WCDC/Core Data/Human Units

The following lists all Human units, buildings, and heroes for Dark Crusade.   Although the core gameplay style reflects more of Classic Warcraft 2 instead of Warcraft 3 (No 420 HP Footmen for example), there are many slight adjustments made both if Classic Stats are enabled or not enabled.  For example, the damage calculation on classic Warcraft 2 was as follows: 

(Basic Damage - Target's Armor) + Piercing Damage = Maximum damage inflicted. The attacker does a random amount of damage from 50%-100% of this total each attack.

Without a core redesign of the War3 data mods Blizzard provided for SC2 use, implementing a piercing damage concept would not be possible.  However - the stats for damage output will closely resemble the effectiveness of a unit's abilities.  For example, in Warcraft 2, a Footman can take down another Footman or Grunt in 9-11 hits.  In Dark Crusade, it is the same.  Piercing damage as well as base damage was closely calculated to try and mirror a classic gameplay experience while maintaining some war3 designs such as armor % damage reduction instead of a base subtraction as well as implementing randomization in attacks.  Example:

(WAR2 Basic Damage + Piercing Damage As Random) x War3 Armor % reduction* = Maximum damage inflicted.  

* War3 Damage Reduction is calculated as such: ((armor)*0.06) / (1+0.06*(armor)).  Examples: 

1 Armor = 5.66% Reduced
2 Armor = 10.71% Reduced
3 Armor = 15.25% Reduced
4 Armor = 19.35% Reduced
5 Armor = 23.08% Reduced
6 Armor = 26.47% Reduced
7 Armor = 29.58% Reduced
8 Armor = 32.43% Reduced
And so on, exponentially getting smaller the higher the armor level.

 Combine all this, and the mirror'd Footman vs. Footman gameplay would look like this:

WAR2 Classic Footman: (6 Basic Damage - 2 Armor) + 3 Piercing Damage = 7.  Actual Damage output can be 3.5 -> 7 damage points.  It can take 9-11 average hits to slay another Footman

WCDC New Footman: (6 Basic Damage + 3 Random Damage) x 10.71% War3 Damage Reduction = A range between 3.6 and 8.1.  This assumes you have Classic Armor turned on, or you'd also have to factor in the Bonus Damage or Bonus Reduction on armor type.

Ultimately, your gameplay style and strategy, assuming Classic Stats and Classic Armor is enabled, should more or less equate to War2.  You can also disable Classic Stats to gain unique bonuses for units and buildings between Human and Orc to add some more flavor to your gameplay.

Units

A few notes regarding stats:

 

  • All stats listed are assuming "Classic Stats" is disabled.  If enabled, all unit stats will mirror their Orc counterparts and vice versa)
  • All units will only consume 1 food, as per classic.   
  • There are no "Upkeep" limitations.  You can have a huge army and your gold production is not hindered.
  • Armor Types and Weapon Types are only valid if "Classic Armor" is disabled.  If enabled, all units will do 100% damage minus armor reduction, per classic. 
  • All Build times assume you are using "Normal" speed settings, which is default for WC3.
  • Most upgrades are assuming "Extra Upgrades" is enabled but are noted as such.
  • Descriptions will change between War1 and War2 episodes as well as certain available abilities.
  • If not using Enhanced Upgrades/Abilities, all upgrades to weapons and armor will end at Level 2, not Level 3

Peasant 

Description:

Basic worker unit. Can harvest gold and lumber, build structures, and Repair. Can learn Improved Lumber Harvesting.  Can attack land units and trees.
Race: Human
Weapon: Pick Axe
(WAR2, Episode 3+) Peasants are trained from the hard-working and stout-hearted citizens that live in the numerous kingdoms of Lordaeron. By mining gold and harvesting lumber to meet the ever-increasing needs of the fighting force which must push back the unrelenting Horde, they are the backbone of the Alliance. Trained not only in the construction and maintenance of the myriad buildings found in every community, but also those necessary to wage war, they take great pride in the invaluable service they provide. Roused by tales of the Orcish atrocities in Azeroth, these Peasants have learned to use both pick and axe for their own defense if threatened.

(WAR1, Episode 1-2) Peasants are the people of the Kingdom of Azeroth. Being of sturdy and hardworking stock, they will harvest the forests for necessary woods, or mine for gold in the hillsides as needed. Often times they gather in the Town Hall, and there is always a large supply of them willing to assist in your fight against the Orcs. They are also skilled craftsmen, able to construct any type of building you could desire. They are unskilled in the ways of war, however, and will flee when engaged by the enemy, often ignoring a safer route for a faster one.

Comparison to Peon:

Peasants have less HP and Attack than Peon's but boast higher Armor and movement speed.  This allows them to survive slightly better than Peon's and improve resource collection.

Stats:

  • HP: 30
  • Armor: 0
  • Armor Type: Medium
  • Attack Damage: 3-5
  • Attack Type: Normal
  • Attack Speed: .9/sec
  • Movement Speed: 2.96
  • Gold Cost: 400
  • Build Time: 12 sec

Upgrades:

  • Improved Lumber Harvesting (Researched at Lumber Mill) -> +50 lumber.  Requires Keep. (War2 Only)
  • Advanced Lumber Harvesting (Researched at Lumber Mill) -> +50 lumber.  Requires Castle. (War2 Only)
Abilities:
  • Harvest Gold - Harvest Gold from a Goldmine for +100/+110/+120 (Depending on Town Hall Level)
  • Harvest Lumber - Harvest Lumber from a Tree for +100/+125 (Depending on if Lumber Mill is Present during War2. (+50/+100 also depending on Lumber skill level)
  • Repair - Repairs a structure or mechanical unit per second at a fraction of its cost.
  • Build Structure
    • Build Town Hall
    • Build Farm
    • Build Barracks
    • Build Scout Tower
    • Build Elven Lumber Mill (Lumber Mill - War1 Only)
    • Build Blacksmith
  • Build Advanced Structure
    • Build Shipyard
    • Build Foundry
    • Build Oil Refinery 
    • Build Stables
    • Build Gnomish Inventor
    • Build Church
    • Build Mage Tower
    • Build Gryphon Aviary
    • Build Mystic Tower (War1 Only, unless War1 Tech is enabled)

Footman 

Description:

Stalwart human defender. Can learn Defend. Can attack land units.

Race: Human

Weapon: Broadsword

(WAR2, Episode 3+) Footmen are the initial line of defense against the Horde. Arrayed in hardened steel armor, they courageously wield broadsword and shield in hand-to-hand combat against their vile Orcish foes. The valorous Footmen are ever prepared to heed the call to arms.  Training under Lord Lothar himself, Footmen can learn how to lock their shields together to improve their defensive capabilities, especially against Orcish ranged assaults.

 

(WAR1, Episode 1-2) Footmen are the backbone of the King's armies. They are foot soldiers trained in the art of melee combat using the sword and shield. Well armored for maximum defense against attacks, they can also deliver a solid blow with their double edged weapons.  Initial training with the legendary hero Anduin Lothar has even allowed them new techniques in order to improve their defensive capabilities, especially against the Orc's ranged attackers.

 

Comparison to Grunt:

The Footman's greatest strength lies in their defense.  Their armor is higher than a Grunt's which is further bolstered when using their Defend ability.  Note the Defend ability is primarily used against range piercing attacks which allows them to close in against Spearmen/Axethrowers and armed Watch Towers, but also improves armor overall which can be used in hand to hand combat against a Grunt to survive an extra hit or two.

Stats:

  • HP: 60
  • Armor: 2
  • Armor Type: Heavy
  • Attack Damage: 6-9
  • Attack Type: Normal
  • Attack Speed: .7
  • Movement Speed: 4.21
  • Gold Cost: 600
  • Build Time: 15

Upgrades:

  • Melee Weapon Upgrade (Research at Blacksmith) -> +1/2/3 damage
  • Melee Armor Upgrade (Research at Blacksmith) -> +1/2/3 armor

Abilities:

  • Defend (Research at Barracks): Activate to gain +5 armor and take 50% less damage from Piercing attacks but have movement speed reduced to 30%.  30% chance to reflect damage back to attacker as well.   

