEROC
    		- Destroy Detheroc's Base
    		- Destroy Garithos' Base
    
    
    OPTIONAL   : None.
    QUESTS
    
    
    
    ITEMS FOUND: Potion of Greater Healing
    		 (Probably some missing. As a note, there is a Goblin Merchant
    		 North of Detheroc's base which sells some pretty nifty stuff)
    
    STARTING   : Silvanas (Level 6 Dark Ranger Hero)
    FORCES	 Varimathras (Level 5 modified Dreadlord Hero)
    		 Ghoul x3
    		 Crypt Fiend x2
    		 Footman x2
    		 Banshee x4
    		 Abomination
    		 Acolyte x5
    
    While this is quite an interesting mission, it's still a fairly easy one.
    You've got a few minutes to accomplish the first objective (which, curiously,
    you can't even fail this mission unless you get your base destroyed, which
    is, as a matter of facts, impossible save of you killing all of your units
    and razing it). You can destroy one base, and I suggest the human one. Rally
    all of your units there, and start by possessing the Mortar Teams around,
    which will speed up the razing proccess tremendously.
    
    Either base is fine to destroy on the free proccess, but keep this in mind:
    Humans are consideably more annoying, but noticeably weaker. Furthermore,
    long strikes on human bases aren't in your best interest, as your units
    do not regenerate on regular grounds.
    
    The Undead, on the other hand, are much more potent and dangerous. If the
    strike gets too long, you might be surprised by Detheroc, a very potent level
    8 modified Dreadlord with _Shadow Strike_, which might make your escape a
    difficult one.
    
    Either way, it's possible to raze a base (or at least most of it, since the
    small southern part of the bases aren't apparently counted, since they
    don't contain unit-producing buildings), and go back safely. Varimathras
    comes with a Scroll of Town Portal to make your travel back easier.
    
    As soon as the timer is up, Detheroc will attack your base with some
    Abominations and Necromancers. Make sure to go back accordingly or
    they will decimate your base. As a good measure, be sure to leave some
    spirit towers back home.
    
    Once you destroy a base, don't get greedy and go back. Silvanas will
    note that the base is no longer operational.
    
    Prepare your offensive on the next base. For an easy victory, a sample
    force would work: Three Frost Wyrms, twelve Crypt Lords and a few
    Necromancers. Cripple dangerous units, charm Abominations, and spread your
    Wyrms in order to freeze defensive structures. If things get annoying,
    use Doom with Varimathras, as the Doom Guard has Dispel. Easy mission.
    
    11.3.6.-
     __________________________
    |                          |
    | A NEW POWER IN LORDAERON |
    |__________________________|
    
    The Next day, on the outskirts of Lordaeron's capital city, Silvanas and
    her allies prepare to lay siege on Balnazzar's formidable defenses.
    
    MAIN QUESTS: BALNAZZAR
    		- Destroy Balnazzar's purple base
    
    OPTIONAL   : IRONFORGE DWARVES
    QUESTS      - Look for the missing dwarves
    
    
    ITEMS FOUND: Amulet of Recall
    		 Runed Bracers
                 Talisman of Evasion
    		 Scroll of the Beast
    		 Scroll of Restoration
    	 	 Hood of Cunning
    		 Kellen's Dagger of Escape (!)
    		 Ring of Superiority
    		 Diamond of Summoning
    		 Mask of Death
    		 Crown of Kings
    		 Ring of the Archmagi
    
    STARTING   : SILVANAS' BASE
    FORCES	 Silvanas (Level 8 Dark Ranger Hero)
    		 Varimathras (Level 8 modified Dreadlord Hero)
    		 Ghoul x2
    		 Crypt Fiend x2
    		 Abomination x2
    		 Banshee x3
    		 Necromancer
    		 Shade x2
    		 Acolyte x5
    
    		 GARITHOS' BASE
    		 Garithos (Level 8 Dark Knight Hero)
    		 Footman x4
    		 Knight x4
    		 Peasant x7
    
    Controlling two bases at once, just like the last NE mission. Your other
    base is a small human base, led by Garithos, a Dark Knight, which
    apparently is just a Paladin with Shockwave instead of Divine Shield and
    Avatar instead of Resurrection. Very uninspired, but, that said, it's
    actually pretty cool.
    
    Four or five minutes into the mission, you will receive the OPTIONAL
    QUEST IRONFORGE DWARVES. This quest isn't too difficult but the reward is
    very important, so we'll finish it first. Take Garithos, two knight and two
    footmen, and go north, taking the left path. You will face a group of
    Kobolds, led by two overseers (level 5) and two geomancers (level 3). While
    Kobolds are weak, they are numerous, so be sure to keep your units healed.
    Destroy the cages to free a couple Rifleman.
    
    I'd recommend you send them both back to the base, as around this time a
    few gargoyles might attack your human base, and they can take out a tower,
    which is something you can't afford. Keep pushing north, and eventually
    you will reach a rock barrier, where a bunch of Dwarven riflemen, Mortar
    Teams, and two Siege Engines.
    
    Now, it's time to arm the offensive, but, however, defense is very important.
    The undead are around in three bases: Orange, which will aim its units at
    Silvanas' base, and Green, which will attack Garithos. Furthermore,
    Balnazzar's massive base is purple, which will attack either way.
    
    Balnazzar himself it's a very powerful level 9... Dreadlord? From what
    I've seen, it's a Dreadlord with Finger of Death instead of... Inferno?
    and the power to call down two Infernals at once, like Archimonde.
    
    Using Silvanas' side first (The humans have a much better defensive point),
    clear up quickly the first orange base, which should prove no problem.
    Build a few defensive structures there, and begin mining. For the next base,
    however, they have a LOT of units, so it will be a prolonged strike. Train
    a few Frost Wyrms, and a bunch of abominations for this strike. You might
    want to leave Varimathras at home with a few Crypt Fiends, as Balnazzar's a
    toughie.
    
    While you do not need to destroy the other bases, The strike against
    Balnazzar will be pretty tough, and you do not want to get attacked while
    you're out.
    
    The attack against the green base shall prove a lot easier. Use a full group
    of Siege Engines backed up with a full group of Riflemen, and, of course,
    Garithos. This will be a suicide strike, but the Siege Engines will make
    a powerful dent on their production, that if they don't destroy the base,
    a second attack will not fail.
    
    Now, start amassing units for the final strike. It's easier said than done,
    though, as Balnazzar's base is ridiculously tough, and there is a damn
    demonic portal in there which will summon Infernals and Doom Guards... I
    don't know why, but apparently, whenever the hell it wishes. A combined
    massive attack from both sides will prove effective, using plenty of siege
    units. Aim at the unit producing buildings and don't let Balnazzar get
    funny. If possible, attack while he's dead, and it will be a lot easier.
    
    11.3.7.-
     _______________
    |               |
    | CHAPTER SEVEN |
    |_______________|
    
    The seventh mission of the Undead Campaign, which documents the journey
    of Arthas and Anub'Arak through the dead kingdom of Azjl'Nerub, is
    separated into three parts. This part of the game is a tough dungeon
    crawling adventure with plenty of backstory about the fate of the
    Nerubians. For the sake of order, I've divided them as the game has.
    
    11.3.7.1.-
     _________________________
    |                         |
    | INTO THE SHADOW CAVERNS |
    |_________________________|
    
    
    MAIN QUESTS: THE OLD KINGDOM
    		- Locate the Entrance to the Old Kingdom.
    		- Kill Baelgun.
     		- Bring the Blood Key to the Old Kingdom lock.
    		- Arthas and Anub'Arak must survive.
    
    OPTIONAL   : FIND THE GOLD STASHES
    QUESTS      - Find the Gold Stashes (duh)
    
    
    ITEMS FOUND: Ring of Regeneration
    		 Rune of Healing
    		 Tome of Inteligence
    		 Rune of Mana
    		 Orb of Frost
    		 Spiked Collar
    		 Healing Salve
    		 Healing Salve
    		 Rune of Lesser Healing
    		 Rune of Mana
    		 Rune of Shielding
    		 Blood Key
    
    STARTING   : Arthas (Level 5 Death Knight Hero)
    FORCES	 Anub'Arak (level 5 Crypt Lord Hero)
    		 Crypt Fiend x2
    		 Ghoul x2
    		 Meat Wagon
    
    
    At the start, use your meat wagon, and aim at the explosive barrels
    near the dwarves. It will let you continue. Deal with the Dwarves, and
    step on the floorplate to open the door (which, incidentally, you can
    just kinda destroy with your units).
    
    NOTE: The explosive barrels are very likely to kill enemy units, but it's
    harmless to YOUR units.
    
    Continue to the next room, and be careful with the Siege Engine, which is
    very damaging. Destroy all the barrels in the room to find a gold coin,
    which will trigger the FIND THE GOLD STASHES OPTIONAL QUEST. We will complete
    it as we go.
    
    Enter the next room, and deal with the Nerubians. There is a gold coin to the
    southeast of the room (2/5). GO north to continue.
    
    The next room holds a dead end that Arthas will make sure you know about it.
    Destroy the rock chunks in order to reveal a lever which opens the door. Go
    forth, and destroy again all the barrels, to the northeast of the room
    is another gold coin (3/5). Hit the right lever and destroy the ancient gate,
    then step on the floorplate to collect a very valuable spiked collar, then
    hit the other level, which will release a couple of really big Nerubians.
    Kill them and destroy the Nerubian Vault, which will release a really cool
    Orb of Frost (!). A band of dwarves will storm the room. Deal with them
    as you like.
    
    The next passage is easy: Just shoot the explosive barrels to deal with the
    dwarves, and you only mop what's left. Continue along the way with that in
    mind, though watch out for another Siege Engine. As you find levers hit
    them. If you can't reach an enemy, shoot at the explosive barrels.
    
    When you hit a room where dwarves are duking it out with nerubians, destroy
    the sourthern barrels to reveal another golden coin (4/5). Destroy
    whoever survives, and go forth north. There is a fountain of restoration
    (though I should note I didn't need it), and the final coin is behind the
    waterfall. Quest complete. Prepare yourself, and go forward to meet
    Baelgun.
    
    Baelgun is a level 10 Mountain King, but, fortunately, he has nearly no
    backup, and he won't activate Avatar right away... furthermore, you can
    even stop him from using it altogheter if you keep him stunned and
    have your Felhound (summoned via the Spiker collar) mana burn him as
    fast as possible and as many times as possible. Watch your puppy, as
    the Riflemen will aim at him.
    
    Once Bael'gun is dead, pick up the Blood Key he drops, and bring it to
    the beacon. Part one finished.
    
    11.3.7.2.-
     ____________________
    |                    |
    | THE FORGOTTEN ONES |
    |____________________|
    
    Moments later, within the Old Kingdom...
    
    MAIN QUESTS: THE OLD KINGDOM
    		- Locate the exit of the Old Kingdom.
    		- Arthas and Anub'Arak must survive.
    
    		 THE FORGOTTEN ONES
    		- Destroy the Forgotten Ones
    		- Arthas and Anub'Arak must survive.
    
    OPTIONAL   : FIND THE GOLD STASHES
    QUESTS      - Find the Gold Stashes (duh)
    
    		 RESCUE THE CRYPT FIENDS
    		- Find and Release the Crypt Fiends
    
    
    ITEMS FOUND: Belt of Giant Strenght +6
    		 Runed Bracers
    		 RIng of Protection +3
    		 Medallion of Courage
    
    
    STARTING   : Arthas (Level 4 Death Knight Hero)
    FORCES	 Anub'Arak (level 6 Crypt Lord Hero)
    		 Crypt Fiend x2
    		 Ghoul x2
    
    
    NOTE: Curiously, Arthas didn't lose a level last mission, so Blizzard
    just kinda did away with one off-camera. Go figure.
    
    NOTE STRIKES BACK: Arthas is noticeably weak compared to Anub'Arak during
    this mission. Keep him behind.
    
    THE RETURN OF NOTE: For some reason, most nerubian creeps on this mission
    are two levels lower than ussual.
    
    The start will be elegantly pointed out by Anub'Arak. Destroy the rock chunks
    to the left to reveal a lever, hit it and go right and get rid of the
    Nerubians to hit the other lever in order to disable the trap. Go north
    destroying the gate, and kill every nerubian there. Find the barrel, and destroy
    it, which will trigger the OPTIONAL QUEST FIND THE GOLD STASHES, which we will
    complete along the way. There is a Crypt Fiend trapped, approach it and it will
    trigger the OPTIONAL QUEST RESCUE THE CRYPT FIENDS.
    
    The next room will be a trap which will throw you do against a lot of giant
    crabs ;). The next one is also a trap, which tempts you to get an item in the
    middle of the room. As you grab it (It's a Belt of Giant Strenght), a bunch of
    Arachnids will atack you. Time your Impale in order to stun as many as
    possible, and activate Locust Swarm for extra support.
    
    Destroy the gate to continue south. There you will find a few Crypt Fiends
    (remember to heal them!), and go forth, where you will find a Fountain of
    Health, plus a few eggs. Destroy them to reveal the second gold coin (2/5).
    
    The Next room holds a Nerubian Queen (level 7, oddly), and lots of eggs.
    Kill her, and destroy the eggs to find another gold coin (3/5). You can
    hit the levers to trap the spiderlings which will continually spawn.
    
    Continue and deal with the Lord (level 5) and a few level 3 warriors,
    the locate and destroy the crates to find yet another gold coin (4/5).
    
    Go forth in order to find a room with, uh, tentacles sticking out. You
    will find out about it later. Suffice is to say that, while having only
    200 HP and an inability to move, they are pretty damaging. There will
    also be Faceless Tricksters (level 6) and a single Deathbringer (Level 10).
    You will be able to rescue the remaining Crypt Fiends and finish the
    OPTIONAL QUEST there.
    
    The next room poses a huge problem: The Forgotten One. Attack with all you
    can spare, and use Death Pact to keep Arthas Alive. It will summon Tentacles
    and use Flame Strike, but if you attack swiftly and heal as much as possible,
    you will be able to survive, and finish the mission.
    
    11.3.7.3.-
     _____________________________
    |                             |
    | ASCENT TO THE UPPER KINGDOM |
    |_____________________________|
    
    Moments Later, at the entrance of the Upper Kingdom...
    
    MAIN QUESTS: ESCAPE THE CAVERNS
    		- Escape before timer expires
    		- Arthas  must survive.
    		- (Anub'Arak Must Survive)
    
    OPTIONAL   : FIND THE GOLD STASHES
    QUESTS      - Find the Gold Stashes (duh)
    
    ITEMS FOUND: Potion of Greater Healing
    		 Claws of attack +15
    		 Ring of Protection +5
    		 Rune of Healing x?
    		 Rune of Mana x?
    		 Rune of Lesser Healing x?
    		 Hood of Cunning
    		 Tome of Strenght +2
    		 Orb of Darkness
    		 Crown of Kings
    
    
    STARTING   : Arthas (Level 3 Death Knight Hero)
    FORCES
    
    Timed escape, so don't slack off. Don't touch the Lasers, or there'll be
    hell to pay. Each laser takes off 150 HP (200 in Hard mode), so time it.
    There is a gold coin to the south then to the left, which triggers the
    final OPTIONAL QUEST FIND THE GOLD STASHES, which only requires 3 coins
    this time. I'll point them along the way again, but it might be a bit
    dangerous to try.
    
    The next room has you to time down the lasers again to step on all plates.
    Once you hit them all, hit the lever to release a enemy (which drops the
    claws of attack +15, and the second gold coin (2/5). Go forth,
    and use the Health Fountain if you need it, then go north.
    
    Plenty of Faceless one around. You might want to avoid them. Destroy the
    pillars to advance, and try your best to avoid the Blizzard. Finally,
    as you hit the final one, a bridge will be extended for you to advance
    
    The next room has a tricky puzzle, but it's optional. You need to step
    on both plates, but since you have Arthas only, you should either animate
    something with the Rod of Animate Dead you probably still have, or some
    other means to summon a unit.
    
    The next room is a pain in the ass. Just try to make your way to the
    right side. OTherwise, you can spend a few minutes to get some items,
    but it's probably not worth it. Once you reach the right side, Anub'Arak
    and other Crypt Fiends will arrive, updating your MAIN QUEST, with the
    aditional requeriment that Anub'Arak must survive.
    
    The next passageway has the final Gold coin down to the south on the
    last crate.
    
    Further west is the final confrontation. There is a Faceless One
    Annihilator who's pretty tough, so use your best weapons on him. Once
    killed, run for the exit, and the chapter is over.
    
    11.3.8.-
     _______________________________
    |                               |
    | A SIMPHONY OF FROST AND FLAME |
    |_______________________________|
    
    Moments later, at the Undead Stronghold, King Arthas and Anub'arak make
    their final plans to defend the Lich King's Throne Chamber.
    
    
    MAIN QUESTS: THE FROZEN THRONE
    		- Capture the four obelisks
    		- Stop Illidan from capturing the four obelisks
    
    OPTIONAL   : None.
    QUESTS
    
    ITEMS FOUND: Sacrificial Skull x2
    		 Khagdar's Gem of Health
    		 Helm of Valor
    		 Sobi Mask
    		 Amulet of Spell Shield
    
    
    STARTING   : Arthas (Level 2 Death Knight Hero)
    FORCES	 Anub'arak (Level 8 Crypt Lord Hero)
    		 Crypt Fiend x5
    		 Ghoul x4
    		 Meat Wagon x2
    		 Shade
    		 Acolyte x3
    
    NOTE: Arthas can, finally win experience and levels on this stage. In fact,
    he can, and probably will, go up all the way to level 10.
    
    At last, the final chapter for The Frozen Throne.
    
    This stage pits you against *two* Naga Base and a Blood Elf Base, the first
    two led by Illidan himself and Lady Vashj, while the elves are led by Kael,
    all of them level 10, and potentially annoying as hell. As you start, there
    will be a small settlement to the south: Attack it, and use the Sacrificial
    Skulls nearby to build a quick defense on both sides of your base, and
    we'll give out a small overview of the stage:
    
    Northwest is Kael's Base. While his units are notably weak, and it's technically
    weak to a massive air strike, Wind Riders are on masse all over his base, and
    it can mean a massive loss of money invested on Frost Wyrms. It's a lot more
    effective to attack with a group of Crypt Fiends, a few Abominations and
    Meat Wagons, and Arthas himself, while leaving Anub'Arak for defense, as I
    will detail later.
    
    As for Kael himself, he's a Blood Mage, and that means he's not a lot of
    use in defense. Keep an eye on him when he attacks, though, as he's fit to take
    out lines of towers and workers easily.
    
    Southeast is Lady Vashj's Base. Her units are a lot tougher, but his base is
    not as suited to defense against air strikes. You might want to consider the
    same strategy, reinforced with a few Frost Wyrms. Target the Myrmidons with
    your ground troops, and the Wyrms and Meat Wagons will deal with the towers.
    
    Lady Vashj is a pain in the ass, but the reliance of the AI to use Tornado
    will make it rather easy to stun her via Impale.
    
    Northeast is Illidan's base, and it's inaccessible via land. It's also
    ridiculously fortified with dozens of units, and, since an air strike is
    the only alternative, it's almost impossible to destroy it save a cheat code.
    Destroying it, though, doesn't do you any good: The mission will proceed until
    you decide to finish it.
    
    Also scattered around the stage are a few small bases property of Illidan's
    forces.
    
    In the middle of the Map is the Frozen Throne. To reach it, you need to activate
    and keep under your control the four obelisks around it. The deal is that Illidan
    will also try to control them, so you need to repel him. Once you reach an
    obelisks and deal with whatever resistance's there, you will spend half a minute
    activating it with Arthas: Just move him to the Circle of Power.
    
