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* PoisonedWeapons: Gnoll Assassins have Envenoned Weapons, causing a small DamageOverTime on their attacks.

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* PoisonedWeapons: Gnoll Assassins have Envenoned Envenomed Weapons, causing a small DamageOverTime on their attacks.

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* {{Nerf}}: The Polymorph spell took a huge hit from the days of Warcraft II. It's no longer permanent and the target retains its normal HP, it can be dispelled, and [[ContractualBossImmunity it can't target heroes]]. It's still one of the most potentially disruptive spells in the game, capable of neutering heavy units and putting enemies on the back foot.

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* {{Nerf}}: The Polymorph spell took a huge hit from the days of Warcraft II. It's no longer permanent permanent, and the target retains its normal HP, it can be dispelled, and [[ContractualBossImmunity it can't target heroes]]. It's still one of the most potentially disruptive spells in the game, capable of neutering heavy units and putting enemies on the back foot. Eventually, in 2024, Polymorph was able to target heroes again, though for a much lower duration (3 seconds).



* SuddenNameChange: They were originally called "Wyvern"(s) in ''Reign of Chaos''. It was likely changed due to the misleading name (making it sound like it was the beast without the rider).

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* SuddenNameChange: They were originally called "Wyvern"(s) in ''Reign of Chaos''. It was likely changed due to the misleading name (making it sound like it was the beast without the rider). Kodo Beasts maintained the same name, though their rider is much less visible (not being seen on the portrait or icon).



* AwesomeButImpractical: Tauren are bar none the most powerful frontline melee units in the game, with massive health pools and huge damage potential, and with the addition of the Spirit Walker they can be ''revived on death''. However, they require Tier 3 and a specialized structure to train them and they need Pulverize to actually reach their maximum power, making them much less economical than Grunts, and because they're huge melee units, they can be difficult to maneuver. Later patches moved the Spirit Walker (a more practical mid-game unit) from the Spirit Lounge to the Tauren Totem and made the Totem into a Tier 2 structure, making Tauren more economical to use.

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* AwesomeButImpractical: Tauren are bar none the most powerful frontline melee units in the game, with massive health pools and huge damage potential, and with the addition of the Spirit Walker they can be ''revived on death''. However, they require Tier 3 and a specialized structure to train them and they need Pulverize to actually reach their maximum power, making them much less economical than Grunts, and because they're huge melee units, they can be difficult to maneuver. Later patches moved the Spirit Walker (a more practical mid-game unit) from the Spirit Lounge to the Tauren Totem and made the Totem into a Tier 2 structure, making Tauren more economical to use. Tauren themselves became Tier 2 units in 2024.



* DoubleEdgedBuff: The Necromancer's Unholy Frenzy almost doubles the attack rate of the target, at the cost of draining their HP, and is usually used on Abominations, which can shrug off the damage but get a lot of mileage from the attack rate boost. Thankfully both Undead Auras (Vampiric and Unholy) are built around regaining health and Obsidian Statues can help heal back lost health too.

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* DoubleEdgedBuff: The Necromancer's Unholy Frenzy almost doubles the attack rate of the target, at the cost of draining their HP, and is usually used on Abominations, which can shrug off the damage but get a lot of mileage from the attack rate boost. Thankfully both Undead Auras (Vampiric and Unholy) are built around regaining health and health, Obsidian Statues can help heal back lost health, and the Banshee's Anti-Magic Shell blocks the health loss too.



* JackOfAllTrades: Destroyers have a reputation for being almost everything a player would want in a single unit. It is a fast-moving spell immune air unit with an AOE dispel (which is unique, as all other units with dispel fall under SquishyWizard). It is durable and gains some respectable damage with Orb of Annihilation. Despite this, Destroyers are not MasterOfAll due to their usually lackluster damage and are more of a very durable support unit for real damage dealers like Frost Wyrms or Abominations (which can benefit from Unholy Frenzy while Destroyers cannot).



* AntiMagic: The Dryad is the Night Elves' AntiMagic specialist. They are immune to spells and their Abolish Magic spell can be set to autocast to dispel buffs and debuffs, though it has to be manually targeted to be used on summoned units.
* CripplingOverspecialization: They are extremely good AntiMagic units and offer an effective slow for killing heroes, but their stats are very low for their cost, they have a poor armor type, and Slow Poison does much less total damage than Envenomed Spears [[note]]though the damage over time is the same so functionally the two abilities deal the same damage in combat; Envenomed Spears simply lingers for longer outside of combat[[/note]].

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* AntiMagic: The Dryad is the Night Elves' AntiMagic specialist. They are immune to spells and their Abolish Magic spell can be set to autocast to dispel buffs and debuffs, though it has to be manually targeted to be used on summoned units.
units. It can also target trees to dispel Sentinel owls.
* CripplingOverspecialization: They are extremely good AntiMagic units and offer an effective slow and great movespeed for killing heroes, but their stats health, damage, and armor are very low for their cost, they have a poor armor type, and Slow Poison does much less total damage than Envenomed Spears [[note]]though the damage over time is the same so functionally the two abilities deal the same damage in combat; Envenomed Spears simply lingers for longer outside of combat[[/note]].



* AchillesHeel: Unlike most air units, both Drakes and Dragons have Heavy armor, which isn't weak to Piercing. Dragons themselves also have a splashing attack against ground units and they all (except Nether) have Devour. This means they are pretty good against most ground based anti-air. They can comfortably fight a group of a half dozen or so Archers/Headhunters/Riflemen/Fiends and expect to do pretty well. Their magic immunity also means that certain magical based anti air units like Dragonhawk Riders and Troll Batriders are pretty ineffective against them too. Instead, Dragons can be crushed by physical based air-based anti-air; Hippogryphs and Gargoyles. Gargoyles are especially good because they can use Vampiric Aura, and Dragons can be affected by the Undead Orb of Corruption, making them unexpectedly easy to kill with just a few Gargoyles. A skilled Undead player can kill Dragon camps and use their treasures to try to snowball to victory.