Spear Thrower  

(WAR1 ONLY)

Description:

Light ranged attacker.  Can learn the Slow Poison upgrade.  Attacks land and air units.
Race: Human
Weapon: Piercing Spear

(WAR1, Episode 1-2) Azeroth has long relied on their ground footmen and knights to maintain the peace in their kingdom, but the lesser known spear thrower force of Azeroth also plays a role against ranged attackers.  Usually scarcely seen, human spear throwers are typically deployed in covert areas to ambush an enemy from afar as they are lightly armored and cannot defend themselves against melee attackers.

Comparison to a Spearman

Spear Throwers are overall more fragile than Orc Spearman's, but move faster.  They also have increased range against Spearman's, making hit and run tactics a must.  If cornered by Orc melee, they will stand little chance however.  (Note: Due to model constraints at the moment, the original Warcraft1 Archer/Crossbow unit is not available as a human model.  Instead, the brigand spear thrower is a good alternative to use)

Stats:

  • HP: 40
  • Armor: 2
  • Armor Type: Medium
  • Attack Damage: 3-9
  • Attack Type: Piercing
  • Attack Speed: 1.2
  • Attack Range: 6.8
  • Movement Speed: 4.68
  • Gold Cost: 500
  • Lumber Cost: 50
  • Build Time: 18

Upgrades:

  • Range Attack (Research at Blacksmith) -> +1/2/3 damage
  • Range Armor (Research at Blacksmith) -> +1/2/3 armor
  • Slow Poison (Research at Barracks) - Adds a poison dealing 1 dmg/sec and slows speeds down for 3 seconds.

Elven Archer 

Description:

Basic ranged attacker.  Can learn Elven Agility and Ranger Training.  Can attack land, air, and sea units.
Race: High Elven
Weapon: Elven Bow
(WAR2, Episode 3+) Out of the mysterious forests of Quel'thalas come the Elven Archers to aid the Alliance in its darkest hour. Descendants of the elder race of Lordaeron, these sylvan woodsmen are unmatched in their use of the bow. Unencumbered by helm or heavy armor, Archers are keen of eye and fleet of foot.  These Elves have long been embroiled in a bloody conflict with the hated Trolls of Lordaeron and are swift to let loose a rain of arrows upon any foe, including those that attack from the skies above.

Comparison to the Troll Axethrower

Similar to the Spear Throwers in WAR1 episodes, Elven Archers are more fragile than Troll Axethrowers, but much faster.  Instead of a poison upgrade, however, they now gain improved movement and attack speeds over their hated Troll counterparts.

Stats:

  • HP: 40
  • Armor: 2
  • Armor Type: Medium
  • Attack Damage: 3-9
  • Attack Type: Piercing
  • Attack Speed: 1.2
  • Attack Range: 6.8
  • Movement Speed: 4.68
  • Gold Cost: 500
  • Lumber Cost: 50
  • Build Time: 18

Upgrades:

  • Range Attack (Research at Blacksmith) -> +1/2/3 damage
  • Range Armor (Research at Blacksmith) -> +1/2/3 armor
  • Elven Agility (Research at Barracks) - Improves Movement and Attack Speeds by 10%
  • Ranger Training (Research at Elven Lumber Mill) -> Turns all Archers into Rangers

Elven Ranger 

Description:

Elite long range attacker.  Can learn Elven Agility, Ranger Scouting, Longbows, and Marksmanship.  Can attack land, air, and sea units.
Race: High Elves
Weapon: Elven Bow
(WAR2, Episode 3+) Rangers are a special cadre of Elven Archers who are intimately bound to the wildlands of Lordaeron. Their pursuit of mastery in Longbow, Marksmanship, and Scouting make them more rugged and even deadlier than their brothers - traits for which they are greatly feared amongst their enemies. These secretive and elite warriors have never involved themselves in the affairs of Humans, but when Horde onslaughts threatened to destroy the Elven homelands, they quickly offered their services to the Alliance.  Although their numbers are few, their presence could change the course of the war if they are deployed wisely.

Comparison to Troll Berserker

Again in similar fashion to Archers vs. Axethrowers, Rangers are faster and when fully upgraded, even deadlier.  Their marksmanship upgrade gives them a significant damage boost to base damage, allowing powerful focus fire against the Horde.

Stats:

  • HP: 50
  • Armor: 2
  • Armor Type: Medium
  • Attack Damage: 3-9
  • Attack Type: Piercing
  • Attack Speed: 1.2
  • Attack Range: 6.8
  • Movement Speed: 4.68
  • Gold Cost: 500
  • Lumber Cost: 50
  • Build Time: 18

Upgrades:

  • Range Attack (Research at Blacksmith) -> +1/2/3 damage
  • Range Armor (Research at Blacksmith) -> +1/2/3 armor
  • Elven Agility (Research at Barracks) - Improves Movement and Attack Speeds by 10%
  • Ranger Scouting (Research at Elven Lumber Mill) - Improves sight range by 3 (day/night)
  • Longbows (Research at Elven Lumber Mill) - Improves Attack Range by 1
  • Marksmanship (Research at Elven Lumber Mill) - Improves damage by 3

Catapult  

Description:

Long-range siege weaponry. Exceptional damage versus buildings. Can gain the Advanced Gears upgrade to improve movement and attack speed.  Can attack land and sea units.

Builder: Human
Weapon: Flaming Boulder
(WAR1, Episode 1-2) As the ultimate machine of war, the catapult brings fiery death to all who stand in its way. Capable of destroying any target in its range, the projectile from a catapult can smash the toughest of defenses, or through the sides of buildings. This behemoth is large, slow, and difficult to maneuver, but the power that it holds makes it an essential part of your forces.

Comparison to Orc Catapult in War1

Although both Humans and Orcs wield Catapults with similar stats in Warcraft1, the human version can outrange and move/attack faster than the Orcs' due to Advanced Gears.

Stats:

  • HP: 110
  • Armor: 0
  • Armor Type: Heavy
  • Attack Damage: 25-80
  • Attack Type: Siege
  • Attack Speed: 4.5
  • Attack Range: 15.9
  • Movement Speed: 3.4
  • Gold Cost: 900
  • Lumber Cost: 300
  • Build Time: 64

Upgrades:

  • Siege Attack (Research at Blacksmith) -> +10/20/30 damage
  • Advanced Gears (Research at Barracks) - Improves movement and attack speeds, and increases range

Ballista 

Description:

Long-range siege weaponry. Exceptional damage versus buildings. Can gain the Piercing Bolt upgrade to damage units in a line.  Can attack land and sea units.

Builder: Human/High Elven
Weapon: Siege Bolt
(WAR2, Episode 3+)

Ballista's launch steel-tipped bolts to impale all in their path. As they require an awesome amount of force to be placed upon their tremendous bowstrings, these machines of war are reinforced with lumber from the precious Ironwood trees. The Ballista, a product of Human design and Elven craftsmanship, is a symbol of the unity between all those who have allied themselves against the Horde.  The Dwarves prove to be another valuable ally, in that they may be employed to design improved missiles which make the Ballista the most devastating weapon of the Alliance.

Comparison to the Orc Catapult

  • Replacing the human Catapult from Warcraft 1, the Ballista initially moves and attacks faster than the Orc Catapults, and can become a valuable front line asset against armies when upgraded with the piercing bolts upgrade to damage lines of enemies.  That said, Orc Catapults can still deal superior area damage when fully upgraded.