    Just as the mission starts, Illidan will only take a few minutes to control
    the first obelisk. Don't despair! Build up a few Crypt Fiends, and attack the
    southern obelisk with Arthas and Anub'Arak. Now, send a few Acolytes and haunt
    the Gold Mine in there. Following that, build up lots of towers *and* a
    Necropolis, and upgrade them accordingly. When money abounds, be sure to
    make that Halls of the Dead into a Citadel of the Dead.
    
    Now, the defensive assignment it's pretty easy to make: Make sure that your
    towers expand to the lower path. It will make it that Lady Vashj's forces
    will target that instead of your main base. Whenever she attacks, simply send
    Arthas and Anub'Arak. Anub'Arak is, BTW, a great tanking hero: You can
    actually repel most attacks using him alone, except for Illidan's Mana Burn.
    In any case, if you don't want to take any risks, both heroes and a few
    Crypt Fiends are okay.
    
    Now, move your main forces to the left obelisks. Maybe Illidan's already taken
    it, if that's the case, just wait for his attack and kill him. Then strike
    swiftly and repeat the same strategy: line up your towers so that they take
    the left path, to lure Kael over there. This way you will protect, more or
    less your main base.
    
    Now, it's time to move into an attack. Kael's base's possibly a lot easier than
    Vashj's, so move over there. Directly north of your base, BTW, is a gold
    mine which is fairly unprotected. Now, your forces, as I told you before,
    could be around 12 Crypt Fiends, four or so Abominations to tank around,
    and four or five Meat Wagons. Tag Arthas around to get more levels and to
    heal your units. Just watch out for Kael's Phoenix, and if you see the egg,
    destroy it at once.
    
    Once Kael's base is down, we move south to take out Vashj's base, which is more
    or less the same attack force, but add a few Frost Wyrms. Same startegy, but
    Vashj's ultimate isn't nearly as annoying. Watch out, though, for masses
    of Myrmidons, which should be countered by Arthas and your Abominations.
    
    All the meanwhile, Illidan will be clashing mercilessly against your
    obelisks. Anub'Arak should be able to hold on via his ultimate and Impale
    until help (IF needed) arrives. I kept a group of six Crypt Fiends
    with me at all times, though I realized later that I was using them
    more as Cyclone fodder than anything else, by keeping them a bit advanced.
    
    Illidan's base is untouchable save a massive Frost Wyrm attack (please.don't),
    so we'll leave the base destruction at that. Leisurely, build up the same
    attack force: And storm quickly to the closest Obelisk. It shouldn't pose a
    trouble, save for Illidan. I like to attack when he's dead, for obvious
    reasons. Build up a hasty defense of a few Spirit Towers, use Sacrificial
    skulls bought at your Tomb of Relics, possess the obelisk and, QUICKLY, run up
    to the final obelisk. If done right, Illidan won't even be there to defend it.
    
    If you miss the mark and he's around, still, you can simply send everything
    you've got. A nifty trick (though probably quite difficult to pull off), is
    to keep a small aerial force (Gargoyles work best) to hit and run his base.
    You don't need to destroy it, but he might think his base is in danger, and
    run back. Once the fourth obelisk is owned (^_^), the mission, and the main
    storyline for the third Warcraft game, it's over.
    
    <UNDER CONSTRUCTION>
    
    *****************************************************************************
    
    12.- Easter Eggs.
    
    Well, The Frozen Throne definitely has the most easter eggs (and the funniest
    ones) I've ever seen on a game - and that includes Duke Nukem 3D -.
    
    EDITOR
    
    Like in ROC, a few funny tooltips are around the editor. This time, the
    tooltips of racoons, bunnies, frogs and chickens (Though not penguins),
    is written "Call up the fearsome spirit of *animal* to save you".
    
    There is, also, an amphibious sheep to be used. oO
    
    EPISODE 1: MISION I - RISE OF THE NAGA -
    
    After the second group of Satyrs, hug the trees to the right and try to
    blink to the right. There lies a "Furbolg Hermit" and three deers. Kill it
    to net Healing Wards.
    
    EPISODE 1: MISSION II - THE BROKEN ISLES -
    
    The skeletal orcs battling during the SILENCE THE GHOSTS OPTIONAL QUEST
    are part of the Blackrock Clan, the Stormreaver Clan and the Twilight Clan.
    The Blackrock clan destroyed the other two during WC II.
    
    Also, Drak'thar's hut has a very weird flag in from which looks like an
    orc with its face painted and black straight hair. No clue about it but i'm
    sure it's an easter egg.
    
    Furthemore, make sure to use blink to get the tomes on the wall. It will say
    "SECRET FOUND: Hidden tomes of the Ancients"
    
    EPISODE 1: MISSION IV - WRATH OF THE BETRAYER -
    
    After you find the first gate, look southwest with your Hyppogryphs. You
    should see a level 1 Pandaren Brewmaster. Blink to it, and it will leave
    behind a Slippers of Agility +3 and exclaim SECRET FOUND: Pandaren Brewmaster.
    
    In the purple naga base, to the east, is a lone Royal Guard. Assault the base
    and attack it, SECRET FOUND: Keeper of the Storm Shrine. Inside, you will
    find some gold.
    
    Finally, in the north part, past the last two witches, is a secret garden,
    where GRANK THE RAT, a far relative for FLINT THE RAT in WC III is waiting for
    you. As Flint, it's immune to anything but massive clicking. Explode it,
    and it will leave you a Talisman of Evasion. Nifty.
    
    EPISODE 1: MISSION V - BALANCING THE SCALES -
    
    After being re-introduced to the Naga, look for the trees that are in the
    middle of two colums. Use Malfurion's Force of Nature, and inside you will
    find a few items, including three tomes +2. Watch out for the Reef Elementals.
    
    EPISODE 2: MISSION I - MISCONCEPTIONS -
    
    Right to the south of the very middle of the map, behind some trees
    (accessables from the area with all the bandits), it's a MOSS COVERED
    GRANITE GOLEM. You can reach it by using Firestorm on the trees. He's mighty
    tough, but leaves nice (though they could have been better :S, given
    all the goddamn units I lost) items: A Rune of lesser healing, a Rune of
    Resurrection and a Claws of Attack +3
    
    EPISODE 2: MISSION III - THE DUNGEONS OF DALARAN -
    
    Right at the start, to the right, is a Rock Golem guarding a Magical Vault.
    Open it to reveal a Tome of Knowledge.
    
    Also, you can enter the Secret Level from here. It's easier to explain if
    you follow the walkthrough, but let me elaborate here. After you get the
    third captain, Eventually you will come to a door to the left. Open it
    and watch the scene.
    
    There are three sheeps and three switches. The top sheep is the "Cold Sheep",
    the middle is the "Inner Sheep", and the bottom is the "Fire Sheep". Press
    the switches in order:
    
    - COLD
    
    - FIRE
    
    - INNER
    
    You should hear something to the extent of "BAA RAM YOU". This will open the
    door to the Secret Level Powerup, ringed by Flying Sheeps on Fire. Silly.
    This is a reference to BABE, the movie about the, eh, talking pig who wanted
    to be a, uh, sheperd. And it even had a sequel. Geez.
    
    The four spirits of Archmage are a nod to the four Archmagi channeling the
    barrier during the Undead mission on the ROC campaign THE SIEGE, though,
    notably, one of these was Antonidas, but he's not found as a spirit to
    be quelled. Curious mistake.
    
    (On behalf of myself, as a plot guide writer, it's an INCREDIBLE HANDLE in
    order to evade any future controversy regarding Antonidas' death)
    
    Finally, the three special items (The Frost Wyrm Skull Shield, the Shamanic
    Totem and the Heart of Aszune) are located just before freeing the third
    Litenaunt. There is a white rune in front of a demonic door. The second
    white rune is after the sheep room, where a few mushrooms are. A rune of
    Healing and the other rune is there. Activate both runes, and the
    door will open, revealing an strange and somewhat eerie room with diverse
    parafernalia from the game, apparently a souvenir room. In there, hidden
    in crates, are the three powerful items. Furthermore, the Heart of Aszune
    was used as a key item on a Orcish mission on the ROC campaign.
    
    All of them are guarded by a single but absolutely massive creep: a
    5000 HP level 11 Arcanite Golem, which hits in the 80-90 range with Chaos
    Damage and is Magic Immune. But the rewards are well worth it.
    
    EPISODE II: SECRET MISSION - THE CROSSING -
    
    This level is a big easter egg, as it is a nod to all the Tower Defense
    custom maps that are still popular on battle.net. Not to mention all the
    crazy stuff going on in there, of course.
    
    For example, the workers falling asleep.
    
    EPISODE II: MISSION VI - LORD OF OUTLAND -
    
    Right after you start with your Draenei troops, head west. You will eventually
    hit upon a fiery hall, where a buffed up abomination named "BUTCHER" lies.
    He's mighty tough, so attack, preferrably, with your expendable troops (just
    leave the Draenei away). He drops a Rune of Resurrection, and, among his
    treasures, is WYRT'S OTHER LEG, the follow up from WYRT'S LEG on ROC.
    This is a reference to Diablo, Blizzard's hugely successful RPG, where a
    character named Wyrt lost his leg due to the Butcher, an enemy. Apparently,
    someone expected two to be better than one.
    
    The Bovine Slaughtering stuff refers to Diablo II's secret stage, a place
    with, uh, armed cows attacking the player. Demented, yes, but true. I do not
    know if Wyrt's leg had any holding about finding the stage, but that's because
    i didn't really played Diablo or Diablo II for long. I dislike MMORPGs.
    
    (That said, the Dark Elves from Lineage II are the sexiest things I've
    seen on a PC screen that's not actual flesh.)
    
    On the first orc base north of Illidan's location, on the southwest part of
    the base, it's a clump of mushrooms. Take it out with catapults or Kael's
    Flamestorm, and go in to find... a trio of Snowmen. Eh.
    
    Two of the Blademasters you will find on this mission are named REND and MAIM.
    They are supposed to be Blackhand's sons, the original warchief of the horde.
    
    EPISODE 3: MISSION I - KING ARTHAS -
    
    To the northwest of the map, there is a bunch of trees nearby an Arcane
    Sanctuary: Look carefully, and you should note a few that are darker. Go
    in there and you will find what's become of Timmy: Now he's a mechanical
    unit that sells Ice Shards. Poor Timmy, though at least, now he's
    indestructible. Better than being a ghoul.
    
    EPISODE 3: MISSION IV - THE RETURN TO NORTHTREND -
    
    Perhaps the biggest mystery in the game (and perhaps the most obscure
    easter egg as well), is this one: After you decimate the Naga Base and
    the High Elves one, you can go west and then south. As you approach the
    end, an earthquake will open the way to a funny looking forest. There is
    a Scroll of Mana over there, but also is a door that opens to a cutscene
    with the Penguin King: a 1300 HP massive invulnerable critter that will
    dance and leave you a Ring of Protection +4.
    
    However, memories of the World's Largest Panda linger on...
    
    Now, this doesn't ends. There is also a Large Penguin critter that leaves
    a Ring of Superiority on the island that you start, and there is a penguin
    on the north creep base that has a funny name: Little Timmy. There are all
    sorts of rumors regarding this egg, and I can't certify any of them, though
    there are some things I can guarantee don't change the outcome of your
    encounter with the Penguin King:
    
    - Possessing penguins and going in there with them (This is one of the
    strongest rumors and it seems pertinent, since Penguins when idle will
    dance, and it seems  as if they react to the King's pressence, however,
    you can only possess two penguins (including the Large Penguin) and move
    them at the King's nest, and Little Timmy (who would make a lot of sense
    to change the outcome) can be possessed, but he cannot be transported towards
    the King)
    
    NOTE: Well, I've did it. It doesn't work. Took me a good two hours for
    nothing. Lesson is: Don't believe rumors.
    
    - Reaching with other character than Arthas (Tried with everyone).
    
    - Playing on Hard Mode.
    
    I can, almost 100% sure, certify this Egg doesn't changes, though any info
    will be appreciated. Also, save the strange fetish Blizzard has with
    funny animals (it's a wonder they haven't done anything with Iguanas),
    this has no particular reference.
    
    EPISODE 3: MISSION VI - A NEW POWER IN LORDAERON -
    
    South of Balnazzar's base, there is a creep outpost with a Flesh Golem
    (level 11), a couple Zombie Mutants (Level 6?), and a few level two
    "Jacobs reject". This is a particulary weird name: I personally like to
    think it's a reference to the monsters on the Tim Robbins movie "Jacob's
    Ladder", though that is probably wrong.
    
    <UNDER CONSTRUCTION>
    
    *****************************************************************************
    
    13.- Version History.
    
    This is an almost exact copy and paste version of the patch.txt file found
    in your Warcraft III directory, which I am putting here for reference sakes.
    Whatever editting I made will be marked with "NOTE FROM LORD ZERO:", which
    will be more likely undocumented features. Most of the "WE" in there
    are referred to Blizzard staff themselves, I had nothing to do with them :).
    
    --------------------------------------------------------------------------
      WARCRAFT III: THE FROZEN THRONE VERSION HISTORY
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Patch 1.20
    --------------------------------------------------------------------------
    
    BUG FIXES
    
    - Fixed a Bug that disabled Spirit Walkers from resurrecting other Spirit
      Walkers.
    
    MAPS
    
    - (6)WizardsRetreat
       - separated two creep camps near both corner starting locations to
         prevent them from calling each other for help when one is attacked.
    
    - (6)Gnollwood
       - separated two creep camps near merchant buildings to prevent them from
         calling each other for help when one is attacked.
    
    - (6)BlizzardTD
       - Fixed phase-shifting units to behave normally when attacked.
    
    - (12)WormWar
       - Fixed a bug that causes player worms to become immobile after using
         powerups while respawning.
    
    --------------------------------------------------------------------------
    Patch 1.19b
    --------------------------------------------------------------------------
    
    FIXES
    
    - Fixed a crash that could happen in multiplayer games.
    
    --------------------------------------------------------------------------
    Patch 1.19
    --------------------------------------------------------------------------
    
    MAPS
    
    - (2)Echo Isles
       - Added ranged creep to expansion goldmines.
       - Replaced both Fountains of Health with Mercenary camps and changed
          the creep composition so that they're not all piercing attack.
       - Replaced the mana fountain with a Market Place and changed the level
         3 perm item drops to level 3 charged items.
       - Replaced one Troll Trapper with an equal level Ogre to the all troll
         trapper green camp next to each start location.
    
    - (2)Tirisfal Glade
       - Added a tavern to each side of the map, reduced the level of the creep
         that guard the Mercenary buildings as well as the level of the items
         they drop, and reduced two Orange  creep camps and level of the item
         drops.
    
    - (4)Turtle Rock
       - Opened areas of the map to help alleviate strong choke points that
         favor ranged unit combat.
    
    - (4)Broken Shard
       - Replaced the 4 center orange camps with 4 green camps.
       - Replaced two ranged units with two melee units to the creep camps
         guarding the Goblin Merchants.
       - Increased the Orange camp levels near each start location and added
         an additional item to each of those camps.
    
    - (4)Hellfire
       - Reduced the creep level on the two middle Red creep camps.
       - Reduced the creep level on the East and West Goblin Laboratory creep
         camps.
    
    - (4)Stonecold Mountain
       - All creep with the ability to possess units have been removed from
         this map.
    
    - (4)Lost Temple
       - Added a few trees to all the start locations to ensure better
         balance of lumber harvesting for all races.
    
    - (4)Twisted Meadows
       - Changed the level 4 charged item drops at the Goblin Merchant to
         level 4 permanent drops.
    
    - (6)Sunrock Cove
       - Added pathing room around Goblin Laboratory and removed the clump of
         trees in front of the Goblin Laboratory to enhance game play.
       - Lowered the goldmine creep camp from Red to Green
       - Pushed Blue's West ramp further from its start location.
    
    - (6)GnollWood
       - Removed all Gnoll Assassins from the Goblin Merchant creep camps,
         replaced with Gnoll Brutes.
    
    - (6)Typhoon
       - Fixed Red and Teal start locations to be closer to the goldmines
         like the other start locations.
    
    - (6)Silverpine Forest
       - Removed the Tavern from all start locations
       - Can now path across the center of the map, added a Tavern to the
         center of the map.
       - Reduced the Item and creep levels of the 4 Red camps in the center
         of the map.
       - The 6 center goldmines have been reduced in difficulty of creep
         camps.
    
    - (6)Dragonblight
       - The two center creep camps have been pushed away from pathable area
         to prevent accidental attacks.
       - The players alliance settings have been changed to favor 2v2.
    
    - (6)Moonglade  New Map File
       - Two center creep camps and buildings have been removed.
       - Added two taverns to the center of the map.
       - Opened up all chokepoints
       - Added some trees to all start locations to help harvesting.
    
    - (6)Everfrost
       - Added a few trees to Yellow and Teal start locations to ensure
         lumber harvesting balance.
       - Added ground Anti-Air units to the East and West Red creep camps.
    
    
    - Bonus Maps Added to Battle.net
      - (2)Shrine of the Ancients
      - (2)Terenas Stand
      - (4)Phantom Grove
      - (4)Deathrose
      - (6)Everfrost
      - (6)Sunrock Cove
      - (6)Emerald Shores
      - (6)Duststorm
      - (8)Full Scale Assault
      - (8)Hurricane Isle
      - (8)Cherryville
      - (10)Skibis Castle TD
      - (12)Worm War
    
    
    BALANCE CHANGES
    
    Items
    - Creep-dropped item sell prices have been standardized.  Items of the
       same level will now generally sell for the same amount.
    
    Undead
    - Skeletal Mastery research time reduced to 30 seconds from 45 seconds.
    - Skeletal Longevity research time reduced to 15 seconds from 30 seconds.
    - Exhume Corpses research now costs 75 gold / 50 lumber down from 125
       gold/ 100 lumber.
    - Destroyer armor reduced to 3 from 4.
    
    Orc
    - Spiritwalkers now have the passive Resistant Skin ability.  This
       causes some spells such as Cyclone and Slow to have a much shorter
       duration when used on a Spiritwalker.  Resistant skin also grants
       immunity to certain other spells such as Polymorph and Possession.
    - Ensnare duration reduced from 15 seconds to 12 seconds.
    - Batrider hit points reduced to 325 from 400.
    
    Night Elf
    - Tree of Life build time increased to 120 seconds from 110 seconds.
    
    Human
    - Human Towers (Guard, Cannon, Arcane and Scout) now gain 1 armor per
       masonry upgrade, down from 2.
    
