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The Human Units


			Human Heroes
			Human Units
			







Introduction

After the Second War, the Alliance has fallen apart.
The Humans are still supported by the Dwarves and
the Elves, but the once mighty fractions of the 
Alliance are now almost enemies.
In face of great danger, the Humans now take up their
weapons and prepare for battle, but this time
the Orcs aren't the enemy they fear most....





Unit image

Unit description

Human Heroes

Archmage


This powerful unit is a respected mage because of his powerful magics. He rides on a unicorn, and carries a staff which he uses to cast his spells. He rides over Azeroth as an old mage, respected by the younger Paldins. Altough he's specialized in damaging spells, he also has other spells and attacks.

Spells/Skills:

Blizzard - Summons a Blizzard, damaging and freezing the enemy, making them slower. Upgradeable.

Summon Water Elemental - Summmons the Water Elemental (details on him under Units).

Brilliance - Aura, regenerates mana for nearny units.

Mass Teleport (ultimate)- Teleports individuals or groups of units. Upgradeable.

Dwarven Mountain King



This Dwarven hero from Khaz Modan wields a mighty axe and a large hammer, who light up just like all the Hero's weapons. He's covered in skulls of defeated enemies, and only the look of his short body fills his enemies with fear.

Spells/Skills:

Avatar - Berserker-like mode, increasing attack power and size. Upgradeable.

Thunderclap - The Mountain King beats on the ground with it's hammer, creating a damaging shockwave. Upgradeable.

Storm Bolt - Makes the unit throw his hammer. Upgradeable.

Create Gold Mine (ultimate) - Creates a new Gold Mine. The Mountain King digs through the ground to search it, so he is not available for battle. Reduces his hit points to 1.

Paladin



The Paladin from the previous Warcrafts is back. He carries a huge hammer and great armor, and he's (again) able to cast spells. Trainded in Lordaeron, the Paladins are a respected and reliable force.

Spells/Skills:

Devotion - Aura, increasing attack power. Upgradeable.

Exorcism - Does great damage to Undead units. Upgradeable.

Resurrection (ultimate) - Brings a friendly unit back to life, but he has only little health and hit points. Upgradeable.

Human Units

Peasant



The basic Human workers and miners. These Peasants provide the Alliance gold and buildings. Without these men, the wars could never be fought.

Statistics:

Hit Points: 260
Average Damage: 5,5
Speed: 190
Gold Cost: 80
Lumber Cost: 0
Food Cost: 1

Spells/Abilities:

Mine Gold - Mines gold.

Construct Building - Builds buildings.

Chop Trees - Chops trees.

Repair - The Peasant is able to repair buildings.

Footman



The Footman is back. Carrying a sword and a shield, he is an unit to build your army on. This basic warrior is loyal to his kingdom, but he certainly isn't a dumb farmer with a sword: He's a well trained fighter, Azeroth's faith in hard times. The fact that these soldiers have a special 'Defend' ability further increases their value in battle.

Statistics:

Hit Points: 400
Average Damage: 12,5
Speed: 270
Gold Cost: 160
Lumber Cost: 0
Food Cost: 2

Spells/Abilities:

Defend - Gives the Footman a better defence capability, but he can't attack while in this mode, and he's slower or can't move at all.

Knight



And just like the Footmen, the fierce horse-riding Knights return too. Riding horses with large lances in their hands, these Knights are the heavy attack units of the Alliance. It might seem an unusual combination, but the Knights are heavy armed as well as fast. This makes the Knights a perfect unit to undertake fast scout missions and raids on enemy camps, but in regular battle are these capabilities also very useful.

Statistics:

Hit Points: 800
Average Damage: 25
Speed: 350
Gold Cost: 290
Lumber Cost: 60
Food Cost: 4

Spells/Abilities:

Unknown

Gryphon Rider



These mighty birds, known from Warcraft II, fly and attack under control of a rider, who seats on the back of the havoc-like creature. They're fast, strong and most of all a deadly attack force. Altough slightly slower than the Knights, the Gryphon Riders offer much more firepower and are, in contradiction to the Knights, ranged units.