Stats:

  • HP: 110
  • Armor: 0
  • Armor Type: Heavy
  • Attack Damage: 25-80
  • Attack Type: Siege
  • Attack Speed: 3.5
  • Attack Range: 15.9
  • Movement Speed: 3.4
  • Gold Cost: 900
  • Lumber Cost: 300
  • Build Time: 64

Upgrades:

  • Siege Attack (Research at Blacksmith) -> +10/20/30 damage
  • Piercing Bolt (Researched at Barracks) - Damages any enemy unit in way of attack

Knight 

Description:

Powerful mounted warrior. Can learn Horse Training and Paladin Training.  Can attack ground units.

Race: Human
Weapon: Heavy Sword
(WAR1, Episode 1-2) 
Knights are the fighting elite in his Majesty's service. Using the difficult skills required for mounted combat, these warriors wield huge maces in order to crush their opponent's skulls. Their warhorses make them fast and deadly, as they can maneuver much more quickly than an unmounted foe.  Knights are well respected throughout the realm, and the tales of their fighting prowess are known far and wide.

(WAR1, Episode 3+) The Knights of Lordaeron represent the fiercest fighting force in the armies of the Alliance. Protected by suits of heavy armor, they carry mighty weapons with which to crush all who would threaten the freedom of their lands. Astride great warhorses, these honorable and just warriors serve as a symbol of order to the peoples of Lordaeron in these dark and chaotic times.   Having learned of the fate the Knights of Azeroth suffered after the First War, they have sworn to both avenge their fallen brethren and free their homelands from the grip of the Orcish Hordes.

Comparison to the Orc Ogre

  • Similar to the Footman vs. Grunt, the Knight has significantly higher armor than the Ogre.  They are also much faster due to their horse mounts.  Their damage, while higher than footmen, are of course much less than the raw carnage of Ogre's.  Knights are best used when needing to scout the surrounding areas as well as providing front line support while archers, mages, and siege weapons damage from a distance.

Stats:

  • HP: 90
  • Armor: 4
  • Armor Type: Heavy
  • Attack Damage: 8-12
  • Attack Type: Normal
  • Attack Speed: .7
  • Movement Speed: 5.46
  • Gold Cost: 800
  • Lumber Cost: 100
  • Build Time: 24

Upgrades:

  • Melee Weapon Upgrade (Research at Blacksmith) -> +2/4/6 damage
  • Melee Armor Upgrade (Research at Blacksmith) -> +2/4/6 armor
  • Improved Horse Training (researched at Stables) -> +.5 speed
  • Advanced Horse Training (researched at Stables) -> +.5 speed (requires Castle in Ep3+)
  • Holy Armor (researched at Barracks) - Gains a .5 HP/sec self regeneration

Paladin 

Description:

Powerful mounted warrior. Initially has Holy Vision.  Can also learn Heal, Exorcism, and Horse Training.

Builder: Human
Weapon: Heavy Sword
(WAR2, Episode 3+) 
Paladins are a holy order of warriors whose purpose is to defend and shepherd the war-torn populace of Lordaeron. The Archbishop Alonsus Faol perceived that the pious Clerics of Northshire, who suffered such terrible attrition in the First War, were ill-suited for the dangers of combat. Along with many of the surviving Clerics of Northshire, he sought those of only the greatest virtue among the knighthood of Lordaeron and tutored them in the ways of magic. Led by the crusading Uther Lightbringer, it now rests upon these Paladins - christened the Knights of the Silver Hand - to heal the wounds sustained in combat and to restore faith in the promise of freedom from Orcish tyranny.

Comparison to the Orc Ogre-Mage

  • Similarly to Knights, Paladins are sturdier and more agile than Ogre-Magi, but not as strong.  Their true power comes from their spells however.  Holy Vision is much more efficient than Eye's of Kilrogg to scanning the battlefield.  Healing is an absolute necessity for the longevity of the Human army.  A beaten Human army retreated can come back in fully force with enough Paladin's at the ready.  If War1` Tech is disabled, then without the aid of Clerics, Paladins are your only source of healing for humans in Episode 3+.  Exorcism can only be wielded against Death Knights and the skeletons they raise (If War1 Tech is enabled, Exorcism can also damage summoned Daemons from Warlocks, but not Warlocks themselves).  Although the use of Exorcism is limited in scope, it can be extremely deadly to these enemies, causing instant death when used at full mana.

Stats:

  • HP: 90
  • Armor: 2
  • Armor Type: Heavy
  • Attack Damage: 11-15
  • Attack Type: Normal
  • Attack Speed: .7
  • Movement Speed: 5.46
  • Gold Cost: 800
  • Lumber Cost: 100
  • Build Time: 24

Upgrades:

  • Melee Weapon Upgrade (Research at Blacksmith) -> +2/4/6 damage
  • Melee Armor Upgrade (Research at Blacksmith) -> +2/4/6 armor
  • Improved Horse Training (researched at Stables) -> +.5 speed
  • Advanced Horse Training (researched at Stables) -> +.5 speed (requires Castle in Ep3+)
  • Holy Armor (researched at Barracks) - Gains a .5 HP/sec self regeneration

Abilities:

  • Holy Vision (Initial) - Shows an average area of the map.  75 mana.
  • Heal (researched at Church) - Heals 5 HP per cast.  5 mana.
  • Exorcism (researched at Church) - Deals 5 damage per 2 mana against Undead and Demons

Dwarven Demolition Squad 

Description:

Explosive team of demolitioners. Particularly effective against buildings. Can Kaboom land units and trees and can gain an auxiliary long-range siege weaponry.  Attacks ground units initially.  Can be upgraded to attack sea units as well.

Race: Dwarven
Weapon: Explosive Barrel and Mortar Charge
(WAR2, Episode 3+) 
From the deep, subterranean halls of Khaz Modan, the Dwarven Demolition Squads come to aid the Alliance in their crusade for the liberation of Khaz Modan. As masters in the handling and arming of explosives, these Squads are renowned for their ability to demolish any obstacle - from a mighty wall to a bulwark of solid stone.  Reckless and bold, these Dwarves are zealous in their loyalty to the Alliance and would not hesitate to detonate their explosive payload should the situation turn grim...

Comparison to Goblin Sappers

  • Demo Squads, while not as fast or as cheap as Sappers, have a significant advantage - They can be upgraded to fire siege shells against enemies.  This allows a dual purpose of these squads, allowing them to serve in the bulk Alliance armies as another siege option to Ballistas instead of just suiciding into buildings and enemies.

Stats:

  • HP: 40
  • Armor: 0
  • Armor Type: Heavy
  • (Melee) Attack Damage: 1-6 
  • (Melee) Attack Type: Normal
  • (Melee) Attack Speed: .7
  • (Range) Attack Damage: 18-25
  • (Range) Attack Type: Siege
  • (Range) Attack Speed: 3.5
  • (Range) Attack Range: 17.9
  • (Explode) Attack Damage: 150 (300 to Buildings)
  • (Explode) Attack Type: Siege
  • Movement Speed: 2.1093
  • Gold Cost: 750
  • Gold Cost: 250
  • Build Time: 51

Upgrades:

  • Mortar Cannon (researched at Gnomish Inventor) - Gains a range siege attack (18-25)
  • High Yield Explosives (researched at Gnomish Inventor) - Increases demolition damage to fortified armor by 100

Abilities:

  • Kaboom! (Initial) - Suicides into a unit or area for 250 area damage

Gnomish Flying Machine 

Description

  • The Gnomes of Khaz Modan have long offset their lack of physical strength with ingenuity and daring. As members of the Alliance, they have continued to display their talents by inventing and piloting the unbelievable Flying Machine. These awkward contraptions can be used to survey vast areas of terrain, and detecting the otherwise hidden movements of underwater units, making them invaluable for discovering the movements of the Horde.  Recent developments with the Dwarves have allowed later models of the Flying Machine to become equipped with an anti-air attack as well as allowing bombs dropped from the air.

