History Videogame / Warcraft

7th Nov '16 9:38:33 PM rmctagg09
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* StealthMook: In ''Warcraft III'':
** Some Night Elf units (such as the Archer and the Huntress) have an ability named "Shadowmeld", which turns them invisible during the night unless they move.
** The Undead Shade is a permanently invisible unit that can see other invisible units, made from the ghost of an [[WorkerUnit acolyte.]]
** The Alliance's sorceresses can make any unit invisible for a while, but any action other than moving or breaks the spell.

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* StealthMook: StealthMook:
**
In ''Warcraft III'':
** *** Some Night Elf units (such as the Archer and the Huntress) have an ability named "Shadowmeld", which turns them invisible during the night unless they move.
** *** The Undead Shade is a permanently invisible unit that can see other invisible units, made from the ghost of an [[WorkerUnit acolyte.]]
** *** The Alliance's sorceresses can make any unit invisible for a while, but any action other than moving or breaks the spell.spell.
** Subverted with [[ActionBomb Goblin Sappers/Demolition Squads]] in ''Warcraft II'', casting Invisibility on them kills them instantly due to the GameBreaker nature of the combo.
7th Nov '16 9:35:06 PM rmctagg09
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* StealthMook: In ''Warcraft III'', some Night Elf units (such as the Archer and the Huntress) have an ability named "Shadowmeld", which turns them invisible during the night unless they move.

to:

* StealthMook: In ''Warcraft III'', some III'':
**Some
Night Elf units (such as the Archer and the Huntress) have an ability named "Shadowmeld", which turns them invisible during the night unless they move. move.
** The Undead Shade is a permanently invisible unit that can see other invisible units, made from the ghost of an [[WorkerUnit acolyte.]]
** The Alliance's sorceresses can make any unit invisible for a while, but any action other than moving or breaks the spell.
7th Nov '16 9:31:08 PM rmctagg09
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* StuffBlowingUp: [[EasterEgg Click on a sheep]] enough times.

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* StuffBlowingUp: StuffBlowingUp:
**
[[EasterEgg Click on a sheep]] enough times.


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* StealthMook: In ''Warcraft III'', some Night Elf units (such as the Archer and the Huntress) have an ability named "Shadowmeld", which turns them invisible during the night unless they move.
6th Nov '16 10:45:51 AM Korodzik
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Also worth noting is ''Warcraft Adventures: Lord of the Clans'', a PointAndClick AdventureGame originally announced in 1997, but cancelled the next year; its plot would become the basis for the novel ''Literature/LordOfTheClans''. However, a nearly feature-complete version of the game was leaked in September 2016.
23rd Oct '16 9:26:37 AM Morgenthaler
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* SoulEating: Shang Tsung, who is cursed to devour the souls of his enemies in order to maintain his youth (and much more importantly, his life). His sorcery is also fueled by the souls of those he devours, making it doubly important that he devours more in order to maintain his power.
17th Oct '16 3:33:29 AM Saveelich
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[[MorePopularSpinoff Yes, the franchise did exist before]] ''VideoGame/WorldOfWarcraft''.

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[[MorePopularSpinoff Yes, the franchise did exist [[MorePopularSpinoff before]] ''VideoGame/WorldOfWarcraft''.
7th Oct '16 12:51:27 PM TrollBrutal
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* ACommanderIsYou: The first two games feature CosmeticallyDifferentSides, but ''Warcraft III'' featured far more diversity. The four sides are:
** Human Alliance: Balanced/Generalist. Humans get the broadest variety of defensive structures and an interesting combination of simplicity and complexity in their units -- as examples, Footmen can get an ability which reduces incoming ranged damage but makes them move more slowly, and in tier 3 Priests can choose between healing units and buffing their damage output. In terms of cost, they are also generally the most average.
** Orcish Horde: Elitist/Brute/Technical. Their structures and units cost more overall, but have more strength and stamina, hence Brute; many of their units also get useful but gimmicky abilities which require some micro to use properly, such as the Shaman's Purge (which nullifies status buffs and slows the target unit) and the Spirit Walker's Spirit Link (which allows four units to share 50% of the damage each unit takes), hence Technical.
** Undead Scourge: Spammer/Technical/Industrialist. Possessing cheaper but more fragile units and structures, they are different from the Orcs and Humans in how they gather resources -- {{Worker Unit}}s gather Gold from Gold Mines after they have been "haunted", but Ghouls, your basic infantry, are responsible for gathering lumber. This is ultimately to their advantage, since it means committing less of your [[ArbitraryHeadcountLimit food count]] to resource gathering than other races require. Replacing the Orcs as the faction who summon expendable skeleton {{Mooks}}, they also have nifty abilities obviously designed for dirty fighting. Also in their favour is that, uniquely, their buildings are [[strike:constructed]] summoned to the battlefield automatically, letting them build multiple structures simultaneously without tying up multiple workers.
** Night Elves: Balanced/Ranger/Technical/Economist. Their basic infantry units, Archers, are the only ranged attackers in the game who don't cost lumber, and as a rule they do great ranged damage but are squishier than the other three races. Their spellcasters possess even more gimmicky abilities than previously mentioned, up to and including shapeshifting, but considerable micromanagement is required to use them effectively. Uniquely, building certain structures (the Ancient-type ones, which comprise most of them) consumes their workers, [[WillOTheWisp Wisps]]; that said, Wisps gather Gold at a rate similar to that of the Undead and even more uniquely, they can gather Lumber from a tree without chopping it down, letting them gather indefinitely from the same tree.[[note]]For balance purposes, individual Wisps gather 5 lumber per trip, which is less than Peasants, Peons and Ghouls; the former two gather 10 per trip, the latter 20.[[/note]]


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* ACommanderIsYou: The first two games feature CosmeticallyDifferentSides, but ''Warcraft III'' features far more diversity. The four sides are:
** Human Alliance: Balanced/Generalist. Humans get the broadest variety of defensive structures and an interesting combination of simplicity and complexity in their units -- as examples, Footmen can get an ability which reduces incoming ranged damage but makes them move more slowly, and in tier 3 Priests can choose between healing units and buffing their damage output. In terms of cost, they are also generally the most average.
** Orcish Horde: Elitist/Brute/Technical. Their structures and units cost more overall, but have more strength and stamina, hence Brute; many of their units also get useful but gimmicky abilities which require some micro to use properly, such as the Shaman's Purge (which nullifies status buffs and slows the target unit) and the Spirit Walker's Spirit Link (which allows four units to share 50% of the damage each unit takes), hence Technical.
** Undead Scourge: Spammer/Technical/Industrialist. Possessing cheaper but more fragile units and structures, they are different from the Orcs and Humans in how they gather resources -- {{Worker Unit}}s gather Gold from Gold Mines after they have been "haunted", but Ghouls, your basic infantry, are responsible for gathering lumber. This is ultimately to their advantage, since it means committing less of your [[ArbitraryHeadcountLimit food count]] to resource gathering than other races require. Replacing the Orcs as the faction who summon expendable skeleton {{Mooks}}, they also have nifty abilities obviously designed for dirty fighting. Also in their favour is that, uniquely, their buildings are [[strike:constructed]] summoned to the battlefield automatically, letting them build multiple structures simultaneously without tying up multiple workers.
** Night Elves: Balanced/Ranger/Technical/Economist. Their basic infantry units, Archers, are the only ranged attackers in the game who don't cost lumber, and as a rule they do great ranged damage but are squishier than the other three races. Their spellcasters possess even more gimmicky abilities than previously mentioned, up to and including shapeshifting, but considerable micromanagement is required to use them effectively. Uniquely, building certain structures (the Ancient-type ones, which comprise most of them) consumes their workers, [[WillOTheWisp Wisps]]; that said, Wisps gather Gold at a rate similar to that of the Undead and even more uniquely, they can gather Lumber from a tree without chopping it down, letting them gather indefinitely from the same tree.[[note]]For balance purposes, individual Wisps gather 5 lumber per trip, which is less than Peasants, Peons and Ghouls; the former two gather 10 per trip, the latter 20.[[/note]]
7th Oct '16 12:49:38 PM TrollBrutal
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* ACommanderIsYou: The first two games feature CosmeticallyDifferentSides, but ''Warcraft III'' featured far more diversity. The four sides were:

to:

* ACommanderIsYou: The first two games feature CosmeticallyDifferentSides, but ''Warcraft III'' featured far more diversity. The four sides were:are:



** Ogres in Warcraft I were just random dungeon monsters, but took on a prominent role in Warcraft II.

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** Ogres in Warcraft I were are just random dungeon monsters, but took take on a prominent role in Warcraft II.



