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 Warcraft 2: Buildings

[ Humans ] [ Orcs ]


Town Hall

The Town Hall servers as a centre for the community and commerce of the various towns and military outposts in Lordaeron. As the chief economic building in any settlement, these sties are equipped to process vital resources such as lumber and gold. The steady stream of peasants, who laboriously harvest and transport resources, makes for constant activity near the Town Hall. The training that peasants require to assist in the growth of their community is also given here. In time the Town Hall may be improved and upgraded into a keep.
Cost 1200 800
Hit points 1200
Build Time 255


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

Cost 500 250
Hit points 400
Build Time 100


Barracks
Barracks are large, fortified structures that offer training and housing for the many warriors in the Alliance. An integral part of any defended community, the barracks foster unity and good will between races. Human Footmen live alongside Elves and Dwarves - all training under one roof. The training of Ballista crews and the construction of these war machines also take place within the Barracks compound.
Cost 700 450
Hit points 800
Build Time 200


Elven Lumber Mill
Seeking insight into the mysteries of the great Ironwood trees of Northeron, the Elves of Qual,thalas constructed Lumber Mills where they became exceptional craftsmen. The Elves offered their superior skills in service to the Alliance, providing more efficient means for processing lumber. The production of ships and war machines becomes possible with the addition of these structures.
Lumber Mills are also responsible for producing the perfectly crafted arrows that make the Elven Archers feared throughout the Horde. When given the necessary resources, Elven craftsmen will upgrade the quality of these arrows, thus increasing the possible damage that can be inflicted. Elven Rangers, after being trained at the barracks, have been known to gather at the mills, honing their skills in Longbow, Marksmanship and Scouting.



Cost 600 450
Hit points 600
Build Time 150


Blacksmith
Blacksmiths are an important part of many of the settlements dependent on military protection. While the metals that they forge are a vital component in the construction of advanced buildings, there are especially known for their skill at weapon-crafting and armoring. The smiths of Lordaeron, occasionally aided by their skillful Dwarven allies, are renowned for producing some of the finest quality weapons in the northlands. The Blacksmiths and Elves are rumoured to be developing a machine that may alter the course of the war against the Horde.
Cost 800 450 100
Hit points 775
Build Time 125


Scout Tower/Guard Tower/Cannon Tower
Scout Towers are tall, sturdy structures constructed to guard the borders of many settlements. From these sites, the defenders of Lordaeron an spot enemy troops from high above, making it difficult for the Orcs to launch surprise attacks. Their presence in the wildlands assures the swift development of our armies to meet any Orc incursion. These Towers may be outfitted with either deadly bols that can pierce targets on land, sea and air, or with great cannon that while powerful, cannot attack threats from above
Cost 550 200 (scout)
500 150 (guard)
1000 300 (cannon)
Hit points 100 - 130 - 160
Build Time 60 - 140 - 190


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

Cost 800 450
Hit points 1100
Build Time 200


Foundry
The Introduction of Foundries makes the construction of the mighty vessels known as transports and battleships possible. Obsessed with creating the strongest force in the Alliance, these skilled artisans need only ample resources to design better armour and weaponry for the fleet. Located on the coast to easier supplement Alliance shipyards, they are an integral part of warship maintenance. Constantly filled with heavy clouds of soot and ash, the intense heat that radiates from the huge smelting pools cause some to jest that they may be in an Orcish building instead of a Human one.
Cost 700 400 400
Hit points 750
Build Time 175


Oil Refinery
These large steel-shod buildings are designed to refine raw oil for use in the construction and maintenance of the Alliance fleets as well as the creation of unconventional war machines. Like the Shipyard, a Refinery is built along the coastline so that Tankers can deliver their cargo directly to its doors. A refinery allows oil to be processed with far greater efficiency, increasing the amount of usable oil garnered from every load of crude
Cost 800 350
Hit points 600
Build Time 225