    
    
    WORLD EDITOR CHANGES
    
    Trigger Editor
    - The "Image" category and actions now appear after the "Item" category.
    - The "Ubersplat" category and actions now appear after the "Unit Group"
       category.
    - Fixed script generation errors when using the "Terrain Pathing Is Off"
       function.  This is now a Boolean function.
    - Fixed script generation errors when using variables of the following
       types:
        - Attack Type
        - Combat Sound
        - Damage Type
        - Effect Type
        - Pathing Type
        - Sound Type
    - Sorted lightning type presets.
    - Appended "Cliff" to cliff terrain types, to distinguish them from
       non-cliff terrain types.
    - Renamed "Life Drain" and "Mana Drain" to "Drain Life" and "Drain Mana",
       respectively.
    - Cleaned up the name, grammar text, hints and/or sorting order for the
       following trigger functions/calls:
        - (Boolean) Environment - Terrain Pathing Is Off  (was Terrain
          Pathable)
        - (Unit) Event Response - Damage Source
        - (String) Game - Ability Name
        - (String) Game - Ability Effect Art Path  (was Ability Effect Art)
        - (String) Game - Ability Effect Sound Name  (was Ability Sound)
        - (String) Hero - Hero Proper Name
        - (String) Trigger - Trigger Name
        - (Real) Lightning - Red Color of Lightning
        - (Real) Lightning - Green Color of Lightning
        - (Real) Lightning - Blue Color of Lightning
        - (Real) Lightning - Alpha Value of Lightning  (was Alpha Color of
           Lightning)
    - Cleaned up the name, grammar text, hints and/or sorting order for the
        following trigger actions:
        - Environment - Change Terrain Type
        - Environment - Turn Terrain Pathing On/Off  (was Turn Pathing
          On/Off)
        - Floating Text - Suspend/Resume
        - Floating Text - Permanent/Expires
        - Floating Text - Change Color
        - Floating Text - Change Lifespan
        - Floating Text - Change Fading Age  (was Change Fadepoint)
        - Floating Text - Change Age
        - Game - Enable/Disable Selection  (was Enable/Disable Select)
        - Game - Enable/Disable Drag-Selection  (was Enable/Disable Drag
          Select)
        - Game - Enable/Disable Pre-Selection  (was Enable/Disable Pre
          Select)
        - Image - Create
        - Image - Change Color
        - Image - Change Render State
        - Image - Change Render Always State
        - Image - Change Above Water State
        - Lightning - Create Lightning Effect  (was Create Lightning Effect
          At Points)
        - Lightning - Move Lightning Effect  (was Move Lightning Effect To
          Points)
        - Lightning - Set Lightning Effect Color
        - Unit - Add Classification
        - Unit - Remove Classification
        - Unit - Issue Drop Item Order  (was Drop Item On A Point)
        - Unit - Issue Move Item In Inventory Order  (was Drop Item In Slot)
        - Unit - Issue Give Item Order  (was Drop Item On A Unit)
        - Unit - Damage Area
        - Unit - Damage Target
        - Unit - Decrease Level Of Ability For Unit
        - Unit - Increase Level Of Ability For Unit
        - Unit - Set Level Of Ability For Unit
        - Ubersplat - Create
        - Ubersplat - Change Render State
        - Ubersplat - Change Render Always State
    - Added an event and three new trigger functions for future tournament
       support:
        - (Trigger Event) Tournament Event
        - (Real) Tournament Time Remaining
        - (Integer) Tournament Melee Score
        - (Integer) Tournament Finish Rule
    
    --------------------------------------------------------------------------
    - PATCH 1.18
    --------------------------------------------------------------------------
    
    FEATURES
    
    - 6 maps from our Bonus Map program including (4)Excavation Site, (2)Echo
      Isle, (6)Hinterland Raid, (6)Ruins of Stratholme, (8)Azeroth Grand Prix,
      (8)Extreme Candy Wars 2004.
    
    FIXES
    
    - Fixed a problem that prevented selection sounds from playing when
      units were drag-selected.
    - Fixed a problem that caused Gargoyles to become stuck in Stone Form.
    - Fixed a problem with Dark Ritual or Death Pact leaving an unusable
      corpse.
    - Fixed a problem that caused a player's units to continue to harvest
      resources after they were dropped and no one has control of them.
    - Fixed a problem that allowed Ethereal units to take Physical damage from
      missiles that were in flight as they became Ethereal.
    - Fixed a problem that allowed Magic Immune units to take Magical damage
      from missiles that were in flight as they became Magic Immune.
    - Fixed a problem that allowed Unstable Concoction to kill the casting
      Batrider even after its target became Ethereal.
    - Fixed the visibility of the Flamestrike de-buff icon.
    - Fixed a problem with Defend not absorbing Piercing splash damage.
    - Fixed a problem with melee units with Incinerate not damaging any units
      that they would Incinerate.
    - Fixed a problem that caused Heroes holding items that increase their
      primary attribute to display an increase in their base damage on the
      info panel. Their actual damage was not affected.
    - Fixed a problem that allowed morphing units in their alternate form to
      retain their alternate form bonuses when killed by a Mana Flare when
      activating their alternate form.
    - Fixed a problem that allowed Destroyers to use Devour Magic on Watcher
      Wards.
    - Fixed a problem that prevented Watcher Wards from being revealed by the
      Dust of Appearance.
    - Fixed a problem that removed the Summoned state from Carrion Beetles
      when they burrow.
    - Fixed a problem with Metamorphosis and Chemical Rage that allowed the
      timer to remain active after the Hero had died.
    - Fixed a problem with Goblin Zeppelins being considered Undead instead of
      Mechanical in custom Reign of Chaos maps.
    
    MAPS
    
    - (8)Crossroads - Fixed a grammatical error.
    
    BALANCE CHANGES
    
    Undead
    - Banshee build time has been reduced to 28 seconds from 35 seconds.
    
    Neutral
    - Drunken Haze movement reduction has been changed to increase by level.
      The new ranks are: 15% / 30% / 50% from the previous 50% / 50% / 50%.
    - Breath of Fire initial damage reduced to 65/125/170 from 65/130/175.
    - Tornado mana cost has been reduced to 200 mana from 250 mana.
    - Incinerate can now be turned on or off.  When turned on, it
      consumes 6 mana per attack.  It is otherwise unchanged.
    - Lava Spawns now require 15 attacks to replicate, up from 14.
    - Summon Quilbeast cooldown increased to 25 seconds from 20 seconds.
    - Summon Hawk mana cost increased to 50 mana from 35 mana.
    - Pocket factory hit points increased to 300/450/600 by level from
      300/400/500.
    - Healing Spray effect per wave increased to 40/55/70 from 35/50/65
    
    Items
    - Staff of Teleportation gold cost has been increased to 150 gold from 100
      gold.
    
    WORLD EDITOR FEATURES
    
    Trigger Editor
    - Added new functions:
      - Environment: Terrain Pathability
      - Environment: Terrain Tile Type
      - Environment: Terrain Tile Variance
      - Floating Text: Permanent/Expires
      - Floating Text: Suspend/Resume
      - Floating Text: Change Position to Point
      - Floating Text: Change Position to Unit
      - Floating Text: Change Age
      - Floating Text: Change Lifespan
      - Floating Text: Change Fadepoint
      - Floating Text: Change Text
      - Game: Enable/Disable Selection (Functionality and/or UI)
      - Game: Enable/Disable Pre-Selection (Functionality and/or UI)
      - Game: Enable/Disable Drag-Selection (Functionality and/or UI)
      - Trigger: Get Trigger Name
    - Added new unit states:
      - Plagued
      - Snared
      - Stunned
      - Poisoned
      - Polymorphed
      - Sleeping
      - Resistant
      - Ethereal
      - Magic Immune
    - Lightning triggers now have their own category.
    - Lightning triggers now use the Z coordinate of the specified Location.
    - Custom Lightning triggers can now use an explicit Z coordinate.
    
    WORLD EDITOR FIXES
    
    - Fixed custom buff support for Black Arrow, Cloud of Fog, Inferno, Aerial
      Shackles, and Tornado.
    - Fixed multiple-level support for Shadowmeld.
    - Fixed Rain of Chaos' order id.
    
    --------------------------------------------------------------------------
    - PATCH 1.17
    --------------------------------------------------------------------------
    
    FEATURES
    
    - Two new Neutral Heroes, the Firelord and the Goblin Alchemist, have been
      added to the game. For further information on these exciting new Heroes
      and a listing of their abilities, visit http://www.battle.net/war3 .
    - A "Profile" button has been added to the Battle.net toolbar. You can now
      look at your profile from the Battle.net news page without ever entering
      chat.
    - Replays now display their version number in the Replay selection screen.
    - Designating a new clan chieftain now includes a confirmation dialogue.
    - 9 maps from our Bonus Map program including (8)Funny Bunny's Egg Hunt,
      (8)Shamrock Reef, (8)Dragon Falls, (8)Deadlock, (8)Gold Rush, (8)Slalom,
      (6)Copper Canyon, (6)Rolling Hills, and (4)Predators.
    
    FIXES
    
    - Fixed a problem with Burning Oil that caused the effect to not be created
      when buildings were attacked directly.
    - Fixed a problem that caused some instant spells cast after a targeted
      spell to execute before the targeted spell.
    - Fixed problems with the Melee AI when it attempted to use certain
      instant spells.
    - Fixed a problem with Morphing units re-executing commands that were
      interrupted by the morph timer expiring.
    - Fixed an exploit that would allow players to track enemy units under
      the fog of war with queued move commands.
    - Fixed a problem with units following enemy units and never proceeding
      to the next order when they moved underneath the fog.
    - Fixed a problem with Envenomed Spears wearing off too early if the
      affected unit was also affected by Slow Poison or the Orb of Venom.
    - Fixed the invisibility transition time for levels 2 and 3 of Wind Walk.
    - Fixed the orb air attack speeds for the Blood Mage, Pit Lord, and Fire
      Lord.
    - Fixed the armor upgrade values for Human, Orc, and Undead shops.
    - Fixed a problem preventing Phased Faerie Dragons from teleporting.
    - Fixed an issue with Faerie Dragons that could cause them to become
      unresponsive to most commands if you Phase Shifted just as the unit was
      attacking something.
    - Fixed Doom so that the spell now has a maximum creep level.
    - Fixed an issue that caused Crypt Fiends to deactivate Web when they
      unburrowed.
    - Fixed a problem with Cleaving Attack that would prevent it from working
      when Orbs were equipped.
    - Fixed an issue with Cleaving Attack that would cause Thorns Aura to
      reflect damage on targets that took splash damage.
    - Fixed an issue that could cause the Orb of Annihilation's splash damage
      to ignore armor.
    - Fixed a problem that could cause Metamorphosis to cancel the effects of
      a Staff of Teleportation.
    - Fixed Devour such that devoured units now give experience to the owner of
      the Kodo Beast if it gets polymorphed/hexed and instantly digests the unit.
    - Fixed rally points such that friendly units will no longer cancel rally
      orders to Heroes that teleport, Blink, or Mirror Image.
    - Fixed illusions so they now get correct damage, armor, life, and mana
      bonuses consistent with the original units.
    - Fixed an issue with morphed units that could cause them to cost food when
      revived by Animated Dead if they had died in their morphed form.
    - Fixed the Storm Pandaren (from the Pandaren Brewmaster's ultimate) so it
      now correctly displays Wind Walk's backstab damage.
    - Fixed a problem with Flame Strike that wouldn't allow Blood Mages to
      become invisible after they finished channeling the spell. Prior to this
      fix, the Blood Mage would become visible for as long as damage was taking
      place, despite the fact that he was no longer casting the spell.
    - Fixed upgrading buildings such that they now receive the correct hit point
      bonus from the Masonry upgrade.
    - Fixed a problem that could cause manually cast arrow abilities to
      occasionally fail.
    - Fixed racial shops so they no longer block line of sight.
    - Fixed multiple units' casting the same spell so they now distribute the
      load more efficiently.
    - Fixed creeps so that missile spells no longer wake them when launched.
      Instead, the creeps now wake when a spell hits.
    - Fixed channeling units so they will auto-queue orders issued to the entire
      selection except for Stop and Hide. Orders issued to the selected subgroup
      will break channeling (so you can teleport out of the area while
      channeling).
    - Fixed units in the middle of a non-channeling spell such that they will now
      auto-queue all orders until the spell is complete.
    - Fixed Hero icons so their order is now consistent throughout the game.
    - Fixed replay speeds so they can once again be changed while the replay
      is paused.
    
    
    MAPS
    
    Expansion - Frozen Throne
    - (4)Turtle Rock - Top right and bottom left creep camps now drop equivalent
      items.
    - (4)Twisted Meadows - Added some trees near the south Mercenary Camp
      to prevent mercenary purchase without engaging the creeps. Also added
      some trees to prevent item purchase from Goblin Merchant without
      engaging creep camp.
    - (6)Demon's Crossing - Removed the two Dragon Roosts and their accompanying
      creep camps from both sides of the map, then altered the creep camp
      guarding the remaining Dragon Roost. Rebalanced most of the creep camps to
      be more player friendly.
    - (6)Monsoon - Added some trees near the water line to prevent units from
      moving behind them.
    - (6)Typhoon - Added some trees near the expansion gold mines to prevent the
      creeps from harassing players when they pass by. Added some trees to start
      locations and moved bottom middle start location closer to trees to help
      with initial harvesting.
    - (6)Upper Kingdom - The two center creep camps that are guarding gold mines
      have been pushed back from common pathing areas.
    - (8)Mur'gul Oasis - Center creeps pushed further back away from common
      pathing areas through the middle.
    - (8)Gold Rush - Fixed missing Tavern from the bottom left corner.
    
    Classic - Reign of Chaos
    - (6)Dark Forest - Cleaned up some trees to provide wider areas for larger
      groups to path through. The creep camp guarding the top middle expansion
      gold mine no longer attacks units that path nearby.
    
    
    BALANCE CHANGES
    
    General
    - Haunted and Entangled Gold Mines are now indicated on the minimap.
    - The experience bonus for having a single Hero and owning a tier-2 or
      tier-3 town hall has been increased to +15%/+30% from +10%/+20%.
    - Line damage spells such as Shockwave, Carrion Swarm, Breath of Fire, and
      Breath of Frost no longer damage a targeted friendly unit.
    - Default autocast spells (like Abolish Magic or Bloodlust) that require
      research will now have autocast enabled when the research completes.
    - Arrow abilities set to autocast now override Orb effects.
    - Repairing an upgrading building now uses the repair time and cost of the
      original building.
    - Harvesting, building, and repairing workers are the only units left
      behind by a teleport.
    - Hexed and polymorphed units now have the same statistics as the normal
      units except for movement speed and the model. Previously, these abilities
      were changing the armor type and hit point regeneration type.
    - Constructing Peasants are now included in group selections. A
      constructing Peasant will automatically queue all orders unless it is
      the only unit selected, or until it receives a Stop order.
    - Channeling ultimates now cancel invulnerability. If an invulnerability
      spell is used while channeling, channeling will end.
    - Damage-capped AOE spells now have a seperate cap for friendly, enemy,
      and neutral units.
    - Enemy units now take damage from Lightning Shielded illusions.
    - If a unit is rallied to a unit/Hero that dies, the rallied unit will
      now continue to move towards the last spot the rally target occupied.
    
    Human
    - Defend has been reworked. Piercing damage is still reduced by 50%, and
      there is now an additional 30% chance that a defending Footman will
      reflect unit attacks back on the source for full damage. Piercing damage
      building attacks have a 30% chance to do no damage.
    - Banish now costs mana 75/60/50 by level, and has a 0-second cooldown at all
      levels, down from 5/3/1 seconds.
    - Siphon Mana drain per second has been reduced to 15/30/45 from 18/35/55.
    - Siphon Mana has been reworked. It now transfers mana from an enemy to the
      Blood Mage, or from the Blood Mage to an ally. Additionally, Siphon Mana
      can push the Blood Mage's mana up to as much as twice its normal maximum
      value, though mana gained in this way drains off rapidly if not used.
    - Blood Mage attack speed increased by 30%.
    - Flame Strike damage cap set to the equivalent of 6 targets, up from 5.
    - Knight hit points increased to 835 from 800.
    - Arcane Towers now deal 20 bonus damage per attack to summoned units.
    - Divine Shield can no longer be deactivated.
    - Phoenixes no longer regenerate life from a Fountain of Health.
    
    Undead
    - Death Knight base armor reduced to 3 from 4.
    - Banshee attack range increased to 600 from 500.
    - Units raised by Animate Dead are now invulnerable to dispels as well as
      damage.
    - Destroyers no longer regenerate mana from a Fountain of Mana.
    - Unsummoning an upgraded building now provides resources for the original
      building in addition to the cost of the upgrade (before it was just the
      cost of the upgrade).
    - The Nerubian Towers' frost attacks now properly affect magic-immune units.
    - Devour Magic now dispels the owl summoned by Sentinel, but does not give
      mana to the Destroyer.
    - Since we have corrected the splash damage bug with Destroyers, we have
      reverted Destroyers to their old 1.14 statistics.  Destroyers now have
      mana regeneration of -3/sec (down from -6/sec), Orb of Annihilation
      now costs 25 mana down from 50 mana, and Devour Magic restores 75 mana
      per unit dispelled, down from 150.  Note that Devour Magic no longer
      gives health or mana when a player devours friendly buffs.
    
    Orc
    - Wind Walk now allows the Blademaster to walk through units.
    - Wind Walk's backstab damage reduced to 40/70/100 from 50/85/120.
    - Unstable Concoction primary target damage increased to 600 from 550.
    - Chain Lightning will now jump to sleeping targets if the primary target
      is also asleep.
    - Tauren Chieftain base Intelligence increased to 15 from 14.
    - Troll Batrider build time increased from 25 to 28.
    - Experience granted for killing the Spirit Wolves summoned by the spell
      Feral Spirit increased by approximately 40%.
    - Spirit Link can now be used to affect illusions.
    - Spirit Walkers now appear before Raiders and Kodo Beasts in the group
      selection.
    - Troll Batriders can no longer use Unstable Concoction while Banished.
    
    Night Elf
    - Abolish Magic no longer auto-dispels hero spells.
    - Abolish Magic no longer removes positive buffs on friendlies or negative
      buffs on enemies when manually cast (it already did this for autocast).
    - Rejuvination can now target magic immune units.
    - Faerie Fire armor debuff reduced to 4 from 5.
    - Archer hit points increased to 245 from 240.
    - Faerie Dragon damage increased to 14-16 from 13-14.
    - Level-1 Entangling Roots base duration reduced to 9 seconds from 12, but
      level-3 Entangling Roots damage increased to 25 per second from 15 per
      second.
    - Ancient Protector's attack now uses a homing missile.
    - The Huntress' bouncing attacks will no longer bounce back to the initial
      target.
    - Shadow Strike is no longer removed by Banish.
    - Taunt now affects only the 10 closest units. It is also now disabled by
      Banish.
    
    Neutrals
    - Naga Sea Witch speed reduced to 270 from 300.
    - Cluster Rockets mana cost reduced to 70 from 75.
    - Voidwalker mercenaries now cost 2 food, up from 1.
    - Hydras spawned from a splitting parent are no longer considered summoned
      units.
    
    Items
    - Targeting an unwalkable location with a Scroll of Town Portal will now
      try to place units as close to that location as possible. If no valid
      location can be found, the units will be teleported to an area around
      the town hall.
    - All Orbs now affect magic-immune units.
    - Orb of Corruption debuff can no longer be dispelled.
    - Orb of Fire now deals Spell damage instead of Magic damage.
    - Mechanical Critters are no longer displayed on the minimap.
    - Mechanical Critters no longer teleport with you.
    - Amulet of Spell Shield no longer blocks physical skills (e.g., Ensnare).
    
    NOTES: Replays are incompatible between major game revisions (1.16
    replays cannot be viewed with the 1.17 version of Warcraft III).
    Custom save games will not load from version 1.16.
    
    
    --------------------------------------------------------------------------
    - PATCH 1.16
    --------------------------------------------------------------------------
    
    BALANCE CHANGES
    
    Human
    - Rifleman hit points reduced to 505 from 520.
    
    Undead
    - Destroyer negative mana regeneration increased to -6/sec from -3/sec.
    - Mana gain of Devour Magic increased to 150 per dispelled unit from 75 per
      dispelled unit.
    - Orb of Annihilation mana cost increased to 50 from 25.
    - Orb of Annihilation had a splash damage that was dealing full damage to
      all targets instead of full damage to the primary target, and reduced
      damage to nearby targets. This discrepancy has been fixed and the orb
      now deals damage identical to the functionality in patch 1.14.
    
    Orc
    - Bladestorm mana cost reduced to 200 from 250.
    - Troll Batrider hit points reduced to 400 from 500.
    - Demolisher build time increased to 40 seconds from 36 seconds.
    