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* AchillesHeel: Unlike most air units, both Drakes and Dragons have Heavy armor, which isn't weak to Piercing. Dragons themselves also have a splashing attack against ground units and they all (except Nether) have Devour. This means they are pretty good against most ground based anti-air. They can comfortably fight a group of a half dozen or so Archers/Headhunters/Riflemen/Fiends and expect to do pretty well. Their magic immunity also means that certain magical based anti air anti-air units like Dragonhawk Riders and Troll Batriders are pretty ineffective against them too. Instead, Dragons can be crushed by physical based air-based anti-air; Hippogryphs and Gargoyles. Gargoyles are especially good because they can use Vampiric Aura, and Dragons can be affected by the Undead Orb of Corruption, making them unexpectedly easy to kill with just a few Gargoyles. A skilled Undead player can kill Dragon camps and use their treasures to try to snowball to victory.



A native race on Outland that is being hunted by the Fel Orcs. They are the original native people of Draenor. All of the Draenei seen in ''Warcraft III'' are either Broken Draenei or Lost Ones, rather than the ones seen later in ''World of Warcraft''.

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A native race of humanoids on Outland that is being hunted by the Fel Orcs. They are the original native people of Draenor.Orcs. All of the Draenei seen in ''Warcraft III'' are either Broken Draenei or Lost Ones, rather than the ones seen later in ''World of Warcraft''.



* PoisonedWeapons: Gnoll Assassins have Envemoned Weapons, causing a small DamageOverTime on their attacks.

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* PoisonedWeapons: Gnoll Assassins have Envemoned Envenoned Weapons, causing a small DamageOverTime on their attacks.



* BoulderBludgeon: Rock and Granite Golems have the Hurl Boulder ability, which damages and stuns a target, akin to Storm Bolt. They also passively throw boulders at air units.

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* BoulderBludgeon: Rock and Granite Golems have the Hurl Boulder ability, which damages deals magic damage and stuns a target, akin to Storm Bolt. They also passively throw physical, non-stunning boulders at air units.



Three headed water dragon-like creatures. They spit acid and are amphibious.

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Three headed water dwelling dragon-like creatures. They spit acid and are amphibious.



** The Makrura Tidecaller's skillset is made to take advantage of this. It has Frost Armor, which adds 3 more armor to it's target, and it uses Heal, which is highly effective because each Makura's health point is very hard to deplete.
** This is most visible with their ultimate creep, the Makrura Tidal Lord. He has 800 Health, when most level 7 creeps have around 950-1100, and he has Devotion Aura which adds Armor to all nearby allies.

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** The Makrura Tidecaller's skillset is made to take advantage of this. It has Frost Armor, which adds 3 more armor to it's its target, and it uses Heal, which is highly effective because each Makura's health point is very hard to deplete.
** This is perhaps most visible with their ultimate creep, the Makrura Tidal Lord. He has 800 Health, when most level 7 creeps have around 950-1100, and he has Devotion Aura which adds Armor to all nearby allies.



!!Polar Bears
Amphibious white bears in Icecrown. They are durable and strong but have no abilities.

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!!Polar Bears
Amphibious white bears in Icecrown.
!!N'raqi

A race of squid-faced humanoids from Northrend.
They are durable and strong but worshippers of the Old Gods, called Faceless Ones by the Nerubians. They have no abilities.
two distinct creep lines, the low-level orange skinned "Unbroken" creeps and the high-level purple skinned "Faceless One" creeps.



* BearsAreBadNews: Being Creeps, these bears will attack any units the player sends near them.
* PaletteSwap: They use the model of the Druid of the Claws' Bear Form and Beastmaster's Bear, only they are colored white.
* VanillaUnit: Aside from being strong and able to swim, they have no abilities.

!!N'raqi

A race of squid-faced humanoids from Northrend. They are worshippers of the Old Gods, called Faceless Ones by the Nerubians. They have two distinct creep lines, the low level orange skinned "Unbroken" creeps and the high level purple skinned "Faceless One" creeps.

Introduced in ''The Frozen Throne''.
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!!Quillboar
Pig-Men native to the Barrens.

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!!Quillboar
Pig-Men native to the Barrens.
!!Polar Bears
Amphibious white bears in Icecrown. They are durable and strong but have no abilities.

Introduced in ''The Frozen Throne''.



* BearsAreBadNews: Being Creeps, these bears will attack any units the player sends near them.
* PaletteSwap: They use the model of the Druid of the Claws' Bear Form and Beastmaster's Bear, only they are colored white.
* VanillaUnit: Aside from being strong and able to swim, they have no abilities.

!!Quillboar
Pig-Men native to the Barrens.
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* PoisonousPerson: Spitting Spiders and Brood Mothers have Envenomed Weapon, which inflicts a short DamageOverTime effect.

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* PoisonousPerson: Giant Spiders, Spitting Spiders and Brood Mothers have Envenomed Weapon, which inflicts a short DamageOverTime effect.



* GlassCannon: None of the wolf creeps are durable, but due to their fast attack rate, critical strike, they output a lot of physical damage. This is especially prevalent with a Dire Wolf due to its Roar ability, which boosts the damage of all nearby allies.

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* GlassCannon: None of the wolf creeps are durable, but due to their fast attack rate, rate and critical strike, they output a lot of physical damage. This is especially prevalent with a Dire Wolf due to its Roar ability, which boosts the damage of all nearby allies.



* AntiAir: Frigates can attack air units. Though they have the Normal Attack type, which is not the ideal attack to counter most Air Units.

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* AntiAir: Frigates are the only ship that can attack air units. Though However, they have the Normal Attack type, which is not the ideal attack to counter most Air Units.Units.




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* MutualDisadvantage: Frigate have light armor, which is weak to Piercing and Magic, the two main attack types that flying units use on ground units.
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* MisidentifiedWeapons: A blunderbuss is not a rifle-accurate weapon, being only effective at short ranges. Classifying it as a rifle is very contradictory. The blunderbusses are actually early predecessors to modern ''shotguns''.

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* MisidentifiedWeapons: A blunderbuss is not a rifle-accurate weapon, being only effective at short ranges. Classifying it as a rifle is very contradictory. The blunderbusses Blunderbusses are actually early predecessors to far superior modern ''shotguns''.
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* MisidentifiedWeapons: A Blunderbuss is not a rifle-accurate weapon, being only effective at short ranges, thus classifying it as a rifle is very contradictory.