Keep
In large and well-defended settlements, the Keep replaces the Town Hall as the centre of commerce where Peasants can deliver shipments of gold and lumber for processing. The artisans who dwell here have mastered means of better extracting the gold from the ore mined by the Peasants, thus increasing, the yield of mining operations. The Keep is also a military structure protected by high granite walls, making it difficult to destroy. Advancing legions of Orcish warriors force the Alliance to assign their elite troops - the Knights of Lordaeron and the mysterious Elven Rangers - only to such places, where their presence will serve to deny the Horde further strategic gains. As control of these towns becomes more critical, the Keep may need to be upgraded into a Castle
Cost 2000 1000 200
Hit points 1400
Build Time 200


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


Cost 1000 300
Hit points 500
Build Time 150


Church
Churches are places of worship where the citizens of Lordaeron seek spiritual enlightenment. Once led by devout Clerics, Churches now depend on Paladins to minister to the masses in this time of war. It is in these places for healing and serenity that the holy warrious gather to deepen their faith. Through meditating, communing and tithing at these sanctified sites, Palands discover new ways to channel their healing and spiritual powers.


Cost 900 500
Hit points 700
Build Time 175


Gnomish Inventor
The inventors are highly adept at creating outlandishly clever ontraptions for military use. Among the many bizarre inventions created by the Gnomes are the Flying machines that hover high above both land and sea, as well as the implausible Submarine that can move under the seas. The Gnomes are also responsible for perfecting the technique of extracting various chemical compounds out of oil to make gunpowder and explosives. Although the Gnomes are a bit odd and eccentric, none can deny their value to the Alliance.
Cost 1000 400
Hit points 500
Build Time 150


Mage Tower
Serpentine spires of living rock form the foundation of the Mage Towers where glowing spheres of mystic energy serve to replenish and focus the awesome magiks wielded against the Orcish Horde. These Towers hold ominous sercrets that none but the Mages of Lordaeron dare to explore. As extensions of the Violet Citadel in Dalaran, these towers allow the Mages to research arcane spells, unfettered by the affairs of the temporal plane.
Cost 1000 200
Hit points 500
Build Time 125


Gryphon Aviary
A homage to the legendary beasts housed within, the colossal aspect of the Gryphon Aviary looms over all that it surveys. Hewn from solid rock by the Dwarves of Northeron, their Aviary inspires dread in the hears of whomsoever these Gryphon Riders call foe. Deep inside these massive structures are the Gryphon averies and the Dwarven workshops where saddle and harness are crafted.
Most sacred to the Dwarves is the enchanted forge that lies at the heart of each Aviary. It is here that the magical weapons known as stormhammers are fashioned. A Stormhammer, when thrown, strikes with the fury of lightning and the force of thunder. This destructive weapon, combined with the indomitable spirit of the Gryphon riders, justifies their position as masters of the skies
Cost 1000 400
Hit points 500
Build Time 150


Castle
The mighty Castles of Lordaeron are the centre of large military cities. As with the lesser Keeps, Peasants may bring gold and lumber here for judicious dispersal in order to sustain the war effort. These bastions against invasion are guarded by fortified battlements, making them virtually indestructible. The Castle represents the strength of the peoples of the Alliance and their unyielding resolution to defend the whole of the humanity against the Orcish Hordes.
Cost 2500 1200 500
Hit points 1600
Build Time 200

Great Hall
This structure serves many purposes such as being the gathering place and command centre for most Orcish settlements. Unfit for battle, the lowly Peons are trained here to perform the menia tasks of construction, repair and harvesting. This is also where vital raw materials are gathered to be processes and then distributed. The Great Hall is always a source of fevered activity as the labouring Peons work to please their overseers. When settlements achieve greater prosperity and require stronger defenses, the Great Hall can be reinforced to become a Stronghold
Cost 1200 800
Hit points 1200
Build Time 255


Farm
Farms provide the nedessary raw foodstuffs to sustain both the slave labour force and the war parties in the field. Without a sufficient food supply, new units cannot be acquired. The staple diet of the Orcs - along with their kindred Troll and Ogre brothers - is fresh meat. To satisfy this hunger for flesh, wild Boars are trapped and bred for food. Readily abundant in most regions, they have become a bonfire favourite (along with tankard of Bloodmead) among the hardened troops engaged in a long war march.
Cost 500 250
Hit points 400
Build Time 100


Barracks
The most highly honoured structure in any Orcish community, the Barracks maintains the necessary facilities to train Orc, Troll and Ogre troops for battle. The clash of cold steel and war cries of Troll Axethrowers can be heard from dawn until dusk - serving as a constant reminder of the warlike mentality of the Horde.


