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* ActionGirl: One of only two female heroes, the other being the Warden, and the only female hero in the base ''Reign of Chaos'' game.
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* ActionGirl: One of only two female main-faction heroes, the other being the Warden, Warden (also of the night elves), and the only female hero in the base ''Reign of Chaos'' game.
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The Mok'Nathal are a clan of half-ogre, half-orc hybrids, native to Draenor. Some accompanied the Horde on its first invasion of Azeroth, but their mixed ancestry meant they never quite fit in; outcast from both ogre and orc society, they honed their hunting arts to become Beastmasters, isolated from all civilization and relying only on themselves, their companions, and their skills to survive. These lone wanderers are able to call forth all manner of beasts to aid them in combat and seek to perfect their skills through mimicry of beasts. They can summon a powerful bear with Summon Bear, a quill-shooting boar with Summon Quilbeast, and a proud hawk to scout the map with Summon Hawk. Their ultimate ability, Stampede, calls down a horde of rampaging thunder lizards to explode against the Beastmaster's enemies.
* ActionBomb: The thunder lizards summoned by Stampede explode upon contact with the enemy.
* BearsAreBadNews: Their most durable and versatile summon is a bear.
* TheBeastmaster: Duh. In-game they generally summon their pets, but that's more a case of GameplayAndStorySegregation. The campaign Beastmaster, Rexxar, names all his pets and has a personal connection with each of them.
* DualWielding: They dual-wield axes.
* FullBoarAction: The Quilbeast most resembles a boar, though its ability to shoot quills also brings to mind a porcupine.
* HeadHat: They wear a beast head as a helmet.
* NobleBirdOfPrey: Summon Hawk summons a "proud hawk" that's useful for spying on enemies, as its upgraded versions can both see invisible units and are invisible themselves.
* NonHumanHumanoidHybrid: Though in lore all manner of races take up the Beastmaster mantle, in-game they are always the orc-ogre hybrid Mok'Nathal.
* PeltsOfTheBarbarian: They have the wanderer-warrior culture of a classic fantasy barbarian, and all their (limited) clothing consists of furs.
* WalkingShirtlessScene: They wear their beast head helmet, a cape, a single pauldron, a loincloth, and boots. Their legs and chests are completely exposed.
* ActionBomb: The thunder lizards summoned by Stampede explode upon contact with the enemy.
* BearsAreBadNews: Their most durable and versatile summon is a bear.
* TheBeastmaster: Duh. In-game they generally summon their pets, but that's more a case of GameplayAndStorySegregation. The campaign Beastmaster, Rexxar, names all his pets and has a personal connection with each of them.
* DualWielding: They dual-wield axes.
* FullBoarAction: The Quilbeast most resembles a boar, though its ability to shoot quills also brings to mind a porcupine.
* HeadHat: They wear a beast head as a helmet.
* NobleBirdOfPrey: Summon Hawk summons a "proud hawk" that's useful for spying on enemies, as its upgraded versions can both see invisible units and are invisible themselves.
* NonHumanHumanoidHybrid: Though in lore all manner of races take up the Beastmaster mantle, in-game they are always the orc-ogre hybrid Mok'Nathal.
* PeltsOfTheBarbarian: They have the wanderer-warrior culture of a classic fantasy barbarian, and all their (limited) clothing consists of furs.
* WalkingShirtlessScene: They wear their beast head helmet, a cape, a single pauldron, a loincloth, and boots. Their legs and chests are completely exposed.
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Got all the main faction heroes done, and basic info for neutrals put in
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-->'''Hero type:'''
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Abilities:'''
-->'''Possible names:'''
to:
-->'''Hero type:'''
-->'''Abilities:'''
type:''' Mystical
-->'''Abilities:''' Forked Lightning, Frost Arrows, Mana Shield, Tornado (Ultimate)
-->'''Possiblenames:'''
names:''' Anna Kondra, Scilla Murkshadow, Ursula Snakemane, Lady Venomtongue, Lady Serpentra, Lady Darkscale, Serena Scarscale, Asprah Serpus, Venna Seastorm, Charib'dishal
->''"I stand ready."''
-->'''Abilities:'''
-->'''Abilities:''' Forked Lightning, Frost Arrows, Mana Shield, Tornado (Ultimate)
-->'''Possible
->''"I stand ready."''
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-->'''Hero type:'''
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Abilities:'''
-->'''Possible names:'''
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-->'''Hero type:'''
-->'''Abilities:'''
type:''' Cunning
-->'''Abilities:''' Silence, Black Arrow, Life Drain, Charm (Ultimate)
-->'''Possiblenames:'''
names:''' Anya Eversong, Nara Pathstrider, Anthis Sunbow, Clea Deathstrider, Cyndia Hawkspear, Mira Shadewither, Amora Eagleye, Siren Ghostsong, Somand Wayfinder
->''"I'm here, as always."''
-->'''Abilities:'''
-->'''Abilities:''' Silence, Black Arrow, Life Drain, Charm (Ultimate)
-->'''Possible
->''"I'm here, as always."''
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-->'''Hero type:'''
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Abilities:'''
-->'''Possible names:'''
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-->'''Hero type:'''
-->'''Abilities:'''
type:''' Warrior
-->'''Abilities:''' Breath of Fire, Drunken Haze, Drunken Brawler, Storm Earth and Fire (Ultimate)
-->'''Possiblenames:'''
names:''' Mojo Dark-Ale, Sinjo Honeybrew, Kesha Wildbarley, Tatsa Sweetbarrow, Mushi Ale-Hearth, Jinto Reedwine, Masha Storm-Stout, Polo Barrel-keg
->''"Fresh, cool ale here!"''
-->'''Abilities:'''
-->'''Abilities:''' Breath of Fire, Drunken Haze, Drunken Brawler, Storm Earth and Fire (Ultimate)
-->'''Possible
->''"Fresh, cool ale here!"''
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-->'''Hero type:'''
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Abilities:'''
-->'''Possible names:'''
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-->'''Hero type:'''
-->'''Abilities:'''
type:''' Warrior
-->'''Abilities:''' Summon Bear, Summon Quilbeast, Summon Hawk, Stampede (Ultimate)
-->'''Possiblenames:'''
names:''' Mag Bearmaul, Tagar Bearclaw, Gorsh Talonfang, Maxx Rocmane, Gaz Boartusk, Mok Rocksnout, Gish Eagle Eye
->''"I hear the call of the wild."''
-->'''Abilities:'''
-->'''Abilities:''' Summon Bear, Summon Quilbeast, Summon Hawk, Stampede (Ultimate)
-->'''Possible
->''"I hear the call of the wild."''
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-->'''Hero type:'''
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Abilities:'''
-->'''Possible names:'''
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-->'''Hero type:'''
-->'''Abilities:'''
type:''' Warrior
-->'''Abilities:''' Rain of Fire, Howl of Terror, Cleaving Attack, Doom (Ultimate)
-->'''Possiblenames:'''
names:''' Azgalor, Brutillus, Mongrethod, Destromath, Gogonnash
->''"I come from the darkness of the pit."''
-->'''Abilities:'''
-->'''Abilities:''' Rain of Fire, Howl of Terror, Cleaving Attack, Doom (Ultimate)
-->'''Possible
->''"I come from the darkness of the pit."''
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-->'''Hero type:'''
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Abilities:'''
-->'''Possible names:'''
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-->'''Hero type:'''
-->'''Abilities:'''
type:''' Mystical
-->'''Abilities:''' Pocket Factory, Cluster Rockets, Engineering Upgrade, Robo-Goblin (Ultimate)
-->'''Possiblenames:'''
names:''' Gazz Stripbolt, Riket Contraption, Mekka Gobb, Tek Piecetinker, Plug Rattletrap, Ratso Steamwheedle
->''"All parts accounted for!"''