    Neutral Heroes
    - Cluster Rockets cooldown reduced to 6 seconds from 7 seconds.
    - Pocket Factory cooldown reduced to 35 seconds from 40 seconds.
    - Pit Lord base Strength increased to 26 from 24.
    - Dark Minion hit points increased from 200/260/320 to 215/290/405 and armor
      reduced to 0/0/0 from 1/2/3.
    - Breath of Fire has been damage capped to 8 targets. Note that this does
      not affect the amount of damage dealt by burning damage from the Breath
      of Fire / Drunken Haze combination.
    - Storm, Earth and Fire Pandaren hit points increased by 200, and attack
      damage increased by 33%.
    
    Items
    - Shared cooldown of 20 seconds added on all summoning items.
    - Wand of Lightning Shield given 10-second cooldown.
    - Staff of Preservation max stock set to 1, down from 2.
    - Sentry Ward item duration reduced to 5 minutes from 10 minutes.
    
    NOTES: Replays are incompatible between major game revisions (1.15 replays
    cannot be viewed with the 1.16 version of Warcraft III). Custom save games
    will not load from version 1.15.
    
    
    --------------------------------------------------------------------------
    - PATCH 1.15
    --------------------------------------------------------------------------
    
    FEATURES
    
    - A new Neutral Hero, the Goblin Tinker, has been added to the game. For
      further information on this strange new Hero and a listing of his abilities,
      visit http://www.battle.net/war3 .
    - The matchmaking system has been significantly updated. New accounts should
      more quickly begin playing against opponents of equivalent skill level.
    - Clan ladders are now functional. Games against ranked players will now
      contribute to your clan's ranking on the ladder.
    - Clan information is now displayed in your player profile, including your
      clan name, tag, ladder ranking, and more.
    - Display of channel moderators has changed.
    - Ladder information is now more clearly separated in your user profile.
    - Free For All (FFA) games are now anonymous. Account names and player levels
      will no longer be displayed to other participants. Other players will be
      displayed as "Player X", where X is the number of the player in the game.
    - Added an on/off button for the "Alt" formation toggle functionality to the
      Options --> Gameplay menu. The option is "On" by default.
    - Added a "Worker Selection" button that appears beneath the construction
      progress indicator for Night Elf and Orc buildings. This allows Orc and
      Night Elf players to re-select workers that are currently constructing a
      building and give them additional way-pointed orders.
    - Added the ability for users to double-click replay files (*.w3g files) from
      system directories. Doing so will automatically launch the game and load the
      appropriate replay.
    - Buff and debuff icons (not including auras) now flash when their duration
      has 10 or fewer seconds remaining.
    - Buff icons will display in the tooltip when a group-selected unit is
      highlighted in the info panel.
    
    FIXES
    
    - Fixed an issue with cargo based structures/units (Entangled Gold Mines, Orc
      Burrows, Goblin Zeppelins, etc.) which could cause units to get stuck
      inside permanently.
    - Fixed a problem where water elementals that died during Mass Teleport were
      not being properly removed from the game.
    - Fixed an issue that caused hit point bars not to show up properly for some
      teams when viewing replays.
    - Fixed an issue that caused the Anti-magic Shell art to display incorrectly
      on Crypt Fiends after they unburrow.
    - Fixed a problem where a Scroll of Town Portal could be wasted if the
      targeted town hall was destroyed before the spell completed. The Hero now
      retains the Scroll if the spell doesn't complete.
    - Fixed an issue with the Mountain Giant's Taunt that could cause Invisible
      and Shadowmelded units to improperly attack and reveal themselves when the
      ability was activated.
    - Fixed an issue with the "Observers on Defeat" functionality that caused
      units not to be displayed on the minimap.
    - Fixed a problem with the Pandaren Brewmaster that caused incorrect
      regeneration of health and mana while his ultimate was active.
    - Fixed a problem with Spell Steal and Polymorph that could turn a ground unit
      into a Flying Sheep.
    - Fixed an issue that could cause the Web and Ensnare graphics to display
      improperly.
    - Fixed a problem that caused the Inferno stun damage to not be applied to
      magic-immune units in The Frozen Throne. All ultimates should ignore magic
      immunity.
    - Fixed some spell targeting issues with Resistant Skin. Doom (and possibly
      other spells) should work the same way as Charm.
    - Fixed an issue with Metamorphosis which prevented some Orb effects
      from working while the Demon Hunter was in his altered form.
    - Fixed a problem with the Scroll of Town Portal which did not allow Heroes
      to regenerate the appropriate hit points and mana while the spell was being
      cast.
    - Fixed the accidentally inflated hit point regeneration rate on the Naga
      Sea Witch, Beastmaster, Pandaren Brewmaster, and Spell Breaker back to
      the standard .25 hit points per second.
    - Fixed Shockwave's damage radius to 125.
    - Fixed Orb items to now cause the proper damage versus air for melee Heroes.
    - Fixed an issue with Militia in which units ordered "Back to Work" could
      change back into Militia when arriving back at the town hall.
    - Fixed Breath of Fire's damage area to more accurately represent a cone area
      of effect, rather than a line.
    - Acolytes harvesting from a Haunted Gold Mine with the Entangling Roots buff
      now register as idle like other peons.
    - Fixed the Blight generated by the Sacrificial Skull such that a
      non-Undead building placed on top of the Blight will not remove the
      Blight when it finishes construction.
      Detonate, Dispel Magic, and Disenchant correctly dispel this Blight.
    - Fixed an issue that allowed Banished worker units to build, Repair,
      and harvest. Note that Detonate and Unsummon will remain unaffected by
      Banish since they're considered "magical".
    - Fixed Lightning Shield so that if two units with Lightning Shields overlap
      each other, they both correctly take damage.
    - Fixed an issue that allowed an ally that did not have Shared Control to
      Uproot and command your Ancient of Wonders. Allied players without Shared
      Control should only be able to purchase items from the building.
    - Fixed a problem with item-summoned units which would cause them to leave
      corpses and spawn units from Black Arrow.
    - Fixed an issue with Animate Dead which in some cases caused the spell to
      transfer the unit upgrades to the new owner.
    - Fixed an issue that prevented players from way-pointing the Faerie
      Dragon's Mana Flare ability.
    
    MAPS
    
    Expansion - Frozen Throne
    - (2)Tirisfal Glades - Added more trees to bottom start location. Mercenary
      creep camps are better suited to drop a level-4 charged item.
    - (2)TheTwoRivers - Removed the Rune of Rebirth from Ogre Mage; added Rune of
      Mana to Ogre Mage. Lowered Ogre Lord drop from permanent level-6 item to
      level-5 item. Increased level of power up.
    - (2)GlacialThaw - The drop tables have been re-adjusted for better one-on-one
      competition.
    - (4)TwistedMeadows - Corner creep camps harder to Gargoyle rush. Replaced
      Tavern with Goblin Merchant; replaced Marketplace with Tavern. Lowered creep
      strength for Goblin Merchant. Goblin Laboratories are harder to purchase
      from without engaging creeps.
    - (4)TurtleRock - Added some trees to the south Goblin Merchant area to
      prevent the player from making purchases from the building without engaging
      the creeps that guard the building. Changed several creep drops to help with
      game flow.
    - (6)DemonsCrossing - Fixed alliance settings.
    - (6)RiverOfSouls - Removed the creeps from the taverns and fixed a cave
      doodad.
    - (8)AzureTowerDefense - Fixed the hotkey for the Azure Wisp 'A'. Fixed a
      spelling error with 'Upgrade Arrow Damage' tooltip. Azure Witch had a
      conflicting ability hotkey that has been fixed. Brilliance Aura and Frost
      Arrow both used 'R'; Brilliance Aura now uses 'A'. The +3 Tome's description
      now correctly states that it adds +3 to all Hero attributes.
    
    Classic - Reign of Chaos
    - (2)Plunder Isle - Added some trees to the north and south location near the
      Goblin Merchant to prevent the player from making purchases without engaging
      the creep guarding the building. Cleared some room around the Goblin
      Merchant to prevent Archer cheese.
    
    BALANCE CHANGES
    
    Human
    - Flamestrike damage capped to 5 targets. If more than 5 targets are hit, the
      damage done to 5 targets normally is split evenly across all available
      targets.
    - Mass Teleport cooldown increased to 20 seconds from 15 seconds.
    - Level 1 water elemental damage reduced to 1d5 + 17 from 2d5 + 19, but hit
      points increased to 525 from 450.
    - Bash % chance to hit increased by 5% across all levels.
    - Slow mana cost increased to 50 from 40.
    - Control Magic mana cost is now calculated based on the target unit's
      current hit points instead of its maximum hit points. The dynamic mana
      cost of Control Magic has also been increased to .45 mana per hit point
      from .3 mana per hit point.
    - Spell Breaker feedback damage vs. Heroes reduced to 4 per hit from 5 per
      hit.
    - Dragonhawk Rider damage reduced to 1d3 + 17 from 1d3 + 18.
    - Flying Machine damage vs. air increased to 1d2 + 13 from 1d2 + 11.
    - Militia are now level-1 units, instead of level-2 units. This causes them
      to give less experience when killed.
    - Scout Towers can be repaired twice as fast as before.
    
    Undead
    - Frost Nova cold effect now lasts 2/3/4 seconds against Heroes. It previously
      lasted 4/6/8 seconds against Heroes.
    - Animate Dead mana cost reduced to 175 from 250.
    - Death Coil cooldown increased to 6 seconds from 5 seconds.
    - The damage a Banshee takes while possessing a unit has been reduced to
      225% from 300%.
    - Anti-magic Shell mana cost reduced to 75 from 100.
    - Anti-magic Shell correctly allows self-targeting now.
    - Devour Magic cooldown reduced to 7 seconds from 8 seconds.
    - Ziggurat armor reduced to 1 from 5.
    - Abomination hit points increased to 1175 from 1080.
    - Obsidian Statue hit points reduced to 550 from 700.
    - Frost Wyrm build time reduced to 65 seconds from 80 seconds.
    - Boneyard build time reduced to 70 seconds from 80 seconds.
    - Necromancer build time reduced to 24 seconds from 30 seconds.
    - Skeletal Longevity now costs 50/75, down from 100/75, and can be researched
      in 30 seconds, down from 60 seconds.
    - Necromancer Adept and Master training now take 30 and 45 seconds to
      research, down from 60 and 75 seconds.
    - Exhume Corpses now requires Halls of the Dead instead of Black Citadel.
    - Level-2 Carrion Beetles are now the same size as Ghouls, instead of the
      same size as Crypt Fiends. Level-3 Carrion Beetles are now the same size
      as Crypt Fiends, instead of the same size as Abominations.
    - Possession damage multiplier reduced to 166% from 225%.
    
    Orc
    - Disenchant range increased to 650 from 500, and mana cost reduced to 100
      from 125.
    - Feral Spirit cooldown increased from 25 to 30.
    - Troll Batrider's Unstable Concoction has changed such that the Batrider
      increases speed dramatically when it gets within a short range of its
      target.
    - Liquid Fire damage reduced to 8 per second down from 15 per second.
    - Demolisher damage reduced to 1d18 + 71 from 1d19 + 75.
    - Troll Headhunter build time reduced to 20 seconds from 22 seconds.
    - Spirit Walker build time reduced to 38 from 42.
    - Blademaster speed increased to 320 from 300.
    - Wind Walk bonus damage increased to 50/85/120 from 50/75/100
    - Watch Tower build time increased to 60 seconds from 55 seconds.
    
    Night Elf
    - Chimaera movement speed reduced to 250 from 270.
    - Fan of Knives level-2 base damage increased to 125 from 120, and
      level-3 base damage increased from 180 to 190. Although this appears
      to be an upgrade, it actually is a reduction in overall power. The
      previous patch had a bug at levels 2 and 3 in which, if 6 or more
      targets were available, the ability did more than the expected
      amount of maximum damage. This change remedies that error.
    - Mana Flare splash damage no longer harms units that lack a mana pool.
    - Wellspring now upgrades Moonwells to 425 mana, down from 500 mana, and
      Moonwell mana regeneration scaled proportionally.
    - Force of Nature casting range increased to 800 from 700.
    - Faerie Fire mana cost increased to 45 from 35.
    
    Neutral Units and Heroes
    - Dark Ranger starting Agility increased to 21 from 19.
    - Breath of Fire now correctly has a cone shape at all levels. Previously,
      the level-2 and level-3 versions were shaped exactly like Shockwave,
      while the level-1 area was occupying a much larger area than intended.
      The spell now hits far fewer targets, which roughly matches the graphic.
      The damage of Breath of Fire has been increased to 65/120/175 from
      50/100/150 to compensate for this change.
    - Level-3 Quilbeasts' splash radii have been reduced from 75/100/150 to
      25/75/125.
    - Drain Life damage increased to 25/40/55 per second from 20/35/50.
    - Cleaving Attack damage increased to 30%/55%/80% from 25%/45%/65%.
    - Tornado can now cyclone a particular unit more often  once every 22
      seconds, down from once every 30 seconds.
    - Tornado speed increased to 75 from 60.
    - Zeppelins are now available at the start of the 2nd day, rather than at
      the first nightfall.
    - Neutral Hero lumber cost increased to 135 from 100.
    - To purchase from a neutral shop or Mercenary Camp, a valid unit or Hero
      must now be within 450 distance units, down from 600 distance units.
      Note that this change does not affect racial shops.
    
    Items
    - Boots of Speed now cost 250 gold, up from 150 gold. They are not
      available until the first nightfall, and are now considered a level-3
      permanent item, up from level 2.
    - Talisman of the Wild is now a level-5 charged item, up from 4.
    - Legion Doom-Horn is now a level-5 permanent item, up from being a
      level-4 permanent item.
    - Wand of Lightning Shield reduced to 2 charges from 3.
    - Orb of Venom poison damage increased to 9 per second from 7 per second.
    - Orb of Fire cost reduced to 275 gold from 300 gold.
    - Staff of Preservation cooldown increased to 30 seconds from 15 seconds.
    
    Miscellaneous
    - All autocast buffs and debuffs cast by racial units now have a cooldown
      of 1 second. Before, some had cooldowns of 0 seconds, while others had
      cooldowns of 1 second. This change does not include Priest Heal.
    - Hero spell resistance increased to 30% reduction from 25% reduction.
    
    WORLD EDITOR FEATURES/IMPROVEMENTS
    
    General
    - Added Game Interface fields for "Text - Unit Classification".
    - Reduced minimum map size to 32 (was 64).
    
    Trigger Editor
    - Added new functions:
      - Hero - Hero Proper Name (string call)
      - Player - Divert Player Income (Tax) (action)
      - Player - Player Tax Rate (integer call)
      - Unit - Add Classification (action)
      - Unit - Remove Classification (action)
      - Unit - Issue Order Targeting An Item (action)
      - Unit Group - Issue Order Targeting An Item (action)
    
    Object Editor
    - Enabled additional abilities for modification: Poison Arrows and Blighted
      Gold Mine ability.
    - Added checkbox UI for Channel ability "Data - Options" field.
    - Added new fields:
      - Stats - Hero - Hide Hero Death Message (Hero units)
      - Stats - Hide Minimap Display (units)
    
    WORLD EDITOR FIXES
    
    General
    - Custom abilities are now disabled properly via the Ability Properties
      dialog.
    - Object Properties dialogs now properly load facing angles between 270-360
      degrees.
    - Fixed a crash that could occur when modifying very long Game Interface text
      fields.
    
    Trigger Editor
    - Abilities added via "Unit - Add Ability" action now properly apply currently
      researched "Ability Level Bonus" upgrade effects.
    - Dialogs now respond to clicking the 12th button.
    - Compile errors in the custom script section no longer disable all triggers
      or lead to an infinite loop of error messages.
    
    Object Editor
    - Import/Export menu items now properly update text for Buffs/Effects tab.
    - Warnings about resetting objects now appropriately refer to the current tab.
    - Maximum value of "Data - Maximum Creep Level" has been increased in order
      to work with some abilities (Devour, Possession, Item Command).
    - Ability "Item Attack Corruption Bonus" now has the correct data fields.
    - Ability "Thorns Aura (Neutral Hostile)" now has the correct data fields.
    - Fixed some abilities that did not recognize non-default buffs and/or
      effects.
    - (Mac only) Mousing over the "New Custom Buff" toolbar button will no longer
      crash the editor.
    
    NOTES: Replays are incompatible between major game revisions (1.14 replays
    cannot be viewed with the 1.15 version of Warcraft III). Custom save games
    will not load from version 1.14.
    
    
    --------------------------------------------------------------------------
    - PATCH 1.14b
    --------------------------------------------------------------------------
    
    FIXES
    
    - Fixed an issue with recalling control groups and quickly pressing 'TAB'
      to change your selected subgroup.
    
    --------------------------------------------------------------------------
    - PATCH 1.14
    --------------------------------------------------------------------------
    
    FIXES
    
    - Fixed an issue with custom save games from version 1.12 (including those
      from Orc Act I) so Hero Agility is recognized properly. Attack speeds
      will now be correct when loading from a previous save game.
    - Fixed an issue that caused Scroll of Town Portal to always place your
      units to the lower right side of your town hall instead of the location
      you clicked.
    - Fixed an issue with the Skeletal Mage upgrade that prevented the Raise
      Dead skill from working on the corpses inside Meat Wagons.
    - Fixed an issue that caused a unit to permanently lose 75% of its attack
      speed if it was Polymorphed or Hexed while under the effects of Unholy
      Frenzy.
    - Fixed an issue with Spirit Link in which, if one of the linked units was
      a Troll Berserker with the Berserk ability active, all units linked with
      that Troll would take the increased damage penalty associated with the
      Berserk ability.
    - Fixed an issue in which, if a unit casting a channeling spell died from
      Mana Flare, the channeled spell would linger in the area permanently.
    - Fixed an issue that caused the Call to Arms command not to work if you
      clicked the button an EVEN number of times.
    - Fixed an issue with Hero and unit ability orders in which, under certain
      conditions, ability orders would not be dispatched properly, causing
      "lag" or unresponsiveness.
    - Fixed an issue that caused Glaive Throwers to lose damage when the
      Vorpal Blades upgrade was researched.
    
    BALANCE CHANGES
    
    Undead
    - Anti-magic Shell cost reduced to 100 from 150, and hit points absorbed
      reduced to 300 from 350.
    
    Night Elf
    - Mana Flare area-of-effect damage radius reduced to 200 from 250.
    
    Neutral Units and Heroes
    - Nerubian Webspinners now cost 200/35/3, up from 175/25/2.
    - Stampede damage reduced from 80 per beast to 60 per beast.
    - The Beastmaster bear's Bash ability now stuns Heroes for 1 second instead
      of 2 seconds.
    - Summoned Treants no longer give large gold bounties.
    
    NOTES: Replays are incompatible between major game revisions (1.13 replays
    cannot be viewed with the 1.14 version of Warcraft III).
    
    --------------------------------------------------------------------------
    - PATCH 1.13b
    --------------------------------------------------------------------------
    
    FIXES
    
    - Fixed an issue related to copy protection.
    