Comparison to the Orc Goblin Zeppelin:

  • The scouting unit of the Human army is a tad faster than the Zeppelin, sturdier, and can be outfitted with an attack against both air and ground units.  Although by no means should you en masse these units against the Orcs, they can be effective for hit and run tactics.

Stats:

  • HP: 60
  • Armor: 2
  • Armor Type: Heavy
  • Attack Damage: 6-9
  • Attack Type: Normal
  • Attack Speed: .7
  • Movement Speed: 2.1093
  • Gold Cost: 600
  • Build Time: 15

Upgrades:

  • Spyglass (researched at Gnomish Inventor) - Improves sight range.
  • Flak Cannons (researched at Gnomish Inventor) - Gains a long range aerial only attack (15-35)

Cleric   

Description:

  • Clerics are the holy men of Azeroth. Their spiritual leadership keeps both the people and the troops of Azeroth focused upon their mission of everlasting peace. Their ability to channel the spirit of humanity through their bodies makes them truly wondrous, and stories of their ability to heal the sick and injured, as well as being able to affect the perceptions of others, are miraculous in nature. The transgressions against Humanity by the Orcs have forced them to devise ways to defend themselves, but their true path remains the healing of men's souls

Comparison to the Orc Necrolyte

  • Until you gain access to Paladin's in Warcraft 2 episodes, Cleric's are your bread and butter for the Human army to restore health quickly.  More fragile than Necrolytes, they should usually be kept at your base or far behind the front lines.  Their ability to scout the area using far sight is useful as well as infiltrating Orc bases using invisibility. It should be noted their mana pools and regen is higher than Necrolytes, as humans have been delving in magic far longer than Orcs have.

Stats:

  • HP: 60
  • Armor: 2
  • Armor Type: Heavy
  • Attack Damage: 6-9
  • Attack Type: Normal
  • Attack Speed: .7
  • Movement Speed: 2.1093
  • Gold Cost: 600
  • Build Time: 15

Abilities:

  • Heal  (Initial) - Heals 2 HP per 1 Mana
  • Far Seeing (Research at the Church) - Reveals a small area for 50 mana
  • Invisibility (Research at the Church) - Turns a single unit invisible for 60 seconds, or until they attack

Conjurer   

Description:

  • Seers of mystery, holders of secrets and dwellers in dream. These practitioners of the Arcane Arts have learned through researching the ancient tomes to bend the forces of nature to do their will. They can make the energies of nature strike down opponents, summon forth great creatures or command the elements. They are a secretive sect, and will only gather and train in their own specially prepared mystic towers.

Comparison to the Orc Warlock

  • Similar to the comparison between Clerics and Necrolytes, Conjurer's are more fragile than Warlocks, but have a higher mana pool and regeneration.  Their summons can be very powerful if trained en masse.  While Scorpions vs. Spiders are more or less a wash, Clay Golems are useful to slow the enemy down in Warcraft 1 since you do not have access to the Slow spell yet from Mages in Warcraft2.  They can summon your most powerful unit - the Water Elemental.  Although overall much less damaging than the Orc Daemon, they have a very high HP regeneration and a range attack.  Use hit or run tactics for these guys is the way to victory.

Stats:

  • HP: 60
  • Armor: 2
  • Armor Type: Heavy
  • Attack Damage: 6-9
  • Attack Type: Normal
  • Attack Speed: .7
  • Movement Speed: 2.1093
  • Gold Cost: 600
  • Build Time: 15

Abilities:

  • Summon Scorpions (initial)  - Summons 2 Scorpions.  Deals small damage to ground units.  Low chance to mini stun units on hit.
  • Rain of Fire (Research at Tower) - Deals damage per second to area
  • Summon Mud Golem (Extra, Research at Tower) - Summons 1 Mud Golem.  Deals small damage to ground units.  Magic immune.  Can cast Slow.
  • Summon Water Elemental (Research at Tower) - Summons 1 Water Elemental.  Deals moderate damage to ground and air units. High health regeneration.

Mage 

Description:

  • Once students of the Conjurers of Azeroth, this new order of Mages have been forced to discover untapped magical forces to command in their war against the ruthless Orcs. Although masters of their arts, the Conjurers who fell during the First War were unprepared for the rigors of warfare. Determined to avoid a similar fate, the Mages have undertaken a regimen equally demanding on body and soul, thus dedicating themselves to the command of more aggressive and destructive magiks. Whether in their sanctum at the Violet Citadel in Dalaran or on the many battlefields of Lordaeron, the Mages are resolute in their efforts to defend the people.

Comparison to the Orc Death Knight

  • As per Warcraft1, Mages are overall more fragile than Death Knights, and slower to boot given they aren't riding an undead horse.  That said - their mana pool and regeneration is much higher than Death Knights, allowing them to cast more spells.  The most useful spells of a Mage is being able to slow down enemy units as well as turn them into sheeps.  The most powerful spell is Blizzard, causing area damage overtime.  Other spells include a light fireball attack, a Flame Shield which can be used against a single melee attacker, or against enemy units in clusters, as well as invisibility to infiltrate bases.

Stats:

  • HP: 60
  • Armor: 2
  • Armor Type: Heavy
  • Attack Damage: 6-9
  • Attack Type: Normal
  • Attack Speed: .7
  • Movement Speed: 2.1093
  • Gold Cost: 600
  • Build Time: 15

Abilities:

  • Firebolt (initial) - Casts a fire bolt at a target unit, dealing damage and briefly stunning it.
  • Flame Shield (research at the MT) - Surrounds a unit in flames, causing damage to any unit nearby
  • Slow (research at the MT) - Decreases unit movement speed by 50% and attack speed by 30%
  • Invisibility (research at the MT) - Turns 1 unit invisible unless attacks or 120 seconds expire
  • Blizzard (research at the MT) - Deals 35 damage each wave, for 10 waves
  • Polymorph (research at the MT) - Turns 1 enemy unit into a critter for 60 seconds

Gryphon Rider 

Description:

  • From the ominous and foreboding peaks of Northeron come the Dwarven Gryphon Riders. Mounted upon their legendary beasts and wielding the mystic Stormhammers forged deep within the secret chambers of their Aviaries, these feral Dwarves fear no enemy - and rely upon no friend. They have allied themselves only with the Elves of Quel'thalas, distrusting both their Dwarven cousins and the Humans alike. When the call to battle is sounded, however, they can be counted upon to fight alongside any who oppose the Horde.

Comparison to the Orc Dragon

  • Gryphons are no where near as powerful or heartier then the might Red Dragons the Orcs have enslaved, but they are more manuavcble for hit and runs than the slower Dragons are.  Their upgrade - Storm Hammers - allows for ricochet hits for clusters of enemies, making them useful supporting air attackers.  They can also be quite useful for quick ambushes against the Orc navy.