** Catapults were replaced by Demolishers, which set the ground on fire with every attack.

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** Catapults were are replaced by Demolishers, which set the ground on fire with every attack.



* BalancePowerSkillGimmick: In ''III'', the four playable races were Humans, Orcs, Undead, and Night Elves. Orcs emphasized the brute force of their units, while the Undead emphasized strength in numbers. Humans struck a balance between these two, and the Night Elves were different from all three in that they emphasized magic and ranged combat.

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* BalancePowerSkillGimmick: In ''III'', the four playable races were are Humans, Orcs, Undead, and Night Elves. Orcs emphasized the brute force of their units, while the Undead emphasized strength in numbers. Humans struck a balance between these two, and the Night Elves were are different from all three in that they emphasized magic and ranged combat.



** In the first two games, the two factions were identical, save for the range and damage of their archers/spearmen (archers have greater range, spearmen do more damage), the firing and reloading rates of ballistas/catapults (catapults fire faster, but ballistas reload faster), their spellcasters, and some upgrades. The Human nations/Orcish clans are only different in game by their color.

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** In the first two games, the two factions were are identical, save for the range and damage of their archers/spearmen (archers have greater range, spearmen do more damage), the firing and reloading rates of ballistas/catapults (catapults fire faster, but ballistas reload faster), their spellcasters, and some upgrades. The Human nations/Orcish clans are only different in game by their color.



** Ogres had a major role in ''Warcraft II'' but were neutral creeps and mercenaries in ''Warcraft III''. Ditto for Goblins (mostly as merchants.)

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** Ogres had have a major role in ''Warcraft II'' but were are neutral creeps and mercenaries in ''Warcraft III''. Ditto for Goblins (mostly as merchants.)



** The Alliance campaign in the ''Frozen Throne'' expansion focuses largely on the plight of Kael'thas and his Blood Elf remnants... for about two and a half missions. Then they became more or less OutOfFocus as the story importance shifted to Illidan and his Naga (made worse by the Blood Elf forces being completely irrelevant alongside the much stronger Naga). By the middle of the Undead campaign, the Blood Elves were out-and-out {{Mook}}s with the exception of [[TheDragon Kael'thas]] himself.

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** The Alliance campaign in the ''Frozen Throne'' expansion focuses largely on the plight of Kael'thas and his Blood Elf remnants... for about two and a half missions. Then they became more or less OutOfFocus as the story importance shifted to Illidan and his Naga (made worse by the Blood Elf forces being completely irrelevant alongside the much stronger Naga). By the middle of the Undead campaign, the Blood Elves were are out-and-out {{Mook}}s with the exception of [[TheDragon Kael'thas]] himself.



* DivergentCharacterEvolution: The Alliance and Horde were pretty much identical until the sequels.

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* DivergentCharacterEvolution: The Alliance and Horde were are pretty much identical until the sequels.



* DividedWeFall: In spite of the previous two campaigns establishing that the undead and their demon masters were the real threat of ''Warcraft III'', the orc campaign is devoted almost entirely to fighting humans and night elves. They're fighting humans because Grom is a bloodthirsty idiot that can't follow orders and the night elves because they're as crazy as Grom and can't be bothered to say "Hey, could you quit cutting the trees down? We kinda like 'em" before attempting to wipe them off the face of the planet.

to:

* DividedWeFall: In spite of the previous two campaigns establishing that the undead and their demon masters were are the real threat of ''Warcraft III'', the orc campaign is devoted almost entirely to fighting humans and night elves. They're fighting humans because Grom is a bloodthirsty idiot that can't follow orders and the night elves because they're as crazy as Grom and can't be bothered to say "Hey, could you quit cutting the trees down? We kinda like 'em" before attempting to wipe them off the face of the planet.



* DragonsAreDemonic: In ''Warcraft II'' Dragons were inherently evil, used by orcs as flying shock troops. ''Warcraft III'' had them released from the orcs' mind control into a more neutral position, though their leaders are either good (Alexstraza, the formerly imprisoned Dragonqueen) or evil (Deathwing, who provides the page image).

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* DragonsAreDemonic: In ''Warcraft II'' Dragons were are inherently evil, used by orcs as flying shock troops. ''Warcraft III'' had has them released from the orcs' mind control into a more neutral position, though their leaders are either good (Alexstraza, the formerly imprisoned Dragonqueen) or evil (Deathwing, who provides the page image).



** There were also some of escort missions with normal units. The Alterac [=PoW's=] spring to mind.

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** There were are also some of escort missions with normal units. The Alterac [=PoW's=] spring to mind.



** Red: Life. Led by Alexstraza the Life-Binder, who also happens to be the queen of all the dragons. (Except for Black, and more recently Blue). They were enslaved by the orcs during Warcraft II to be used as mounts, a feat only possible with the Dragon/Demon Soul.

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** Red: Life. Led by Alexstraza the Life-Binder, who also happens to be the queen of all the dragons. (Except for Black, and more recently Blue). They were are enslaved by the orcs during Warcraft II to be used as mounts, a feat only possible with the Dragon/Demon Soul.



* PurpleIsPowerful: The nation of Dalaran, home to many of the Alliance's most powerful mages, was represented by the color purple (or violet) in Warcraft 2. The Warsong Clan, the strongest warriors in Thrall's Horde in Warcraft 3, were also represented by purple, as was Balnazzar (the strongest of the Dreadlords in ''The Frozen Throne'').
* PutOnABus: Gnomes disappeared entirely in ''Warcraft III'', their role having been taken over by the dwarves. They were eventually brought back for ''VideoGame/WorldOfWarcraft''. Also the Beyond the Dark Portal heroes excluding Grom Hellscream. Probably justified by them being trapped on Draenor when it blew up.

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* PurpleIsPowerful: The nation of Dalaran, home to many of the Alliance's most powerful mages, was is represented by the color purple (or violet) in Warcraft 2. The Warsong Clan, the strongest warriors in Thrall's Horde in Warcraft 3, were are also represented by purple, as was is Balnazzar (the strongest of the Dreadlords in ''The Frozen Throne'').
* PutOnABus: Gnomes disappeared entirely in ''Warcraft III'', their role having been taken over by the dwarves. They were are eventually brought back for ''VideoGame/WorldOfWarcraft''. Also the Beyond the Dark Portal heroes excluding Grom Hellscream. Probably justified by them being trapped on Draenor when it blew up.



* {{Retcon}}: The third game changed the orcs from TheHorde into a brainwashed [[ProudWarriorRaceGuy proud warrior race]] and Medivh from an EvilSorcerer into a FallenHero. The demons were coined into the overall villains of the series. For the rest, too many to list.

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* {{Retcon}}: The third game changed changes the orcs from TheHorde into a brainwashed [[ProudWarriorRaceGuy proud warrior race]] and Medivh from an EvilSorcerer into a FallenHero. The demons were are coined into the overall villains of the series. For the rest, too many to list.



* StagedPopulistUprising: During a mission in ''Warcraft II: Tides of Darkness'', a peasant revolt erupts in the township of Tyr's Hand while the Alliance is still fighting the Horde. It's later revealed that it was started by spies from Alterac, whose king had been working with the Horde the whole time. And in that game, peasant attacks were almost as strong as that of a footman!