    ANNOUNCEMENT
    
    We are aware of some new issues that came up with the release of the 1.13
    patch. We will be releasing a 1.14 patch in the near future that addresses
    some of these issues, including:
    
    - Custom save games from version 1.12 (including those from Orc Act I)
      incorrectly recognize Hero Agility, causing slow attack speeds after the
      1.13 patch is applied. This will be fixed in the 1.14 patch.
    - Town Portal always places your units to the lower right side of your town
      hall instead of the location you clicked, as it previously did. This will
      be fixed in the 1.14 patch.
    - If you research the Skeletal Mage upgrade, then you will no longer be able
      to use the Raise Dead skill on the corpses inside a Meat Wagon. This will
      be fixed in the 1.14 patch.
    - When a unit with Unholy Frenzy is Polymorphed or Hexed, the unit
      permanently loses 75% of its attack speed. This will be fixed in the 1.14
      patch.
    - If an Orc player uses the spell Spirit Link, and one of the linked units is
      a Troll Berserker with the Berserk ability active, then all units linked
      with that Troll will take the increased damage penalty associated with the
      Berserk ability. This will be fixed in the 1.14 patch.
    - If a unit casting a channeling spell dies from Mana Flare, the channeled
      spell lingers in the area permanently. This will be fixed in the 1.14
      patch.
    - The Call to Arms command does not work if you click the button an EVEN
      number of times. This will be fixed in the 1.14 patch.
    * Any other confirmed issues that we can fix in time for the release of the
      1.14 patch.
    
    Regarding balance, we are currently assessing the state of balance of 1.13
    based on user feedback, online testing, and the review of replays. Although
    we will make some number of balance changes in 1.14, these have yet to be
    determined.
    
    We appreciate the community's patience and support in our endeavor to further
    tune the play balance, enhance the feature set, and increase the stability
    of Warcraft III: Reign of Chaos and Warcraft III: The Frozen Throne.
    
    - Blizzard Entertainment
    
    
    --------------------------------------------------------------------------
    - PATCH 1.13
    --------------------------------------------------------------------------
    
    FEATURES
    
    - Acts II & III, the conclusion acts to the bonus Orc campaign contained in
      The Frozen Throne, are included in this patch. To play these levels, you
      can simply click the "Chapter Two - Old Hatreds" link from the Bonus Campaign
      screen. If you have completed Act I, your Heroes will carry over to Act II.
      Otherwise, your Heroes will be default-level Heroes with basic starting items.
    - Warcraft III now supports binding an email address to your Battle.net account,
      so that you can recover your password at a later stage, similar to the
      functionality that was added to D2.
    - Race selection on the scheduled game dialog (tournament finals) is now saved
      for future scheduled games.
    
    MAPS
    
    Expansion - Frozen Throne
    - (2)Tirisfal Glades - Red creep camp a bit easier; lowered the level of item
      drop from 7 to 5.
    - (2)Glacial Thaw - Switched the start locations to face the center of the
      map. Lowered the level of a few creep camps; lowered the level of a few
      item drops.
    - (4)Paradise Island - Creeps are less likely to aggro passing units.
    - (4)Twisted Meadows - Added ground-based anti-air creep to the island. Added
      some trees behind the 3 o'clock start location to prevent building NE town
      hall behind the gold mine. Changed a level-4 drop from charged item to
      permanent item.
    - (4)Bridge Too Near - Switched start locs with the expansion gold mines.
    - (4)Devil's Cauldron - Lowered the total level of 4 creep camps.
    - (4)Turtle Rock - The two large turtles that are placed between player bases
      each drop a better item. Removed Rune of Lesser Healing from the expansion
      creep.
    - (4)Floodplains 1v1 - Removed the easy creep camp outside of player's base
      and moved it to the other easy creep camps further from the player's base.
    - (4)Lost Temple - Adjusted creep camps and item drops.
    - (4)Avalanche - Weakened the 3 o'clock and 9 o'clock expansion creeps. Added
      a green-sized camp in place of the orange camp.
    - (6)Bloodstone Mesa - Moved expansion creep back. Removed Marketplace and
      added Tavern.
    - (6)Rice Fields - Changed all the randomly generated creep camps; they are a
      bit easier for the user now.
    - (6)Wellspring - Added more trees to the starting location and moved the
      lumber a bit closer to the town hall. Removed the east and west gate from
      the center and created a bit more room around the Taverns.
    - (6)Stranglethorn Vale - Expansion creeps are a bit easier now.
    - (6)Timbermaw Hold - Moved the bottom Dragon Roost creep closer together to
      eliminate two creep icons. Moved bottom middle start location deeper into
      forest to prevent the easy (green) creep camp from being nuked from start
      location placement. Same change to the bottom left position. Added a tree to
      the hole in the forest at the top left position to prevent units from
      getting stuck when portaling home.
    - (8)Friends - Changed drop item classification from 'any' level-6 items to
      'charged' level-6 items.
    - (8)Feralas - Removed some creep camps to help the flow of the game.
    - (8)Rock Quarry - Added some trees to several start locs that needed more
      lumber. Added ground-based anti-air to the center of the map.
    - (8)Mur'gul Oasis - Added another 1500 gold to the starting locations.
    - (8)Deathknell - Removed the center creep camp and neutral building.
    - (8)Plains of Snow - Moved Teal's easy creep camp farther away to prevent
      them from being nuked at the start of the game.
    - (8)Garden of War - Moved Yellow's easy creep camp to prevent them from being
      nuked at the start of the game.
    - (8)Battleground - Moved 12 o'clock easy creep camp further away from start
      location to prevent them from being nuked at the start of the game.
    
    Classic - Reign of Chaos
    - (2)Plunder Isle - Added some ground-based anti-air units to the Dragon camps;
      also added some trees to the top start location.
    - (4)Lost Temple - Adjusted item drop in center area. Expansion gold mines
      should be a bit tougher. Each player's expansion gold mine now has one melee
      creep. The Goblin Merchant camp is now tougher and has anti-air.
    
    BALANCE CHANGES
    
    Human
    - Storm Bolt stun is now 5 seconds vs. units and 3 seconds vs. Heroes at all
      levels. Previously, it had this level of stun at level 1, but went up 2
      seconds vs. units and one second vs. Heroes each level. Additionally,
      level-2 and level-3 damage are now 225 and 350, respectively.
    - Militia can now only be created from a player's starting Town Hall, but they
      can still be created from any of the player's Keeps or Castles.
    - Blizzard is now damage capped. This damage cap is invoked when Blizzard hits
      more than 5 targets per wave.
    - Scout Tower hp reduced to 300 from 500, and armor reduced to 0 from 5.
    - Human towers now gain 2 armor per masonry upgrade, up from 1.
    - Banish has been reworked. Previously durations were 12(5) / 24(7) / 36(9)
      by level, and mana costs were 75/50/25 by level. Instead, its mana cost is
      now constant at 75 mana; its cooldown decreases with level (5 / 3 / 1); and
      its durations only slightly improve with level (12(4) / 15(5) / 18(6)).
    - Siphon Mana maximum range reduced to 800 from 850.
    - Flying Machine hit points increased to 200 from 175.
    - Holy Light mana cost reduced to 65 from 75.
    
    Undead
    - Web upgrade cost increased to 150/150 from 75/75.
    - Spirit Touch now restores 3 mana per casting, down from 4.
    - Possession has been reworked. It is now a channelled spell with a 4 1/2
      second casting duration. During this time, the target is disabled and
      frozen into place, but is also invulnerable; and the Banshee takes triple
      damage from all attacks. Stunning or killing the Banshee that is casting
      Possession will cause the spell to abort. Additionally, the range of
      Possession has been increased to 350 from 200.
    - Anti-magic Shell has been redesigned. The spell now absorbs the first 350
      points of spell or magic damage dealt to the target, but does not grant
      magic immunity. Note that spells absorbed by AMS can still deal secondary
      effects, such as stun, paralysis, or mana drain. Also the mana cost of
      AMS has been re-balanced to 150.
    
    Orc
    - Troll Batrider Unstable Concoction damage reduced to 550 from 900, and
      splash damage increased to 140 from 100.
    - Troll Batrider damage increased to 13-15 from 11-12.
    - Level-1 Spirit Wolves now move at speed 320, down from speed 350.
    - Level-3 Spirit Wolves now have 500 hit points, up from 400 hit points.
    - Damage sustained over Spirit Link is now never fatal. Fatal damage sustained
      via Spirit Link instead reduces a unit to 1 hit point, and dispels Spirit
      Link.
    - Stasis Trap area of effect reduced to 400 from 500.
    - Shockwave now has a damage cap of roughly 12 units affected. Note that this
      limit will not typically be reached except in team games.
    
    Night Elf
    - Shadow Strike level-1 DoT damage reduced to 10 per period, down from 15.
    - Detonate mana drain reduced to 50 from 100.
    - Druid of the Claw caster upgrade times reduced to 25 seconds and 35 seconds
      respectively, down from 45 seconds and 1 minute.
    - Dryad damage increased to 17-19 from 16-18.
    - Glaive Thrower damage changed from 39-50 to 36-53.
    - Eating trees now heals 500 hit points over 30 seconds, up from 200
      hit points over 10 seconds.
    
    Neutral Buildings, Units and Heroes
    - Beastmaster Strength reduced to 22 from 25, and base armor reduced to 2 from
      3.
    - Level-2 hawk hit points reduced to 450 from 625, and level-3 hawk hit points
      reduced to 650 from 875.
    - Breath of Fire and Drunken Haze mana costs reduced to 70 from 75.
    - Naga Sea Witch speed reduced to 300 from 320.
    - Frost Arrows mana cost is now 10 per shot, up from 7 per shot.
    - Pit Lord footprint, or collision size, has been reduced to 32 from 48. This
      means that he takes up less space on the battlefield.
    - Rain of Fire is now damage capped. This damage cap is invoked when Rain of
      Fire hits more than 5 targets per wave.
    - Level-1 Black Arrow no longer has a cooldown, but level-1 Minion damage
      reduced to 9-10 from 14-15.
    - Cleave attack splash radius increased to 200 from 150.
    - Dragonspawn Meddlers have been rebalanced to correctly reflect their food,
      level and gold cost. They now have 370 hit points, down from 500 hit points,
      and deal 12-13 damage, down from 21-25 damage.
    - Mercenary Barbed Arachnathids are now available at the start of the second
      day, instead of very early in the game.
    - Creep Bloodlust mana cost increased to 75 from 50.
    - Creeps with Faerie Fire always use the creep version of Faerie Fire now.
      Additionally, creep Faerie Fire cooldown increased to 8 from 5.
    - Creep Curse cooldown increased to 8 from 5.
    - Thunder Lizard cost increased to 6 food from 5, and 150 lumber from
      80 lumber.
    
    Items
    - Replenishment Potion can now be sold to a shop for 75 gold, down from 200
      gold.
    - Sentry Wards now have 2 charges, down from 3.
    - Anti-magic Potion duration increased to 15 from 10.
    - Orb of Fire cost reduced to 300 from 375.
    - Orb of Venom cost reduced to 325 from 375.
    - Healing Wards and Ankh of Reincarnation are now level-4 items (down from 5).
    - Red Drake Egg, Stone Token and Spiked Collar are now level-5 items, up from
      level 4.
    - Staff of Preservation cost reduced to 150 from 200.
    - Staff of Preservation no longer affects allied units--it now can only
      affect its owner's units.
    - Staff of Sanctuary now heals 15 hp/sec, up from 10 hp/sec.
    
    Other
    - We have made modifications to how gold is mined. Although these changes are
      somewhat difficult to describe, the effect is that in almost all cases, 5
      peons are required for an Orc or Human to mine a gold mine at maximum
      efficiency (assuming the town hall equivalent is as close as possible).
    
    WORLD EDITOR FEATURES/IMPROVEMENTS
    
    General
    - Map-specific option for game data set to be used (custom vs. melee).
    - Model selection dialog now includes all doodad/destructible variations.
    - Added "standard/custom" filter menu to ability selection UI.
    - Added "Hero Attributes - Attack Speed Bonus per Agility Point" field to
      Gameplay Constants.
    - Added preference for "Automatically zoom Previewer to fit new models"
      (Visual tab).
    - New Gameplay Constants for global "Tech Tree - Dependency Equivalents".
    - New Gameplay Constants for tier-based Hero experience bonus factors.
    - New Game Interface fields for many of the game UI strings
      (Text - General fields).
    - Maximum unit movement speed increased from 400 to 522.
    - Minimum unit movement speed decreased from 25 to 1.
    - Added "Advanced->Reset Fixed Object Heights" option.
      (Turn off to preserve any fixed object heights [set via ctrl-page up/down]
      while moving them.)
    - Object Manager Items tab now includes global item tables.
    - Increased maximum texture space for tilesets (was 12, now 13).
    
    Trigger Editor
    - "Hero skill" trigger parameter UI now allows selection of all Hero abilities,
      including custom.
    - Increased maximum length of trigger comments (was 640, now 2048).
    - "Event Response - Triggering Player" is now valid during "Dialog - Dialog
      Button Click" events.
    - Added special doodad animation tags "show" and "hide".
    - "Conversion - Convert Externalized String" will now work properly with
      string concatenation and substrings.
    - Enabled all save/load game trigger actions for general use (i.e., no longer
      Blizzard-signed maps only).
    - Added 'Pawns An Item' unit event (for units selling items back to shops).
    - Added new functions for working with "multiboards" (new Multiboard function
      category).
    - Added various new functions:
        - Ability Name (string call)
        - Buff Comparison (condition)
        - Conversion - Convert String Case (string call)
        - Destructible - Destructible Name (string call)
        - Environment - Turn Water Deformation On/Off (action)
        - Environment - Point Is Blighted (boolean call)
        - Event Response - Target Point Of Ability Being Cast (point call)
        - Event Response - Target Unit Of Ability Being Cast (unit call)
        - Event Response - Target Destructible Of Ability Being Cast (destructible
        call)
        - Event Response - Target Item Of Ability Being Cast (item call)
        - Game - Show/Hide Creep Camps On Minimap (action)
        - Game - Creep Camp Display Is On (boolean call)
        - Game - Enable/Disable Minimap Buttons (action)
        - Item - Set Charges Remaining (action)
        - Item - Item Charges Remaining (integer call)
        - Item - Set Custom Value (action)
        - Item - Custom Value Of Item (integer call)
        - Item - Item Name (string call)
        - Player - Leaves Game (event)
        - Player - Player Score (integer call)
        - String Length (integer call)
        - Unit - Set Rally-Point To Point (action)
        - Unit - Set Rally-Point To Unit (action)
        - Unit - Set Rally-Point To Destructible (action)
        - Unit - Rally-Point As Point (point call)
        - Unit - Rally-Point As Unit (unit call)
        - Unit - Rally-Point As Destructible (destructible call)
        - Unit - Remove Specific Buff (action)
        - Unit - Unit Has Specific Buff (boolean call)
        - Unit - Level Of Unit (integer call)
        - Unit - Level Of Ability For Unit (integer call)
        - Unit - Count Items Carried (integer call)
        - Unit - Current Order Of Unit (order call)
    - Added "Height Offset" Camera Field value
    - Added Map Flag values
        - Observers on defeat
        - Use random Heroes
        - Use random races
        - Visibility - Hide Terrain
        - Visibility - Map Explored
        - Visibility - Always Visible
    
    Sound Editor
    - Added Edit->Find command (works on sound/music list and variable list).
    
    Object Editor
    - Custom Buffs/Effects data (new tab).
    - Option to sort objects by name only (View->Sort Objects By Name).
    - Holding down Shift while modifying a numerical value will disable all
      min/max limits for that field (use with caution; this can potentially crash
      the game!).
    - Tech Item dialog allows selection of special multi-unit "Equivalents" (any
      Altar, etc.).
    - Ability dialog allows selection of "None" for "Abilities - Default Active
      Ability" unit field.
    - New unit fields for tier-based tech tree requirements.
    - Enabled additional abilities for modification:
          Devour Cargo, Entangled Gold Mine Ability, Load (Entangled Gold Mine),
      Poison Sting, Way Gate Ability.
    - Increased maximum number of workers per gold mine to 32 (was 4).
    - Morphing abilities now support different unit types per ability level in the
      game.
    - Doodad "tinting color" fields now dynamically displayed based on number of
      variations (and they support Auto Fill Levels command).
    - Added various new fields:
        - Art - Selection Size - Editor (items)
        - Art - Animation Names (abilities)
        - Art - Lightning Effects (abilities)
        - Data - Uprooted Defense Type ("root" abilities)
        - Stats - Hero - Hide Hero Interface Icon (Hero units)
        - Stats - Hero - Hide Hero Minimap Display (Hero units)
    
    Import Manager
    - New command for importing all files within a directory (File->Import Files).
    - New command for exporting all files at once (File->Export All Files).
    
    WORLD EDITOR FIXES
    
    General
    - Item Tables dialog is accessible from Unit Properties dialog (ROC only).
    - Pre-placed summoned units count towards creep camp minimap icons.
    - "Extra->Cinematic Arthas" model file reference is invalid.
    - Game lock-up when decreasing level of "Attribute Bonus" ability.
    - Crash when resizing column in Gameplay Constants/Game Interface dialogs too
      far to the right.
    - Excessive performance loss when units and start locations overlap.
    - Doodad "fixed height" status is not preserved across undo operations.
    - Setting "Berserker Upgrade" or "Barrage" to researched in Upgrade Properties
      disables the corresponding units.
    - Pre-placed random units may have their team color set to red in game,
      regardless of owner.
    - Unit Properties dialog does not display mana value for buildings with mana.
    - Moving a start location which is on top of another start location can cause
      duplicate start locations.
    - Random Group references used for dropped items are not displayed properly in
      the Object Manager.
    - View menu does not always refresh properly after changing layers.
    - Advanced->Adjust Cliff Levels does not adjust water height along with
      terrain.
    - Added names for all "unknown" abilities.
    - Using lumber upkeep (via Gameplay Constants) can cause the game to crash on
      the scorescreen.
    
    Trigger Editor
    - Unit event "Uses an item" does not fire for items with unlimited charges.
    - Action "Player Group - Set Alliance" ignores the player groups and sets the
      alliance for all players.
    - Attempting to enable a trigger does not properly validate that the trigger
      script compiles.
    - Action "Game - Show/Hide Custom Campaign Button" fails if game has been
      loaded from a saved game.
    - Action "Skip Remaining Actions" can cause compile errors if used as a
      parameter to another function.
    - "Event Response - Casting Unit" and "Target Point Of Issued Order" become
      reset after a "Wait" action.
    - Invalid sub-functions are not disabled when pasting triggers.
    - Function menu appears in the dialog for setting variable initial values.
    - "Automatically create unknown variables when pasting" option does not work
      for "Set Variable" actions.
    - "Edit->Category Is Comment" toggle is not undoable.
    - "Game Cache - Cache Value Exists" fails on Integer value types.
    - Deleting functions may corrupt the strings within other "cut" functions
      (manifest after pasting).
    - "Event Response - Learned Skill Level" result is off by one for all levels
      greater than one.
    - Variables dialog sorting by Initial Value does not sort properly.
    - Unit-Targeted Order for Drunken Haze uses invalid order string "st.rongdrink"
      (should be "drunkenhaze").
    - Map Flag value "Observer chat" is obsolete and causes compile errors.
    
    Sound Editor
    - There is no way to remove imported sounds (TFT can use Import Manager).
    