Cost 700 450
Hit points 800
Build Time 200


Troll Lumber Mill
Carved from the husk of an ancient Ironwood tree, the Troll Lumber Mill is a vital part of the Horde's lumber processing operation. The Trolls, having lived in the forests of the far north for centuries, have devised a unique method of harvesting. By treating a group of trees with a volatile alchemical solvent, the Trolls can deaden and weaken large sections of wood. Though it is extremely hazardous to Peon and earth alike, this site makes the process of cutting lumber more efficient. Trolls have become quite adept at fashioning a special sort of throwing axe/ The crafting and use of this weapon is always being honed to perfection. Troll Berserkers frequent the Ironwood trees to digest potions given to them by the Goblin Alchemists stationed there. These potions enable them to throw their axes greater distances or sharpen their sight. It is also said that the speat which healing occurs is increased if the correct potion is ingested. This process of regeneration is one of the most distinct and unbelievable powers of the Troll Berserkers.
Cost 600 450
Hit points 600
Build Time 150


Blacksmith
The orcs that live and work in the Blacksmith shops are veteran warriors themselves. Understanding the value of strong steel, they are always developing new techniques and methods to improve their weapons or upgrade the quality of their armour. The steel that they forge is essential in the manufacture of the devestating catapult, and their skills also aid in the crafting of the strange mechanical workings that are used to improve the accuracy and strength of these great machines. Their expertise is often required for the construction of advanced structures.
Cost 800 450 100
Hit points 775
Build Time 125


Scout Tower/Guard Tower/Cannon Tower
Rising high above the treeline, Watch towers resemble primitive huts laced with animal bones and giant tusks of every kind. These insubstantial - but highly useful - lookout posts are ideal for spotting the cowardly and deceitful Human forces from above, making them a desired part of any Orcish settlement's defenses. These emplacements may be upgraded to loose deadly projectiles upon any approaching enemies, or to rain explosive death down upon their foes on land and sea.

Cost 550 200 (scout)
500 150 (guard)
1000 300 (cannon)
Hit points 100 - 130 - 160
Build Time 60 - 140 - 190


Shipyard
Although a haphazard collection of stone, mortar and cheap lumber, the shabby Orc shipyard is perhaps the most important structure in the Horde's war effort. As the construction site for Warships, Transports and Tankers, Shipyards serve as a vital link between the scattered clans across Lordaeron. These sites also have crude processing facilities, enabling Tankers to deliver shipments of oil to them. The Shipyards are manned by procrastinating, slovenly Orcs who somehow manage to keep production and maintenance on schedule.
Cost 800 450
Hit points 1100
Build Time 200


Foundry
Known by the trio of towering smokestacks that surround this structure, the Foundry is instrumental in creating the massive armour plates and lethal cannons that are found on the greatest of the Orc warships - the Juggernaught. Abysmally dark and sweltering with unnatural heat, Foundries are filled with an acrid layer of smoke and soot - making most Orcs feel right at home when visiting one. Heat emenates from all openings as Foundry workers pour molten slag into casts for new cannons, while pounding resounds for miles along the coast as they shape ore into new armour.
Cost 700 400 400
Hit points 750
Build Time 175


Oil Refinery
The Oil Refinery uses the large arching pipelings on either side of the main structure to pump oil from the tankers into is processing holds. Built on the rim of the sea, Refineries are constantly threatened by attacks from waterborne vessels. As a refinery allows oil to be processed much more efficiently, the sight of warchsips deployed fro the defense of thse structures is a common one.
Cost 800 350
Hit points 600
Build Time 225