-->'''Abilities:'''
-->'''Abilities:''' Pocket Factory, Cluster Rockets, Engineering Upgrade, Robo-Goblin (Ultimate)
-->'''Possible
->''"All parts accounted for!"''
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-->'''Hero type:'''
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Abilities:'''
-->'''Possible names:'''
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-->'''Hero type:'''
-->'''Abilities:'''
type:''' Cunning
-->'''Abilities:''' Soul Burn, Summon Lava Spawn, Incinerate, Volcano (Ultimate)
-->'''Possiblenames:'''
names:''' Ragepyre, Hatespark, Blazefury, Heatflayer, Volcanus, Flashfire, Kar the Everburning, Smolderas, Singeslayer
->''"Beware, I live."''
-->'''Abilities:'''
-->'''Abilities:''' Soul Burn, Summon Lava Spawn, Incinerate, Volcano (Ultimate)
-->'''Possible
->''"Beware, I live."''
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-->'''Hero type:'''
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Abilities:'''
-->'''Possible names:'''
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-->'''Hero type:'''
-->'''Abilities:'''
type:''' Warrior
-->'''Abilities:''' Healing Spray, Chemical Rage, Acid Bomb, Transmute (Ultimate)
-->'''Possiblenames:'''
names:''' Razzil Naypolm, Niffy Gurglebeaker, Ezzel Darkbrewer, Lapis Concocter, Savvy Foulmixer, Fictious Warpotion
->''"Ready to brew!"''
-->'''Abilities:'''
-->'''Abilities:''' Healing Spray, Chemical Rage, Acid Bomb, Transmute (Ultimate)
-->'''Possible
->''"Ready to brew!"''
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The fearsome Crypt Lords were once the kings of the mighty underground kingdom of Azjol-Nerub, which stretched beneath the continent of Northrend. When the Scourge, led by the Lich King, proved its supremacy in the War of the Spider, the Crypt Lords were swayed to join the Scourge and were granted the immortality of undeath. These massive, insectoid beings are the mightiest of the Scourge's warriors and guard their holdings in Northrend. They can deal damage to enemies in a line and hurl them into the air with Impale, improve their armor and return damage to melee attackers with Spiked Carapace, and create Carrion Beetles from enemy corpses. Their Ultimate ability, Locust Swarm, sends out a horde of locusts to attack enemies, which return and heal the Crypt Lord.
* AncientEgypt: Their mutliplayer names all have obvious Egyptian influence.
* BigCreepyCrawlies: They resemble massive rhinoceros beetles.
* BeetleManiac: Aside from being large beetles themselves, they can also create up to 5 Carrion Beetles to attack enemies.
* ImpaledWithExtremePrejudice: They can do this to enemies with (what else?) Impale.
* MightyGlacier: The tankiest of the undead heroes, slow-moving and focused on defense.
* SpikesOfVillainy: Spiked Carapace.
* TheSwarm: Locust Swarm can damage large numbers of enemies.
* AncientEgypt: Their mutliplayer names all have obvious Egyptian influence.
* BigCreepyCrawlies: They resemble massive rhinoceros beetles.
* BeetleManiac: Aside from being large beetles themselves, they can also create up to 5 Carrion Beetles to attack enemies.
* ImpaledWithExtremePrejudice: They can do this to enemies with (what else?) Impale.
* MightyGlacier: The tankiest of the undead heroes, slow-moving and focused on defense.
* SpikesOfVillainy: Spiked Carapace.
* TheSwarm: Locust Swarm can damage large numbers of enemies.
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* TheMarvelousDeer: Their bodies' lower half is a stag, and they are the sons of the great white stag Malorne.
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* TheMarvelousDeer: Their bodies' lower half is a stag, and they are the sons grandsons of the great white stag Malorne.
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* RingOfDeath: They wield a large circular chakram as their main weapon.
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* RingOfDeath: RingsOfDeath: They wield a large circular chakram as their main weapon.
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* PlantPerson: They have wooden-esque right hands and manes of leaves that flow down their backs. Their antlers also resemble tree branches.
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->''"Let the hunt begin."''
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The secretive Wardens are the
* FlashStep: Blink lets them teleport short distances.
* FlechetteStorm: Fan of Knives.
* KnifeNut: Both Fan of Knives and Shadow Strike are throwing knife-based.
* PoisonedWeapons: Shadow Strike hurls a poisoned dagger at the target.
* RingOfDeath: They wield a large circular chakram as their main weapon.
* SecretPolice: The Wardens serve as this in night elf society.
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The Wild God Cenarius, son of Elune and the great stag Malorne, is the patron of the wild forests of Azeroth and protector of the night elves. His sons, the Keepers of the Grove, are charged with protecting their father's domain. With the upper body of a night elf and the lower body of a stag, the Keepers of the Grove stand ready to respond to any who would threaten the wild places they and their charges call home. They can immobilize and damage enemies with Entangling Roots, bring trees to life to do battle with Force of Nature, and let allies damage melee attackers with Thorns Aura. Their ultimate ability, Tranquility, heals all allies in a large area for 20 hit points per second.
* GreenThumb: All their abilities involve some kind of plant magic.
* TheMarvelousDeer: Their bodies' lower half is a stag, and they are the sons of the great white stag Malorne.
* OurCentaursAreDifferent: Swap out a night elf for a human and a stag for a horse.
* TheRightHandOfDoom: Their right hands resemble large wooden claws.
* WhenTreesAttack: Force of Nature animates two trees to attack enemies.
* GreenThumb: All their abilities involve some kind of plant magic.
* TheMarvelousDeer: Their bodies' lower half is a stag, and they are the sons of the great white stag Malorne.
* OurCentaursAreDifferent: Swap out a night elf for a human and a stag for a horse.
* TheRightHandOfDoom: Their right hands resemble large wooden claws.
* WhenTreesAttack: Force of Nature animates two trees to attack enemies.
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* ThePaladin: Natch. They are particularly the "defend the innocent" good type, though Arthas shows that [[WellIntentionedExtremist even these can fall to darkness]].
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* BlackKnight: An evil knight clad in black armor. They [[HelmetsAreHardlyHeroic do not wear any kind of identity-concealing helmet]], however.
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* OurLichesAreDifferent: They are essentially floating skeletons wearing flowing dark robes who levitate and specialize in ice and death magic. In ''VideoGame/WorldOfWarcraft'', it is further explained that liches' souls are stored in SoulJars called phylacteries, and they can only be truly killed if their phylactery is destroyed.
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* OurLichesAreDifferent: They are essentially floating skeletons wearing flowing dark robes who levitate and specialize in ice and death magic. In ''VideoGame/WorldOfWarcraft'', it is further explained that liches' souls are stored in SoulJars {{Soul Jar}}s called phylacteries, and they can only be truly killed if their phylactery is destroyed.
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* BadPowersGoodPeople: Well, "[[AntiHero good]]" might be a stretch, but they seek to defend the night elves against the Legion and use the Legion's dark powers to combat it.
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* GoodWingsEvilWings: Their bat wings put them firmly on the "Evil Wings" side of the spectrum.
* HornedHumanoid: They have curved horns coming forward out of their foreheads.
* HornedHumanoid: They have curved horns coming forward out of their foreheads.
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The first Liches were originally orc warlocks who were transformed into twisted aberrations of their former selves by the Legion when Draenor was destroyed. They are empowered with the vengeance of the cold north and the decay of death itself, but their tremendous magical power carries an equally tremendous price: they are enslaved to the will of the Lich King, Ner'zhul. They can damage groups of enemies with Frost Nova, grant allies armor and slow their attackers with Frost Armor, and sacrifice a friendly undead unit to gain mana with Dark Pact. Their ultimate ability, Death and Decay, damages all units and buildings in a large area, friend or foe, for 4% of their maximum health every second.
* AnIcePerson: They specialize in ice magic, coming from the GrimUpNorth. In-game, they possess Frost Armor and Frost Nova.