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* MisidentifiedWeapons: A Blunderbuss blunderbuss is not a rifle-accurate weapon, being only effective at short ranges, thus classifying ranges. Classifying it as a rifle is very contradictory.contradictory. The blunderbusses are actually early predecessors to modern ''shotguns''.

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* ArbitraryGunPower: Riflemen are billed as excellent marksmen with their Blunderbus Longrifles. Despite their weapons being ''rifles'', they inflict less damage per shot than Troll Headhunter/Berserker spears yet deal slightly more maximum damage than Archer arrows.

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* ArbitraryGunPower: Riflemen are billed as excellent marksmen with their Blunderbus "Blunderbus" Longrifles. Despite their weapons being ''rifles'', they their shells inflict less damage per shot than Troll Headhunter/Berserker spears yet deal slightly more maximum damage than Archer arrows.


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* MisidentifiedWeapons: A Blunderbuss is not a rifle-accurate weapon, being only effective at short ranges, thus classifying it as a rifle is very contradictory.

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* ArbitraryGunPower: Riflemen are billed as excellent marksmen with their Blunderbus Longrifles. Despite their weapons being ''rifles'', they inflict less damage per shot than Troll Headhunter/Berserker spears yet deal slightly more maximum damage than Archer arrows.



* BottomlessMagazines: Despite their guns being single shot, the Riflemen never need to reload them.

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* BottomlessMagazines: Despite their guns being single shot, the Riflemen never need to reload them. In fact, they have the fastest rate of fire of all four basic ranged units.

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Fixing some vague language. Also, no need to use the exact same text for Myrmidon's ensnare as Raiders.


* MixAndMatchCritters: They have bodies like bears, but the heads of owls. Before ''Frozen Throne'', they were called Owlbears, but they were forced to change the name.

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* MixAndMatchCritters: They have bodies like bears, but the heads of owls. Before ''Frozen Throne'', they were called Owlbears, but they the developers were forced to change the name.



* InfinityPlusOneElement: Most Demons, regardless of level, deal Chaos damage so their attacks inflict full damage to all armor types. Infernal Machines, Sayaadi, and Voidwalkers are exceptions, where their low level creeps have normal or piercing attack types instead.

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* InfinityPlusOneElement: Most Demons, regardless of level, deal Chaos damage so their attacks inflict full damage to all armor types. Infernal Machines, Sayaadi, and Voidwalkers are exceptions, where their low level low-level creeps have normal or piercing attack types instead.



* BlackSpeech: Their voice lines are presumably in Demonic.

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* BlackSpeech: Their voice lines are presumably not in Demonic.English but rather in [[https://wowpedia.fandom.com/wiki/Eredun Eredun (also known as Demonic)]].



A blue dragon that Arthas slew and then enslaved into becoming a Frost Wyrm upon his return to Northrend. He gains much more armor (3 instead of 2) and damage from upgrades than most units.

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A blue dragon that Arthas slew and then enslaved into becoming a Frost Wyrm upon his return to Northrend. He gains much more armor (3 instead of 2) and damage from upgrades than most units.
Northrend.



* MechanicallyUnusualFighter: Unlike most unique campaign units, Sapphiron is affected by upgrades. Additionally, he gains much more armor (3 instead of 2) and damage from upgrades than most units.



* InescapableNet: The Myrmidon can use Ensnare to throw a net at an enemy, preventing the target from moving (and repairing, if it's a worker) and confining it to the ground for melee units to attack. The targeted unit is completely unable to escape or even move until its duration wears off (though heroes shake off the net much more quickly), and because it's not magic, they can't be freed by dispels either.

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* InescapableNet: The Myrmidon can use Ensnare to throw a net at an enemy, preventing enemy that functions the target from moving (and repairing, if it's a worker) and confining it to same as the ground Raider's version. This gives the Myrmidon a huge amount of utility for melee units to attack. The targeted unit is completely unable to escape or even move until its duration wears off (though heroes shake off the net much more quickly), and because it's not magic, they can't be freed by dispels either.a heavy combat unit.



* ZergRush: The biggest advantage the Couatl has over the flying units of other factions is that it is cheap and only takes up two food vs four taken up by the Wind Rider and Gryphon Rider. Only the Hippogryph and Gargoyle cost less and also take up two food, both of which are dedicated AntiAir units, so they lack the Couatl's flexibility.

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* ZergRush: The biggest advantage the Couatl has over the flying units of other factions is that it is cheap and only takes up two food vs four taken up by the Wind Rider and Gryphon Rider. Only the Hippogryph and Gargoyle cost less and also take up two food, both food. Both of which them are dedicated AntiAir units, so they lack the Couatl's flexibility.



* AchillesHeel: They have a respectable 1080 health, and are ethereal, so they cannot be damaged by physical damage at all. Being ethereal however, they take extra from magical damage and there's plenty of ways to kill them; Mana Flare, Chimaeras, and Druids of the Talon (though not Maiev's spells for whatever reason). The most effective option however, is Malfurion's Entangling Roots as it will kill a Naga Summoner in it's duration. Malfurion can beat the mission with repeated suicide charges without ever having to destroy Illidan's base.
* GameplayAndStorySegregation: Not only do they not summon minions or anything like that, they don't have any spells at all [[note]]They actually are continuously casting a dummy-type spell, and it costs some mana. Functionally, this is so that Faerie Dragon's Mana Flare will damage them[[/note]]. In story they are some sort of EliteMook version of Naga Sirens and four of them can use a powerful artifact to tear an entire continent apart.

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* AchillesHeel: They have a respectable 1080 health, and are ethereal, so they cannot be damaged by physical damage at all. Being ethereal however, they take extra from magical damage and there's plenty of ways to kill them; Mana Flare, Chimaeras, and Druids of the Talon (though not Maiev's spells for whatever reason). The most effective option option, however, is Malfurion's Entangling Roots as it will kill a Naga Summoner in it's its duration. Malfurion can beat the mission with repeated suicide charges without ever having to destroy Illidan's base.
* GameplayAndStorySegregation: Not only do they not summon minions or anything like that, but they also don't have any spells at all [[note]]They actually are continuously casting a dummy-type spell, and it costs some mana. Functionally, this is so that Faerie Dragon's Mana Flare will damage them[[/note]]. In story they are some sort of EliteMook version of Naga Sirens and four of them can use a powerful artifact to tear an entire continent apart.