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* StagedPopulistUprising: During a mission in ''Warcraft II: Tides of Darkness'', a peasant revolt erupts in the township of Tyr's Hand while the Alliance is still fighting the Horde. It's later revealed that it was started by spies from Alterac, whose king had been working with the Horde the whole time. And in that game, peasant attacks were are almost as strong as that of a footman!



* StopPokingMe: Featured in ''Warcraft II'', the "annoyed" messages for the various units were the inspiration for all games afterwards.

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* StopPokingMe: Featured in ''Warcraft II'', the "annoyed" messages for the various units were are the inspiration for all games afterwards.
7th Oct '16 8:47:27 AM BossKey
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* DragonsAreDemonic: In ''Warcraft II'' Dragons were inherently evil, used by orcs as flying shock troops. ''Warcraft III'' had them released from the orcs' mind control into a more neutral position, though their leaders are either good (Alexstraza, the formerly imprisoned Dragonqueen) or evil (Deathwing, pictured above).

to:

* DragonsAreDemonic: In ''Warcraft II'' Dragons were inherently evil, used by orcs as flying shock troops. ''Warcraft III'' had them released from the orcs' mind control into a more neutral position, though their leaders are either good (Alexstraza, the formerly imprisoned Dragonqueen) or evil (Deathwing, pictured above).who provides the page image).



* OurManticoresAreSpinier: lion head and body, bat wings and scorpion tail, and are [[CallAPegasusAHippogryph called wyverns.]]

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* OurManticoresAreSpinier: lion Lion head and body, bat wings and scorpion tail, and are [[CallAPegasusAHippogryph called wyverns.]]



** Andorhal is visited twice in Reign of Chaos ("The Cult of Damned" and "Digging Up the Dead" respectively), during different seasons and for literally opposite reasons.

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** Andorhal is visited twice in Reign of Chaos ("The Cult of the Damned" and "Digging Up the Dead" respectively), during different seasons and for literally opposite reasons.



* SkillGateCharacter: An army of Necromancers and Meat Wagons form a self-sustaining ZergRush of skeletons, which definitely looks fearsome and can steamroll an unprepared opponent. However, they become walking sacks of experience if the enemy is savvy enough to get mass dispels, of which [[WeaksauceWeakness every race has one]].



* SnakePeople: The Naga

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* SnakePeople: The NagaNaga.
5th Oct '16 7:55:50 AM HTD
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*** The High Elves were also Ageless, just like the Night Elves, due to the Sun Well, however the Night Elves had EXTRA benefits due to a pact with the Dragon Aspects like complete immunity to diseases and such, where as the High Elves were JUST Ageless through magical foci of their own creation.



** Draenei can be positively ancient: certain characters, including High Prophet Velen, have been around ever since the exodus from Argus 10,000 years ago, and don't look much worse for the wear. Velen's only telling sign of age is a BadassBeard.

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** Draenei can be positively ancient: certain characters, including High Prophet Velen, have been around ever since the exodus from Argus 10,000 25,000 years ago, and don't look much worse for the wear. Velen's only telling sign of age is a BadassBeard.



** In fact, the possibility exists that [[http://www.worldofwarcraft.com/info/story/troll/trollsandnightelves.html trolls and night elves are related]].
*** This has since been [[http://www.scrollsoflore.com/forums/showthread.php?p=329308#post329308 confirmed]]. Night Elves are, indeed, evolved from Trolls -- specifically, a tribe of now-extinct Dark Trolls settled by a magical lake (which would later become the Well of Eternity), and the exposure to magic turned them into Night Elves. The Elves don't really like to talk about it.
** There seem to be several sub-species of trolls, mainly differing by skin color but sometimes with more pronounced differences. Desert and Jungle trolls, including the playable Darkspear tribe, are hunched and lanky. Forest and Ice trolls are notably larger and more muscular. The Zandalari trolls, being the civilized, pureblood ancestral race, look much less monstrous, and actually stand upright.

to:

** In fact, the possibility exists that [[http://www.worldofwarcraft.com/info/story/troll/trollsandnightelves.html trolls and night elves are related]].
*** This has since been [[http://www.scrollsoflore.com/forums/showthread.php?p=329308#post329308 confirmed]]. Night Elves are, indeed, evolved from Trolls -- specifically, a tribe of now-extinct Dark Trolls settled by a magical lake (which would later become the Well of Eternity), and the exposure to magic turned them into Night Elves. The Elves don't really like to talk about it.
** There seem to be are several sub-species of trolls, mainly differing by skin color but sometimes with more pronounced differences. Desert Sand and Jungle trolls, including the playable Darkspear tribe, are hunched and lanky. Forest and Ice trolls are notably larger and more muscular. The Zandalari trolls, being the civilized, pureblood ancestral race, look much less monstrous, and actually stand upright.upright.
** [[http://www.scrollsoflore.com/forums/showthread.php?p=329308#post329308 Night Elves are evolved from Trolls]] -- specifically, a tribe of now-extinct Dark Trolls settled by a magical lake (which would later become the Well of Eternity), and the exposure to magic turned them into Night Elves. The Elves don't really like to talk about it.



* AlwaysChaoticEvil: [[strike: [[HeelFaceTurn The Horde]],]] [[CaptainObvious Demons]], and surprisingly few others. The [[SnakePeople naga]] and [[FaunsAndSatyrs satyr]] are both borderline examples, as both races are actually just evil night elven factions that were transformed by magic.
** Funnily enough, many of the races a player would expect to be AlwaysChaoticEvil from other works are anything but, whereas a lot of races that are portrayed as good elsewhere are actually pretty nasty in the ''Warcraft'' universe. Tauren are basically minotaurs, but deeply honorable and spiritual. As detailed in the description, the orcs made a HeelFaceTurn toward ProudWarriorRaceGuys. Meanwhile, centaurs are brutal savages--which is admittedly [[RealityIsUnrealistic true to their original depiction]] in Myth/ClassicalMythology - and satyrs are former night elves turned demon-worshippers. As for goblins, see OurGoblinsAreDifferent below.

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* AlwaysChaoticEvil: [[strike: [[HeelFaceTurn The Horde]],]] [[CaptainObvious Demons]], and surprisingly few others. The [[SnakePeople naga]] and [[FaunsAndSatyrs satyr]] are both borderline examples, as both races are actually just evil night elven factions that were transformed by magic.
**
magic. Funnily enough, many of the races a player would expect to be AlwaysChaoticEvil from other works are anything but, whereas a lot of races that are portrayed as good elsewhere are actually pretty nasty in the ''Warcraft'' universe. Tauren are basically minotaurs, but deeply honorable and spiritual. As detailed in the description, the orcs made a HeelFaceTurn toward ProudWarriorRaceGuys. Meanwhile, centaurs are brutal savages--which is admittedly [[RealityIsUnrealistic true to their original depiction]] in Myth/ClassicalMythology - and satyrs are former night elves turned demon-worshippers. As for goblins, see OurGoblinsAreDifferent below.



** Scourge Necromancers can make [[DemBones skeletons]] from corpses. The [[ClownCarGrave Graveyard and Meat Wagons]] provides infinite (if slowly spawned) corpses. Thus the only limiter is [[ManaMeter mana]]. Even that limit can be raised to an extent using [[TheMedic Obsidian Statues]].

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** Necrolytes in ''Warcraft'', Death Knights in ''Warcraft 2'' and Scourge Necromancers in ''Warcraft III'' can make [[DemBones skeletons]] from corpses. The In the third game, the [[ClownCarGrave Graveyard and Meat Wagons]] provides provide infinite (if slowly spawned) corpses. Thus the only limiter is [[ManaMeter mana]]. Even that limit can be raised to an extent using [[TheMedic Obsidian Statues]].



** Necrolytes in ''Warcraft'' and Death Knights in ''Warcraft 2'' could also create [[DemBones skeletons]] from corpses.



** Taken to absurd heights by some Night Elf AIs, who will promptly box themselves in with various buildings. It gets worse: quite a few of those buildings they're trapped by? They can ''move''.