* BlackMagic: They use a twisted, corrupt, dark magic that contrasts with the other mystical heroes.
* DemBones: Entirely skeletal, though they also wear long flowing robes.
* EvilIsDeathlyCold: In contrast to the Archmage's ice magic, which is more raw elemental power and comes from their [[MakingASplash water-based magic]], the Lich's ice powers are firmly rooted in the chill of the grave.
* TheNecromancer: More of a theme than their actual in-game abilities. Death and Decay makes use of death magic, though.
* OurLichesAreDifferent: They are essentially floating skeletons wearing flowing dark robes who levitate and specialize in ice and death magic. In ''VideoGame/WorldOfWarcraft'', it is further explained that liches' souls are stored in SoulJars called phylacteries, and they can only be truly killed if their phylactery is destroyed.
* RobeAndWizardHat: Their long, flowing black robes are a key part of their trademark appearance.
* AnIcePerson: They specialize in ice magic, coming from the GrimUpNorth. In-game, they possess Frost Armor and Frost Nova.
* BlackMagic: They use a twisted, corrupt, dark magic that contrasts with the other mystical heroes.
* DemBones: Entirely skeletal, though they also wear long flowing robes.
* EvilIsDeathlyCold: In contrast to the Archmage's ice magic, which is more raw elemental power and comes from their [[MakingASplash water-based magic]], the Lich's ice powers are firmly rooted in the chill of the grave.
* TheNecromancer: More of a theme than their actual in-game abilities. Death and Decay makes use of death magic, though.
* OurLichesAreDifferent: They are essentially floating skeletons wearing flowing dark robes who levitate and specialize in ice and death magic. In ''VideoGame/WorldOfWarcraft'', it is further explained that liches' souls are stored in SoulJars called phylacteries, and they can only be truly killed if their phylactery is destroyed.
* RobeAndWizardHat: Their long, flowing black robes are a key part of their trademark appearance.
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* SuperMode: Avatar transforms them into a juggernaut that hits hard and is even harder to kill.
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* SuperMode: Metamorphosis transforms them into a shadowy demon that's a force to be reckoned with.
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First founded by Illidan Stormrage, Demon Hunters are shadowy warriors, shunned by broader night elf society, who turn the terrible powers of the Burning Legion against them. They ritually blind themselves to develop "spectral sight," allowing them to see demons and undead with greater clarity. They can burn away enemies' mana and damage them with Mana Burn, cloak themselves in flames with Immolation Aura to damage nearby enemies, and dodge enemy attacks with Evasion. Their ultimate ability, Metamorphosis, transforms them into a terrifying demon with massive bonuses to health, health regeneration, and damage.
* BlindWeaponmaster: They ritually blind themselves and wear blindfolds. Their "spectral sight" still allows them to see their prey; whether they can see anything else is left ambiguous.
* DualWielding: Dual-wields large glaives.
* FragileSpeedster: Zig-zagged; they have fast movement speed and low health, but their Evasion ability actually makes them decent tanks.
* MageKiller: Their quick speed and Mana Burn ability makes them excellent anti-spellcaster heroes.
* ManaBurn: One of their normal abilities. The mana also combusts, causing damage equal to the amount drained.
* PayEvilUntoEvil: Their whole shtick is to turn the dark powers of the Legion against the demons.
* WreathedInFlames: Immolation Aura cloaks the Demon Hunter in flames, damaging all nearby enemies. It continually drains mana while active, though.
* BlindWeaponmaster: They ritually blind themselves and wear blindfolds. Their "spectral sight" still allows them to see their prey; whether they can see anything else is left ambiguous.
* DualWielding: Dual-wields large glaives.
* FragileSpeedster: Zig-zagged; they have fast movement speed and low health, but their Evasion ability actually makes them decent tanks.
* MageKiller: Their quick speed and Mana Burn ability makes them excellent anti-spellcaster heroes.
* ManaBurn: One of their normal abilities. The mana also combusts, causing damage equal to the amount drained.
* PayEvilUntoEvil: Their whole shtick is to turn the dark powers of the Legion against the demons.
* WreathedInFlames: Immolation Aura cloaks the Demon Hunter in flames, damaging all nearby enemies. It continually drains mana while active, though.
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[[folder:Blood Mage]]
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[[folder:Blood Mage]]Mage (''Frozen Throne'')]]
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[[folder:Warden]]
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[[folder:Shadow Hunter]]
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[[folder:Shadow Hunter]]Hunter (''Frozen Throne'')]]
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[[folder:Crypt Lord]]
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[[folder:Crypt Lord]]Lord (''Frozen Throne'')]]
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* SupportPartyMember: Shadow Hunters have no direct damage abilities and their only kind of damaging attack is Serpent Ward. However, they provide Healing Wave to a largely healing-starved orcish army, and Hex is an excellent way of disabling powerful enemy units. This trope is best exemplified, however, in Big Bad Voodoo.
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* RedOniBlueOni: The blue to the Blood Mage's red; the Archmage's focus on ice and water magic and their general apathetic disposition contrast with the Blood Mage's focus on fire spells and their burning desire for revenge.
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* KillItWithFire: Flame Strike is a signature ability, and they have 3 orbs of felfire hanging above them at all times.
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* KillItWithFire: AnimalMotifs: Phoenixes, and birds in general. In ''VideoGame/WorldOfWarcraft'', the phoenix is the main element of the crest of the blood elves.
* ManaDrain: The main purpose of Siphon Mana, though it can also be used to transfer the Blood Mage's mana to an ally.
* HellFire: In lore, they fuel their fire magics with demonic energy, and part of their signature look is the three orbs of felfire always orbiting around them. Tellingly, two of their spells (Siphon Mana and Banish) became warlock spells in ''VideoGame/WorldOfWarcraft'' (though Flame Strike did go to mages).
* ThePhoenix: Their Ultimate.
* PlayingWithFire: Flame Strike is a signature ability, and they have 3 orbs of felfire hanging above them at alltimes.
times. Their ultimate even summons a massive Phoenix made of fire.
* RedOniBlueOni: The red to the Archmage's blue. The Blood Mage uses fire spells and has a burning desire for revenge, while the Archmage uses ice and water spells and is an apathetic GrumpyOldMan.
* ManaDrain: The main purpose of Siphon Mana, though it can also be used to transfer the Blood Mage's mana to an ally.
* HellFire: In lore, they fuel their fire magics with demonic energy, and part of their signature look is the three orbs of felfire always orbiting around them. Tellingly, two of their spells (Siphon Mana and Banish) became warlock spells in ''VideoGame/WorldOfWarcraft'' (though Flame Strike did go to mages).
* ThePhoenix: Their Ultimate.
* PlayingWithFire: Flame Strike is a signature ability, and they have 3 orbs of felfire hanging above them at all
* RedOniBlueOni: The red to the Archmage's blue. The Blood Mage uses fire spells and has a burning desire for revenge, while the Archmage uses ice and water spells and is an apathetic GrumpyOldMan.
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Dreadlords, also called Nathrezim, are among the most powerful of demons and the primary agents, spies, and enforcers of the Burning Legion, sent to keep lower units in line and prepare worlds for the demonic invasion. On Azeroth, they have been tasked by the Legion to oversee the Scourge, the vast undead army tasked with weakening the inhabitants of Azeroth so that they cannot offer resistance to the Legion. They can send out a swarm of bats against foes with Carrion Swarm, put enemies to sleep with Sleep, and allow allies to recover health when damaging enemies with Vampiric Aura. Their ultimate ability, Inferno, summons a mighty Infernal demon from the sky.
* BatOutOfHell: Carrion Swarm.
* HorrorHunger: Appears to have a variant of this; they often say "I must hunt soon" when idle or "I hunger!" when attacking.
* LifeDrain: Vampiric Aura gives it to all nearby friendly units.