* LethalJokeCharacter: Despite being extremely silly and a gag enemy, it is stronger than all other level 10 creeps.

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* LethalJokeCharacter: Despite being extremely silly and a gag enemy, it is stronger than all other standard level 10 creeps.



* MarathonBoss: The Eldritch Deathlord has 10000 (14000 on Hard) health, 120 armor (which reduces all damage to ScratchDamage), and has access to Rejuvenation (heals him over time) and passive Evasion (15% of attacks will miss), which are ideal for dragging out the length of the battle to several minutes long--an eternity in a RTS game.

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* MarathonBoss: The Eldritch Deathlord has 10000 (14000 on Hard) health, 120 armor (which reduces all damage to ScratchDamage), ScratchDamage) and has access to Rejuvenation (heals him over time) and passive Evasion (15% of attacks will miss), which are ideal for dragging out the length of the battle to several minutes long--an eternity in a RTS game.



A set of OptionalBoss encounters in ''The Founding of Durotar''. Talnivarr the Sleeper is a Dreadlord (and thus a hero), while Destroyer Zardikar and Sinstralis of the Pain are a Doom Guard and Queen of Suffering respectively, and are units. Though they start easy, they gradually reach the difficulty of a SuperBoss encounter.

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A set of OptionalBoss encounters in ''The Founding of Durotar''. Talnivarr the Sleeper is a Dreadlord (and thus a hero), while Destroyer Zardikar and Sinstralis of the Pain are a Doom Guard and Queen of Suffering respectively, respectively and are units. Though they start easy, they gradually reach the difficulty of a SuperBoss encounter.
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Spelling/grammar fix(es)

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* AchillesHeel: Unlike most air units, both Drakes and Dragons have Heavy armor, which isn't weak to Piercing. Dragons themselves also have a splashing attack against ground units and they all (except Nether) have Devour. This means they are pretty good against most ground based anti-air. They can comfortably fight a group of a half dozen or so Archers/Headhunters/Riflemen/Fiends and except to do pretty well. Their magic immunity also means that certain magical based anti air units like Dragonhawk Riders and Troll Batriders are pretty ineffective against them too. Instead, Dragons can be crushed by physical based air-based anti-air; Hippogryphs and Gargoyles. Gargoyles are especially good because they can use Vampiric Aura, and Dragons can be affected by Orb of Corruption, making them unexpectedly easy to kill with just a few Gargoyles. A skilled Undead player can kill Dragon camps and use their treasures to try to snowball to victory.

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* AchillesHeel: Unlike most air units, both Drakes and Dragons have Heavy armor, which isn't weak to Piercing. Dragons themselves also have a splashing attack against ground units and they all (except Nether) have Devour. This means they are pretty good against most ground based anti-air. They can comfortably fight a group of a half dozen or so Archers/Headhunters/Riflemen/Fiends and except expect to do pretty well. Their magic immunity also means that certain magical based anti air units like Dragonhawk Riders and Troll Batriders are pretty ineffective against them too. Instead, Dragons can be crushed by physical based air-based anti-air; Hippogryphs and Gargoyles. Gargoyles are especially good because they can use Vampiric Aura, and Dragons can be affected by the Undead Orb of Corruption, making them unexpectedly easy to kill with just a few Gargoyles. A skilled Undead player can kill Dragon camps and use their treasures to try to snowball to victory.



* OurGhostsAreDifferent: Revenants in ''Warcraft III'' are undead bound to elemental spirits.

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* OurGhostsAreDifferent: Revenants in ''Warcraft III'' are undead spirits bound to elemental spirits.armor, rather than a RevenantZombie.



!!Wildkin (Owlbears in ''Reign of Chaos'')

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!!Wildkin (Owlbears (known as Owlbears in ''Reign of Chaos'')



* LightningBruiser: All Wildkin are fast, and the Berserk Wildkin has a lot of HP and hits like a truck.

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* CriticalHitClass: The Berserk Wildkin has Bash, which means its attacks can stun. Combined with War Stomp, they can potentially stun lock a target for over 4 seconds.
* EarlyBirdBoss: In contrast to the Human Campaign of ''Reign of Chaos'' having a bunch of weak Gnolls as the targets of an optional quest, the first mission of the Sentinels Campaign in ''The Frozen Throne'' has a very strong Berserk Wildkin as the first optional quest objective. It can easily kill the level 2 Maiev if the player is not careful and shows the increase in difficulty from the original game.
* LightningBruiser: All Wildkin are fast, move and the attack fast. The Berserk Wildkin has a lot of HP and hits like a truck.



* MechanicallyUnusualFighter: No pun intended, but Infernal Machines are the only neutral creep line that is mechanical instead of organic.

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* MechanicallyUnusualFighter: No pun intended, but Infernal Machines are the only neutral creep line that is mechanical instead of organic.organic, which gives them immunity to a lot of spells.
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* BorrowingFromTheSisterSeries: By virtue of being the only unit elligible to enter Burrows, they function like [[Franchise/StarCraft Terran Marines]] garrisoned inside Bunkers.

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ghosts are not revenants


* InstantMilitia: In an emergency, they can temporarily be turned into Militia to defend their controller's base.
* HeavilyArmoredMook: Visually, Militia are just Peasants wearing armor. They actually have very high armor value (starts at 4 and scales to 10, just 1 less than Knights), which makes up for their low HP.

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* InstantMilitia: In an emergency, they can temporarily be turned into Militia to defend their controller's base.
* HeavilyArmoredMook: Visually, Despite their appearance, Militia are just Peasants wearing armor. They actually have very high armor value (starts at 4 and scales to 10, just 1 less than Knights), which makes up for their low HP.HP.
* InstantMilitia: In an emergency, Peasants can temporarily be turned into Militia to defend their controller's base.



* BoringButPractical: Despite being a basic unit with moderate health, Defend gives them a lot of milage against Piercing attackers, letting them take considerably less damage and have a 30% chance to reflect that attack back. Against air units with Piercing attacks and Light Armor or Unarmored Armor, this means any reflected attack will be amplied by 200% and 150% respectively, a painful prospect.