Stats:

  • HP: 60
  • Armor: 2
  • Armor Type: Heavy
  • Attack Damage: 6-9
  • Attack Type: Normal
  • Attack Speed: .7
  • Movement Speed: 2.1093
  • Gold Cost: 600
  • Build Time: 15

Upgrades:

  • Storm Hammers (research at the GA) - Allows attacks to damage nearby enemy units

 Elven Destroyer 

Description:

  • Elven Destroyers are powerful warships from the fleets of Quel'thalas. Crewed with highly-skilled Elven seafarers, these swift-sailing vessels are prepared to engage the enemy wherever they may be found. Elven Destroyers constitute a critical part of the Alliance naval defense force as they can unleash their firepower upon dreaded aerial forces of the Horde

Comparison to the Orc Troll Destroyer

  • Elven Destroyers, as one might expect from Elves, are faster than the Troll counterpart.  They also boast higher health and armor but are not as powerful

Stats:

  • HP: 500
  • Armor: 10
  • Armor Type: Light
  • Attack Damage: 5-60 (32.5 avg)
  • Attack Type: Piercing
  • Attack Speed: 2.3
  • Attack Range: 3.68
  • Movement Speed: 2.2
  • Sight Range: 14.7187 (day) | 10.8125 (night)
  • Gold Cost: 215
  • Lumber Cost: 125
  • Oil Cost: 200
  • Food Cost: 1
  • Build Time: 30

Upgrades:

  • Ship Weapon Upgrade (Research at Blacksmith) -> +2/4/6 damage
  • Ship Armor Upgrade (Research at Blacksmith) -> +2/4/6 armor
  • Ironwood Frame -> + 2 speed
  • Reinforced Hull -> Armor becomes Heavy Type.  Gains +5 armor

Transport 

Description:

  • Transports are a vital part of the Alliance war effort, for it is these sturdy vessels which allow troops to traverse various waterways to engage in battle. Designed to carry and deliver several ground units directly onto the shore, Transports are slow and unarmed, and thus rely upon protection from Destroyers and Battleships

Comparison to the Orc Transport

  • While relatively similar to the Orc Transport, the Human version has more armor and health, allowing it to survive attacks better.  Unfortunately, it is slower and takes longer to build, as well as costlier.  Try to keep these units alive if doing battle across the sea.

Stats:

  • HP: 700
  • Armor: 0
  • Armor Type: Light
  • Movement Speed: 2.0393
  • Sight Range: 10.93 (day) | 6.25 (night)
  • Gold Cost: 195
  • Lumber Cost: 75
  • Oil Cost: 150
  • Food Cost: 0
  • Build Time: 25

Upgrades:

  • Ship Armor Upgrade (Research at Blacksmith) -> +2/4/6 armor
  • Reinforced Hull -> Armor becomes Heavy Type.  Gains +5 armor

Oil Tanker  

Description:

  • As the only ships which do not require oil to be built, Oil Tankers make possible the construction of the Alliance fleet. They are manned by hard working, dependable mariners who search for the rich oil deposits which lie beneath the waves. The crew of every Tanker is skilled in building Oil Platforms and ferrying the oil back to a Shipyard or Oil Refinery where it may be processed and put to use.

Comparison to the Orc Oil Tanker

  • Similar to the Human to Orc Transport comparison, the Human version is sturdier, and able to withstand attacks from Orc warships batter.  They are a bit faster than the Orc versions but are costlier to build.

Stats:

  • HP: 475
  • Armor: 0
  • Armor Type: Light
  • Movement Speed: 2.2
  • Sight Range: 10.93 (day) | 6.25 (night)
  • Gold Cost: 125
  • Lumber Cost: 100
  • Oil Cost: 0
  • Food Cost: 0
  • Build Time: 20

Upgrades:

  • Ship Armor Upgrade (Research at Blacksmith) -> +2/4/6 armor
  • Reinforced Hull -> Armor becomes Heavy Type.  Gains +5 armor

Gnomish Submarine 

Description:

  • The resourceful Gnomish Inventors have designed an amazing craft known as the Submarine. This watertight vessel can submerge beneath the waves and surreptitiously keep watch on enemy forces above the surface. The Gnomish Submarine is visible only to Towers, aerial forces, and other vessels that move beneath the waves. Using cunning and craft to carry out surprise attacks on more powerful enemies makes the Submarine an invaluable part of the Lordaeron armada.

Comparison to the Orc Giant Turtle

  • Using a machine powered propellant, the Submarine is much faster than the Giant Turtle, giving it an advantage of hit and run tactics before being detected by Orc flyers or Turtles.  The damage is more or less on par with the Turtle, but without the added flexibility the Turtle provides with climbing on land.  Noticeably, they gain a huge bonus in ship upgrades compared to other units.

Stats:

  • HP: 350
  • Armor: 0
  • Armor Type: Heavy
  • Attack Damage: 30-85 (57.5 avg)
  • Attack Type: Siege
  • Attack Speed: 2.5
  • Movement Speed: 1.8
  • Sight Range: 11.718 (day) | 7.8125 (night)
  • Gold Cost: 250
  • Lumber Cost: 85
  • Oil Cost: 250
  • Food Cost: 1
  • Build Time:  35

Upgrades:

  • Ship Weapon Upgrade (Research at Blacksmith) -> +3/6/9 damage
  • Ship Armor Upgrade (Research at Blacksmith) -> +3/5/7 armor

Battleship 

Description:

  • The Alliance relies upon its great Battleships to control the seas. These hulking behemoths possess armor and weaponry far greater than that of any other Alliance vessel. The combination of devastating weaponry and substantial armor that they brandish more than outweigh their somewhat slow speeds in waterborne combat.

Comparison to the Orc Ogre Juggernaut

  • Battleships core difference is their range and armor.  They can fire much further than a Juggernaut and can withstand nearly twice as much punishment.  When cornered by the Ogre Juggernauts, however, their lack of raw firepower can make them easy targets.  Similar to the Submarine, they gain huge bonuses in upgrades.  Being the most costly Human unit they are also the most powerful.

Stats:

  • HP: 800
  • Armor: 15
  • Armor Type: Heavy
  • Attack Damage: 80-190 (135 avg)
  • Attack Type: Siege
  • Attack Speed: 4
  • Attack Range: 4.23
  • Movement Speed: 1.69
  • Sight Range: 12.5 (day) | 9.375 (night)
  • Gold Cost: 275
  • Lumber Cost: 150
  • Oil Cost: 300
  • Food Cost: 3
  • Build Time: 50

Upgrades:

  • Ship Weapon Upgrade (Research at Blacksmith) -> +5/10/15 damage
  • Ship Armor Upgrade (Research at Blacksmith) -> +3/6/9 armor
  • Reinforced Hull -> Gains +5 armor

Buildings

Town Hall 

Description:

  • The Town Hall serves as a center for the community and commerce of the various towns and military outposts in Lordaeron. As the chief economic building in any settlement, these sites are equipped to process vital resources such as lumber and gold. The steady stream of peasants, who laboriously harvest and transport resources, makes for constant activity near the Town Hall. The training that Peasants require to assist in the growth of their community is also given here. In time the Town Hall may be improved and upgraded into a Keep.

Comparison to the Orc Great Hall

  • Town Halls are sturdier than Great Halls, further bolstered by the Masonary upgrades.  They produce actually 2 less food than a Great Hall, and take slightly longer to build.

Stats:

  • HP: 900
  • Armor: 5
  • Armor Type: Fortified
  • Sight Range: 7.0312 (day) | 4.6875 (night)
  • Gold Cost: 320
  • Lumber Cost: 1`85
  • Build Time: 180
  • Food Made: 10
  • Unlocks: Peasants, Farms, Barracks

Upgrades:

  • Masonry Research -> +5 armor, +10% health to all buildings
  • Improved Masonry -> +5 armor, +10% health to all buildings (Keep required)
  • Advanced Masonry -> +5 armor, +10% health to all buildings (Castle required)

Keep 

Description:

  • In large and well-defended settlements, the Keep replaces the Town Hall as the center of commerce where Peasants can deliver shipments of gold and lumber for processing. The artisans who dwell here have mastered means of better extracting the gold from the ore mined by the Peasants, thus increasing the yield of mining operations. The Keep is also a military structure protected by high granite walls, making it difficult to destroy. Advancing legions of Orcish warriors force the Alliance to assign their elite troops - the Knights of Lordaeron and the mysterious Elven Rangers - only to such places, where their presence will serve to deny the Horde further strategic gains. As control of these towns becomes more critical, the Keep may need to be upgraded into a Castle.

Comparison to the Orc Stronghold

  • While the Keep has hight base HP and armor than the Stronghold, it also costs more to build.  It however does gain another advantage which gives a base food of 15 from 10.  The Stronghold remains at 12.