* OurVampiresAreDifferent: Clearly designed to evoke a classical vampire, from the abilities, to the quotes, to the bat AnimalMotif, to the [[VampireVords slight Romanian accent]].
* BatOutOfHell: Carrion Swarm.
* HorrorHunger: Appears to have a variant of this; they often say "I must hunt soon" when idle or "I hunger!" when attacking.
* LifeDrain: Vampiric Aura gives it to all nearby friendly units.
* OurVampiresAreDifferent: Clearly designed to evoke a classical vampire, from the abilities, to the quotes, to the bat AnimalMotif, to the [[VampireVords slight Romanian accent]].
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Death Knights are the premier warriors of the Undead Scourge. Though they were once paladins who ventured north to find the source of the Plague of Undeath, these former champions of truth now serve the Lich King, riding at the head of his dread armies and sowing chaos and destruction in their wake. Mounted atop fearsome undead deathchargers and wielding runeblades infused with dark magic, they bring terror to all who would stand in the Scourge's way. They can heal their undead allies and damage living enemies with Death Coil, sacrifice a friendly undead unit to restore their own health with Death Pact, and grant their allies improved movement speed and health regeneration with Unholy Aura. Their ultimate ability, Animate Dead, brings to life the corpses of the 6 most powerful nearby units, putting them all under the Death Knight's control for the duration.
* AristocratsAreEvil: All of their randomly-generated names contain a title of nobility -- "Baron," "Lord," or "Duke."
* CoolSword: They are known for using runeblades, swords emblazoned with runes that grant the weapon magical powers.
* AristocratsAreEvil: All of their randomly-generated names contain a title of nobility -- "Baron," "Lord," or "Duke."
* CoolSword: They are known for using runeblades, swords emblazoned with runes that grant the weapon magical powers.
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* FragileSpeedster: Relatively speaking, anyway. They are the most fragile of the Warrior heroes, but their horses and Unholy Aura make them by far the fastest.
* HolyBurnsEvil: {{Inverted|Trope}} with Death Coil, which does damage to enemy living units and heals friendly undead units.
* HolyBurnsEvil: {{Inverted|Trope}} with Death Coil, which does damage to enemy living units and heals friendly undead units.
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Among trolls, those skilled in voodoo magic and battle become the revered leaders of their tribes; these leaders are called Shadow Hunters. Wielding a variety of magics, Shadow Hunters can heal and sustain their allies, curse their foes, and commune with the spirits to bargain for power or plead for aid in the interest of carving out a future for the trolls. They can heal multiple allies at once with Healing Wave, summon a fire-spitting snake totem with Serpent Ward, and turn enemies into frogs with Hex. Their ultimate ability, Big Bad Voodoo, allows the Shadow Hunter to turn all nearby friendly units (but not himself) invulnerable for up to 30 seconds.
* AnimalMotifs: As with most trolls in ''Warcraft'', reptiles and amphibians. Hex turns enemies into frogs, and their summonable Serpent Wards are (as one might expect) snake-shaped.
* BalefulPolymorph: Hex turns enemies into frogs.
* HollywoodVoodoo: Although the religious element of actual Vodoun is present to some degree (bargaining with spirits and such), it's mostly just a cool Caribbean-flavored variant of shamanic magic.
* NighInvulnerable: Big Bad Voodoo turns allies invincible, but the Shadow Hunter remains vulnerable to damage.
* ThrowingYourSwordAlwaysWorks: Their basic attack throws a glaive at the target. This is a bit of a case of EarlyInstallmentWeirdness, as in ''VideoGame/WorldOfWarcraft'', most shadow hunters use bows.
* AnimalMotifs: As with most trolls in ''Warcraft'', reptiles and amphibians. Hex turns enemies into frogs, and their summonable Serpent Wards are (as one might expect) snake-shaped.
* BalefulPolymorph: Hex turns enemies into frogs.
* HollywoodVoodoo: Although the religious element of actual Vodoun is present to some degree (bargaining with spirits and such), it's mostly just a cool Caribbean-flavored variant of shamanic magic.
* NighInvulnerable: Big Bad Voodoo turns allies invincible, but the Shadow Hunter remains vulnerable to damage.
* ThrowingYourSwordAlwaysWorks: Their basic attack throws a glaive at the target. This is a bit of a case of EarlyInstallmentWeirdness, as in ''VideoGame/WorldOfWarcraft'', most shadow hunters use bows.
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Under Thrall's guidance, the orcs threw off the chains of demons and embraced their shamanistic past. Far Seers represent the pinnacle of shamanic power; wielding the might of the elements and able to divine the future, they are the spiritual leaders of the New Horde, riding great wolves into battle. They can deal damage to numbers of enemies with Chain Lightning, reveal hidden areas of the map with Far Sight, and summon fierce Spirit Wolves to bolster their forces. Their ultimate ability, Earthquake, causes the ground beneath an area to tremble and break, rapidly destroying buildings and slowing the movement speed of those caught within.
to:
Under Thrall's guidance, the orcs threw off the chains of demons and embraced their shamanistic past. Far Seers represent the pinnacle of shamanic power; wielding the might of the elements and able to divine the future, they are the spiritual leaders of the New Horde, riding great wolves into battle. They can deal damage to numbers of enemies with Chain Lightning, reveal hidden areas of the map with Far Sight, and summon fierce Spirit Wolves spirit wolves to bolster their forces.forces with Feral Spirit. Their ultimate ability, Earthquake, causes the ground beneath an area to tremble and break, rapidly destroying buildings and slowing the movement speed of those caught within.
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* CriticalHit: Spirit wolves have a chance to deal critical damage when upgraded.
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Under Thrall's guidance, the orcs threw off the chains of demons and embraced their shamanistic past. Far Seers represent the pinnacle of shamanic power; wielding the might of the elements and able to divine the future, they are the spiritual leaders of the New Horde, riding great wolves into battle. They can deal damage to numbers of enemies with Chain Lightning, reveal hidden areas of the map with Far Sight, and summon fierce Spirit Wolves to bolster their forces. Their ultimate ability, Earthquake, causes the ground beneath an area to tremble and break, rapidly destroying buildings and slowing the movement speed of those caught within.
* CanisMajor: Their wolf mounts, as well as their spirit wolf summons.
* ChainLightning: One of their signature abilities.
* DishingOutDirt: Their Earthquake ultimate.
* HorseOfADifferentColor: They ride large wolves.
* InTheHood: They wear hoods, adding an air of mystery to them.
* NobleWolf: They are the noble spiritual leaders of the free New Horde, and wolves are a major symbol of theirs.
* {{Seers}}: As if the name weren't enough of an indicator, Far Sight can reveal large unexplored areas of the map, though they can't see the future (at least in game; shaman have been known to receive omens and visions in lore). Many of their in-game quotes hint at this as well.
* ShockAndAwe: Chain Lightning.
* CanisMajor: Their wolf mounts, as well as their spirit wolf summons.
* ChainLightning: One of their signature abilities.
* DishingOutDirt: Their Earthquake ultimate.
* HorseOfADifferentColor: They ride large wolves.
* InTheHood: They wear hoods, adding an air of mystery to them.
* NobleWolf: They are the noble spiritual leaders of the free New Horde, and wolves are a major symbol of theirs.
* {{Seers}}: As if the name weren't enough of an indicator, Far Sight can reveal large unexplored areas of the map, though they can't see the future (at least in game; shaman have been known to receive omens and visions in lore). Many of their in-game quotes hint at this as well.
* ShockAndAwe: Chain Lightning.
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* HeartIsAnAwesomePower: Mass Teleport is one of few Ultimate abilities with no direct offensive use or increase to power, but it can be devastatingly effective when used properly, as it allows two full armies (24 units) plus the Archmage himself to be teleported to ''any'' friendly unit or building.
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->''"Seeing is believing."''