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* BoringButPractical: Despite being a basic unit with moderate health, Defend gives them a lot of milage against Piercing attackers, letting them take considerably less attackers by reducing damage taken and have a reflecting back 30% chance to reflect that attack back. of attacks. Against air units with Piercing attacks and Light Armor or Unarmored Armor, this means any armor, the reflected attack damage will be amplied by 200% and 150% respectively, a painful prospect.



In ''Frozen Throne'', the unit's name was changed to the Flying Machine.

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In ''Frozen Throne'', the unit's name unit was changed to the renamed Flying Machine.



In ''Frozen Throne'' the unit is changed to the Siege Engine. They function the same as before, but you may now buy an upgrade that lets them launch a Barrage of rockets at air targets.

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In ''Frozen Throne'' the unit is changed to the was renamed Siege Engine. They function the same as before, but you may now buy Engine and gained an upgrade that lets them launch a Barrage of rockets at air targets.



* HeavilyArmoredMook: Spell Breakers are covered in armor and also carry large shields, giving them better protection than Footmen (except against melee attacks, due to their armor type) as well as spell immunity.

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* HeavilyArmoredMook: Spell Breakers are covered in armor and also carry large shields, giving them better protection than Footmen (except against melee attacks, due to their armor type) as well as spell immunity.



* BorrowingFromTheSisterSeries: Berserkers emulate [[Franchise/StarCraft Terran Marines]] with their Berserk mode behaving similarly to Stimpacks. Instead of draining a static amount of health, Berserk increases damage received by 40% in exchange for a 50% attack speed bonus.

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* AttackSpeedBuff: Berserk increases damage received by 40% in exchange for a 50% attack speed bonus.
* BorrowingFromTheSisterSeries: Berserkers emulate [[Franchise/StarCraft Terran Marines]] with their Berserk mode behaving similarly to ability, which temporarily boosts attack speed like the Marine's Stimpacks. Instead of draining a static amount of health, The difference is that Berserk increases the Berserker's damage received by 40% in exchange for a 50% attack speed bonus.taken instead of inflicting direct damage on the user.



In ''Frozen Throne'' the unit was changed to the Demolisher.

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In ''Frozen Throne'' the unit was changed to the renamed Demolisher.



* EatingTheEnemy: The Kodo Beast's Devour ability lets it swallow any non-Mechanical, non-[[HeroUnit Hero]] land unit below level 6, after which the unit slowly takes damage until it dies, or the Kodo Beast is killed. This is pretty useful if powerful melee units (Knights, Tauren) approach them.

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* EatingTheEnemy: The Kodo Beast's Devour ability lets it swallow any non-Mechanical, non-[[HeroUnit Hero]] land unit below level 6, after which the unit slowly takes damage until it dies, dies or the Kodo Beast is killed. This is pretty useful if powerful melee units (Knights, Tauren) approach them.



* CriticalHitClass: With their Pulverize ability researched. Rather than dealing extra damage to its target (unless it is upgraded), it deals damage to enemies around the target. ''Reforged'' gave them a weaker Pulverize by default, with the upgrade instead increasing the damage dealt.

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* CriticalHitClass: With their Pulverize ability researched. Rather than dealing extra damage to its target (unless it is upgraded), it deals their Pulverize ability has a chance to deal damage to enemies around the target. ''Reforged'' gave them a weaker Pulverize by default, with the upgrade instead increasing the damage dealt.target.



* {{Invisibility}}: The Shadow Wolf is invisible unless it attacks an enemy.

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* {{Invisibility}}: StealthyMook: The Shadow Wolf is invisible unless it attacks an enemy.



* NoRecycling: Averted. Acolytes can unsummon structures to recover part of their original cost, and will always do this to Haunted Gold Mines that run out of gold.

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* NoRecycling: Averted. ResourceReimbursement: Acolytes can unsummon structures to recover part of their original cost, and will always do this to Haunted Gold Mines that run out of gold.



* AntiAir: While they can attack ground and air units, the attack against the former is very weak compared to the latter. Hence, their main use is to kill other air units. Due to how Web works, where grounding the air units will heavily reduce the damage gargoyles do to them (because they are targeted as ground), Gargoyles and Crypt Fiends are rarely chosen as AntiAir together.

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* AntiAir: While they can attack ground and air units, the attack against the former is very weak compared they don't deal a lot of damage to the latter. Hence, ground units and their main use is to kill other air units. Due to how Since the Crypt Fiend's Web works, where grounding the temporarily turns an air units will heavily reduce the damage gargoyles do to them (because they are targeted as ground), unit into a ground one, Gargoyles and Crypt Fiends are rarely chosen as AntiAir together.



* BorrowingFromTheSisterSeries: As a low-health, low-cost, unarmed invisible scout unit and detector, Shades are a parallel to the [[Franchise/StarCraft Protoss Observer]]. They also both require dedicated structures to train (Observers required an Observatory in ''[=StarCraft=]'').

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* BorrowingFromTheSisterSeries: As a low-health, low-cost, unarmed invisible scout unit and detector, Shades are a parallel to the [[Franchise/StarCraft Protoss Observer]]. They also both require dedicated structures to train (Observers required require an Observatory in ''[=StarCraft=]'').



* RevenantZombie: They're Human Acolytes transformed into invisible ghosts yet they remain Undead.



* DoubleEdgedBuff: The Necromancer's Unholy Frenzy almost doubles the attack rate of the target, at the cost of draining their HP. Thankfully both Undead Auras (Vampiric and Unholy) are built around regaining health and Obsidian Statues can help heal back lost health too.

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* DoubleEdgedBuff: The Necromancer's Unholy Frenzy almost doubles the attack rate of the target, at the cost of draining their HP.HP, and is usually used on Abominations, which can shrug off the damage but get a lot of mileage from the attack rate boost. Thankfully both Undead Auras (Vampiric and Unholy) are built around regaining health and Obsidian Statues can help heal back lost health too.



* AbnormalAmmo: They are catapults that fling corpses at the enemy.



* GrievousHarmWithABody: These catapults fling corpses at the enemy.