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** Taken to absurd heights by some Night Elf AIs, [=AIs=], who will promptly box themselves in with various buildings. It gets worse: quite a few of those buildings they're trapped by? They can ''move''.



* AscendedExtra: Some of the major characters were initially just mentioned briefly in the early games. For example, [[BiggerBad Sargeras]] was nothing but a throw-away name for a demon whose sceptre Gul'dan was trying to steal.

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* AscendedExtra: AscendedExtra:
**
Some of the major characters were initially just mentioned briefly in the early games. For example, [[BiggerBad [[GreaterScopeVillain Sargeras]] was nothing but a throw-away name for a demon whose sceptre Gul'dan was trying to steal.



* TheBackwardsR: In Warcraft II, the book in the human campaign briefings is written in plain English, but with Cyrillic letters substituted for the Latin ones. One example of such substitution is "Лордаерон", or "Lordaeron."
** It's done rather inaccurately, for example "the" is transliterated as "тче". Ч reads "ch" like "chest", not "h" or either form of "th".

to:

* TheBackwardsR: In Warcraft II, the book in the human campaign briefings is written in plain English, but with Cyrillic letters substituted for the Latin ones. One example of such substitution is "Лордаерон", or "Lordaeron."
**
" It's done rather inaccurately, for example "the" is transliterated as "тче". Ч reads "ch" like "chest", not "h" or either form of "th".



** In ''[=WC1=]'' each side's high-end caster could summon weaker mooks and a single powerful summon, the orcs having the warlock summoning spiders and Daemons, and the human Conjurer creating scorpions and water elementals.



* BigBad: Blackhand and Gul'dan in ''Warcraft I'', Orgrim Doomhammer in ''Warcraft II'', Ner'zhul in the expansion ''Beyond the Dark Portal'', Archimonde in ''Warcraft III''. ''Frozen Throne'' didn't have a single BigBad, but the main campaign sequence was driven by the EvilVersusEvil conflict between Kil'Jaeden and the Lich King, while Admiral Proudmoore was BigBad for the Orc bonus campaign. Sargeras for the whole series.
** [[spoiler: The Void Lords.]]

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* BigBad: Blackhand and Gul'dan in ''Warcraft I'', Orgrim Doomhammer in ''Warcraft II'', Ner'zhul in the expansion ''Beyond the Dark Portal'', Archimonde in ''Warcraft III''. ''Reign of Chaos''. ''Frozen Throne'' didn't have a single BigBad, but the main campaign sequence was driven by the EvilVersusEvil conflict between Kil'Jaeden Kil'jaeden and the Lich King, while Admiral Proudmoore was BigBad for the Orc bonus campaign. Sargeras and [[spoiler:the Void Lords]] for the whole series.
** [[spoiler: The Void Lords.]]
series.



* BossInMookClothing: Admiral's Elite Guard, They look like average footmen (the basic infantry in the human army), but they are much stronger than a Knight or a Tauren.

to:

* BossInMookClothing: Admiral's Elite Guard, Guard. They look like average footmen (the basic infantry in the human army), but they are much stronger than a Knight or a Tauren.



* ComputersAreFast: Computer Ogre Mages. You don't know pain until you've seen the AI cast Blood Lust on ''its entire army'' at once. ''Instantly''.



** Three words: Computer Ogre Mages. You don't know pain until you've seen the AI cast Blood Lust on ''its entire army'' at once. ''Instantly''.



* CooldownManipulation: ''Warcraft III'': The Tauren Chieftain's Reincarnation ability brings him back to life every 4 minutes. The expansion's campaign gives Cairne Bloodhoof an improved version that lowers it to 2 minutes (if you felt it worthwhile instead of his other, equally empowered abilities).



** Just about any unit with a passive ability (such as heroes with certain orbs or items) turns into this if their attack speed is high enough.



** The ending to the entire campaign of Warcraft III. The wisps do a [[CombinedEnergyAttack mass detonate]] on Archimonde as he climbs up the world tree, [[FantasticNuke destroying him, half the forest, and the World Tree.]] In reality, detonate... drains mana. Which would do '''something''' ... except Archimonde is [[NoSell completely immune to magic.]]
*** [[FridgeBrilliance Unless you remember]] that almost all magic is of demonic origin, according to the lore. Naturally, then, magic is useless against demons, but wisps' Detonate is an anti-magic ability, consistent with them being spirits of the Night Elves, an anti-magic race. It makes sense, then, that their sacrifice not only damages summoned creatures and drains mana, but can damage the origin of the magic, the demons, as well, if used en masse.

to:

** The ending to the entire campaign of Warcraft III. The wisps do a [[CombinedEnergyAttack mass detonate]] on Archimonde as he climbs up the world tree, [[FantasticNuke destroying him, half the forest, and the World Tree.]] In reality, detonate... drains mana. Which would do '''something''' ... except Archimonde is [[NoSell completely immune to magic.]]
***
]] [[FridgeBrilliance Unless you remember]] that almost all magic is of demonic origin, according to the lore. Naturally, then, magic is useless against demons, but wisps' Detonate is an anti-magic ability, consistent with them being spirits of the Night Elves, an anti-magic race. It makes sense, then, that their sacrifice not only damages summoned creatures and drains mana, but can damage the origin of the magic, the demons, as well, if used en masse.



** The human campaign in the ''Frozen Throne'' expansion focused largely on the plight of Kael'thas and his Blood Elf remnants... for about two and a half missions. Then they became more or less OutOfFocus as the story importance shifted to Illidan and his Naga (made worse by the Blood Elf forces being completely irrelevant alongside the much stronger Naga). By the middle of the Undead campaign, the Blood Elves were out-and-out {{Mook}}s with the exception of [[TheDragon Kael'thas]] himself.

to:

** The human Alliance campaign in the ''Frozen Throne'' expansion focused focuses largely on the plight of Kael'thas and his Blood Elf remnants... for about two and a half missions. Then they became more or less OutOfFocus as the story importance shifted to Illidan and his Naga (made worse by the Blood Elf forces being completely irrelevant alongside the much stronger Naga). By the middle of the Undead campaign, the Blood Elves were out-and-out {{Mook}}s with the exception of [[TheDragon Kael'thas]] himself.



* DevourTheDragon: Or the Mook, anyway - Death Knights can eat minions for a health boost. Liches can do the same to get mana. Om nom nom.
** One could theoretically devour a frost wyrm in this fashion, making this more literal - and a massive waste of a good unit.

to:

* DevourTheDragon: Or the Mook, anyway - Death Knights can eat minions for a health boost. Liches can do the same to get mana. Om nom nom.
**
nom. One could theoretically devour a frost wyrm in this fashion, making this more literal - and a massive waste of a good unit.



** In a similar vein, due to all units being essentially Faction PalletSwaps of each other in the first 2 games, most units on the Alliance side has an evil counterpart on the Horde side. The most interesting one is the Troll and Elf, who both function as the range unit in Warcraft II. It's not until World of Warcraft that we learn they are both descendents of the same species, which would make them textbook counterparts.
** Some creep units are just sprite swaps with playable units.
*** Jungle Troll = Dark Troll
*** Knight = Bandit Lord
*** Acolyte = Heretic
*** Archmage = Wizard
*** Ent = Corrupted Ent
*** Crypt Fiend = Nerubian
*** Banshee = Wraith

to:

** In a similar vein, due to all units being essentially Faction PalletSwaps {{Palette Swap}}s of each other in the first 2 games, most units on the Alliance side has an evil counterpart on the Horde side. The most interesting one is the Troll and Elf, who both function as the range unit in Warcraft II. It's not until World of Warcraft that we learn they are both descendents of the same species, which would make them textbook counterparts.
** Some creep units are just sprite swaps with playable units.
*** Jungle Troll = Dark Troll
*** Knight = Bandit Lord
*** Acolyte = Heretic
*** Archmage = Wizard
*** Ent = Corrupted Ent
*** Crypt Fiend = Nerubian
*** Banshee = Wraith
counterparts.