Stats:

  • HP: 1200
  • Armor: 7
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 385
  • Lumber Cost: 230
  • Oil Cost: 100
  • Build Time: 120
  • Food Made: 15
  • Unlocks Stables, Gnomish Inventors, Foundry, Oil Refinery, several upgrades

Upgrades:

  • Masonry Research -> +5 armor, +10% health to all buildings
  • Improved Masonry -> +5 armor, +10% health to all buildings
  • Advanced Masonry -> +5 armor, +10% health to all buildings (Castle required)

Castle 

Description:

  • The mighty Castles of Lordaeron are the center of large military cities. As with the lesser Keeps, Peasants may bring gold and lumber here for judicious dispersal in order to sustain the war effort. These bastions against invasion are guarded by fortified battlements, making them virtually indestructible. The Castle represents the strength of the peoples of the Alliance and their unyielding resolution to defend the whole of humanity against the Orcish Hordes.

Comparison to the Orc Fortress

  • The Castle gains a huge increase in HP and base armor, but also costs much more than the Fortress.  The base food also increases to 20 while the Fortress remains at 12.  In theory - if you were to have 5 Castles spread out, you wouldn't need to build farms - these Castles would supply your army with food themselves.

Stats:

  • HP: 2000
  • Armor: 10
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 450
  • Lumber Cost: 250
  • Oil Cost: 250
  • Build Time: 120
  • Food Made: 20
  • Unlocks Church, Mage Tower, Gryphon Aviary, several upgrades

Upgrades:

  • Masonry Research -> +5 armor, +10% health to all buildings
  • Improved Masonry -> +5 armor, +10% health to all buildings
  • Advanced Masonry -> +5 armor, +10% health to all buildings

Farm 

Description:

  • Farms are a vital part of the many communities in Lordaeron. Producing various grains and foodstuffs, Farms not only generate sustenance for peasants and workers, but for the armies as well. The overall amount of food produced from a town's Farms is vital to the number of new workers or soldiers that the community can accommodate. It is imperative that this production be monitored at all times, so that the population remains well fed and the town runs smoothly.

Comparison to the Orc Pig Farm

  • Human Farms cost less and are faster to build but only produce 6 food.  Pig Farms, however, produce 9.

Stats:

  • HP: 300
  • Armor: 5
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 80
  • Lumber Cost: 20
  • Food Made: 6
  • Build Time: 30

Barracks 

Description:

  • Barracks are large, fortified structures that offer training and housing for the many warriors in the Alliance. An integral part of any defended community, the Barracks foster unity and good will between the races. Human Footmen live alongside Elves and Dwarves - all training together under one roof. The training of Ballista crews and the construction of these war machines also take place within the Barracks compound

Comparison to the Orc Barracks

  • The Barracks has a tad more base health than the Orcs and is a bit cheaper in gold.  Otherwise, very similar.

Stats:

  • HP: 650
  • Armor: 5
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 160
  • Lumber Cost: 50
  • Build Time: 60
  • Unlocks: Footmen, Elven Lumber Mill, Scout Towers

Upgrades:

  • Defend - Allows Footmen to block range attacks at 50% decrease damage, and a 30% chance to reflect damage back.  Also gains +5 armor.  Movement speed while in this state is decreased by 30%.
  • Longbows - Grants Archers, Elven Archers, and Elven Rangers +1 range
  • Advanced Gears - Grants Catapults in War1 +1 range
  • Piercing Bolts - Grants Balista's the ability to damage any enemy unit in a line where bolt is fired to.

Elven Lumber Mill 

Description:

  • Seeking insight into the mysteries of the great Ironwood trees of Northeron, the Elves of Quel'thalas constructed Lumber Mills where they became exceptional craftsmen. The Elves offered their superior skills in service to the Alliance, providing more efficient means for processing lumber. The production of ships and war machines becomes possible with the addition of these structures.

    Lumber mills are also responsible for producing the perfectly crafted arrows that make the Elven Archers feared throughout the Horde. When given the necessary resources, Elven craftsmen will upgrade the quality of these arrows, thus increasing the possible damage that can be inflicted. Elven Rangers, after being trained at the Barracks, have been known to gather at the mills, honing their skills in Longbow, Marksmanship and Scouting

Comparison to the Orc Lumber Mill

  • Sturdier, but overall very similar.  Advancements in lumber processing can be found here, making these buildings useful to quickly advance to get the leg up on lumber resources over the orcs.

Stats:

  • HP: 500
  • Armor: 5
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 145
  • Lumber Cost: 50
  • Build Time: 45
  • Unlocks: Elven Archers, Shipyards, Guard Towers

Upgrades:

  • Improved Arrows -> +1 damage to Archers/Rangers
  • Advanced Arrows -> +1 damage to Archers/Rangers (Requires Keep)
  • Ranger Training -> Upgrades Elven Archers to Elven Rangers
  • Scouting -> Gives Rangers +4 sight (Requires Ranger Training)
  • Marksmanship -> Gives Rangers +3 damage (Requires Ranger Training)
  • Improved Lumber -> +5 lumber per trip (Keep required)
  • Advanced Lumber  -> +5 lumber per trip (Castle required)

Blacksmith

Description:

  • Blacksmiths are an important part of many settlements dependent on military protection. While the metals that they forge are a vital component in the construction of advanced buildings, they are especially known for their skill at weapon-crafting and armoring. The smiths of Lordaeron, occasionally aided by their skillful Dwarven allies, are renowned for producing some of the finest quality weapons in the northlands. The Blacksmiths and Elves are rumored to be developing a machine that may alter the course of the war against the Horde.

Comparison to the Orc Blacksmith

  • Overall more sturdy, and weapon/range upgrades have different costs than the Orc Blacksmith

Stats:

  • HP: 625
  • Armor: 5
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 175
  • Lumber Cost: 55
  • Build Time: 60
  • Unlocks: Catapults, Balistas, Cannon Towers, Transports

Upgrades:

  • Melee Weapon Upgrade -> Varies between Footmen and Knights.
  • Melee Armor Upgrade -> Varies between Footmen and Knights.
  • Siege Weapon Upgrade -> Upgrades the Catapult or Ballista weapon only.  High cost.

Stables 

Description:

  • Stables are maintained to breed and house Lordaeron's prized warhorses. Determined to condition the horses to be faster, stronger, and more responsive to their riders, the trainers at these sites take great pride in their work. These brave and loyal stallions carry Knights into battle and contribute precious fertilizer for the bountiful farms about Lordaeron. The Stables are manned by dependable horsemen and stable-hands who tend to the steeds with great devotion.

Comparison to the Orc Ogre Mound

  • Conversely to most other Human->Orc building comparisons, Stables are less sturdy than Ogre Mounds, and thus easier to destroy.  However, masonry upgrades can compensate for this

Stats:

  • HP: 400
  • Armor: 5
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 210
  • Lumber Cost: 95
  • Build Time: 35
  • Unlocks: Knights

Upgrades:

  • Improved Horses -> Knights and Paladin's gain + .5 speed
  • Advanced Horses -> Knights and Paladin's gain + .5 speed (Requires Castle)

Gnomish Inventor  

Description:

  • The Inventors are highly adept at creating outlandishly clever contraptions for military use. Among the many bizarre inventions created by the Gnomes are the Flying Machines that hover high above both land and sea, as well as the implausible Submarine that can move under the seas. The Gnomes are also responsible for perfecting the technique of extracting various chemical compounds out of oil to make gunpowder and explosives. Although the Gnomes are a bit odd and eccentric, none can deny their value to the Alliance.

Comparison to the Orc Goblin Alchemist

  • Costs less overall than the Alchemist, otherwise, very similar besides the high sight vision given for the Alchemist.