Statistics:

Hit Points: 700
Average Damage: 52 (ranged)
Speed: 270
Gold Cost: 330
Lumber Cost: 70
Food Cost: 4

Spells/Abilities:

None

Dwarven Gyrocopter



The Dwarven Gyrocopter, a result of the Gnomish experiments, is a very useful flying machine: he can be used as a recon unit, but he's also equipped with rifles, able to attack other air units. These must be a further developed version of the "Singleshot Blunderbusses' which are carried by the Rifleman.

Statistics:

Hit Points: 350
Average Damage: 27,5 (ranged)
Speed: 320
Gold Cost: 20
Lumber Cost: 60
Food Cost: 2

Spells/Abilities:

None

Dwarven Rifleman



The Dwarven Rifleman carries a rifle with a bayonet, which makes him a ranged unit. The rifle doesn't reload very fast when it's three-bullet magazine is empty, and their close-combat skill are not quite equal to their shooting capabilities. The Rifle is, just like the Gyrocopter, a result of the Gnomish experiments, which gave the Dwarves the advantage of having gunpowder.

Statistics:

Hit Points: 520
Average Damage: 21 (ranged)
Speed: 270
Gold Cost: 240
Lumber Cost: 30
Food Cost: 3

Spells/Abilities:

None

Dwarven Mortar Team



This unit exists from two dwarves, a younger and larger one who carries the grenades, and an older, expierenced one who carries the mortar and aims the projectile. But the two Dwarves aren't always best friends...

Statistics:

Hit Points: 380
Average Damage: 67 (ranged)
Speed: 220
Gold Cost: 210
Lumber Cost: 70
Food Cost: 3

Spells/Abilities:

Flare - The Team fires a flare, revealing a part of the map.

Priest



These units are a kind of doctors, who heal the friendly units. As they're Elves, they can heal units with their ancient magics, but they can also stop enemy magics. Their fighting abilities are not worth mentioning, but as a supporting spellcaster, these mages are very valuable.

Statistics:

Hit Points: 220
Average Damage: 8,5 (ranged)
Speed: 270
Gold Cost: 240
Lumber Cost: 0
Food Cost: 2

Spells/Abilities:

Dispel Magic - Counterspell.

Heal - Heals wounded units.

Inner Fire - Gives nearby unit greater hitpoints, defence and attack.

Sorceress



This women wears a cape and has great magics. A true spell-caster. She lives in a white tower, called the Ivory Tower, just like the old mages and she's at least as powerful. The Sorceress is a little stronger and has a slightly better attack than the Priest, but still, her qualities are not fighting but acting as a supporting spellcaster. Her three spells are an useful aid to the combat units.

Statistics:

Hit Points: 250
Average Damage: 12,5 (ranged)
Speed: 270
Gold Cost: 260
Lumber Cost: 0
Food Cost: 2

Spells/Abilities:

Slow - Decreases target speed.

Invisibility - Makes target unit invisible.

Polymorph - Changes target non-hero into a sheep.

Steam Tank



The Dwarves and the allied Gnomish inventors have created a slow but powerful siege machine. Comparable to a small fortress on wheels, the Steam Tank has a huge load of armor. This armor is used to protect the units that can be carried in the Steam Tank. Dwarven Rifleman are a very useful loed for this vehicle, as they can fire their rifles while they're still in the Steam Tank. Further, the Steam Tank is able to destroy buildings.

Statistics:

Hit Points: 700
Average Damage: 58
Speed: 220
Gold Cost: 230
Lumber Cost: 60
Food Cost: 3

Spells/Abilities:

None

Water Elemental



The Water Elemental is summoned by the Arch-Mage, so it exist only for a limited amount of time. But in this time, it's a useful and strong addition to your troops. There are three different levels of Water Elementals.

Statistics:

Hit Points: 400 - 600 - 800
Average Damage: 25 - 35 - 45 (ranged)
Speed: 220
Mana Cost: 140

Spells/Abilities:

None.






 
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