* FantasyCounterpartCulture: Lordaeron is quite obviously [[MedievalEuropeanFantasy European]]. The Jungle Trolls are Jamaican-like. The Taurens seem to be the native peoples of America's Great Plains, but with their cultural ties to buffalo herds brought to extremes - they actually ''are'' [[PettingZooPeople Buffalo Men]].
** The Tauren are Cow-men; their cousins, the Taunka, ''are'' the actual Buffalo-men, but they're Inuit.

to:

* FantasyCounterpartCulture: FantasyCounterpartCulture:
**
Lordaeron is quite obviously [[MedievalEuropeanFantasy European]]. The Jungle Trolls are Jamaican-like. The Taurens seem to be the native peoples of America's Great Plains, but with their cultural ties to buffalo herds brought to extremes - they actually ''are'' [[PettingZooPeople Buffalo Men]].
** The Tauren are Cow-men; their
Cow Men]]. Their cousins, the Taunka, ''are'' the actual Buffalo-men, but they're Inuit.



** Implied to be Kil'jaeden, or his underlings.



** [[spoiler:That was AllJustADream though.]]



* GameplayAndStoryIntegration: In ''Warcraft III'', wisps deal damage to summoned units when exploding. In the final cutscene, Archimonde, a demon who has been summoned to Azaroth, is destroyed by thousands of wisps flocking to him and using detonate on him.

to:

* GameplayAndStoryIntegration: GameplayAndStoryIntegration:
**
In ''Warcraft III'', wisps deal damage to summoned units when exploding. In the final cutscene, Archimonde, a demon who has been summoned to Azaroth, is destroyed by thousands of wisps flocking to him and using detonate on him.him.
** In the undead campaign of ''The Frozen Throne'', Arthas loses levels as the Lich King loses more and more power.



** In ''Reign of Chaos'', the old Horde (not affiliated with Thrall) has Darkspear troll units and Far Seer orc heroes, which is unlikely story-wise. Story-wise, they're actually meant to represent Forest trolls and Warlocks

to:

** In ''Reign of Chaos'', the old Horde (not affiliated with Thrall) has Darkspear troll units and Far Seer orc heroes, which is unlikely story-wise. Story-wise, they're actually meant to represent Forest trolls and WarlocksWarlocks.
** Combined with CutscenePowerToTheMax in the last level of ''Warcraft 3'', when Thrall defiantly tells Archimonde that the orcs are now free, hitting him with a lightning spell before teleporting away. In-game, Archimonde is immune to magic, meaning not only would the spell do no damage, you wouldn't even be able to target him with it.



* TheGhost: Gilneas is the only faction that never appears in an official campaign mission in ''Warcraft II'', in either the original or the expansion.



* GladiatorRevolt: Thrall, the warchief of the Horde, was raised as a gladiator by humans.

to:

* GladiatorRevolt: GladiatorRevolt:
**
Thrall, the warchief of the Horde, was raised as a gladiator by humans.



* GodSaveUsFromTheQueen: The only Queen known by name in the series is Aszhara, a narcissistic egomaniacal Nightelf Highborne largely responsible for bringing the Burning Legion to Azeroth the first time. After the plan was foiled and the Well of Eternity consumed itself, she was lost in the deep sea along with her servants... only to remerge as the Naga.

to:

* GodSaveUsFromTheQueen: GodSaveUsFromTheQueen:
**
The only Queen known by name in the series is Aszhara, Azshara, a narcissistic egomaniacal Nightelf Highborne Night Elf largely responsible for bringing the Burning Legion to Azeroth the first time. After the plan was foiled and the Well of Eternity consumed itself, she was lost in the deep sea along with her servants... only to remerge as the Naga.



* HardCodedHostility: By necessity, the creeps in ''III'' (since they're there to provide experience and items, they're even called the Neutral hostile faction). However, in the campaign they're often set to being allied with your enemies (to prevent them from being killed).

to:

* HardCodedHostility: By necessity, the creeps in ''III'' (since they're there to provide experience and items, they're even called the Neutral hostile faction).Hostile in the map editor). However, in the campaign they're often set to being allied with your enemies (to prevent them from being killed).



** Don't forget the Orcs and Night Elves in ''III''.



** Heroes in ''Warcraft 1'' include Lothar (roughly as strong as a knight, but he appeared before you got to build them in the campaign), Medivh (far more powerful than any normal unit - and you had to kill him) and Garona and Griselda (both defenseless units with Peon stats).



** Heroes actually go all the way back to ''Warcraft 1''. They included Lothar (roughly as strong as a knight, but he appeared before you got to build them in the campaign), Medivh (far more powerful than any normal unit - and you had to kill him) and Garona and Griselda (both defenseless units with Peon stats).



** In ''Warcraft III'', the in-game timer affects the Night Elves the most, as they can [[InvisibilityCloak shadowmeld]] only at night, can [[YouHaveResearchedBreathing research night vision]] and their Moon Wells only recharge at night. It also affects healing rates for humans, orcs and Undead. Finally, it affects all races via NPC behavior: Most NPC monsters (not CPU-controlled armies, scattered enemies to kill for money and hero XP) fall asleep at night, meaning they would do nothing until you actively attack them. Some campaign maps lock the time, usually for plot purposes (a StealthBasedMission where you can't, y'know, stealth does not make for good ratings) or for atmosphere (an underground tomb haunted by demons and ghosts looks a lot better without bright sunlight everywhere).

to:

** In ''Warcraft III'', the in-game timer affects the Night Elves the most, as they can [[InvisibilityCloak shadowmeld]] only at night, can [[YouHaveResearchedBreathing research night vision]] and their Moon Wells only recharge at night. It also affects healing rates for humans, orcs and Undead. Finally, it affects all races via NPC creep behavior: Most NPC monsters creeps (not CPU-controlled armies, scattered enemies to kill for money and hero XP) fall asleep at night, meaning they would do nothing until you actively attack them. Some campaign maps lock the time, usually for plot purposes (a StealthBasedMission where you can't, y'know, stealth does not make for good ratings) or for atmosphere (an underground tomb haunted by demons and ghosts looks a lot better without bright sunlight everywhere).



* JustEatHim: Kodo Beasts and Dragons have an ability that does this. Dryads have a spell immunity, that somehow results in them being indigestible.
** In the story, Alexstrasza also did this to Nekros Skullcrusher.

to:

* JustEatHim: Kodo Beasts and Dragons have an ability that does this. Dryads have a spell immunity, that somehow results in them being indigestible.
**
indigestible. In the story, Alexstrasza also did this to Nekros Skullcrusher.



* LargeHam: ''Bill'' '''Ro'''per, THE narr-A-''tor'' for '''War'''craft II is a bomb'''bas'''tic joy, especially when proNOUNcing names like Org''rim'' '''''Doom'''''hammer and Lord '''Lo'''''thar''.

to:

* LargeHam: LargeHam:
**
''Bill'' '''Ro'''per, THE narr-A-''tor'' for '''War'''craft II is a bomb'''bas'''tic joy, especially when proNOUNcing names like Org''rim'' '''''Doom'''''hammer and Lord '''Lo'''''thar''.



* [[LetsPlay Let's Play]]: [[http://brokenforum.com/index.php?threads/uncle-lothar-wants-you-to-rally-the-horde-let-us-play-warcraft-iii.8563/ One of Warcraft 3]] by [[WebVideo/BarockEntertainment Barock]] [[MeaningfulName Entertainment]].



* [[LightningBruiser Lightning Bruiser Spellcasters:]] The Ogre-Magi and Paladins in ''Warcraft 2''. They are the fastest land units, hit hard, and have three spells to boot.

to:

* [[LightningBruiser Lightning Bruiser Spellcasters:]] LightningBruiser: The Ogre-Magi and Paladins in ''Warcraft 2''. They are the fastest land units, hit hard, and have three spells to boot.