* AntiStructure: The Freezing Breath upgrade causes the Frost Wyrm's attack to fully immobilize buildings hit, halting all production, research, and attacks. It also prevents the building from being repaired. Due to having magic damage however, the Frost Wyrm's actual damage output against buildings leaves much to be desired.

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* AntiRegeneration: Buildings affected by the Frost Wyrm's Freezing Breath cannot be repaired.
* AntiStructure: The Freezing Breath upgrade causes the Frost Wyrm's attack to fully immobilize buildings hit, halting all production, research, attacks and attacks. It also prevents the building from being repaired.repairs. Due to having magic damage however, the Frost Wyrm's actual damage output against buildings leaves much to be desired.



* BorrowingFromTheSisterSeries: Their method of building Ancients is just like [[Franchise/StarCraft Zerg Drones]] constructing organic structures, where the structure consumes the worker. It is thus prudent to plan ahead for Wisps Being consumed in the process of building Ancients. However, Wisps can construct Moon Wells, Altars of Elders, Hunter's Halls and Chimaera Roosts without being consumed as they are inert strutures.
* TheSpeechless: Of the four main playable races, Wisps are the only worker units that cannot speak at all. They instead make ethereal beep sounds. Building announcements are instead made by a Huntress.

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* BorrowingFromTheSisterSeries: Their method of building Ancients is just like Like [[Franchise/StarCraft Zerg Drones]] constructing organic structures, where the structure consumes the worker. Drones]], Wisps transform themselves into Ancients. It is thus prudent to plan ahead for Wisps Being consumed ahead, since you'll have to spend a Wisp per Ancient in the process of building Ancients. However, addition to its costs. The difference is that Wisps can construct Moon build non-Ancient buildings (Moon Wells, Altars Altar of Elders, Hunter's Halls Hall and Chimaera Roosts without being consumed as they are inert strutures.
Roost) like normal, whereas Zerg Drones have no such exceptions.
* TheSpeechless: Of the four main playable races, Instead of speaking, Wisps are the can only worker units that cannot speak at all. They instead make ethereal beep sounds. Building announcements are instead made by a Huntress.



* AsteroidsMonster: Some Nerubians spawn smaller Nerubian Hatchlings when they die. The Mercenary Camp says it's because they carry their young into battle.

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* AsteroidsMonster: Some Nerubians spawn smaller Nerubian Hatchlings Spiderlings when they die. The Mercenary Camp says it's because they carry their young into battle.
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* RevenantZombie: Technically so, as they're damaged by Holy Light, but retain their mental capabilities they had as living.

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* RevenantZombie: Technically so, as they're damaged by Holy Light, Worshipers who embraced Undeath, but retain their mental capabilities they had as when living.

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* RevenantZombie: Technically so, as they're damaged by Holy Light, but retain their mental capabilities they had as living.




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* RevenantZombie: Like Undead Humans, Crypt Fiends speak clearly and thoughtfully.


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* RevenantZombie: They're Human Acolytes transformed into invisible ghosts yet they remain Undead.


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* RevenantZombie: They're former Human Magi who embraced Undeath to study Necromancy under Ner'zhul.
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Trimming down words for easier reading.


* BorrowingFromTheSisterSeries: Peasants build like [[Franchise/StarCraft Terran [=SCVs=]]], leaving them exposed to harm but allowing them to postpone construction to perform other duties.

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* BorrowingFromTheSisterSeries: Peasants build like [[Franchise/StarCraft Terran [=SCVs=]]], leaving them exposed to harm but allowing them able to postpone construction to perform other duties.
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* BorrowingFromTheSisterSeries: Peasants build like [[Franchise/StarCraft Terran [=SCVs=]]], leaving them exposed to harm but allowing them to postpone construction to perform other duties.
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* BackForTheFinale: After being absent in ''World of Warcraft'' for over a decade, they finally return as mobs in Nazjatar, as the naga are defeated for good.

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While the Horde's attempts at conquering Lordaeron failed, the oppressed Trolls of the continent have still found common cause with the Horde under Thrall's leadership. Troll Headhunters are raised from birth to hunt and track wild beasts. In war, they will fight as the ranged troops of the Horde with their throwing spears.

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While the Horde's attempts at conquering Lordaeron failed, the oppressed Trolls of the continent have still found common cause with the Horde under Thrall's leadership.leadership [[note]]this lore from the manual is does not align with the game, where all the trolls that work for the Horde belong to the Darkspear Tribe and meet Thrall on an island between Kalimdor and the Eastern Kingdoms[[/note]]. Troll Headhunters are raised from birth to hunt and track wild beasts. In war, they will fight as the ranged troops of the Horde with their throwing spears.



* AllWebbedUp: Their Web ability will draw flying units to the ground and can't be dodged. When affected, the air unit will look like it's wrapped up in a giant web ball. Though lacking the flexibility of the Raider's [[InescapableNet Ensnare]], Web can be auto-cast, so it does not require micromanagement, and Crypt Fiends are generally more versatile than Raiders.

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* AllWebbedUp: Their Web ability will draw flying units to the ground and can't be dodged. When affected, the air unit will look like it's wrapped up in a giant web ball. Though lacking the flexibility of the Raider's [[InescapableNet Ensnare]], Web can be auto-cast, so it does not require micromanagement, and Crypt Fiends are generally more versatile in an army than Raiders.



* GlassCannon: On the other hand, Gargoyles are fast and can inflict a ton of damage when attacking other air units, but again have the least health of the air units.

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* GlassCannon: On the other hand, Gargoyles are fast and can inflict a ton of damage when attacking other air units, but again have the least second lowest health of all air units, behind the air units.Flying Machine.



* NotTheIntendedUse: Shades originally had a collision box, even if they were invisible, so sometimes they saw use to block off narrow platforms or they could be used to surround an enemy hero and trap them. They were eventually patched to not have any collision while invisible. The campaigns still have Shades with collision, so it can still be used as an AIBreaker.



A race of squid-faced humanoids from Northrend. They are worshippers of the Old Gods, called Faceless Ones by the Nerubians.