Stats:

  • HP: 450
  • Armor: 5
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 205
  • Lumber Cost: 120
  • Build Time: 40
  • Unlocks: Flying Machines, Demolition Squads, Submarine

Upgrades:

  • Mortar Cannon -> Grants Demolition Squads a ranged siege attack
  • Flak Cannons  -> Grants Flying Machines a long ranged aerial only attack
  • Bombs -> Grants Flying Machines a short ranged ground only siege attack

Shipyard  

Description:

  • Shipyards are primarily responsible for the construction of the various warships in the Alliance's naval forces. Elevated on strong pillars of Ironwood, these waterfront structures are also responsible for receiving and processing the oil necessary to construct these ships of war. Shipyards are manned by dedicated sailors and shipwrights who strive tirelessly to keep the fleet running smoothly and efficiently.

Comparison to the Orc Shipyard

  • Sturdier than the Orc version, but otherwise pretty similar.

Stats:

  • HP: 850
  • Armor: 5
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 175
  • Lumber Cost: 65
  • Build Time: 60
  • Unlocks: Oil Tankers

Foundry  

Description:

  • The introduction of Foundries makes the construction of the mighty vessels known as Transports and Battleships possible. Obsessed with creating the strongest force in the Alliance, these skilled artisans need only ample resources to design better armor and weaponry for the fleet. Located on the coast to easier supplement Alliance Shipyards, they are an integral part of warship maintenance. Constantly filled with heavy clouds of soot and ash, the intense heat that radiates from the huge smelting pools cause some to jest that they may be in an Orcish building instead of a Human one.

Comparison to the Orc Foundry

  • This building is about on par with the Orc building.  A bit better on defense as usual, but otherwise extremely similar.

Stats:

  • HP: 600
  • Armor: 5
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 150
  • Lumber Cost: 50
  • Oil Cost: 65
  • Build Time: 55

Upgrades:

  • Ship Weapon Upgrades -> Upgrades Destroyers, Submarines, and Battleships attack
  • Ship Armor Upgrade -> Upgrades Destroyers, Transports, Tankers, Submarines, and Battleships defense.

Oil Refinery  

Description:

  • These large steel-shod buildings are designed to refine raw oil for use in the construction and maintenance of the Alliance fleets as well as the creation of unconventional war machines. Like the Shipyard, a Refinery is built along the coastline so that Tankers can deliver their cargo directly to its doors. A Refinery allows oil to be processed with far greater efficiency, increasing the amount of usable oil garnered from every load of crude.

Comparison to the Orc Refinery

  • The Human counterpart is sturdier and can gain a +15 oil bonus per trip, as opposed to the Orcs +5.

Stats:

  • HP: 550
  • Armor: 5
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 225
  • Lumber Cost: 40
  • Oil Cost: 50
  • Build Time: 65

Upgrades:

  • Improved Oil Processing -> +5 oil per trip
  • Advanced Oil Processing -> +5 oil per trip

Oil Platform   

Description:

  • The Oil Platform needs to be built on oil patches in order for oil to be harvested and refined. Alliance tankers are used to build these Oil Platforms as well as ferry the oil back to a Shipyard or Oil Refinery where it can be processed and put to use.

    The vast amounts of oil beneath the sea must be used for the construction of ships and various war machines. Because the oceans are rich with this substance, Tankers need to construct platforms where the oil is thick. Only then can the Tankers collect their dark cargo. As the Horde drew near Lordaeron and the seas became increasingly treacherous, the Platforms built by Human drillers before the Great War were destroyed.

Comparison to the Orc Oil Platform

  • A tad sturdier, but more expensive than the Orcs.

Stats:

  • HP: 575
  • Armor: 5
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 150
  • Lumber Cost: 65
  • Build Time: 60

 

Church  

Description:

  • Churches are places of worship where the citizens of Lordaeron seek spiritual enlightenment. Once led by devout Clerics, Churches now depend on Paladins to minister to the masses in this time of war. It is in these places for healing and serenity that the holy warriors gather to deepen their faith. Through meditating, communing and tithing at these sanctified sites, Paladins discover new ways to channel their healing and spiritual powers.
  • Housed here are the holy men of Azeroth, as the church provides a place for them to commune with the people of the land. This is the only place where clerics will come together for their ceremonies, and many can be recruited here to assist in ridding the land of the hellspawned Orcs. A tithe must be made to the church for their services in order that new clerics may be trained, and other sites made sacred. A Church must be built entirely of a rare wood known as Holyoak, hence a lumber mill must be active to specially cut and prepare this sacred wood. Also, clerics continue training here to increase their understandings of the spiritual forces. When they are enlightened by a new revelation, the kernel of that knowledge is sown among all followers of the faith, and it blossoms into the minds of all clerics throughout the lands.

Comparison to the Orc Altar of Storms

  • Some slight differences with cost, but not factoring in masonry, pretty similar

Stats:

  • HP: 600
  • Armor: 5
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 180
  • Lumber Cost: 150
  • Build Time: 50

Upgrades:

  • Paladin Training -> Upgrades Knights to become Paladins
  • Healing -> Heals 2 HP per 1 Mana
  • Exorcism -> Deals heavy damage to Death Knights and Skeletons

Mystic Tower 

Description:

  • This is the mystic place where magiks are taught. These strange and mysterious workers of magic are a reclusive lot, and place themselves above the law in many ways. They also demand absolute secrecy and privacy for their studies, and so require their own domicile. Conjurers gather at the Tower to practice and train in their arcane arts. When new magiks are learned, that knowledge is immediately sent by thought to other conjurers wherever they be in the realm. The recruiting of Conjurers is a common practice, but a price must be paid in gold for their services, as few hold duty to anyone. The massive energies used in their spells require that the Tower be constructed with long shafts of metal placed within the stone walls to act as a mystic lightning rod, for without these, the building would explode into a thousand pieces. A blacksmith must be made available to create these devices to the exact specifications provided by the Conjurers.

Comparison to the Orc Tower

  • Sturdier, but more costly

Stats:

  • HP: 500
  • Armor: 5
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 200
  • Lumber Cost: 45
  • Build Time: 30

Upgrades:

  • Learn Summon Clay Golem
  • Learn Summon Water Elemental
  • Learn Spell Rain of Fire

Mage Tower 

Description:

  • Serpentine spires of living rock form the foundation of the Mage Towers where glowing spheres of mystic energy serve to replenish and focus the awesome magiks wielded against the Orcish Horde. These Towers hold ominous secrets that none but the Mages of Lordaeron dare to explore. As extensions of the Violet Citadel in Dalaran, these towers allow the Mages to research arcane spells, unfettered by the affairs of the temporal plane.

Comparison to the Orc Temple of the Damned

  • Sturdier, but more costly

Stats:

  • HP: 500
  • Armor: 5
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 200
  • Lumber Cost: 45
  • Build Time: 30

Upgrades:

  • Learn Flame Shield
  • Learn Slow
  • Learn Invisibility
  • Learn Blizzard
  • Learn Polymorph
  • Arcane Mastery -> Grants Mages increased mana pools and mana regeneration

Gryphon Aviary 

Description:

  • An homage to the legendary beasts housed within, the colossal aspect of the Gryphon Aviary looms over all that it surveys. Hewn from solid rock by the Dwarves of Northeron, their Aviary inspires dread in the hearts of whomsoever these Gryphon Riders call foe. Deep inside these massive structures are the Gryphon aeries and the Dwarven workshops where saddle and harness are crafted.

    Most sacred to the Dwarves is the enchanted forge that lies at the heart of each Aviary. It is here that the magical weapons known as Stormhammers are fashioned. A Stormhammer, when thrown, strikes with the fury of lightning and the force of thunder. This destructive weapon, combined with the indomitable spirit of the Gryphon Riders, justifies their position as masters of the skies.

Comparison to the Orc Dragon Roost

  • Far sturdier, but takes longer to build.