* MeaningfulName: Arthas/Arthur, Medivh/Merlin, Sylvanas (ForestRanger), Uther (Uther Pendragon, [[WellDoneSonGuy Arthur's father]])...

to:

* MeaningfulName: MeaningfulName:
**
Arthas/Arthur, Medivh/Merlin, Sylvanas (ForestRanger), Uther (Uther Pendragon, [[WellDoneSonGuy Arthur's father]])...



* MightyGlacier: Dragons/Gryphon Riders in Warcraft 2 are a variation. They're extremely powerful and actually move pretty fast, but they react very slowly to commands.

to:

* MightyGlacier: MightyGlacier:
**
Dragons/Gryphon Riders in Warcraft 2 are a variation. They're extremely powerful and actually move pretty fast, but they react very slowly to commands.



* MistakenForGranite: At one point in the third game there's a hallway with statues of armored men on either side. Further down the hallway are robotic golems which activate when you reach them (complete with "The statues are coming to life!" in case you missed the point). The golems and the statues look nothing like each other, but that might be GameplayAndStorySegregation.

to:

* MistakenForGranite: MistakenForGranite:
**
At one point in the third game there's a hallway with statues of armored men on either side. Further down the hallway are robotic golems which activate when you reach them (complete with "The statues are coming to life!" in case you missed the point). The golems and the statues look nothing like each other, but that might be GameplayAndStorySegregation.



** The expansion's Blood Elf campaign removes all human and dwarven units (though some have elven equivalents). However, it also gives you GameBreaker Naga units to compensate.

to:

** The expansion's Blood Elf campaign removes all human and dwarven units (though some have elven equivalents). However, it also gives you GameBreaker PurposelyOverpowered Naga units to compensate.



* MultipleHeadCase: Ogres. At least the Ogre magi varieties are more focused, and don't argue with themselves.

to:

* MultipleHeadCase: MultipleHeadCase:
**
Ogres. At least the Ogre magi varieties are more focused, and don't argue with themselves.



* NoArcInArchery: Somewhat subverted by Night Elf Archers firing at a (fixed) angle, but other projectiles don't arc.

to:

* NoArcInArchery: Somewhat subverted Averted by Night Elf Archers firing at a (fixed) angle, but other projectiles don't arc.



* NonHumanUndead: The Scourge in ''Warcraft III'' includes undead spider-men called Crypt Fiends, undead elves called banshees, and a super flying undead dragon with ice breath. Plus, generic human skeletons can be made with the corpses of any species.

to:

* NonHumanUndead: The Scourge in ''Warcraft III'' includes undead spider-men called Crypt Fiends, undead elves called banshees, and a super flying undead dragon with ice breath. Plus, generic human skeletons can be made with the corpses of any species.



* OurMonstersAreDifferent:
** AllTrollsAreDifferent: Tall, thin {{Mayincatec}} barbarians with Jamaican accents, some of them cannibalistic.
** OurCentaursAreDifferent: Pretty much the same as the Greek version (barbaric and violent), except they have a Mongol-inspired society. Said to be the cursed offspring of Cenarius (a night elf/stag god), whose daughters are the much nicer Dryads (night elf/doe).
*** There are also Magnataurs, a much larger polar creature that are a mix of human and mammoth.
*** Dragonspawn are draconian versions, following the same body layout as a centaur.
*** Nerubians, Crypt fiends (undead Nerubians), and Crypt Lords are centauroid versions of spiders and beetles respectively: a large abdomen supported by four legs, a vertical humanoid torso (head, arms and shoulders) and the thorax joining the two together. Apparently a pre-release version of the Crypt Fiend was a drider-like unit, rather than the mutated spider it is now.
** OurDragonsAreDifferent: The Dragons of Azeroth take a lot of cues from other fantasy stories, though there are some differences. There are 5 main "Dragonflights", each headed by an "Aspect" of a particular part of Azeroth.
*** Red: Life. Led by Alexstraza the Life-Binder, who also happens to be the queen of all the dragons. (Except for Black, and more recently Blue). They were enslaved by the orcs during Warcraft II to be used as mounts, a feat only possible with the Dragon/Demon Soul.
*** Blue: Magic, led by Malygos the Spellweaver. Nearly wiped out in the past which threw Malygos into a {{Heroic BSOD}} for a several millenia. When he snapped out of it, he decided that Magic was being over used, and that he should get rid of it... by killing all Mortal Magic users and their allies, i.e. pretty much ''everyone,'' and trying to redirect the planet's {{ley line}}s to a central point, and direct the energy into space, which could result in an EarthShatteringKaboom.
*** Green: Nature/Dream, led by Ysera the Dreamer. This Flight mostly resides in the Emerald Dream, protecting nature. They're also responsible for the introduction of Druidism to the mortal races, through Cenarius. Recently, the Emerald Dream has been corrupted by a strange force called the Nightmare, and there are rumors of powerful Green Dragons being corrupted by it, including (possibly) Ysera herself. [[spoiler: Solved in a tie in novel.]]
*** Bronze: Time, led by Nozdormu The Timeless One. These dragons have the power to travel through time, ensuring history isn't altered. Recently, a strange flight known as the Infinite Dragonflight has been attempting to derail history, keeping the Bronze Dragons very busy. [[spoiler:There are rumors that the Infinite Dragonflight is actually a future version of the Bronze Flight, as indicated by quests in Dragonblight and a timed event in the Caverns of Time)]]
*** Black: Earth. This Flight is led by Neltharion the Earth-Warder, now known as Deathwing. Once charged with shaping the earth, this Dragonflight now seeks to subvert all of Azeroth to it's masters will.
*** There are also some other dragonflights that seem to have mutated from these five, such as the Infinite, Chromatic, and Twilight Dragonflights. You can also find the ancestors of the Dragons, known as Proto-Drakes, throughout Northrend. Also Nether Drakes of Draenor/Outland, black dragons warped by the Twisting Nether.
** [[OurDwarvesAreAllTheSame Our Dwarves Have the Funniest Unit Quotes.]]
** OurGargoylesRock: Flying undead bats that can turn into statues to regenerate health.
** OurGoblinsAreDifferent: ''VideoGame/{{Warcraft}}'' goblins are smaller than orcs, but also have some knowledge of technology, particularly [[StuffBlowingUp that which explodes]]. They first showed up in ''[=WarCraft=] II'' as the inventors of the Horde, and in ''DefenseOfTheAncients'' they make up the Techies squad. They were characterized by their suicidal insanity and seem to be fighting for [[ForTheEvulz kicks]]. In ''[=WarCraft=] III'' goblins left the Horde, becoming a neutral force, but they still aren't exactly good. They've [[CharacterDevelopment become]] a bunch of greedy industrialists with a ScrewTheRulesIHaveMoney attitude, a taste in clothes that would shock Paris Hilton, a deep belief that people from other cultures are inferior to them, and a mercantile ruthlessness that would be horrible if it wasn't PlayedForLaughs.
** OurManticoresAreSpinier: lion head and body, bat wings and scorpion tail, and are [[CallAPegasusAHippogryph called wyverns.]]
** OurOgresAreHungrier: For starters, they have two heads, and are capable of magic. Except Stonemaul Ogres, who have only one head.
** OurOrcsAreDifferent: At first they appear to be (and pretty much are) [[TheHorde traditional orcs]], but then ''Literature/LordOfTheClans'' and ''Warcraft III'' reveals them to have been [[DarkIsNotEvil actually fairly decent folks]] in the past, and now, under their new visionary leader, they are reverting to that state again. The world, however, continues to [[FantasticRacism revile them]] [[NeverLiveItDown for their past deeds]].
** OurTitansAreDifferent: There seem to be two flavors of this trope within ''Warcraft''. The humanoid and semi-benevolent creator race of [[ExactlyWhatItSaysOnTheTin Titans]], and the [[EldritchAbomination Old Gods]].

to:

* OurMonstersAreDifferent:
OurCentaursAreDifferent:
** AllTrollsAreDifferent: Tall, thin {{Mayincatec}} barbarians with Jamaican accents, some of them cannibalistic.
** OurCentaursAreDifferent:
Pretty much the same as the Greek version (barbaric and violent), except they have a Mongol-inspired society. Said to be the cursed offspring of Cenarius (a night elf/stag god), whose daughters are the much nicer Dryads (night elf/doe).
*** ** There are also Magnataurs, a much larger polar creature that are a mix of human and mammoth.
*** ** Dragonspawn are draconian versions, following the same body layout as a centaur.
*** Nerubians, Crypt fiends (undead Nerubians), ** Nerubians and Crypt Lords are centauroid versions of spiders and beetles respectively: a large abdomen supported by four legs, a vertical humanoid torso (head, arms and shoulders) and the thorax joining the two together. Apparently a pre-release version of the Crypt Fiend was a drider-like unit, rather than the mutated spider it is now.
** * OurDragonsAreDifferent: The Dragons of Azeroth take a lot of cues from other fantasy stories, though there are some differences. There are 5 main "Dragonflights", each headed by an "Aspect" of a particular part of Azeroth.
*** ** Red: Life. Led by Alexstraza the Life-Binder, who also happens to be the queen of all the dragons. (Except for Black, and more recently Blue). They were enslaved by the orcs during Warcraft II to be used as mounts, a feat only possible with the Dragon/Demon Soul.
*** ** Blue: Magic, led by Malygos the Spellweaver. Nearly wiped out in the past which threw Malygos into a {{Heroic BSOD}} for a several millenia. When he snapped out of it, he decided that Magic was being over used, and that he should get rid of it... by killing all Mortal Magic users and their allies, i.e. pretty much ''everyone,'' and trying to redirect the planet's {{ley line}}s to a central point, and direct the energy into space, which could result in an EarthShatteringKaboom.
*** ** Green: Nature/Dream, led by Ysera the Dreamer. This Flight mostly resides in the Emerald Dream, protecting nature. They're also responsible for the introduction of Druidism to the mortal races, through Cenarius. Recently, the Emerald Dream has been corrupted by a strange force called the Nightmare, and there are rumors of powerful Green Dragons being corrupted by it, including (possibly) Ysera herself. [[spoiler: Solved in a tie in novel.]]
*** ** Bronze: Time, led by Nozdormu The the Timeless One. These dragons have the power to travel through time, ensuring history isn't altered. Recently, a strange flight known as the Infinite Dragonflight has been attempting to derail history, keeping the Bronze Dragons very busy. [[spoiler:There are rumors that the Infinite Dragonflight is actually a future version of the Bronze Flight, as indicated by quests in Dragonblight and a timed event in the Caverns of Time)]]
*** ** Black: Earth. This Flight is led by Neltharion the Earth-Warder, now known as Deathwing. Once charged with shaping the earth, this Dragonflight now seeks to subvert all of Azeroth to it's masters will.
*** ** There are also some other dragonflights that seem to have mutated from these five, such as the Infinite, Chromatic, and Twilight Dragonflights. You can also find the ancestors of the Dragons, known as Proto-Drakes, throughout Northrend. Also Nether Drakes Dragons of Draenor/Outland, Outland, black dragons warped by the Twisting Nether.
** * [[OurDwarvesAreAllTheSame Our Dwarves Have the Funniest Unit Quotes.]]
** * OurGargoylesRock: Flying undead bats that can turn into statues to regenerate health.
** * OurGoblinsAreDifferent: ''VideoGame/{{Warcraft}}'' goblins are smaller than orcs, but also have some knowledge of technology, particularly [[StuffBlowingUp that which explodes]]. They first showed up in ''[=WarCraft=] II'' as the inventors of the Horde, and in ''DefenseOfTheAncients'' they make up the Techies squad. They were are characterized by their suicidal insanity and seem to be fighting for [[ForTheEvulz kicks]]. In ''[=WarCraft=] III'' goblins left the Horde, becoming a neutral force, but they still aren't exactly good. They've [[CharacterDevelopment become]] a bunch of greedy industrialists with a ScrewTheRulesIHaveMoney attitude, a taste in clothes that would shock Paris Hilton, a deep belief that people from other cultures are inferior to them, and a mercantile ruthlessness that would be horrible if it wasn't PlayedForLaughs.
** * OurManticoresAreSpinier: lion head and body, bat wings and scorpion tail, and are [[CallAPegasusAHippogryph called wyverns.]]
** * OurOgresAreHungrier: For starters, they have two heads, and are capable of magic. Except Stonemaul Ogres, who have only one head.
** * OurOrcsAreDifferent: At first they appear to be (and pretty much are) [[TheHorde traditional orcs]], but then ''Literature/LordOfTheClans'' and ''Warcraft III'' reveals them to have been [[DarkIsNotEvil actually fairly decent folks]] in the past, and now, under their new visionary leader, they are reverting to that state again. The world, however, continues to [[FantasticRacism revile them]] [[NeverLiveItDown for their past deeds]].
** * OurTitansAreDifferent: There seem to be two flavors of this trope within ''Warcraft''. The humanoid and semi-benevolent benevolent creator race of [[ExactlyWhatItSaysOnTheTin Titans]], and the [[EldritchAbomination Old Gods]].



* RedHerring: The ''Warcraft 2'' manual has a few. Gilneas thinks its army is powerful enough to face the Horde alone? Well, no need to find out. The Black Tooth Grin Clan is led by the sons of Blackhand, who was killed by the current Horde leader Doomhammer, and now they're secretly plotting revenge? And the Dragonmaw Clan has close ties to them? Well, no worries; you won't hear anything about them, ever.
** However, these storylines have been developed further in WoW.

to:

* RedHerring: The ''Warcraft 2'' manual has a few. Gilneas thinks its army is powerful enough to face the Horde alone? Well, no need to find out. The Black Tooth Grin Clan is led by the sons of Blackhand, who was killed by the current Horde leader Doomhammer, and now they're secretly plotting revenge? And the Dragonmaw Clan has close ties to them? Well, no worries; you won't hear anything about them, ever.
**
ever. However, these storylines have been developed further in WoW.



* {{Retcon}}: The third game changed the orcs from TheHorde into a brainwashed [[ProudWarriorRaceGuy proud warrior race]] and Medivh from an EvilSorcerer into a FallenHero. The demons were coined into the overall villains of the series.
** For the rest, too many to list.

to:

* {{Retcon}}: The third game changed the orcs from TheHorde into a brainwashed [[ProudWarriorRaceGuy proud warrior race]] and Medivh from an EvilSorcerer into a FallenHero. The demons were coined into the overall villains of the series.
**
series. For the rest, too many to list.



* RoarBeforeBeating: Infernals in teaser trailer, and Grom in his battle with Mannoroth.
** Justified with units that have Roar or Howl of Terror, as it increases/decreases your allies'/enemies' damage.

to:

* RoarBeforeBeating: Infernals in teaser trailer, and Grom in his battle with Mannoroth.
**
Mannoroth. Justified with units that have Roar or Howl of Terror, as it increases/decreases your allies'/enemies' damage.



* SerratedBladeOfPain: Frostmourne has a barbed blade.
** And the whole 'scarring the spirit' warning on its plinth isn't for show. It rips souls out.

to:

* SerratedBladeOfPain: Frostmourne has a barbed blade.
**
blade. And the whole 'scarring the spirit' warning on its plinth isn't for show. It rips souls out.



*** '''Naga Royal Guard:''' I'll [[Series/StarTrekTheNextGeneration make it so]].
*** '''Naga Royal Guard:''' In the depths, [[Film/{{Alien}} no one can hear you scream...]] well, they ''can'', but it's, really muffled.

to:

*** ** '''Naga Royal Guard:''' I'll [[Series/StarTrekTheNextGeneration make it so]].
*** ** '''Naga Royal Guard:''' In the depths, [[Film/{{Alien}} no one can hear you scream...]] well, they ''can'', but it's, really muffled.