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->''"I stand ready."''
to:
->''"I stand ready.have an axe to grind."''
These wise, mighty chieftains are the tauren's leaders in life as well as in battle. Wielding mighty axes and bearing their clans' ancient totems, the Tauren Chieftain is charged with upholding the honor and simplicity of tauren culture. They can damage units in a line with Shockwave, stun enemy units around them with War Stomp, and grant their allies improved attack and movement speed with Endurance Aura. Their ultimate ability, Reincarnation, allows them to return to life when killed once every four minutes.
* AnAxeToGrind: Their primary weapon.
* AuthorityEqualsAsskicking: The chieftains lead their people, and are also the most fearsome of them in battle.
* BackFromTheDead: Their ultimate ability, Reincarnation.
* ALoadOfBull: Like other tauren.
* OldSoldier: The campaign Tauren Chieftain, Cairne, definitely qualifies, and the voice of the regular multiplayer version gives the same impression.
* TheStoner: Their StopPokingMe quotes give off this vibe.
---> ''"Oh...I can see my ancestors..."''
These wise, mighty chieftains are the tauren's leaders in life as well as in battle. Wielding mighty axes and bearing their clans' ancient totems, the Tauren Chieftain is charged with upholding the honor and simplicity of tauren culture. They can damage units in a line with Shockwave, stun enemy units around them with War Stomp, and grant their allies improved attack and movement speed with Endurance Aura. Their ultimate ability, Reincarnation, allows them to return to life when killed once every four minutes.
* AnAxeToGrind: Their primary weapon.
* AuthorityEqualsAsskicking: The chieftains lead their people, and are also the most fearsome of them in battle.
* BackFromTheDead: Their ultimate ability, Reincarnation.
* ALoadOfBull: Like other tauren.
* OldSoldier: The campaign Tauren Chieftain, Cairne, definitely qualifies, and the voice of the regular multiplayer version gives the same impression.
* TheStoner: Their StopPokingMe quotes give off this vibe.
---> ''"Oh...I can see my ancestors..."''
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->''"My might cannot be matched."''
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* HorseArcher: A mistress of the bow who rides a great cat.
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* MountedArcher: A mistress of the bow who rides a great cat.
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Devotees of the moon goddess Elune, the Priestesses of the Moon are the main religious and military leaders of the night elves. Riding atop great cats and armed with deadly longbows, these women will stop at nothing to keep their forests pure and unsullied by any who would trespass. They can summon an owl to reveal the map with Scout, add extra Fire damage to their shots with Searing Arrows, and grant allied ranged troops extra damage and accuracy with Trueshot Aura. Their ultimate ability, Starfall, summons a star shower that damages all enemies caught in the storm.
* ActionGirl: One of only two female heroes, the other being the Warden, and the only female hero in the base ''Reign of Chaos'' game.
* ChurchMilitant: Their role is both religious and military.
* FlamingArrows: Their Searing Arrows ability. Unlike real-life flaming arrows, however, they are not designed to damage buildings.
* HorseOfADifferentColor: Their panther mount, the Frostsaber.
* {{Lunacy}}: Their powers come from the moon goddess.
* MountedArcher: A mistress of the bow who rides a great cat.
* PantheraAwesome: They ride large cats into battle.
* StarPower: Their Starfall ultimate.
* ActionGirl: One of only two female heroes, the other being the Warden, and the only female hero in the base ''Reign of Chaos'' game.
* ChurchMilitant: Their role is both religious and military.
* FlamingArrows: Their Searing Arrows ability. Unlike real-life flaming arrows, however, they are not designed to damage buildings.
* HorseOfADifferentColor: Their panther mount, the Frostsaber.
* {{Lunacy}}: Their powers come from the moon goddess.
* MountedArcher: A mistress of the bow who rides a great cat.
* PantheraAwesome: They ride large cats into battle.
* StarPower: Their Starfall ultimate.
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* IdealIllnessImmunity: According to the Death Knight's unit lore, Paladins are immune to all disease up to and including the Plague of Undeath.
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The Burning Blade clan of orcs was among the most vicious and unstable of all the corrupted clans in the demonic Horde. Ultimately their violence caused the clan itself to collapse entirely. Having seen the results of their fall from honor, the elite warriors of the Burning Blade -- the Blademasters -- swore an oath to free themselves and their people from the demons' grasp forever. They can randomly increase their attack damage with Critical Strike, create illusory copies of themselves with Mirror Image, or gain speed and invisibility with Wind Walk. Their ultimate ability, Bladestorm, causes them to become a spinning engine of death, continually slashing at all nearby enemies for a short time.
* {{BFS}}: Wields a giant katana-like sword.
* CharlesAtlasSuperpower: No explanation is offered for the Blademaster's "more mystical abilities" except their impossible skill with a sword.
* GlassCannon: Has exceedingly high damage output thanks to Wind Walk and Critical Strike, but not nearly as much durability. Luckily they have Wind Walk and Mirror Image to help get out of danger.
* HitAndRunTactics: The main strategy of the Blademaster is to run or sneak into the enemy's midst, wreak havoc with its high damage, and then escape before the enemy can successfully counter.
* KatanasAreJustBetter: The Blademaster's sword is Japanese-styled, going with their {{Samurai}} motif.
* SpinAttack: Bladestorm damages all nearby foes while also protecting the Blademaster from all magic for the duration.
* UnexplainedAccent: No other orc in the whole franchise has the Blademasters' exaggerated Japanese-sounding speech patterns.
* {{BFS}}: Wields a giant katana-like sword.
* CharlesAtlasSuperpower: No explanation is offered for the Blademaster's "more mystical abilities" except their impossible skill with a sword.
* GlassCannon: Has exceedingly high damage output thanks to Wind Walk and Critical Strike, but not nearly as much durability. Luckily they have Wind Walk and Mirror Image to help get out of danger.
* HitAndRunTactics: The main strategy of the Blademaster is to run or sneak into the enemy's midst, wreak havoc with its high damage, and then escape before the enemy can successfully counter.
* KatanasAreJustBetter: The Blademaster's sword is Japanese-styled, going with their {{Samurai}} motif.
* SpinAttack: Bladestorm damages all nearby foes while also protecting the Blademaster from all magic for the duration.
* UnexplainedAccent: No other orc in the whole franchise has the Blademasters' exaggerated Japanese-sounding speech patterns.
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* EvilCounterpart: To Paladins, having many equivalent abilities (including a reversed version of Holy Light that damages the living and heals undead).
* FallenHero: The Death Knights were not turned by the Plague like the rest of the undead -- they defecting willingly in response to persecution from distrustful people of Lordaeron, who accused them of secretly being infected.
* FallenHero: The Death Knights were not turned by the Plague like the rest of the undead -- they defecting willingly in response to persecution from distrustful people of Lordaeron, who accused them of secretly being infected.
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* AnIcePerson: Their Blizzard spell.
* GrumpyOldMan: Known for being gruff and impatient.
--->'''Archmage:''' Whatever.
* FragileSpeedster: They aren't very durable, but their horses mean they can move quickly and maneuver easily.
* MakingASplash: They can summon Water Elementals.
* SquishyWizard: Doesn't have much health or armor and goes down fairly easily when focused. Their abilities help offset the weakness, though.
* GrumpyOldMan: Known for being gruff and impatient.
--->'''Archmage:''' Whatever.
* FragileSpeedster: They aren't very durable, but their horses mean they can move quickly and maneuver easily.
* MakingASplash: They can summon Water Elementals.
* SquishyWizard: Doesn't have much health or armor and goes down fairly easily when focused. Their abilities help offset the weakness, though.