    Object Editor
    - Default values for ability levels beyond four are not loaded properly in
      game.
    - Custom "Required Animation Names" values do not display properly in the
      editor (works in game).
    - Character limit on extended tooltip fields too small (was 300, now 1024).
    - Custom values of "Techtree - Requirements - Levels" field are not loaded
      properly in game.
    - Maximum value for some ability duration fields is too small (was 300, now
      3600).
    - Ability "data" fields do not show up for custom versions of some abilities.
    - Black Arrow data fields list "Damage Bonus" twice. One should be "Summoned
      Unit Duration."
    - Unit/item tooltips referencing custom abilities will display as zero in game.
    - Hotkey field not allowed to be empty.
    - Changing an object "category" does not automatically refresh the field list,
      if necessary.
    - Maximum value for ability "Stats - Required Level" and "Stats - Level Skip
      Requirement" is too small (10).
    - Upgrade "Techtree - Requirements" fields are not loaded properly beyond
      level 1 in game.
    - Upgrade effect "Ability Level Bonus" does not recognize custom abilities
      in game.
    - Upgrade effect "Ability Level Bonus" does not apply multiple levels to units
      created after researching.
    - "Stats - Build Time" values less than 8 cause Heroes to be unable to revive.
    - Extra "data" fields appear for certain Orb abilities.
    - "Stats - Levels" field does not appear for non-Hero abilities (where it can
      be valid in some cases).
    - "Stats - Casting Time" and "Stats - Mana Cost" fields do not appear for item
      abilities (can be valid).
    - Three upgrade effects are missing appropriate data and UI: 'rtma', 'rart',
      'rauv'.
    - Setting Ability or Upgrade race to "Critter" or "Commoner" can crash the
      editor.
    - Excessive load times for abilities or upgrades with many levels
      (noticeably improved).
    - Improper truncation of ability name displayed with commas.
    - Using 10 Mirror Images will crash the game (max should be 9).
    - Values cannot be set to original default values if the campaign value is
      different.
    - Custom doodads/destructibles can be chosen as the base object for a new
      custom object (leads to crash).
    - Object tabs do not always refresh properly after importing "all" object data
      file.
    - Minimum value for Brilliance Aura "Data - Mana Regeneration Increase" is too
      small (was 1, now 0).
    - Maximum value is too small for various ability data fields that can
      optionally be used as percentages.
    - Buildings with no pathing map crash the game.
    - Custom abilities based on Locust Swarm do not recognize the "Sound - Effect
      Sound (Looping)" field.
    - Unit field "Abilities - Default Active Ability" does not work with custom
      abilities.
    - Abilities "Essence of Blight" and "Spirit Touch" should not have mana and hp
      related "Data" fields, respectively.
    - "Replenish" and related abilities have a "Stats - Casting Time" field that
      should read "Data - Maximum Units Affected".
    - "Parasite" and related abilities have a "Stats - Casting Time" field that
      should read "Data - Summoned Unit Duration".
    - Abilities "Defend" and "Magic Defense" do not apply modifiers properly if
      additional levels are learned while they are active.
    - Abilities may display the "editor suffix" corresponding to a different ability.
    - Auto Fill dialog allows any character for hotkey fields.
    - "Art - Scaling Value" is not applied to building placement cursor in game.
    - Pasting "True" values over "False" values does not work.
    
    Campaign Editor
    - Custom campaign objects are not listed in dialogs in the rest of the
      Campaign Editor.
    - Custom campaign abilities display every possible "Data" field.
    - User-selected variable difficulty level does not take effect in the game.
    
    AI Editor
    - Food limit displays as 90, even though 100 (or more) is possible.
    - Reloading an already open AI data file does not revert the current data.
    
    NOTES: Replays are incompatible between major game revisions (1.12 replays
    cannot be viewed with the 1.13 version of Warcraft III). Custom save games
    will not load from version 1.12.
    
    
    --------------------------------------------------------------------------
    - PATCH 1.12
    --------------------------------------------------------------------------
    
    MISCELLANEOUS FIXES
    
    - Cinematic sequences that were not playing within certain foreign language
      versions have been fixed.
    - Fixed problem that enabled you to save games that could not be loaded.
    - Fixed problem that enabled you to create a replay that could not be properly
      played back.
    
    MAP FIXES
    
    - Rune of Rebirth has been removed from maps (6)GnollWood and (4)Floodplains1v1.
    - Gold mine positioning has been rebalanced and the starting location tree
      placement has been improved for the map (2)TwoRivers.
    - A Golem has been added to each of the Mercenary Camps within the map
      (4)Twisted Meadows.
    - Destructible rocks have been added to the upper and lower gold mine areas
      in (4)Avalanche.
    
    CREEP FIXES
    
    - The creep version of Inner Fire has had its mana cost increased from 35 to 75.
    - The creep version of Raise Dead has had its cooldown increased from 5 to 12
      seconds.
    - The creep version of Purge no longer stuns units.
    - The creep version of Abolish Magic has had its mana cost increased from 50
      to 75.
    
    UNDEAD CHANGES
    
    - Within the Tomb of Relics maximum stock for the Rod of Necromancy has been
      reduced from 2 to 1.
    
    HUMAN CHANGES
    
    - Aerial Shackles damage has been increased from 20 points per second to
      30 per second.
    - The gold cost for a Dragonhawk Rider has been reduced from 235/40 to 200/30.
    - Arcane Towers now deal Piercing damage, and have had their range increased
      from 700 to 800.
    - Animal War Training upgrade cost has been reduced from 150/250 to 125/175.
    - Long Rifles Upgrade now requires a Keep instead of a Workshop.
    
    NIGHT ELF CHANGES
    
    - Spirits of Vengeance (which are summoned by the Avatar of Vengeance) have
      had their damage increased from 14-18 to 17-21.
    
    ORC CHANGES
    
    - You no longer need a Fortress as a prerequisite to build Batriders.
    - Wind Rider hit points have been reduced from 600 to 570.
    - Burrow armor has been increased from 2 to 5 and damage has been reduced
      from 1d8+33 to 1d5+22
    
    CLASSIC CHANGES
    
    - Anti-air creeps have been added to each Mercenary Camp in the map
      (4)Tranquil Paths (Reign of Chaos).
    - Wyvern hit points have been reduced from 600 to 570.
    - Halls of the Dead and Black Citadel attack cooldown have been reduced
      from 2.0 to 1.5.
    - The multiplayer custom map desync that occurs between Reign of Chaos
      and Frozen Throne players has been fixed.
    
    NOTES: Replays are incompatible between major game revisions (1.11 replays
    cannot be viewed with the 1.12 version of Warcraft III). Custom save games will
    not load from version 1.11.
    
    
    --------------------------------------------------------------------------
    - PATCH 1.11
    --------------------------------------------------------------------------
    
    FIXES
    
    - Classic Campaign unit damage has been adjusted to match 1.01 values.
    - Some custom maps would crash because they had pre-1.10 data embedded in them.
    - Czech-only: fixed a crash with the display news items.
    - Fixed a number of text strings within our localized versions.
    - Fixed a number of hotkeys within our localized versions.
    
    
    --------------------------------------------------------------------------
    - PATCH 1.10
    --------------------------------------------------------------------------
    
    THE FROZEN THRONE SPECIFICS
    
    FEATURE INFORMATION
    
    - Further information regarding modifying hotkeys can be found in your
      Warcraft III installation directory.
    
    MAPS
    
    - Numerous maps have had minor improvements made to them.
    
    BALANCE CHANGES
    
    Human
    - Lumber Mill cost reduced to 120 from 145.
    - Lumber upgrade now gives +10 lumber capacity per level of the upgrade, up
      from +5 lumber capacity per level of the upgrade.
    - Human masonry upgrade cost reduced to 100/25, 125/50 and 150/75 from 100/100,
      125/175, 175/250.
    - Guard Towers and Arcane Towers now cost 70/50 to upgrade, down from 80/60.
    - Mortar Teams now have a limitless supply of flares. However, a particular
      Mortar Team can only use a flare once per 2 minutes.
    - Flying Machine damage versus air increased to 12-13 from 7-8.
    - Gryphon Aviary cost changed to 140/150 from 120/240.
    - Gryphon Aviaries now require a Keep instead of a Castle. However, both the
      Cloud upgrade and Gryphon Riders require a Castle to access.
    - Dragonhawk Riders are now correctly a level 3 unit instead of a level 5 unit.
      This only impacts the experience gained when they are killed.
    - Dragonhawk Rider build time reduced to 30 from 45.
    - Spell Breaker hit points reduced to 600 from 650.
    - Spell Breaker armor type changed to Medium.
    - Mana cost of Spell Steal increased to 75.
    - Scroll of Regeneration now heals 225 hit points over its 45 second duration,
      up from 150 hit points.
    - Thunder Clap damage reduced to 60/100/140 from 70/110/150.
    - Orb of Fire cost reduced to 375 from 400 and splash radius increased to 140
      from 125.
    - Priest heal effect increased to 25 hit points per cast, up from 20; Priest
      heal mana cost increased to 5 from 4.
    - Sorceress damage increased to 10-12 from 8-10.
    - Powerbuild has been improved. Each additional Peasant contributes 60% of
      the speed of the first, up from 50%.
    
    Undead
    - Crypt Fiend damage reduced from 28-33 to 26-31.
    - Burrowed Crypt Fiends now heal 5 hp/sec down from 10 hp/sec.
    - Ghoul hit points upgraded to 340 from 330.
    - Orb of Corruption cost was reduced to 375 from 400, and its armor decrease
      has gone to 5 from 4.
    - Rod of Necromancy cooldown increased from 15 to 22.
    - Carrion Swarm max damage reduced to 300/600/1000 from 375/700/1000 and
      damage per target reduced to 75/125/200 from 100/150/200.
    - Impale area of effect width reduced to 250 from 300.
    - Gargoyles now require Halls of the Dead instead of Black Citadel.
    - Obsidian Statue Spirit Touch now replenishes 4 mana per casting, down from 5.
    - Obsidian Statue Aura of Blight effect reduced to 10 hp/sec from 12 hp/sec.
    - Boneyard cost changed to 175/200 from 125/250.
    - Halls of the Dead and Black Citadel deal one quarter as much damage as
      previously, but now possess a frost attack similar to that of Nerubian Towers.
    - Nerubian Tower damage reduced to 1d2 + 8 from 1d2 + 10.
    - The Tomb of Relics now sells Dust of Appearance, but no longer sells
      Lesser Clarity Potions.
    - Devour Magic now heals 50 hit points per spell devoured, up from 25, and
      restores 75 mana, up from 50.
    - Destroyer damage reduced to 19-21 from 21-24.
    - Frost Wyrm damage increased to 93-115 from 85-105.
    
    Orc
    - Demolisher damage reduced from 82-102 to 76-94.
    - Kodo Beasts are now Unarmored.
    - Raiders now have a base armor of 1, up from 0.
    - Ensnare duration increased to 15 from 12, and range increased to 500 from 400.
    - Shockwave area of effect width reduced to 250 from 300.
    - Chain Lightning base damage reduced to 85/125/180 from 100/140/180.
    - Feral Spirit mana cost reduced to 75 from 100 and cooldown increased to 25
      from 15.
    - Tauren Chieftain speed increased to 270 from 250.
    - The Tauren Chieftain now has a smaller collision size: 32 down from 48.
      This means that he takes up less space on the ground.
    - Purge has been improved. It no longer slows friendly units when used on
      them, and it causes enemies to stop for a brief moment when first cast (in
      addition to slowing them later).
    - Wind Riders no longer require a Fortress to be built.
    - Wind Rider damage reduced to 36-44 from 39-47.
    - Wind Rider poison now deals 4 damage a second, up from 3.3 damage a second.
    - Wind Rider speed reduced to 320 from 350.
    - Tauren Totem cost changed to 135/155 from 90/200.
    - Orb of Lightning cost reduced to 375 from 400.
    - The Voodoo Lounge now sells Lesser Clarity Potions, but no longer sells Dust
      of Appearance.
    - Spirit Link mana cost reduced to 75 from 100.
    - Mirror Image cost reduced to 125 from 150.
    - Blademaster's base Agility increased to 24 from 23.
    
    Night Elf
    - Entangle duration versus Heroes reduced to 3/4/5 from 3/5/7.
    - Fan of Knives maximum damage reduced to 300/625/950 from 350/675/950, and
      damage per target reduced to 75/120/180 from 90/135/180.
    - Chimaera splash increments reduced by 50 for quarter, 25 for half. This
      effectively means that Chimaeras will do less splash damage than previously.
    - Mana Flare has had a bug fixed that was preventing multiple Mana Flares from
      attacking multiple targets at the same time. As a result, Mana Flare has
      been rebalanced, and deals up to 90 damage to targets in a 250 area when a
      unit casts a spell, down from 125 damage.
    - Archer hit points reduced to 240 from 310.
    - Archers now have a new passive ability, Elune's Grace. This ability grants
      them 35% damage reduction against Piercing attacks, and 20% damage reduction
      against spells.
    - Hippogryph Rider hit points decreased to 765 from 835 and armor increased to
      1 from 0.
    - Dryad damage increased from 15-17 to 16-18.
    - Mountain Giant base armor increased to 4 from 0 and hit points increased to
      1600 from 1400.
    - Hardened Skin upgrade cost reduced to 100/175 from 100/250, and damage
      reduction reduced to 12 from 15.
    - Chimaera Roost cost changed to 140/190 from 100/230.
    - Orb of Venom cost reduced to 375 from 400 and poison damage/sec increased
      to 7 from 6.
    
    Neutral Buildings, Units, and Heroes
    - Forked Lightning damage reduced to 85/160/250 from 100/175/250.
    - Tornado now deals 7 damage a second to buildings in its general vicinity
      (down from 10) and 50 damage to buildings it is over (down from 80), and
      it now costs 250 mana to cast, up from 150.
    - Silence area of effect increased from 150/250/350 to 200/275/350.
    - Mercenaries cost 25% more gold than previously.
    - Mud Golem availability delayed to second day.
    - Summoned Doom Guard hit points increased to 1600 from 1350.
    - Howl of Terror % damage reduction increased by 5% at all levels.
    - Zeppelin hit points increased to 575 from 500.
    - Forest Troll Shadow Priests have had their starting availability delayed
      by 60 seconds to 120 seconds.
    - The Beastmaster now has a smaller collision size: 32 down from 48.
      This means that he takes up less space on the ground.
    
    Items
    - Scroll of Restoration is now a level 5 item instead of a level 6 item.
    
    Other
    - Town Portal now takes 5 seconds to activate, up from 3.
    - Units killed in a transport will "spill out" over a wider area. This means
      that surrounding a webbed transport and killing it will generally not kill
      the passengers.
    - Tavern instant revive costs three times more lumber than previously.
    - Heroes revived at the Tavern now are brought back to life with 0 mana and
      50% health.
    - Tier 3 town halls all cost 20 lumber and 20 gold less.
    - At tiers 2 and 3, a player who owns only one Hero (dead Heroes count) will
      gain bonus experience. This bonus is 10% at tier 2, and 20% at tier 3.
      This affects all experience gain--both from killing creeps and enemy units.
    
    REIGN OF CHAOS SPECIFICS
    
    MAPS
    
    - All multiplayer maps that were shipped with the original product have
      been patched to have improved item drop tables.
    - Some maps have been additionally improved with other minor enhancements.
    - Tranquil Paths now has random creeps.
    
    BALANCE CHANGES
    
    Humans
    - Devotion Aura now gives 1.5/3/4.5 armor per level.
    - Powerbuild effectiveness has been reduced to 60% of its previous strength
      in terms of how much speed additional Peasants add when supporting the
      construction of a building. Note that the cost increase per additional
      Peasant is unchanged.
    - Thunder Clap damage reduced to 60/100/140 from 70/110/150.
    - Gyrocopter damage increased to 27-32 from 25-30.
    
    Undead
    - Shade speed increased to 350 from 270, but hit points reduced to 125
      from 250.
    - Animate Dead's duration reduced to 40 from 120, cooldown reduced from
      180 to 240. Additionally, animated units are invulnerable, but can
      still be dispelled.
    - Death Pact and Dark Ritual can now be used on invulnerable units.
    - Carrion Swarm max damage reduced to 300/600/1000 from 375/700/1000 and
      damage per target reduced to 75/125/200 from 100/150/200.
    - Halls of the Dead and Black Citadel attack cooldown is now 2 seconds
      up from 1 second, and their damage has been reduced by 33% as well
    - Gargoyle attack versus air decreased to 1d11 + 43 from 1d13 + 50 to
      reflect new air pathing changes.
    
    Orcs
    - Wind Walk now has a cooldown of 5 seconds, costs 75 mana at all levels
      (changed from 100/75/25), and deals "backstab" damage. When a Blademaster
      attacks while using Wind Walk, he deals bonus damage to his victim.
    - Lightning Shield range increased to 600 from 500.
    - Ensnare duration increased to 15 from 12, and range increased to 500
      from 400.
    - Feral Spirit mana cost reduced to 75 from 100 and cooldown increased to
      25 from 15.
    - Shockwave area of effect width reduced to 250 from 300.
    - Chain Lightning base damage reduced to 85/125/180 from 100/140/180.
    - Tauren Chieftain speed increased to 270 from 250.
    - The Tauren Chieftain now has a smaller collision size: 32 down from 48.
      This means that he takes up less space on the ground.
    - Wyvern hit points increased to 600 from 500.
    - Wyvern poison now lasts 25 seconds and deals 4 damage a second.
    - Headhunter cooldown reduced to 2.26 from 2.34.
    - Berserker Strength now requires a Stronghold instead of a Fortress.
    - Mirror Image cost reduced to 125 from 150.
    
    Night Elves
    - Dryad damage increased from 15-17 to 16-18.
    - Entangle now prevents an affected unit from attacking, and interrupts
      channeling spells such as Blizzard and Starfall. However, its duration
      has been reduced to 12(3)/24(4)/36(5) (unit(Hero)).
    - Treants created by Force of Nature now benefit from the Nature's Blessing
      upgrade.
    - Mana Burn cooldown is now 7/6/5 seconds by level, down from 7/7/7 seconds
      by level.
    - Tranquility cooldown reduced to 60 from 120.
    - Tranquility mana cost reduced to 125 from 200.
    - Cyclone no longer affects mechanical units.
    - Rejuvenation can now be cast on units at full health.
    - Ancients now attack while rooted.
    - Hippogryph attack decreased from 1d9 + 37 to 1d7 + 31 to reflect new
      air pathing changes.
    - Chimaera splash increments reduced by 50 for quarter, 25 for half. This
      effectively means that Chimaeras will do less splash damage than previously.
    
    Items
    - Items have been revamped with new level tables. Items now have a level
      from 1 to 8, along with one of several categories. Items of levels 1 to 6
      can be charged items, permanent items, or powerups. Items of level 7 or
      higher are artifacts.
      Examples: Wand of Lightning Shield (charged), Stone Token (charged), Ring
      of Protection +2 (permanent), Tome of Strength +2 (powerup), Mask of Death
      (artifact).
    - You can now sell items at the Goblin Merchant by right-clicking on an item,
      and then "dropping" it onto a Goblin Merchant.
    - Scroll of Town Portal now takes 5 seconds to use. During this time it is
      being "channeled", and the Hero using it cannot be attacked or stunned.
      Under no circumstances can the town portal be aborted once started.
    - Wand of Illusion can no longer be cast on hostile units. This change was
      made to prevent players from cheesing high level creep camps by using Wand
      of Illusion on high level creeps, and then using this illusionary creep to
      tank the damage.
    - Boots of Speed no longer stack: two Boots of Speed will make a Hero just
      as fast as one.
    
    Other
    - When "attack-moving", air units now prefer to attack other air units more
      often than previously.
    - Creeps that are not in combat now ignore flying units. This means that if
      you move flying units around using "move" instead of "attack move", creeps
      will generally not attack them.
    - Creeps can no longer be dragged via constant attacks--they eventually give
      up and return to their start location.
    - Goblin Sappers now deal 750 damage to buildings, 250 damage to all units,
      and 185 damage to Heroes. These values are reduced by armor values such as
      '5 armor', but do not interact with armor types (e.g. 'Medium armor').
    - Units in a transport over ground will "spill out" over a wider area. This
      means that surrounding a webbed transport and killing it will generally
      not kill the passengers.
    
    NOTES: Replays are incompatible between major game revisions. (1.07 replays
    cannot be viewed with the 1.10 version of Warcraft III.) Custom save games will
    not load from version 1.07.
    