Stronghold
The massive, jagged spires of the Orc Stronghold are a constant reminder to the Horde of their power and dominance. As the centre of larger Orcish settlements, the Stronghold can process resources in the same fashion as a Great Hall - and the overseer can induce the production of more gold from the pitiful worms under his command. These intimidating structures of steel and stone use techniques in their construction that serve as strong barries, greatly reducing the damage inflicted by attacking forces. Convinced of their innate superiority as warriors, Troll Berserkers and Ogres will only act under the direction of an overseer who has proven himself capable enough to establish a Stronghold. As need and resources dictate, a Stronghold can be reinforced and refitted as a Fortress
Cost 2000 1000 200
Hit points 1400
Build Time 200


Ogre Mound
After being trained in the rudiments of combat at the Barracks, Ogres congregate at these crude, stone huts to enahnce their endurance, strength and speed. These two-headed titans increase their great strength by engaging in contests which involve hurling and crushing giant rocks. This serves to increase their already formidable strength and resilience - and those that do escape the pounding delivered by their brethren find themselves the quicker for it. Even the half-witted Peons dare not come near this place, for stray boulders tend to find the heads of inattentive visitors.
Cost 1000 300
Hit points 500
Build Time 150


Altar of Storms
Carved from the Runestone at Caer Darrow, the Altar of Storms channels dark and arcance energies through the bronze figures that tower aboive it to pervert the innate Elven magiks of the Runestone. These energies, lost when the Orc Warlocks were destroyed by the Doomhammer, are now used to create powers of the Ogre-Magi. It is here that the Ogre-Magi are imbued with new spells and skills to aid them in their fight against the Alliance. The Altars are avoided by the rest of the Horde as the intense energies that emanate from their cold surfaces can be ...unhealthy
Cost 900 500
Hit points 700
Build Time 175


Goblin Alchemist
The maniacal and brilliant Goblind Alchemists are masters of volatile chemicals, explosives and strange mechanical devices. Having constructed Zeppelins to soar above the battlefield, as well as inventing watertight pilot-shacks for use on enslaved race of giant Sea Turtles, the Goblins have defied the very laws of nature. They also create the devastating explosives used by their cousins, the Goblins Sappers. The alchemists take peculiar delight in these intellectual endeavours that few understand, but all in the Horde respect the havoc that they produce.
Cost 1000 400
Hit points 500
Build Time 150


Temple of the Damned
Temples of the Damned - called Grombolar, or bowels of the giant in the Orcish tongue - are the cabalistic dwellings of the dead. Created by Gul'dan to house his blasphemous Death Knights, the Temples were formed from petrified carcasses of the race of giants that inhabited the Orcish homeworld. The subterranean labrynth of the Temple contains the fetid halls where the Death Knights dwell and study their depraved necromancy on fallen warrious reaped from the battlefields above.
Cost 1000 200
Hit points 500
Build Time 125


Dragon Roost
Mighty chains of adamantine steel bind the most powerful creaturein all of Azeroth - Alexstrasza the Dragon Queen. Captured and enscorcelled by magiks contrvied by the Dragonmaw clan, the great Dragon is kept in a constant state of weakness and pain. as the unwilling slave of the Horde, the Queen is closely watched as she lays her precious eggs. The Dragonmaw clan then raises her young to fight for the Horde - slaying whelps when they become to powerful to be properly controlled. Constant efforest are made to break Alexstrasza's will in an attempt to master the control of more mature dragons.



Cost 1000 400
Hit points 500
Build Time 150


Fortress
As the military and economic centre of the largest Orc cities, the Fortress can hold and process all the gold and lumber that the Peons can be made to harvest. Protected by obisidian spires shaped from the earth itself, the Fortress is all but impervious to the attacks of the feeble human forces. Constructed by Orcish leaders attaining arrant mastery both on and off the field of battle, the Fortress serves as a proclamation to the Alliance of the inevitable triumph of the Orcish Horde
Cost 2500 1200 500
Hit points 1600
Build Time 200
 

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