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The mighty dwarven Mountain Kings (or Thanes) of Khaz Modan defend their mountain kingdom with ferocity and courage. Wielding enchanted hammers and axes, they safeguard the Alliance that saved Khaz Modan during the Second War against the merciless Horde, and are now sworn to its protection. They can stun enemies from afar with Storm Bolt, deal damage and slow foes around them with Thunder Clap, and deal extra damage and stun (noticing a theme?) with their passive bonus Bash. Their ultimate ability, Avatar, transforms them into a juggernaut colossus that deals high damage and is tough to take down.
* BloodKnight: According to the official description, Mountain Kings "live only for battle," and his quotes seem to match that.
--->'''Mountain King:''' Wait till ye see me in action!
* CrowdControl: All their normal abilities lean toward this. Storm Bolt does a big hit of damage and stuns, Bash gives them a passive chance to stun, and Thunder Clap deals area of effect damage and slows all enemies hit.
* DualWielding: Wields a hammer in one hand and an axe in the other.
* OurDwarvesAreAllTheSame: Likes fighting? Check. Hammers and axes? Check. Lives in cities under the mountain? Check. Like drinking? If the "Thunderbrew" name is any indication, check. Exaggerated Scottish accent? Check.
* ShockAndAwe: Storm Bolt and Thunder Clap both make use of lightning magic.
* BloodKnight: According to the official description, Mountain Kings "live only for battle," and his quotes seem to match that.
--->'''Mountain King:''' Wait till ye see me in action!
* CrowdControl: All their normal abilities lean toward this. Storm Bolt does a big hit of damage and stuns, Bash gives them a passive chance to stun, and Thunder Clap deals area of effect damage and slows all enemies hit.
* DualWielding: Wields a hammer in one hand and an axe in the other.
* OurDwarvesAreAllTheSame: Likes fighting? Check. Hammers and axes? Check. Lives in cities under the mountain? Check. Like drinking? If the "Thunderbrew" name is any indication, check. Exaggerated Scottish accent? Check.
* ShockAndAwe: Storm Bolt and Thunder Clap both make use of lightning magic.
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The Paladins of the Silver Hand were formed in the Second War to fight back the marauding Orcish Horde, when priests of Stormwind began to study arms and knights of Lordaeron were tutored in holy magic. Now wielding both, the Paladins, armed with mighty warhammers and unshakable faith, defend their kingdom and the innocent from all manner of threats. They can heal their allies and burn undead foes with Holy Light, make themselves invulnerable with Divine Shield, and provide extra armor for their allies with Devotion Aura. Their ultimate ability, Resurrection, brings 6 allied units back to life, enabling them to turn the tide of battle when all hope seems lost.
* DropTheHammer: Wields a massive two-handed hammer.
* HolyBurnsEvil: Holy Light can heal living allies, but it can also damage undead enemies. This is quite useful in the Human campaign, since the undead are the main enemies for most of it.
* MightyGlacier: Slow moving and generally focused on defense.
* NighInvulnerable: Can become this with Divine Shield, which when fully upgraded lasts for ''45 seconds.''
* DropTheHammer: Wields a massive two-handed hammer.
* HolyBurnsEvil: Holy Light can heal living allies, but it can also damage undead enemies. This is quite useful in the Human campaign, since the undead are the main enemies for most of it.
* MightyGlacier: Slow moving and generally focused on defense.
* NighInvulnerable: Can become this with Divine Shield, which when fully upgraded lasts for ''45 seconds.''
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The high elves of Quel'Thalas were all but wiped out when the Scourge invaded, seeking the power of their sacred Sunwell. Driven to seek new sources of magic, the Blood Mages turned to the fel, augmenting their already considerable magics with demonic power which they use in their ruthless quest to avenge their fallen people. They can call pillars of flames with Flame Strike, steal enemies' mana with Siphon Mana, and render enemies unable to attack with Banish. Their ultimate ability, Phoenix, summons a magical bird of fire that burns all enemies and itself over time; when it dies, it can be reborn from its egg.
* KillItWithFire: Flame Strike is a signature ability, and they have 3 orbs of felfire hanging above them at all times.
* KillItWithFire: Flame Strike is a signature ability, and they have 3 orbs of felfire hanging above them at all times.
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Changed line(s) 112,113 (click to see context) from:
''"I stand ready."''
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->''"Want to see somethin' real scary?"'
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->''"Want to see somethin' real scary?"'
scary?"''
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->''"I must safeguard the land."''
->''"Let the hunt begin."''
Changed line(s) 87,89 (click to see context) from:
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Possible names:'''
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-->'''Possible
->''"My blade seeks vengeance!"''
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-->'''Hero type:'''
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Abilities:'''
-->'''Possible names:'''
to:
-->'''Hero type:'''
-->'''Abilities:'''
type:''' Mystical
-->'''Abilities:''' Chain Lightning, Far Sight, Feral Spirit, Earthquake (Ultimate)
-->'''Possiblenames:'''
names:''' Gar'dal Grimsight, Negal Fireye, Kazil Darkeye, Magis Coldeye, Bale Bleakstare, Gorr Grimwolf, Kag'ar Winterfang, Nazgrel, Morg Wolfsong, Kazragore, Fenris'ar Gul
->''"Seeing is believing."''
-->'''Abilities:'''
-->'''Abilities:''' Chain Lightning, Far Sight, Feral Spirit, Earthquake (Ultimate)
-->'''Possible
->''"Seeing is believing."''
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-->'''Hero type:'''
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Abilities:'''
-->'''Possible names:'''
to:
-->'''Hero type:'''
-->'''Abilities:'''
type:''' Warrior
-->'''Abilities:''' Shockwave, War Stomp, Endurance Aura, Reincarnation (Ultimate)
-->'''Possiblenames:'''
names:''' Marn Thunderhorn, Tygore Dusthoof, Tam Windtotem, Durn Harpyslayer, Kam Ghoststeer, Kel Stonebull, Mull Stormhoof, Grok Bloodhorn, Malar Plainstrider, Taur Runetotem
''"I stand ready."''
-->'''Abilities:'''
-->'''Abilities:''' Shockwave, War Stomp, Endurance Aura, Reincarnation (Ultimate)
-->'''Possible
''"I stand ready."''
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-->'''Hero type:'''
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Abilities:'''
-->'''Possible names:'''
to:
-->'''Hero type:'''
-->'''Abilities:'''
type:''' Cunning
-->'''Abilities:''' Healing Wave, Hex, Serpent Ward, Big Bad Voodoo (Ultimate)
-->'''Possiblenames:'''
names:''' Zul'kis, Zul'abar, Zul'rajas, Zul'maran, Jo Jo Headshrinker, Shaka-zahn, Shakti-lar, Mezil-kree
->''"Want to see somethin' real scary?"'
-->'''Abilities:'''
-->'''Abilities:''' Healing Wave, Hex, Serpent Ward, Big Bad Voodoo (Ultimate)
-->'''Possible
->''"Want to see somethin' real scary?"'
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-->'''Hero type:'''
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Abilities:'''
-->'''Possible names:'''
to:
-->'''Hero type:'''
-->'''Abilities:'''
type:''' Warrior
-->'''Abilities:''' Death Coil, Death Pact, Unholy Aura, Animate Dead (Ultimate)
-->'''Possiblenames:'''
names:''' Lord Nightsorrow, Lord Soulrender, Lord Dethstorm, Lord Maldazzar, Lord Darkhallow, Lord Lightstalker, Baron Bloodbane, Baron Felblade, Duke Dreadmoore, Duke Ragereaver, Baron Frostfel, Lord Darkscythe, Duke Wintermaul, Baron Perenolde, Baron Morte
->''"The pact is sealed."''
-->'''Abilities:'''
-->'''Abilities:''' Death Coil, Death Pact, Unholy Aura, Animate Dead (Ultimate)
-->'''Possible
->''"The pact is sealed."''