    
    --------------------------------------------------------------------------
    - PATCH 1.06
    --------------------------------------------------------------------------
    
    BALANCE CHANGES
    
    Improved Counterability
    	   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%
    
    You can find further information related to armor and damage types on our
    web site at http://www.battle.net/war3/basics/armorandweapontypes.shtml
    
    Spellcaster Rebalance
    - Most spellcasters (Sorceress, Priest, Shaman, Witch Doctor, Necromancer,
      Banshee, Druid of the Talon) have been re-balanced. In general, units
      with piercing damage rip up spellcasters, while basic melee units, such
      as Ghouls or Footmen, are weak against spellcasters. The specific
      changes to the units in question are:
      * They have a new armor type, unarmored, which takes bonus damage from
        siege and piercing attacks.
      * They also have a new damage type, magic, which does reduced damage to
        fortified and hero armor, but does bonus damage against medium armor.
      * They had their damage adjusted, typically downwards.
      * They no longer gain damage as they go up in level, and gain less
        hitpoints as they go up in level (but start with more hitpoints when
        initially built)
      * Many autocast buffs and debuff costs reduced.
      * Casters, including Dryads, have had their mana regeneration rates
        boosted by 30%.
    
    Hero Damage
    - Heroes now have an aptly named hero damage type. It deals 100% damage
      to everything except fortified armor, to which it deals 50% damage. Hero
      damage was added so that heroes no longer strongly counter ranged units
      such as Archers and Crypt Fiends.
    
    Advanced Structures
    - Most advanced technology structures had their build times reduced. This
      reduction ranged from 20 seconds for especially underused structures, to
      10 seconds for less underused structures. For instance, the Slaughterhouse
      builds 20 seconds faster now, while the Arcane Sanctum build time was only
      reduced 10 seconds.
    
    Humans
    - Flares now cost 75/25 to research, down from 100/50.
    - Inner Fire cost increased to 35, from 25.
    - Slow cost reduced to 40 from 50.
    - Slow duration vs heroes reduced to 10 seconds from 20 seconds.
    - Thunderclap debuff is 50% at all levels, and lasts 5/3 at all levels.
    
    Undead
    - Curse now causes a 33% chance to miss, up from 25%.
    - Curse now lasts 2 minutes, up from 1 minute.
    - Curse cost reduced to 40 mana from 50.
    - Web lasts 12 seconds, down from 20 seconds, and has a cooldown of 12
      seconds, down from 20 seconds.
    - Carrion Swarm max damage increased to 375/700/1000 from 300/550/800.
    - Carrion Swarm no longer hits wards.
    - Boneyard cost reduced to 250/100 from 350/125.
    - Acolytes now have 220 health, up from 180.
    - Necropolis cost reduced to 300 gold, down from 350 gold.
    - Black Citadel now has 2000 hitpoints, down from 2300.
    - Halls of the Dead now has 1750 hitpoints, down from 2000.
    
    Orcs
    - Bloodlust cost reduced from 50 mana to 40 mana.
    - Raiders now have light armor instead of heavy armor.
    - Raider Ensnare lasts 12 seconds, down from 20 seconds, and has a cooldown
      of 12 seconds, down from 20 seconds.
    - Bladestorm cooldown reduced to 3 minutes, down from 4 minutes.
    
    Night Elves
    - Cyclone duration on units increased to 15 from 10.
    - Faerie Fire cost reduced to 35 from 75.
    - Chimaera Roost cost reduced to 230/70 from 280/100
    - Ancients temporarily lose their fortified armor when they uproot,
      becoming medium armor units.
    - Dryads now have the unarmored armor type. This change was made to
      further specialize Dryads as melee killers, but allow piercing damage
      units, such as Crypt Fiends and Archers, to counter them more
      effectively.
    - Dryad hitpoints increased to 435 from 380.
    
    Other
    - All basic siege units (Mortar Teams, Catapults, etc.) have had their night
      sight increased to 1100 from 1000.
    
    Creeps
    - Creep-cast Polymorph duration reduced to 25.
    - Creep autocast Heal heals 12 hp a cast not 15.
    - Lightning Lizards, Thunder Lizards and Storm Wyrms no longer friendly
      fire - their attacks only hit hostile targets.
    - Lightning Lizard damage reduced from 1d8 + 16 to 1d8 + 14
    - Thunder Lizard damage reduced from 1d11+30 to 1d8+26.
    - Centaur Impaler hitpoints reduced to 350 from 450.
    
    Items
    - Anhk of Reincarnation is now a level 7 item.
    - Potion of Restoration now heals 500 health and 200 mana, rather than fully
      replenishing a hero's health and mana.
    - Scroll of Restoration now heals 300 health and 150 mana, rather than fully
      replenishing all targets health and mana.
    - Tome of Experience is now a level 5 item
    - Scroll of Protection cost reduced to 150
    
    NOTES: Replays are incompatible between major game revisions (1.05 replays
    cannot be viewed with the 1.06 version of Warcraft III).
    
    --------------------------------------------------------------------------
    - PATCH 1.05
    --------------------------------------------------------------------------
    
    FIXES
    
    - Fixed a problem with viewing certain replays.
    
    --------------------------------------------------------------------------
    - PATCH 1.04c
    --------------------------------------------------------------------------
    
    FIXES
    
    - Dates now use the system date format.
    - Fixed some issues related to IME text input.
    - Fixed some minor text wrapping issues that were occurring with Asian languages.
    - Fixed an issue that allowed players to keep Castles and Keeps alive for
      abnormal lengths of time while those buildings were under attack.
    
    --------------------------------------------------------------------------
    - PATCH 1.04
    --------------------------------------------------------------------------
    
    FIXES
    
    - Fixed an issue related to full shared unit control and allied play that could
      cause one or more players to lose the ability to train or upgrade their own
      units.
    - Fixed an issue that caused the experience point bars in Battle.net profiles
      to improperly reflect recently gained or lost points.
    - Fixed a graphic issue related to the ladder profile and the scroll bar.
    
    BALANCE CHANGES
    
    Humans
    - Divine Shield duration increased to 15/30/45 from 10/20/30.
    - Divine Shield cooldown changed to 35/50/65 from 60/60/60.
    - Avatar cooldown increased to 180 from 120.
    - Resurrection mana cost reduced to 200 from 250.
    - Sorceress acquisition range increased to 700 from 600, improving the
      frequency with which Slow is auto-cast.
    
    Undead
    - Banshee acquisition range increased to 700 from 500, improving the frequency
      with which Curse is auto-cast.
    - Anti-magic Shell is once again dispellable. A summoned unit under a shell
      does not take damage from the dispel, but will lose the shell.
    - Anti-magic Shell mana cost reduced to 50 from 75.
    - Sleep duration decreased on Hero units to 5/10/15 from 10/20/30.
    - Web duration decreased on Hero units to 7 from 20.
    - Animate Dead mana cost reduced to 250 from 300.
    - Player-controlled Ghouls no longer turn off pathing against units when they
      are instructed to harvest lumber.
    - Possession now takes 1 second to cast, up from 0.
    
    Orcs
    - Wards are no longer hit by Huntress Moon Glaive bounce.
    - Critical Strike no longer receives damage from Thorns Aura. However, the
      Blademaster's base attack associated with a Critical Strike still interacts
      with Thorns appropriately.
    
    Night Elves
    - Thorns no longer interacts with Critical Strike.
    - Mana Burn mana cost reduced to 50 from 75.
    - Mana Burn drain amount reduced to 50/100/150 from 100/200/300.
    - Mana Burn cooldown reduced to 7 from 9.
    - Huntress damage reduced to 1d3+14 from 1d3+15.
    - Metamorphosis cooldown increased to 180 from 120.
    - Cyclone duration reduced to 10/5.5 from 30/6 (normal unit/Hero units).
    - Starfall cooldown increased to 180 from 120.
    - Druid of the Talon (in Night Elf form) acquisition range increased to 700
      from 600, improving the frequency with which Faerie Fire is auto-cast.
    - Ballista Impaling Bolt no longer functions with "Attack Ground."
    - Ancient Protector cost reduced to 160/80 from 240/100.
    - Ancient Protector hit points increased to 600 from 550.
    - Ancient Protector armor decreased to 1 from 2.
    - Ancient Protector minimum range reduced to 0 from 200.
    - Ancient Protector ranged attack damage reduced to 1d10+44 from 1d13+51.
    - Ancient Protector damage type changed to pierce from siege.
    - Ancient Protector splash damage reduced.
    
    Creeps
    - Murloc Mutant damage increased to 1d5+24 from 1d2+12.
    
    MAP CHANGES
    
    - Many minor changes were made to many maps due to the balance changes made in
      patch 1.03 and patch 1.04. Some examples include:
       (4) Lost Temple - Added more shallow water to the islands. Center creep camp
           is a bit harder. Added Ogre Magi to the corner Ogre creep camps.
       (6) Moonglade - Reduced all creep camps approximately 2 levels.
       (8) The Crucible - All start locations should now be very similar, close to
           trees with enough room to build. All Goblin Merchant creep camps are
           now farther off the main path.
      (10) Dustwallow Keys - Fixed the choke point in the bottom left. Moved
           Razormane creeps off the main paths.
      (12) Ice Crown - Fixed the creep levels so that all camps are equal.
    
    NOTES: Replays are incompatible between major game revisions. (1.03 replays
    cannot be viewed with the 1.04 version of Warcraft III.) Custom save games will
    not load from versions 1.03 and below.
    
    
    --------------------------------------------------------------------------
    - PATCH 1.03
    --------------------------------------------------------------------------
    
    NEW FEATURES
    
    - Each AI player can now be set to one of three different settings:
      Easy, Normal, and Insane.
    - Allied AI will teleport to human allies' towns when the towns are under
      attack.
    - Allied AI will ping the minimap to indicate where they are going to attack
      next.
    - Messages can now be sent when the "Waiting for Players" dialog is up.
    - Added PowerPC optimizations and MacOS X 10.2 specific acceleration to the
      graphics engine.
    
    FIXES
    
    - Fixed an issue with building reimbursement that could credit a player twice
      for canceling a building.
    - Fixed a crash that could occur when the system date was set to > 2038.
    - Fixed map loading crash that could result from custom units that sell too
      many items.
    - Fixed crash with Avance Sound cards. The fix requires a minor change to your
      registry. If you are experiencing this problem, please contact our technical
      support staff.
    - Fixed a crash that could occur when loading a corrupted save file.
    - Fixed a crash that could occur on custom maps during some unit creation
      events.
    - Fixed an issue causing localized versions of maps to be passed unnecessar-
      ily.
    - Fixed Mass Teleport crash that could result from a target unit's dying
      before spell completes.
    - Fixed save/load map interaction that could result in an unresponsive game.
    - Fixed an issue related to unit selection and upgrading Human towers.
    - Fixed an issue with Dreadlord that could cause him to not take damage
      from Unholy Frenzy if he had the Sleep skill.
    - Fixed some AI mining issues that could occur when their original town
      hall was destroyed.
    - Fixed an AMM chat message bug that could disconnect you if an AMM team
      game message was sent just before game launch.
    - Fixed an issue that allowed players to save after choosing "Continue" in a
      single-player mission.
    - Fixed a supply issue related to the Demon Hunter and his Metamorphosis
      ability.
    - Fixed Zeppelin drop exploit as a method of building locating through fog
      of war.
    - Fixed an issue with saving while "Waiting for Players" dialog was up that
      could result in a soft lock.
    - Fixed an issue that could create an invincible Mountain King.
    - Fixed an issue related to graphical display of auras from aura-generating
      items.
    - Fixed an issue with Anti-magic Shell so it now properly interacts with
      magic-immune and non-magic-immune summoned units.
    - Fixed disappearance of Sentinel owl in conjunction w/ AOE-targeting
      circle.
    - Fixed an issue with Huntress' bouncing missile that would allow it to hit
      a secondary target even if it missed the primary target.
    - Fixed an issue with rooted Ancients that would cause them to trigger
      Goblin Land Mines.
    - Fixed an issue related to Hero illusions' carrying a Ring of Protection.
    - Fixed an issue with Town Portal spell art.
    - Fixed an issue with hit point/mana upgrades and Polymorph.
    - Fixed an issue with the Abolish Magic ability and allies.
    - Fixed an issue with poison that could kill a unit. Poison, by itself,
      should only take a unit to the brink of death.
    - Fixed an issue related to the interaction of Shift-adding units to a group
      and unit deaths.
    - Fixed an issue related to replays, selection circles, and changing player
      perspective.
    - Fixed an issue with Cyclone and moving units creating aerial footprints.
    - Fixed keyboard screen scroll and "Waiting for Players" interaction.
    - Fixed several minor text and tooltip issues.
    - Fixed a few improper combat sound assignments on creeps and NPCs.
    - Frost Wyrm attack now also slows air units.
    - AI Keepers of the Grove no longer cast Force of Nature on different cliff
      levels.
    - Night Elf AI now uses the Wisp's Renew ability effectively.
    - Disease (Plague) and poison no longer wake sleeping units.
    - Moon Glaive bounce no longer hits invisible units.
    - Demon Hunter's attack while in Demon Form no longer damages self or allies.
    - Upgraded building shadows no longer update through the fog of war.
    - Necklace of Spell Immunity no longer drops a Blademaster's Wind Walk.
    - Observers no longer gain full player UI when entering a loaded game.
    - Observers no longer get gold/lumber/supply UI when selecting neutral
      buildings.
    - Fog of war updates properly now if you are alt-tabbed out of game.
    - War3 now warns you when you save game or screenshot or profile if there's
      not enough available disk space.
    - Improved "We're Under Attack" messages so they trigger at more appropriate
      times.
    
    WORLD EDITOR FIXES
    
    - Fixed Macintosh World Editor crash.
    - Added Unit Editor field for building upgrades.
    - Increased number of possible dialog buttons from 5 to 12.
    - Added blank entries for all units that don't normally have abilities or
      attacks, allowing a user to potentially add these through the Unit Editor.
    - Added Unit Editor field to set unit sounds to that of another unit type.
    - Reorganized limits on pre-placed neutral units.  Neutral hostile
      buildings now count towards the "unit" limit of 512, and only passive
      buildings count towards the "building" limit of 96.
    - Fixed bug where map auto-save could bypass object limit checks.
    - Fixed Sound Editor bug that would sometimes delete an imported sound file
      from the map if it was imported from outside the War3 directory and the
      Test Map feature was used before the map was saved.
    - Fixed force issue that would cause Force 11 when you selected Force 10
      for a trigger in the editor.
    
    BALANCE CHANGES
    
    Humans
    - Brilliance Aura has been reworked, and is no longer % based.  It now adds
      a fixed amount of mana per second to units under its power -- .75, 1.5,
      and 2.25 respectively by level. While it's just as effective with mass spell-
      casters, players will find it is less powerful (though still exceedingly
      useful) with Heroes.
    - Divine Shield now costs 25 mana, down from 75.
    - Blizzard no longer goes up in radius as the level of the ability increases.
    - Water elementals now last 60 seconds, down from 75.
    
    Undead
    - Gargoyles' ground attack was substantially upgraded.  They now do 21-24
      damage, up from 16-18 damage. They also have less armor (3, down from 5),
      but also hit harder against air units, doing 51-63 damage, up from 46-57
      damage.  Note that they are still just as effective against air units as
      they were before, but their ground attack has been much improved.
    - Death Pact now costs 50 mana (down from 75), and can be cast twice as
      frequently as before (15 seconds cooldown from 30).
    - Lich Heroes now have far more hit points, as they now have 15 str + 2/level,
      up from 13 + 1.6/level.
    - Frost Armor is now an auto-cast spell which will target units under attack
      if auto-casting is enabled.  Frost Armor also costs less mana -- 40 down
      from 50.
    - The Spirit Tower Upgrade now costs 160/40, up from 120/40.
    - Crypt Fiends' attack was slightly improved.
    
    Orcs
    - Headhunters have more hit points (350, up from 280), but also strike more
      slowly.
    - Stasis Trap no longer stuns friendly units, but has a shorter duration
      (6 seconds, down from 12 seconds).  Stasis Traps, when they are set off,
      also destroy other Stasis Traps within their area of effect.
    - Kodo Beasts now have 1000 hit points, up from 790 hit points.  They also
      attack more slowly than before.
    - Orc Barracks cost less lumber: 50, down from 70.
    - Watch Towers now do 16-18 damage, down from 19-22 damage.
    - Grunts now have 700 hit points, up 20 from 680.
    - Shaman's attack is far less powerful.  They attack somewhat more slowly,
      and also do 11-12 damage, down from 14-16 damage.
    - Stasis Ward and Sentry Ward no longer inhibit movement or building
      construction.
    
    Night Elves
    - Sentinel can now be removed from a tree with various dispels (Wand of
      Negation, Dryads, etc.), as well by attacking the tree with a peon or siege
      unit (previously, the tree had to be destroyed -- now it merely has to be
      damaged).
    - Mana Burn no longer affects units with Mana Burn (Demon Hunters, Satyr
      Soulstealers, Felhounds, etc.).
    - Thorns is now a %-based ability that reflects 10%, 20% or 30% of melee
      damage dealt by level.
    - Wisp's sight radius increased by 25%.
    - Detonate now does 225 damage against summoned creatures, up from 150.
    - Non-tree buildings now have 5 armor, up from 2.
    - Ballistae now have an "Attack Ground" command.
    - Force of Nature cooldown reduced to 20 seconds, down from 30 seconds.
    - Treants now last 60 seconds, down from 75 seconds.
    - Eating trees now gives a constant, non-stacking healing effect for 10
      seconds.
    - Moon Wells now spend mana on health and mana replenishment separately. For
      instance, if you sent a 0-mana, nearly dead Demon Hunter to a Moon Well,
      and the Moon Well had 100 mana, your DH would gain 25 mana, and 100 health.
      Before, the Hero would gain 200 health and 50 mana. This change does not
      affect the benefits of healing a unit without mana.
    
    Creeps
    - All melee creeps in between levels 1 and 5 are slightly more powerful.
    - All creeps of level 6 or higher now have Hero magic resistance.
    - Creeps of level 7 or higher will behave more intelligently in general.
    - All creeps of level 7 or higher now deal Chaos damage.
    - Level 10 Dragons no longer have spell immunity.
    - Many minor creep balance tweaks to damage and abilities.
    - Mercenaries are now more accurately priced in general, which in most
      cases amounts to price decreases.
    
    Items
    - Scepter of Mastery no longer will drop randomly in multiplayer maps.
    - Tome of Power, Mask of Death both increased in level (8 to 9 and 8 to 10
      respectively).
    - Wand of Lightning Shield is now a level-3 item, down from level 6.
    - Sentry Ward item now comes with 3 charges, down from 5.
    - Periapt of Vitality now gives 150 hps, up from 100.
    - Pendant of Mana now gives 250 mana, down from 300.
    - Tome of Experience now gives Heroes 150 experience points, down from 200.
    
    NOTE: Replays are incompatible between major game revisions. (1.02 replays
    cannot be viewed with the 1.03 version of Warcraft III.)
    
    
    --------------------------------------------------------------------------
    - PATCH 1.02a
    --------------------------------------------------------------------------
    
    - Added localized Battle.net messages.
    
    
    --------------------------------------------------------------------------
    - PATCH 1.02
    --------------------------------------------------------------------------
    
    FIXES
    
    - Fixed an issue that allowed players to abuse dragons with Devour.
    - Fixed an issue with dragons that could cause them to divert attacks.
    
    BALANCE CHANGES
    
    - Necklace of Immunity, Tome of Greater Experience, and Goblin Land Mines
      no longer randomly drop in multiplayer games.
    - Scroll of Resurrection & Scroll of Animate Dead item level increased.
    - Bridges are no longer destroyable on the (6)Stromguarde.w3m map.
    