*** '''Bandit:''' [[Film/CoolHandLuke What we have here is a failure to communicate.]]
*** '''Bandit:''' [[Film/OBrotherWhereArtThou I don't want Fop, I'm a Dapper Dan man, damn it!]]
*** '''Bandit:''' [[Film/AmericanPie And this one time, at bandit camp...]]

to:

*** ** '''Bandit:''' [[Film/CoolHandLuke What we have here is a failure to communicate.]]
*** ** '''Bandit:''' [[Film/OBrotherWhereArtThou I don't want Fop, I'm a Dapper Dan man, damn it!]]
*** ** '''Bandit:''' [[Film/AmericanPie And this one time, at bandit camp...]]



* ASinisterClue:
** Arthas begins a right-handed paladin, but switches to his left after he changes class, though the cinematic at the end of the Human campaign does show him wielding Frostmourne in his right.
** Left-handedness seems to be incredibly common in the world of ''VideoGame/{{Warcraft}}''. All human Footmen and orcish Grunts are left-handed as well, along with the Priestess of the Moon.

to:

* ASinisterClue:
**
ASinisterClue: Arthas begins a right-handed paladin, but switches to his left after he changes class, though the cinematic at the end of the Human campaign does show him wielding Frostmourne in his right.
** Left-handedness seems to be incredibly common in the world of ''VideoGame/{{Warcraft}}''. All human Footmen and orcish Grunts are left-handed as well, along with the Priestess of the Moon.
right.



* SpikeShooter: ''Warcraft 3'' has quillboars, a race of {{Pig M|an}}en who can throw their quills at enemies. The quilbeast, a warthog-like creature summoned by the Beastmaster, does the same.
** Harpies are said to shoot razor-sharp pinfeathers.

to:

* SpikeShooter: ''Warcraft 3'' has quillboars, a race of {{Pig M|an}}en who can throw their quills at enemies. The quilbeast, a warthog-like creature summoned by the Beastmaster, does the same.
**
same. Harpies are said to shoot razor-sharp pinfeathers.



* StoryAndGameplaySegregation: Combined with CutscenePowerToTheMax in the last level of ''Warcraft 3'', when Thrall defiantly tells Archimonde that the orcs are now free, hitting him with a lightning spell before teleporting away. In-game, Archimonde is immune to magic, meaning not only would the spell do no damage, you wouldn't even be able to target him with it.
** There's a beautiful subversion of this in ''The Frozen Throne'' - Arthas LOSES LEVELS as the Lich King loses power.



* SummonMagic: Many heros or magic caster units can temporarily create other units to fight in your army. Hero-summoned units are usually pretty tough, however, dispelling effects damage or destroy the summoned creature (a Tauren spirit walker can wipe out a squadron of skeletons).

to:

* SummonMagic: SummonMagic:
**
Many heros heroes or magic caster units can temporarily create other units to fight in your army. Hero-summoned units are usually pretty tough, however, dispelling effects damage or destroy the summoned creature (a Tauren spirit walker can wipe out a squadron of skeletons).



* TheUnfought: Gilneas is the only faction that never appears in an official campaign mission in ''Warcraft II'', in either the original or the expansion.



* UnitsNotToScale: Very obvious. The Tauren Chieftain in ''Warcraft III'' is as tall as the barracks!
** ''Frozen Throne'''s bonus campaign gives buildings somewhat more reasonable proportions, but they are generally still smaller than they should be.
* UnwinnableJokeGame: ''Warcraft II'' includes a joke custom map in which the player only controls a single peasant surrounded by dozens of AI enemy controlled units. Predictedly, it ends with a defeat after a couple of seconds. The unwinnable status of the mission is even lampshaded in its file name ("Suicide") and ingame description ("If you win, you are a ''Warcraft'' god" or something like that).
** It ''is'' possible to win it if you can enter the invincibility cheat quickly enough.

to:

* UnitsNotToScale: Very obvious. The Tauren Chieftain in ''Warcraft III'' is as tall as the barracks!
**
barracks! ''Frozen Throne'''s bonus campaign gives buildings somewhat more reasonable proportions, but they are generally still smaller than they should be.
* UnwinnableJokeGame: ''Warcraft II'' includes a joke custom map in which the player only controls a single peasant surrounded by dozens of AI enemy controlled units. Predictedly, it ends with a defeat after a couple of seconds. The unwinnable status of the mission is even lampshaded in its file name ("Suicide") and ingame description ("If you win, you are a ''Warcraft'' god" or something like that).
**
that). It ''is'' possible to win it if you can enter the invincibility cheat quickly enough.



* VengeanceFeelsEmpty: Maiev Shadowsong of ''Warcraft III'' 's expansion pack ''The Frozen Throne'' and ''WorldOfWarcraft''; she pursued Illidan Stormrage for a long time, and realised this after she (along with a large set of adventurers) killed Illidan.

to:

* VengeanceFeelsEmpty: Maiev Shadowsong of ''Warcraft III'' 's expansion pack ''The Frozen Throne'' and ''WorldOfWarcraft''; Shadowsong; she pursued Illidan Stormrage for a long time, and realised this after she (along with a large set of adventurers) killed Illidan.



* VillainBeatingArtifact: Not a specific weapon, but a [[TacticalRockPaperScissors damage type]]. In ''Warcraft III'', [[PhysicalGod Divine armor]] is only affected by Chaos damage, which is mostly reserved for the LegionsOfHell or extremely strong monsters. In order to defeat the [[PhysicalGod otherwise invulnerable demigod Cenarius]], Grom Hellscream's orcs reactivate a demonic pact, allowing them to defeat him ([[GameplayAndStoryIntegration by giving them Chaos damage]]).
** Also, Illidan devours the Skull of Guldan which the Legion was using to spread corruption throughout the Night Elves' forests. This transforms him into a half-demon, and gives him the ability to defeat the demon Tichondrius.
*** He tries this again in ''Frozen Throne'' by trying to use the Eye of Sargeras to destroy the Lich King (along with most of the continent of Northrend). This time, however, Maiev and Malfurion aren't having any of it, especially given that Illidan [[PoorCommunicationKills neglected to mention what exactly what he was planning to do with the Eye]] and that he [[DidntThinkThisThrough didn't exactly consider the consequences]].

to:

* VillainBeatingArtifact: VillainBeatingArtifact:
**
Not a specific weapon, but a [[TacticalRockPaperScissors damage type]]. In ''Warcraft III'', [[PhysicalGod Divine armor]] is only affected by Chaos damage, which is mostly reserved for the LegionsOfHell or extremely strong monsters. In order to defeat the [[PhysicalGod otherwise invulnerable demigod Cenarius]], Grom Hellscream's orcs reactivate a demonic pact, allowing them to defeat him ([[GameplayAndStoryIntegration by giving them Chaos damage]]).
** Also, Illidan devours the Skull of Guldan which the Legion was using to spread corruption throughout the Night Elves' forests. This transforms him into a half-demon, and gives him the ability to defeat the demon Tichondrius.
***
Tichondrius. He tries this again in ''Frozen Throne'' by trying to use the Eye of Sargeras to destroy the Lich King (along with most of the continent of Northrend). This time, however, Maiev and Malfurion aren't having any of it, especially given that Illidan [[PoorCommunicationKills neglected to mention what exactly what he was planning to do with the Eye]] and that he [[DidntThinkThisThrough didn't exactly consider the consequences]].



*** The Undead in general tends to be good at Zerg Rushing, as the Ghoul serves both as their lumber harvester and their basic attack unit. This lets them devote less of their [[ArbitraryHeadcountLimit food count]] to WorkerUnits as they can simply train up a bunch of Ghouls, stockpile enough lumber to last them awhile, and then march those same Ghouls into battle. It also helps that Ghouls are more efficient at harvesting lumber than the workers of other races.

to:

*** ** The Undead in general tends to be good at Zerg Rushing, as the Ghoul serves both as their lumber harvester and their basic attack unit. This lets them devote less of their [[ArbitraryHeadcountLimit food count]] to WorkerUnits as they can simply train up a bunch of Ghouls, stockpile enough lumber to last them awhile, and then march those same Ghouls into battle. It also helps that Ghouls are more efficient at harvesting lumber than the workers of other races.
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