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-->'''Hero type:'''
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Abilities:'''
-->'''Possible names:'''
to:
-->'''Hero type:'''
-->'''Abilities:'''
type:''' Cunning
-->'''Abilities:''' Carrion Swarm, Sleep, Vampiric Aura, Inferno (Ultimate)
-->'''Possiblenames:'''
names:''' Terrordar, Nerothos, Bleakill, Necros, Fearoth, Dethecus, Maldibion, Nochthitus, Gholbine, Rashgarroth, Aramachus, Zilfallon, Lorthiras, Zenedar, Mullioch, Algammon, Banehallow, Ven'Gyr
->''"The night beckons."''
-->'''Abilities:'''
-->'''Abilities:''' Carrion Swarm, Sleep, Vampiric Aura, Inferno (Ultimate)
-->'''Possible
->''"The night beckons."''
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-->'''Hero type:'''
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Abilities:'''
-->'''Possible names:'''
to:
-->'''Hero type:'''
-->'''Abilities:'''
type:''' Mystical
-->'''Abilities:''' Frost Nova, Frost Armor, Dark Pact, Death and Decay (Ultimate)
-->'''Possiblenames:'''
names:''' Ordin Frostbane, Ras Splinterspine, Morbent Fell, Rage Winterchill, Araj the Summoner, Kali'naj Dethknell, Rak Coldskull, Din Frostfire, Calis Wraithson, Venim Iceblade, Naze the Eternal, Ras Frostwhisper, Coldreaver, Cho'Nammoth, Kryptikk Soulslayer, Alandil Lieng
->''"The ancient evil survives."''
-->'''Abilities:'''
-->'''Abilities:''' Frost Nova, Frost Armor, Dark Pact, Death and Decay (Ultimate)
-->'''Possible
->''"The ancient evil survives."''
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-->'''Hero type:'''
-->'''Abilities:'''
-->'''Possible names:'''
-->'''Abilities:'''
-->'''Possible names:'''
to:
-->'''Hero type:'''
-->'''Abilities:'''
type:''' Warrior
-->'''Abilities:''' Impale, Spiked Carapace, Carrion Beetles, Locust Swarm (Ultimate)
-->'''Possiblenames:'''
names:''' Thebis-Ra, Typhis-Ahn, Anubiros, Memphis-Ahn, Horus'aman, Nephri'thos, Arak-arahm, Tuten'arak, Pharoh-moth
->''"My might cannot be matched."''
-->'''Abilities:'''
-->'''Abilities:''' Impale, Spiked Carapace, Carrion Beetles, Locust Swarm (Ultimate)
-->'''Possible
->''"My might cannot be matched."''
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-->'''Hero type:''' Mystical
-->'''Abilities:''' Blizzard, Summon Water Elemental, Brilliance Aura, Mass Teleport (Ultimate)
-->'''Possible names:''' Tenn Flamecaster, Nilas Arcanister, Andromath, Shal Lightbinder, Aran Spellweaver, Manath Magesinger, Landazar, Doril Magefont, Peril Spellbinder, Conjurus Rex, Fordred Aran, Dalar Dawnweaver, Kelen the Seeker
->''"This had better be worth it!"''
Archmages hail from the [[TheMagocracy magical kingdom of Dalaran]], and use their magical powers to defend humanity from all external threats. Mounted on horseback, they can move quickly. They can bolster their armies with hulking Water Elementals, rain terror down upon their foes with Blizzard, and support allied spellcasters and heroes with Brilliance Aura. Their ultimate ability, Mass Teleport, allows them to quickly teleport large numbers of troops to friendly units or buildings, providing for a quick retreat or rendering aid to allies under attack.
-->'''Abilities:''' Blizzard, Summon Water Elemental, Brilliance Aura, Mass Teleport (Ultimate)
-->'''Possible names:''' Tenn Flamecaster, Nilas Arcanister, Andromath, Shal Lightbinder, Aran Spellweaver, Manath Magesinger, Landazar, Doril Magefont, Peril Spellbinder, Conjurus Rex, Fordred Aran, Dalar Dawnweaver, Kelen the Seeker
->''"This had better be worth it!"''
Archmages hail from the [[TheMagocracy magical kingdom of Dalaran]], and use their magical powers to defend humanity from all external threats. Mounted on horseback, they can move quickly. They can bolster their armies with hulking Water Elementals, rain terror down upon their foes with Blizzard, and support allied spellcasters and heroes with Brilliance Aura. Their ultimate ability, Mass Teleport, allows them to quickly teleport large numbers of troops to friendly units or buildings, providing for a quick retreat or rendering aid to allies under attack.
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-->'''Hero type:''' Warrior
-->'''Abilities:''' Storm Bolt, Thunder Clap, Bash, Avatar (Ultimate)
-->'''Possible names:''' Bor Stonebreaker, Munin Ironcliff, Thorgas Broadaxe, Kelv Sternhammer, Grim Thunderbrew, Buri Frostbeard, Huginn Ironcliff, Thordin Rockbeard, Bandis Forgefire, Gar Doomforge, Beazel Bludstone, Modi Stonesmith, Aggronor the Mighty
->''"All right, who wants some?!"''
-->'''Abilities:''' Storm Bolt, Thunder Clap, Bash, Avatar (Ultimate)
-->'''Possible names:''' Bor Stonebreaker, Munin Ironcliff, Thorgas Broadaxe, Kelv Sternhammer, Grim Thunderbrew, Buri Frostbeard, Huginn Ironcliff, Thordin Rockbeard, Bandis Forgefire, Gar Doomforge, Beazel Bludstone, Modi Stonesmith, Aggronor the Mighty
->''"All right, who wants some?!"''
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-->'''Hero type:''' Warrior
-->'''Abilities:''' Holy Light, Divine Shield, Devotion Aura, Resurrection (Ultimate)
-->'''Possible names:''' Granis Darkhammer, Jorn the Redeemer, Sage Truthbearer, Malak the Avenger, Gavinrad the Dire, Morlune the Mighty, Agamand the True, Ballador the Bright, Manadar the Healer, Zann the Defender, Arius the Seeker, Aurrius the Pure, Karnwield the Seeker, Buzan the Fearless
->''"I live to serve all believers."''
-->'''Abilities:''' Holy Light, Divine Shield, Devotion Aura, Resurrection (Ultimate)
-->'''Possible names:''' Granis Darkhammer, Jorn the Redeemer, Sage Truthbearer, Malak the Avenger, Gavinrad the Dire, Morlune the Mighty, Agamand the True, Ballador the Bright, Manadar the Healer, Zann the Defender, Arius the Seeker, Aurrius the Pure, Karnwield the Seeker, Buzan the Fearless
->''"I live to serve all believers."''
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-->'''Hero type:''' Mystical
-->'''Abilities:''' Flame Strike, Siphon Mana, Banish, Phoenix (Ultimate)
-->'''Possible names:''' Eldin Sunstrider, Tanin Hawkwing, Lorn Bloodseeker, Aldos Firestar, Gilaras Drakeson, Hale Magefire, Kath'ranis Remar, Tyoril Sunchaser, Sylvos Windrunner, Tenris Mirkblood, Marakanis Starfury, Geldor Earthfire, Halendor Burnkin, Kelen the Destroyer
->''"Burning to avenge."''
-->'''Abilities:''' Flame Strike, Siphon Mana, Banish, Phoenix (Ultimate)
-->'''Possible names:''' Eldin Sunstrider, Tanin Hawkwing, Lorn Bloodseeker, Aldos Firestar, Gilaras Drakeson, Hale Magefire, Kath'ranis Remar, Tyoril Sunchaser, Sylvos Windrunner, Tenris Mirkblood, Marakanis Starfury, Geldor Earthfire, Halendor Burnkin, Kelen the Destroyer
->''"Burning to avenge."''