    NOTE: Replays are incompatible between major game revisions. (1.01 replays
    cannot be viewed with the 1.02 version of Warcraft III.)
    
    
    --------------------------------------------------------------------------
    - PATCH 1.01c
    --------------------------------------------------------------------------
    
    - Fixed an issue with copy protection for certain DVD drives.
    
    
    --------------------------------------------------------------------------
    - PATCH 1.01b
    --------------------------------------------------------------------------
    - Fixed a problem where players were disconnected from a game as it was
      starting and thus getting a loss.
    
    
    --------------------------------------------------------------------------
    - PATCH 1.01
    --------------------------------------------------------------------------
    
    ** Welcome to Warcraft III and improved Battle.net! **
    
    This patch contains various data and code updates necessary for play on
    Battle.net as well as some minor balance changes.
    
    *****************************************************************************
    
    14.- Frequently Asked Questions.
    
    14.1.- Which is the best race/unit/hero?
    
    That is larguely based on anyone's oppinion or the version number (Some
    versions have balance problems that made a race particulary dominant, the
    Night Elf was originally terribly unbalanced and the humans sucked badly),
    but any race can do, save for someone using some feature (read: cheap tactic
    that shouldn't be there ).
    
    If I had to take a guess, I suppose the Orcs have been on the losing end
    since the Tower Rush was fixed, but it could be a bit biased as I rarely
    use them. I'm a huge Undead fan and I'm also skilled in TFT with the
    Night Elves, though my friends would say it's because of an unhealthy
    obsession with the Warden.
    
    That said, there are a number of units that can be considered "The best",
    though it's argueable anyway. It's generally agreed that the Huntress and
    the Crypt Fiends are the best units for their race, power and cost
    considered, given the Huntress frightenly effectivity at large numbers
    and the Crypt Fiends large ammount of HP and great damage output. And
    that it's probably because of the powerful sinergy with the Priestess of
    the moon and the Death Knight. For Humans and Orcs, it gets a lot more
    difficult, as their *best* units aren't even *fighting* units. The Sorceress
    and the Shaman rank amongst their best critters, even if they aren't as
    widely used as the Huntress and Crypt Fiends: Those are simply way too
    efficient.
    
    Between them, that's just a matter of personal taste. I'd go with the Crypt
    Fiends because paired with the Death Knight they are simply superior (at
    least in my opinion), though in paper the Huntress seem more effective.
    
    Of course, no cost involved (or, actually, no *means to get the unit*
    involved) both the Doom Guard and the Naga Royal Guard are fighting for
    that title. Both units are ridiculously overpowered, are as strong as
    heroes, have the same ammount of abilities and *chaos* damage. But of
    course they aren't in, because they can't be actually built. (You *can*
    get Doom Guards with a Pit Lord, but, as a matter of facts, I haven't
    used the Pit Lord in at least a year). Between them, I think the Royal
    Guard wins, but it's a close match.
    
    As for heroes, it's a lot more difficult because only a few heroes can
    be considered underpowered, while no longer any hero seems to be
    overpowered anymore. For each race, I'll be listing my current guesses:
    
    HUMAN: Archmage (which has been the elite hero since the game *came out*,
    though some might argue that the Hero Killing Machine Mountain King it's
    a lot more difficult to counter.)
    
    ORCS: Far Seer (Ditto with above, though most people have switched to
    the Shadow Hunter and use a similar strategy to the Crypt Fiend +
    Death Knight Combo.)
    
    UNDEAD: Death Knight (This one took a little time to actually be hit
    upon, as most people favored the Dreadlord due to Sleep and Inferno. It's
    curious, however, that the weakening of the Demon Hunter - since the
    Dreadlord hasn't been touched ever - was the rise of the DK as a favorite,
    which would lead to believe that the DH was actually keeping the DK
    in check. Given that Mana Burn level three did 300 HP damage with burning
    300 MP, no matter how short the range was, the DK low mana pool was always
    in danger, though I don't know exactly if the imbalance was in fact due
    to the heroes or because of the armies in general.)
    
    NIGHT ELVES: Theoretically, the Demon Hunter. (That said, I'd put my
    money in the Warden and the Keeper of the Grove before. The Demon Hunter's
    weakening with TFT hasn't been enough to keep him in check - Metamorph it's
    still an absurdly powerful spell. I'll stand with the Warden. But that
    might be because I'm obssessed.)
    
    NEUTRAL: The Goblin Tinker and the Firelord have been chosen due to their
    powerful base razing abilities.
    
    
    14.2.- Are there any new Cheat Codes?
    
    Damn right. Check the appropiate section. Hmph.
    
    14.3.- Okay, how about MULTIPLAYER CHEAT CODES?
    
    Feel free to scan the net for a hack and get your CD KEY banned.
    
    Really, refrain from using them. They might get your ranking throughout the
    roof, but, frankly, Battle.net is a community. Don't abuse others.
    
    14.4.- Don't tell me there isn't a new hidden track like in Beyond the Dark
    Portal and Broodwars...
    
    Yep there is. Check the damn appropiate section. :P
    
    14.5.- The Orcs campaign is broken! Where is the rest?
    
    Download Blizzard's latest patch. It will install the rest of
    the campaign for you.
    
    14.6.- My game doesn't has those cool neutral heroes!
    
    Download Blizzard's latest patch. It will install the rest of
    the heroes for you. Do you even know what the Internet is?
    
    14.7.- Wasn't there a Panda race?
    
    No. It was an April's Fool joke by Blizzard. The Pandaren Brewmaster
    is a playable hero though, but unfortunatey, the rest aren't.
    
    14.8.- How many Warcraft games are out there?
    
    Six.
    
    Warcraft: Orcs and Humans
    Warcraft II: The Tides of Darkness.
    Warcraft II: Beyond the Dark Portal (WC II Expansion pack)
    Warcraft III: Reign of Chaos.
    Warcraft III: The Frozen Throne (WC III Expansion pack)
    World of Warcraft (Massive Multiplayer Online RPG)
    
    Another game, Warcraft Adventures, was originally planned. It was
    a graphic adventure game. It was cancelled due to poor quality
    mostly (And I'm being biased because I hate graphic adventures,
    but the graphics were terrible).
    
    Furthermore, there is an RPG module for all of you Role Players, which
    I haven't been able to try, and a board game, which is very similar to
    the classic board game RISK, except this one is unbalanced as hell
    (The Orcs and the Night Elves are ridiculous, particulary the Orcs).
    
    14.9.- Can you control the Burning Legion / Terrans / Zerg?
    
    No.
    
    14.10.- What maps do you recommend?
    
    Well, Defense of the Ancients is always a good start. The latest version
    (At the time of writing) is Allstars 6.27b, which still has a lot of
    balance problems (on my playgroup, we've solved it through banning the
    Bone Fletcher and the Sniper, and a couple others, but those two are
    the more unbalancing) but at least God is removed (well, in the game).
    Lucifer's still in (in the game too).
    
    Skibi Castle TD is, very likely, the best TD map ever made. With lots of
    minigames, and lots of variety, it's, in my opinion, an essential map.
    
    Footmen Frenzy it's another great map, though some think a lot more of
    it than myself (Then again, it might be because I always lose, and I
    hate to have to save a lot of money to actually make my Lich worthy
    of anything).
    
    Finally, Eye of the Apocalypse it's another wonderful map, though it's
    very heavy on the CPU, and it's very difficult to learn to play. I love
    it, but it's left a bittersweet taste in my mouth, perhaps with more
    people it's much better. (Playing against the AI it's beyond frustrating)
    
    14.11.- How do I get better?
    
    Well, you could start by watching some replays (replayers.com has a lot of
    them and pretty good ones though!), and playing a lot. Seriously, Warcraft III
    is by far one of the most complicated RTS games out there.
    
    Or you could go cheap and follow one of the trends of the moment.
    
    14.12.- Trends? What are the current trends?
    
    Common strategies nowadays:
    
    Orcs: Go Blademaster first, Shadowhunter, then Raiders, Spirit Walkers and
    Kodos.
    
    Humans: Archmage, Mountain King, Sorceress, Priests, Mortar Teams, then
    a Paladin and a couple Knights. Works wonders as any of your units will
    only rarely die.
    
    Undead: Uh... Gargoyles. And Destroyers. The undead are currently the most
    dominating race, and, while I love it, I can't really understand why,
    except that having four nuking heroes might have something to do with
    it.
    
    Night Elves: Night elves are the most varied out there. Save for the
    Druids of the talon and the Demon Hunter, you can go all the way for
    dryads, Druids of the Claw, Archers, Huntress, Faerie Dragons, and
    even mounted Hyppogryphs. Really, I saw a replay where a guy
    dominated the whole game with *Mounted Hyppogryphs*. Incredible, but
    true. And to add to the zaniness, he used a Warden first and the
    Demon Hunter second. Go figure.
    
    Important to note, save the always praised power of the Demon Hunter
    and the fun packed Warden, the NE lack a secondary hero, which most
    players have solved via the Pandaren Brewmaster.
    
    That said, unlike, say, STARCRAFT, Warcraft III's strategy has shifted from
    the mass-the-hell-up-and-rush to a more complicated style of keeping
    units alive and using fewer but more effective units. The most elegant is
    without a doubt the humans' play style, but the Orcish Horde well played is
    extremely impressive. As for the Undead, well, I still don't understand,
    but Gargoyles and Destroyers are incredibly dominating.
    
    Of course, the gargoyles are the best anti-air unit, and the Destroyer's
    damage output is ridiculous. And the four heroes are nukers :S. Another
    replay I saw, a guy managed to time a Crypt Lord's Spike to stun the
    opponent's whole army, and then proceded to kill the Demon Hunter, leaving
    the army hopeless against continuous Frost Novas and a horde of Gargoyles.
    
    As for the Night Elves, I recommend just adapting to the circunstances.
    I ussually go for the Huntress-Archers duo until I can shift to DotT and
    Dryads, using the Warden, but I'm weird: I use the Mountain King for the
    Humans... though that's a frustration against Demon Hunter Harrassing.
    Don't mind me.
    
    *****************************************************************************
    
    15.- Hotkeys.
    
    NOTE: Any mistake is my fault, as I did this bassically from memory. Any upgrade
    such as the Orcs Steel / Thorioum / Arcanite Armor is only noted as the first
    name.
    
    GENERAL:
    Attack: A
    Move: M
    Stop: S
    Hold Ground: H
    Patrol: P
    Attack Ground: G
    Build (or equivalent): B
    
    NIGHT ELVES:
    
    TRAIN:
    Wisp: W
    Archer: A
    Huntress: H
    Ballista: B
    Demon Hunter: D
    Priestess of the Moon: P
    Keeper of the Grove: K
    Druid of the Claw: C
    Dryad: D
    Druid of the Talon: T
    Hyppogryph: H
    Chimera: C
    
    BUILDINGS:
    Moonwell: M
    Altar of Elders: A
    Ancient of War: R
    Tree of Life: T
    Ancient of Lore: L
    Ancient of Wind: W
    Hunter's Hall: H
    Ancient Protector: P
    Chimerae Roost: C
    
    UPGRADES:
    Upgrade to Tree of Ages / Eternity: U
    Abolish Magic: S
    Corrosive Breath: B
    Druid of the Claw Adept / Master Training: L
    Druid of the Talon Adept / Master Training: A
    Hypogriph Taming: I
    Improved Bow: I
    Marksmanship: M
    Moon Armor: A
    Nature's Blessing: N
    Reinforced Hides: R
    Sentinel: S
    Strenght of the Moon: M
    Strenght of the Wild: W
    Ultravision: U
    Upgrade Moon Glaive: G
    Vorpal Blades: P
    
    ABILITIES:
    Searing Arrows: R
    Starfall: F
    Metamorphosis: T
    Scout: C
    Immolation: L
    Mana Burn: B
    Entangling Roots: E
    Force of Nature: F
    Sentinel: E
    Shadowmeld: L
    Storm Crow Form: F
    Druid Form: F
    Rejuvenation: E
    Replenish Mana and Health: R
    Roar: R
    Uproot: R
    Root: R
    Sentinel: E
    Faerie Fire: R
    Mount Hypogryph: U
    Eat Tree: E
    Entangle Gold Mine: G
    Faerie Fire: R
    Abolish Magic: B
    Bear Form: F
    Cyclone: C
    Detonate: D
    
    UNDEAD:
    
    TRAIN:
    Acolyte: C
    Shade: S
    Ghoul: G
    Abomination: A
    Meat Wagon: M
    Crypt Fiend: F
    Gargoyle: A
    Banshee: B
    Necromancer: N
    Frost Wyrm: F
    Death Knight: D
    Lich: L
    Dreadlord: E
    
    BUILDINGS:
    Necropolis: N
    Ziggurat: Z
    Altar of Darkness: A
    Crypt: C
    Sacrificial Pit: S
    Graveyard: V
    Slaughterhouse: H
    Temple of the Damned: T
    Boneyard: B
    Haunted Gold Mine: G
    
    UPGRADES:
    Upgrade to Halls of the Death / Black Citadel: U
    Upgrade to Spirit Tower: T
    Banshee Adept / Master Training: A
    Cannibalize: C
    Creature Attack: A
    Creature Carpace: C
    Disease Cloud: D
    Freezing Breath: B
    Ghoul Frenzy: Z
    Necromancer Adept / Master Training: E
    Skeletal Longevity: S
    Stone Form: S
    Unholy Armor: U
    Unholy Strenght: S
    Web: W
    
    ABILITIES:
    Frost Armor: F
    Frost Nova: N
    Inferno: N
    Sleep: E
    Death Coil: C
    Web: W
    Animate Dead: D
    Carrion Swarm: C
    Dark Ritual: R
    Death and Decay: D
    Raise Dead: R
    Unholy Frenzy: U
    Cripple: C
    Curse: C
    Possession: O
    Cannibalize: C
    Anti-Magic Shell: N
    
    ORC:
    
    TRAIN:
    Peon: P
    Grunt: G
    Orc Rider: R
    Tauren: T
    Troll Headhunter: T
    Catapult: C
    Kodo Beast: K
    Wyvern Rider: W
    Troll Witch Doctor: W
    Shaman: S
    Blademaster: B
    Farseer: F
    Tauren Chieftain: T
    
    BUILDINGS:
    Great Hall: H
    Altar of Storms: A
    Barracks: B
    War Mill: M
    Tauren Totem: T
    Spirit Lodge: S
    Bestiary: E
    Orc burrow: O
    Watch Tower: W
    
    UPGRADES:
    Upgrade to Stronghold / Fortress: U
    Berseker Strenght: B
    Ensnare: N
    Envenomed Spears: E
    Pillage: G
    Pulverize: P
    Shaman Adept / Master Training: M
    Spiked Barricades and Upgrade: S
    Steel  Armor: A
    Steel Melee Weapons: M
    Steel Ranged Weapons: R
    Troll Regeneration: R
    War Drums Damage Increase: D
    Witch Doctor Adept / Master Training: D
    
    ABILITIES:
    Wind Walk: W
    War Stomp: T
    Mirror Image: R
    Shockwave: W
    Earthquake: E
    Farsight: F
    Feral Spirit: T
    Chain Lightning: C
    Bladestorm: B
    Stasis Trap: T
    Sentry Ward: W
    Lightning Shield: L
    Battle Stations: O
    Stand down: D
    Devour: D
    Ensnare: E
    
    HUMAN:
    
    TRAIN:
    Peasant: P
    Footman: F
    Knight: K
    Rifleman: R
    Mortar Team: M
    Gyrocopter: G
    Gryphon Rider: G
    Priest: P
    Sorceress: S
    Siege Tank: E
    Paladin: L
    Archmage: A
    Mountain King: M
    
    BUILDINGS:
    Town Hall: H
    Farm: F
    Altar of Kings: A
    Barracks: B
    Lumber Mill: L
    Blacksmith: S
    Workshop: W
    Arcane Sanctum: R
    Gryphon Aviary: G
    Scout Tower: T
    
    UPGRADES:
    Upgrade to Keep / Castle: U
    Upgrade to Guard Tower: G
    Upgrade to Cannon Tower: C
    Animal War Training: A
    Black Gunpower: G
    Defend: D
    Flare: R
    Gyrocopter Bombs: B
    Improved Lumber Harvest: L
    Improved Masionry: M
    Iron Forged Swords: S
    Iron Plating: P
    Long Rilfles: L
    Magic Sentry: M
    Priest Adept / Master Training: T
    Sorceress Adept /Master Training: O
    Storm Hammers: H
    Studded Leather Armor: A
    
    ABILITIES:
    Call to arms : C
    Back to Work : W
    Defend: D
    Dispel: D
    Flare: F
    Heal: E
    Inner Fire: F
    Polymorph: O
    Invisibility: I
    Slow: W
    Avatar: V
    Blizzard: B
    Divine Shield: D
    Mass Teleport: T
    Heal Light: T
    Resurrection: R
    Storm Bolt: T
    Summon Water Elemental: W
    Thunderclap: C
    
    <UNDER CONSTRUCTION, MISSING HOTKEYS EXCLUSIVE FOR THE FROZEN THRONE>
    
    *****************************************************************************
    
    16.- Credits.
    
    - To Blizzard for this awesome game. This company rules.
    - To Me, for taking parts of my very limited and valuable time to write this.
    Actually, I enjoy it, but if I seem pissed off it makes me look cooler :P.
    - To the people I've fought and seen for the ideas and strategies they have
    left me with.
    - To all the Warcraft Comunnity for making this game such a blockbuster hit
    after six years of waiting for it. Now, of course, we need to complain until
    they give us Starcraft II ^_^.
    - To the people reading this. For the hell of it.
    - To CjayC on gamefaqs.com for giving me and a lot of people the chance to
    publish their work.
    - Disturbed. Their new album is the r0xx0r5. And Queens of Stone Age.
    - To my dear girlfriend Maga... for giving me all a man can need (love
    and coffee!) Too bad you don't buy me cigarretes, though that is arguably
    a good thing. I can always ask your for your parent's.
    
    And that's it!!!
    
    [1] Yana was a rather notorious user on the old Use Your Fist Not Your Mouth
    Marilyn Manson BBS. You don't really need to know who she is, just that she
    was a very nice though slightly psychotical girl whom I appreciated a lot.
    That comment is just an old inside joke.
    
    *****************************************************************************
    
    17.- Legal Stuff.
    
    This file is owned by Lord Zero (dskzero@yahoo.com)
    
    You MAY distribute, print, read, show to your friends or enemies this
    guide freely, AS LONG as you credit Lord Zero as the author, keep
    the copyright on it, and is used for non-profit purposes. You MAY NOT
    change ANYTHING on this guide, adding or taking anything out of it,
    including banners, links, or anything else. You MAY NOT distribute this
    guide on any non-electronic media. All I ask from you if you wish to
    publish this guide on your site, is to keep it updated, and to notificate
    me of your URL.
    
    All Rights Reserved. Anything not mentioned on this text can be discussed
    via email to the address below.
    
    Copyright 2006 By Lord Zero (dskzero@yahoo.com).
    
    The last version can always be found in gamefaqs.com.
                                                __
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      /  	  © Lord Zero (dskzero@yahoo.com)  / |||| / / /|   \ /\
     <      --------------------------------<  ||||/ / / |    < @
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                            _____/ / _____/ /  ||||       \_/__/
                           <______/ <______/   ||||
                                               ||||
                                               /||\
                                               \__/
    
    The last version can always be found in gamefaqs.com.
    
    "- TREVOR, YOU ARE OUT OF CONTROL.
    - AEON, I AM THE CONTROL."
    
    "I BRING PANDAMONIUM!!!"