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A race of squid-faced humanoids from Northrend. They are worshippers of the Old Gods, called Faceless Ones by the Nerubians.
Nerubians. They have two distinct creep lines, the low level orange skinned "Unbroken" creeps and the high level purple skinned "Faceless One" creeps.
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Spelling/grammar fix(es)


* CallBack: Despite not being called Daemons, they visually resemble the equivalent ''Orcs and Humans'' summon and fill a similar role as an ultimate fighter. Unlike the returning Water Elementals, summoned Doom Guards are in a class of their own with nearly twice the amout of health of a level 3 Water Elemental and an array of spells to support an army.

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* CallBack: Despite not being called Daemons, they visually resemble the equivalent ''Orcs and Humans'' summon and fill a similar role as an ultimate fighter. Unlike the returning Water Elementals, summoned Doom Guards are in a class of their own with nearly twice the amout amount of health of a level 3 Water Elemental and an array of spells to support an army.

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* CallBack: Despite not being called Daemons, they visually resemble the equivalent ''Orcs and Humans'' summon and fill a similar role as an ultimate fighter. Unlike the returning Water Elementals, summoned Doom Guards are in a class of their own with nearly twice the amout of health of a level 3 Water Elemental and an array of spells to support an army.



* JackOfAllStats: Their spell list has AntiMagic with Dispel Magic, AreaOfEffect damage with Rain of Fire (which was later added to the Pit Lord), a debuff with the Necromancer's Cripple, and they hit enemies around them with the Tauren Chieftain's War Stomp. It only has the level 1 versions of Rain of Fire and War Stomp, but they are still powerful tools for a non-hero unit.

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* JackOfAllStats: JackOfAllTrades: Their spell list has AntiMagic with Dispel Magic, AreaOfEffect damage with Rain of Fire (which was later added to the Pit Lord), a debuff with the Necromancer's Cripple, and they hit enemies around them with the Tauren Chieftain's War Stomp. It only has the level 1 versions of Rain of Fire and War Stomp, but they are still powerful tools for a non-hero unit.

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The Return to Northrend isn't really an easy mission, so "cakewalk" is kinda overselling Sapphiron. Since my Magikarp Power entry for Sapphiron was deleted, I just noted his great upgrade perk on his description, since I think it's interesting. Proper formatting for the Kul'Tiras units. Not The Intended Use seems to be a better fit for the formed Lethal Joke Character entry.


* LethalJokeCharacter: One multiplayer strategy actually involves turning peasants into militia as a ZergRush / building a Town Hall near their base and continuously creating and arming peasants, to the point where the ability was nerfed to only work with the starting town hall or those with at least one level of upgrade.



* MundaneUtility: Because Militia run much faster than Peasants, it is common to use Call to Arms just to quickly send out a Peasant to a destination, whether a tavern, a nearby gold mine, or to the enemy base to rush by building towers.
* NotTheIntendedUse: One multiplayer strategy actually involves turning peasants into militia as a ZergRush / building a Town Hall near their base and continuously creating and arming peasants, to the point where the ability was nerfed to only work with the starting town hall or those with at least one level of upgrade.



* PoisonedWeapons: Researching Envenomed Spears adds poison to their attacks, causing enemies to take damage over time.

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* PoisonedWeapons: Researching Envenomed Spears adds poison to their attacks, causing enemies to take damage over time.DamageOverTime.



* ArmorPiercingAttack: Pulverize is a special damage type. It is magical, so it ignores armor, but it also ignores spell immunity. It can only be reduced by magic resistance (from Anti-Magic Shell or from items like Runed Bracers).

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* ArmorPiercingAttack: Pulverize is a special Pulverize's damage type.type is Universal, the same as offensive ultimate spells. It is magical, so it ignores armor, but it also ignores spell immunity. It can only be reduced by magic resistance (from Anti-Magic Shell or from items like Runed Bracers).



* CripplingOverspecialization: They are extremely good AntiMagic units and offer an effective slow for killing heroes, but their stats are very low for their cost, they have a poor armor type, and Slow Poison does much less damage than Envenomed Spears (though the damage over time is the same so functionally the two abilities deal the same damage in combat; Envenomed Spears simply lingers for longer outside of combat).

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* CripplingOverspecialization: They are extremely good AntiMagic units and offer an effective slow for killing heroes, but their stats are very low for their cost, they have a poor armor type, and Slow Poison does much less total damage than Envenomed Spears (though [[note]]though the damage over time is the same so functionally the two abilities deal the same damage in combat; Envenomed Spears simply lingers for longer outside of combat).combat[[/note]].



* GiantFlyer: Dragons are the largest creep (by the width of their model) and fly.

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* GiantFlyer: Dragons are the largest creep (by the width of their model) and they fly.



* OurHydrasAreDifferent: They are three-headed amphibious reptiles.

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* OurHydrasAreDifferent: They are three-headed amphibious reptiles. They have a Dragon's voiceset, which kind of implies they are akin to water dragons.



* ArmoredButFrail: Makrura all have very high armor value (6, as much as a Mountain Giant without any upgrades) but relatively low health for their levels. This is most visible with their ultimate creep, the Makrura Tidal Lord. He has 800 Health, when most level 7 creeps have around 950-1100, and he has Devotion Aura which adds Armor.

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* ArmoredButFrail: Makrura all have very high armor value (6, as much as a Mountain Giant without any upgrades) but relatively low health for their levels. This makes them vulnerable to magical casters.
** The Makrura Tidecaller's skillset is made to take advantage of this. It has Frost Armor, which adds 3 more armor to it's target, and it uses Heal, which is highly effective because each Makura's health point is very hard to deplete.
**
This is most visible with their ultimate creep, the Makrura Tidal Lord. He has 800 Health, when most level 7 creeps have around 950-1100, and he has Devotion Aura which adds Armor.Armor to all nearby allies.



Large stegosaurus type creatures that breathe fire.

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Large Large, mostly red stegosaurus type creatures that breathe fire.



Brown furry humanoids that live in the forests.

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Brown furry humanoids bipedal beasts that live in the forests.






!!Chaplain

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!!Chaplain
!!!Chaplain



!!Hydromancer

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!!Hydromancer
!!!Hydromancer



!!Admiral's Elite Guard

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!!Admiral's !!!Admiral's Elite Guard



A blue dragon that Arthas slew and then enslaved into becoming a Frost Wyrm upon his return to Northrend.