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-->'''Hero type:''' Cunning
-->'''Abilities:''' Mana Burn, Immolation, Evasion, Metamorphosis (Ultimate)
-->'''Possible names:''' Shadowsong, Shadowfury, Shadowstalker, Flameseeker, Darkweaver, Darkterror, Darksorrow, Sindweller, Painkiller, Hellbourne, Wrathbringer, Ragerunner, Firebrand, Bloodwrath, Terrorblade
->''"At last, we shall have revenge."''
-->'''Abilities:''' Mana Burn, Immolation, Evasion, Metamorphosis (Ultimate)
-->'''Possible names:''' Shadowsong, Shadowfury, Shadowstalker, Flameseeker, Darkweaver, Darkterror, Darksorrow, Sindweller, Painkiller, Hellbourne, Wrathbringer, Ragerunner, Firebrand, Bloodwrath, Terrorblade
->''"At last, we shall have revenge."''
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-->'''Hero type:''' Mystical
-->'''Abilities:''' Entangling Roots, Force of Nature, Thorns Aura, Tranquility (Ultimate)
-->'''Possible names:''' Larodar, Anubris, Nandieb, Califax, Bandalar, Malorne, Gholbine, Dagda, Nuada, Oghma, Centrius, Ceredwyn
-->'''Abilities:''' Entangling Roots, Force of Nature, Thorns Aura, Tranquility (Ultimate)
-->'''Possible names:''' Larodar, Anubris, Nandieb, Califax, Bandalar, Malorne, Gholbine, Dagda, Nuada, Oghma, Centrius, Ceredwyn
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-->'''Hero type:''' Cunning
-->'''Abilities:''' Scout, Trueshot Aura, Searing Arrows, Starfall (Ultimate)
-->'''Possible names:''' Kathris Starsong, Adora Nightshade, Mora Moonsinger, Felore Moonray, Anara Chillwind, Kera Stardragon, Mave Whisperwind, Delas Moonfang, Mira Whitemane, Theta Saberfang, Tygra Snowscar, Ariel Darkmoon, Diana Windwood
->''"Warriors of the night, assemble!"''
-->'''Abilities:''' Scout, Trueshot Aura, Searing Arrows, Starfall (Ultimate)
-->'''Possible names:''' Kathris Starsong, Adora Nightshade, Mora Moonsinger, Felore Moonray, Anara Chillwind, Kera Stardragon, Mave Whisperwind, Delas Moonfang, Mira Whitemane, Theta Saberfang, Tygra Snowscar, Ariel Darkmoon, Diana Windwood
->''"Warriors of the night, assemble!"''
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-->'''Hero type:''' Cunning
-->'''Abilities:''' Fan of Knives, Blink, Shadow Strike, Vengeance (Ultimate)
-->'''Possible names:''' Alsa Iron-cell, The Iron Raven, Marin Bladewing, Shalis Darkhunter, Sira Moonwarden, Saithis, Malace Shade, Kiri Starstalker, Anaya Felgrove, Mirana Starlight, Felhala Starmoon, Drelanim Whisperwind, Cordana Felsong, Nalmeena Darkfollow
-->'''Abilities:''' Fan of Knives, Blink, Shadow Strike, Vengeance (Ultimate)
-->'''Possible names:''' Alsa Iron-cell, The Iron Raven, Marin Bladewing, Shalis Darkhunter, Sira Moonwarden, Saithis, Malace Shade, Kiri Starstalker, Anaya Felgrove, Mirana Starlight, Felhala Starmoon, Drelanim Whisperwind, Cordana Felsong, Nalmeena Darkfollow
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In ''VideoGame/{{Warcraft}} III'', Heroes are the main leaders of the armies and have their own abilities, personalities, and voice lines. Unlike in ''Warcraft II'', they are not simply upgraded versions of regular units.
In ''Reign of Chaos'', each race has 3 heroes, with a 4th added in ''The Frozen Throne''; they are summoned by a special Altar building[[note]]Altar of Kings for humans; Altar of Elders for night elves; Altar of Storms for orcs; and Altar of Darkness for undead[[/note]]. Additionally, ''Frozen Throne'' introduced a number of neutral heroes that can be hired from Mercenary Camps. The first hero costs nothing other than food; subsequent heroes can be summoned once the player's main Town Hall building is upgraded a second and third time, but will cost considerable resources. Heroes are classified as Cunning heroes (main stat is Agility), Warrior heroes (main stat is Strength), or Mystical heroes (main stat is Intelligence).
[[foldercontrol]]
!!Human Heroes
[[folder:Archmage]]
[[/folder]]
[[folder:Mountain King]]
[[/folder]]
[[folder:Paladin]]
[[/folder]]
[[folder:Blood Mage]]
[[/folder]]
!!Night Elf Heroes
[[folder:Demon Hunter]]
[[/folder]]
[[folder:Keeper of the Grove]]
[[/folder]]
[[folder:Priestess of the Moon]]
[[/folder]]
[[folder:Warden]]
[[/folder]]
!!Orc Heroes
[[folder:Blademaster]]
[[/folder]]
[[folder:Far Seer]]
[[/folder]]
[[folder:Tauren Chieftain]]
[[/folder]]
[[folder:Shadow Hunter]]
[[/folder]]
!!Undead Heroes
[[folder:Death Knight]]
[[/folder]]
[[folder:Dreadlord]]
[[/folder]]
[[folder:Lich]]
[[/folder]]
[[folder:Crypt Lord]]
[[/folder]]
!!Neutral Heroes
[[folder:Naga Sea Witch]]
[[/folder]]
[[folder:Dark Ranger]]
[[/folder]]
[[folder:Pandaren Brewmaster]]
[[/folder]]
[[folder:Beastmaster]]
[[/folder]]
[[folder:Pit Lord]]
[[/folder]]
[[folder:Tinker]]
[[/folder]]
[[folder:Firelord]]
[[/folder]]
[[folder:Alchemist]]
[[/folder]]
In ''Reign of Chaos'', each race has 3 heroes, with a 4th added in ''The Frozen Throne''; they are summoned by a special Altar building[[note]]Altar of Kings for humans; Altar of Elders for night elves; Altar of Storms for orcs; and Altar of Darkness for undead[[/note]]. Additionally, ''Frozen Throne'' introduced a number of neutral heroes that can be hired from Mercenary Camps. The first hero costs nothing other than food; subsequent heroes can be summoned once the player's main Town Hall building is upgraded a second and third time, but will cost considerable resources. Heroes are classified as Cunning heroes (main stat is Agility), Warrior heroes (main stat is Strength), or Mystical heroes (main stat is Intelligence).
[[foldercontrol]]
!!Human Heroes
[[folder:Archmage]]
[[/folder]]
[[folder:Mountain King]]
[[/folder]]
[[folder:Paladin]]
[[/folder]]
[[folder:Blood Mage]]
[[/folder]]
!!Night Elf Heroes
[[folder:Demon Hunter]]
[[/folder]]
[[folder:Keeper of the Grove]]
[[/folder]]
[[folder:Priestess of the Moon]]
[[/folder]]
[[folder:Warden]]
[[/folder]]
!!Orc Heroes
[[folder:Blademaster]]
[[/folder]]
[[folder:Far Seer]]
[[/folder]]
[[folder:Tauren Chieftain]]
[[/folder]]
[[folder:Shadow Hunter]]
[[/folder]]
!!Undead Heroes
[[folder:Death Knight]]
[[/folder]]
[[folder:Dreadlord]]
[[/folder]]
[[folder:Lich]]
[[/folder]]
[[folder:Crypt Lord]]
[[/folder]]
!!Neutral Heroes
[[folder:Naga Sea Witch]]
[[/folder]]
[[folder:Dark Ranger]]
[[/folder]]
[[folder:Pandaren Brewmaster]]
[[/folder]]
[[folder:Beastmaster]]
[[/folder]]
[[folder:Pit Lord]]
[[/folder]]
[[folder:Tinker]]
[[/folder]]
[[folder:Firelord]]
[[/folder]]
[[folder:Alchemist]]
[[/folder]]