Stats:

  • HP: 650
  • Armor: 5
  • Armor Type: Fortified
  • Sight Range: 7.93 (day) | 4.25 (night)
  • Gold Cost: 205
  • Lumber Cost: 110
  • Build Time: 40

Upgrades:

  • Storm Hammers -> Allows attacks to hit nearby enemy targets
  • War Animal Training -> Gives Gryphons (and Dragonhawks if using) +100 HP

Scout Tower 

Description:

  • Scout Towers are tall, sturdy structures constructed to guard the borders of many settlements. From these sites, the defenders of Lordaeron can spot enemy troops from high above, making it difficult for the Orcs to launch surprise attacks. Their presence in the wildlands assures the swift deployment of our armies to meet any Orc incursion. These Towers may be outfitted with either deadly bolts that can pierce targets on land, sea and air, or with great cannon that while powerful, cannot attack threats from above.

Comparison to the Orc Watch Tower

  • Cheaper to construct initially than the Orc Watch Tower, they can be erected quickly for easy scouting, but take longer to upgrade to a Guard or Cannon tower (or Frost/Arcane)

Stats:

  • HP: 150
  • Armor: 2
  • Armor Type: Fortified
  • Sight Range: 12.93 (day) | 7.25 (night)
  • Gold Cost: 80
  • Lumber Cost: 15
  • Build Time: 20

Upgrades:

  • Upgrade to Guard Tower -> Gains increased HP, armor, and gains a piercing attack
  • Upgrade to Cannon Tower -> Gains increase HP, armor, and gains a siege area attack

Guard Tower 

Description:

  • Guard Towers are Scout Towers outfitted with deadly bolts that can pierce targets on land, sea and air.

Comparison to the Orc Watch Tower

  • Not to be confused with the non-attack Orc Watch Tower, these structures are more sturdy than their Orc counterparts, and while their attack is a bit stronger than the Orc versions, they aren't as fast in attacking

Stats:

  • HP: 300
  • Armor: 5
  • Armor Type: Fortified
  • Attack Damage: 23-27 (25 avg)
  • Attack Type: Piercing
  • Attack Speed: 1.8
  • Attack Range: 5.5
  • Sight Range: 12.93 (day) | 7.25 (night)
  • Gold Cost: 100
  • Lumber Cost: 50
  • Build Time: 30

Cannon Tower 

Description:

  • Cannon Towers are Scout Towers outfitted with great cannon that while powerful, cannot attack threats from above.

Comparison to the Orc Boulder Tower

  • Deals similar siege area damage to the Orc tower although sturdier, it also attacks slower

Stats:

  • HP: 500
  • Armor: 5
  • Armor Type: Fortified
  • Attack Damage: 90-120 (105 avg)
  • Attack Type: Siege
  • Attack Speed:3.75
  • Attack Range: 6.25
  • Sight Range: 12.93 (day) | 7.25 (night)
  • Gold Cost: 200
  • Lumber Cost: 100
  • Build Time: 50

Heroes

Regent / Defender of the Crown  

Description:

  • This veteran of King Llane's army had left Azeroth to become a Paladin under the Holy Order in Lordaeron.  However, he abruptly abandoned his training and set sail back to Azeroth as soon as reports came in about the mysterious non-human army wreaking havoc on his native lands.  A swath of hatred against the Orcs began to form deep within as he learned of the monstrous tales of the Orcs brutality among the citizens of Azeroth.  Generally distrustful over non human races, he only employs humans in his army to Stormwind keep.  Even as the Orcs invaded Azeroth, coming from lands unknown, he refused any outside assistance, believing his own race could withstand the onslaught.  As King Llane appointed him regent, he now fights to rid this non-human threat from Azeroth forever and show the world the power of humanity. 

Heroic Stats (Starting Level 1):

  • Strength: 21 (Primary)
  • Agility: 15
  • Intelligence: 14

Heroic Abilities:

  • Healing Wave (75 mana) - Heals 75/125/200 health that bounces between allies.  Each bounce heals less.
  • Cleaving Attack (Passive) - Deals 20/40/60% of damage in an arc while attacking.
  • Endurance Aura (Passive)  - Improves movement and attack speeds by 10/20/30%
  • Avatar (150 mana) - Gains +500 HP, +10 armor, +20 damage, and is rendered immune to magic.  Lasts 30 seconds.

Stats (Starting Level 1):

  • HP: 625
  • HP Regen: 1.3
  • MP: 310
  • MP Regen: .7
  • Armor: 6.5
  • Armor Type: Heroic
  • Attack Damage: 21-39 (30 avg)
  • Attack Type: Heroic
  • Attack Speed: 1.7
  • Movement Speed: 2.1

Anduin Lothar  

Description:

  • Sired and raised in the Kingdom of Azeroth, Anduin Lothar has spent well-nigh all of his fifty-seven years in service to the lands he calls home. A proud and noble warrior, Lothar was accredited a position within the King's Honor Guard at a considerably early age. After becoming a Knight and rising to the position of Armsman to the Brotherhood of the Horse, he undertook a quest to seek out the Tome of Divinity - a task which all but killed him. Upon returning the sacred writings to the Clerics of Northshire, Sir Lothar led the armies of Azeroth into battle against the Orcish Horde.

    Learning a dark and terrible secret, Lothar was charged with finding and killing the Guardian Medivh for leading the Orcs into Azeroth and conspiring with them.  Although it was too late to prevent the devastation that had befallen Azeroth due to Medivh's betrayal, Lothar did his duty as instructed.

    As the Horde ultimately ravaged the Kingdom of Azeroth and killed its advocate, King Llane, Lothar rallied his countrymen and charted their retreat across the Great Sea - and onto the shores of Lordaeron.    In recognition of his services to his people, Sir Lothar was given the title of Regent Lord of Azeroth. As commander of all land and air forces within the Alliance, Lothar has made a solemn pledge to avenge both King and comrades by vanquishing the Orcish Horde once and for all.

Heroic Stats (Starting Level 1):

  • Strength: 24 (Primary)
  • Agility: 15
  • Intelligence: 11

Heroic Abilities:

  • Justice Strike - Jumps in the air 
  • asd
  • asd
  • asd

Other Stats (Starting Level 1):

  • HP: 450
  • Armor: 5
  • Armor Type: Heroic
  • Attack Damage: 15-35 (25 avg)
  • Attack Type: Heroic
  • Attack Speed: 1.4
  • Movement Speed: 2.3393
  • Sight Range: 10.93 (day) | 6.25 (night)
  • Food Cost: 0

Uther Lightbringer  

Description:

  • Apprentice to the aged Archbishop Alonsus Faol who was the leader of the Holy Order of Northshire Clerics that guided the kingdom of Azeroth during the First War, Uther Lightbringer learned first hand that faith alone would not defeat the terrible Horde. Many of the Clerics were slain during the First War, and so the Archbishop devoted himself to rebuilding the Order as to provide the citizens of Lordaeron with hope and faith. Knowing that this war with the unholy Orcs could not end soon, Uther discerned that the Archbishop's new Order must be able to defend the people as well as heal them. Thus, young Uther took up sword and shield and issued the call to the most pious amongst the Knights of Lordaeron. Many great Knights heeded Uther's beckoning and joined the Order which became known as the Knights of the Silver Hand. With the strength of arms - and faith - possessed by these Paladins, Uther hopes to bear witness to the free people of the Northlands that the Orcish Horde can be cast back into the stygian pits that spawned them.

Heroic Stats (Starting Level 1):

  • Strength: 23 (Primary)
  • Agility: 17
  • Intelligence: 12

Heroic Abilities:

  • asd
  • asd
  • asd
  • asd

Other Stats (Starting Level 1):

  • HP: 450
  • Armor: 5
  • Armor Type: Heroic
  • Attack Damage: 15-35 (25 avg)
  • Attack Type: Heroic
  • Attack Speed: 1.4
  • Movement Speed: 2.3393
  • Sight Range: 10.93 (day) | 6.25 (night)
  • Food Cost: 0