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A blue dragon that Arthas slew and then enslaved into becoming a Frost Wyrm upon his return to Northrend. \n He gains much more armor (3 instead of 2) and damage from upgrades than most units.



* CrutchCharacter: He shows up in the first mission with Anub'arak, who is still low leveled. Finishing his sidequest makes the mission a cakewalk, since he adds the power of a 12-14 food unit without having to spend any of that food. He does not return for the upcoming Arthas missions.

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* CrutchCharacter: He shows up in the first mission with Anub'arak, who is still low leveled. Finishing his sidequest makes the mission a cakewalk, much easier, since he adds the power of a 12-14 food unit without having to spend any of that food. He does not return for the upcoming Arthas missions.



* BackForTheFinale: Shandris is playable in the first mission of the Night Elf campaign (in ''Reforged'' only, in the original it's just a normal Archer), becomes an NPC in the second mission, and returns in the final mission.

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* BackForTheFinale: Shandris is playable in the first mission of the Night Elf campaign (in ''Reforged'' only, in the original it's just a normal Archer), becomes an NPC in the second mission, and returns playable in the final mission.

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* LightningBruiser: Gryphon Riders have the highest damage and HP of flying units, even before their HP is increased by Animal War Training (not counting Creeps) next to the Frost Wyrm and Chimera, with speed equal to the less powerful Wind Rider.

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* LightningBruiser: Gryphon Riders have the highest damage and HP of flying units, even before their HP is increased by Animal War Training (not counting Creeps) next to the Frost Wyrm and Chimera, Chimaera, with speed equal to the less powerful Wind Rider.



* CannonFodder: Skeletons are fragile and do not do much damage. Their strength is that it only takes a spell from the Necromancer that can be set to autocast to create them.

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* CannonFodder: Skeletons are fragile and do not do much damage. Their strength is that it only takes a spell from the Necromancer that can be set to autocast to create them.them, making them excellent for throwing at enemies in hordes or feeding to a Death Knight or Lich.



* CripplingOverspecialization: They are extremely good AntiMagic units and offer an effective slow for killing heroes, but their stats are very low for their cost, they have a poor armor type, and Slow Poison does much less damage than Envenomed Spears.

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* CripplingOverspecialization: They are extremely good AntiMagic units and offer an effective slow for killing heroes, but their stats are very low for their cost, they have a poor armor type, and Slow Poison does much less damage than Envenomed Spears.Spears (though the damage over time is the same so functionally the two abilities deal the same damage in combat; Envenomed Spears simply lingers for longer outside of combat).



* GlassCannon: Like the Frost Wyrm, they're relatively fragile for their cost; their 1000 health goes down very quickly considering that almost all anti-air attacks deal bonus damage to their Light armor, and Chimaeras are not fast or cheap to deploy and cannot fight back against other air units. They're effectively flying artillery platforms capable of dealing huge area of effect damage against ground troops and sieging bases from long range, but they need to be defended while they do their work.



* EvilCounterpart: The Centaur Khan notably shares three of the Tauren Chieftain's abilities (War Stomp, Endurance Aura, and Reincarnation), befitting the rivalry between their respective races.



* GuysSmashGirlsShoot: In ''Reforged'', the ranged Sorcerers and Archers were made female, while the melee warriors remain male.



* SummonMagic: The Red Drake Egg consumable item can be used to temporarily summon a Red Drake.

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* SummonMagic: The Red Drake Egg consumable item can be used to temporarily summon a Red Drake.
Drake (''Reforged'' changed it to a Blue Drake in later patches).
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Spelling/grammar fix(es)


* WorkerUnit: The builder and resource gatherer for the Human Alliance. Compared with other factions' workers, Peasants stand outside of the building they're currently constructing (which means that they can be attacked but are also not tied up until the building is finished), and multiple Peasants can work on the same building to speed up construction at the cost of more resources. Pesants can also be upgraded to carry back double and then tripple the amount of lumber in a single trip, giving the Alliance the best innate lumber economy second to hiring a Goblin Shredder.

to:

* WorkerUnit: The builder and resource gatherer for the Human Alliance. Compared with other factions' workers, Peasants stand outside of the building they're currently constructing (which means that they can be attacked but are also not tied up until the building is finished), and multiple Peasants can work on the same building to speed up construction at the cost of more resources. Pesants Peasants can also be upgraded to carry back double and then tripple triple the amount of lumber in a single trip, giving the Alliance the best innate lumber economy second to hiring a Goblin Shredder.
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* WorkerUnit: The builder and resource gatherer for the Human Alliance. Compared with other factions' workers, Peasants stand outside of the building they're currently constructing (which means that they can be attacked but are also not tied up until the building is finished), and multiple Peasants can work on the same building to speed up construction at the cost of more resources. Pesants can also be upgraded to carry back double and then tripple the amount of lumber back in a single trip, giving the Alliance the best inate lumber economy second to hiring a Goblin Shredder.

to:

* WorkerUnit: The builder and resource gatherer for the Human Alliance. Compared with other factions' workers, Peasants stand outside of the building they're currently constructing (which means that they can be attacked but are also not tied up until the building is finished), and multiple Peasants can work on the same building to speed up construction at the cost of more resources. Pesants can also be upgraded to carry back double and then tripple the amount of lumber back in a single trip, giving the Alliance the best inate innate lumber economy second to hiring a Goblin Shredder.
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* WorkerUnit: The builder and resource gatherer for the Human Alliance. Compared with other factions' workers, Peasants stand outside of the building they're currently constructing (which means that they can be attacked but are also not tied up until the building is finished), and multiple Peasants can work on the same building to speed up construction at the cost of more resources.

to:

* WorkerUnit: The builder and resource gatherer for the Human Alliance. Compared with other factions' workers, Peasants stand outside of the building they're currently constructing (which means that they can be attacked but are also not tied up until the building is finished), and multiple Peasants can work on the same building to speed up construction at the cost of more resources.
resources. Pesants can also be upgraded to carry back double and then tripple the amount of lumber back in a single trip, giving the Alliance the best inate lumber economy second to hiring a Goblin Shredder.

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