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 Warcraft 2: Units

[ Humans ] [ Orcs ]


Peasant
Peasants are trained from the hard-working and stout-hearted citizens that live in the numerous kingdoms of Lordaeron. By mining Gold and harvesting Lumber to meet the ever-increasing needs of the fighting force which must push back the unrelenting Horde, they are the backbone of the Alliance. Trained not only in the construction and maintenance of the myriad buildings found in every community, but also those necessary to wage war, they take great pride in the invaluable service they provide. Roused by the tales of the Orcish atrocities in Azeroth, these Peasants have learned to use both pick and axe for their own defenses if threatened.
Cost 400 Sight 4
Hit points 30 Speed 10
Damage 2-9 Range n/a
Armor 0 Build Time 45


Footman
Footmen are the initial line of defenses against the Horde. Arrayed in hardened steel armor, they courageously wield broadsword and shield in hand-to-hand combat against their vile Orcish foes. The valorous Footmen are ever prepared to heed the call to arms.


Cost 600 Sight 4
Hit points 60 Speed 10
Damage 2-9+4 Range n/a
Armor 2+4 Build Time 60


Elven Archer
Out of the mysterious forests of Quel'thalas come the Elven Archers to aid the Alliance in its darkest hour. Descendants of the elder race of Lordaeron, these sylvan woodsmen are unmatched in their use of the bow. Unencumbered by helm or heavy armor, Archers are keen of eye and fleet of foot. These Elves have long been embroiled in a bloody conflict with the hated Trolls of Lordaeron and are swift to let loose a rain of arrows upon any foe, including those that attack from the skies above.

Cost 500 50 Sight 5
Hit points 40+10 Speed 10
Damage 3-9+2 Range 4
Armor 0 Build Time 70


Elven Ranger
Rangers are a special cadre of Elven archers who are intimately bound to the wildlands of Lordaeron. Their pursuit of mastery in Longbo, Marksmanship, and scouting make them more rugged and even deadlier than their brothers - traits for which they are greatly feared amongst their enemies. These secretive and elite warriors have never involved themselves in the affairs of humans, but when Horde onslaughts threatened to destroy the Elven homelands, they quickly offered their services to the Alliance. Although their numbers are few, their presence could change the course of the war if they are deployed wisely.
Cost 500 50
( 1500 )
Sight 6+3
Hit points 40+10 Speed 10
Damage 3-9+2 Range 4
Armor 0 Build Time 70


Ballista
Ballista launch steel-tipped bolts to impale all in their path. As they require an awesome amount of force to be placed upon their tremendous bowstrings, these machines of war are reinforced with lumber from precious Ironwood trees. The Ballista, a product of Human design and Elven craftsmanship, is a symbol of unity between all those who have allied themselves against the Horde. The Dwarves prove to be another valuable ally, in that they may be employed to design improved missiles which make the Ballista the most devastating weapon of the Alliance.
Cost 900300 Sight 9
Hit points 110 Speed 5
Damage 25-80 +30 Range 8
Armor 0 Build Time 250


Dwarven Demolition Squad
From the deep, subterranean halls of Khaz Modan, the Dwarven Demolition Squads come to aid the Alliance in their crusade for the liberation of Khaz Modan. As masters in the handling and arming of explosives, these squads are renowned for their ability to demolish any obstacle - from a mightily wall to a bulwark of solid stone. Reckless and bold, these Dwarves are zealous in their loyalty to the Alliance and would not hesitate to detonate their explosive payload should the situation turn grim.
Cost 750250 Sight 4
Hit points 40 Speed 11
Damage 1-6 + 4 Range n/a
Armor 0 Build Time 200


Knight
The Knights of Lordaeron represent the fiercest fighting force in the armies of the Alliance. Protected by suits of heavy armor, they carry mighty warhammers with which to crush all who would threaten the freedom of their lands. Astride great warhorses, these honorable and just warriors serve as a symbol of order to the peoples of Lordaeron in these dark and chaotic times. Having learned of the fate the Knights of Azeroth suffered after the First War, they have sworn to both avenge their fallen brethren and free their homelands from the grip of the Orcish Hordes. .
Cost 800100 Sight 5
Hit points 90 Speed 13
Damage 2-12+4 Range n/a
Armor 4+4 Build Time 90


Paladin
Paladins are a holy order of warriors whose purpose is to defend and shepard the war-torn populace of Lordaeron. The Archbishop Alonsus Faol perceived that the pious Clerics of Northshire, who suffered such a terrible attrition in the First War, were ill-suited for the dangers of combat. Along with many of the surviving Clerics of Northshire, he sought those of only the greatest virtue among the knighthood of Lordaeron and tutored them in the ways of magic. Led by the crusading Uther Lightbringer, it now rests upon these Paladins - christened the Knights of the Silver Hand - to heal the wounds sustained in combat and to restore faith in the promise of freedom from Orcish tyranny.
Cost 800100 Sight 5
Hit points 90 Speed 13
Damage 2-12+4 Range n/a
Armor 4+4 Build Time 90


Mage
Once students of the Conjurers of Azeroth, this new order of Mages have been forced to discover untapped magical forces to command in their war against the ruthless Orcs. Although masters of their arts, the Conjurers who fell during the First War were unprepared for the rigors of warfare. Determined to avoid a similar fate, the Mages have undertaken a regimen equally demanding on body and soul, thus dedicating themselves to the command of more aggressive and destructive magiks. Whether in their sanctum at the Violet Citadel in Dalaran or on the many battlefields of Lordaeron, the Mages are resolute in their efforts to defend the people.

Cost 1200 Sight 9
Hit points 60 Speed 8
Damage 0-9 Range 2
Armor 0 Build Time 120


Gnomish Flying Machine
The Gnomes of Khaz Modan have long offset their lack of physical strength with ingenuity and daring. As members of the Alliance, they have continued to display their talents by inventing and piloting the unbelievable Flying Machine. Although having no armaments, these awkward contraptions can be used to survey vast areas of terrain, and detecting the otherwise hidden movements of underwater units (as all flying units can), making them invaluable for discovering the movements of the Horde.

Cost 500 100 Sight 9
Hit points 150 Speed 17
Damage 0 Range n/a
Armor 0 Build Time 65


Gryphon Rider
From the ominous and foreboding peaks of Northeron come the Dwarven Gryphon Riders. Mounted upon their legendary beasts and wielding the mystic Stormhammers forged deep within the secret chambers of their Aviaries, these feral Dwarves fear no enemy and rely upon no friend. They have allied themselves only with the Elves of Quel'thalas, distrusting both their Dwarven cousins and the Humans alike. When the call to battle is sounded, however, they can be counted upon to fight alongside any who oppose the Horde.

Cost 2500 Sight 6
Hit points 100 Speed 14
Damage 8-16 Range 4
Armor 0 Build Time 250


Human Oil Tanker
As the only ships which do not require Oil to be built, Oil Tankers make possible the construction of the Alliance fleet. They are manned by hard working, dependable mariners who search for the rich Oil deposits which lie beneath the waves. The crew of every Tanker is skilled in building Oil Platforms and ferrying the Oil back to a Shipyard or Oil Refinery where it may be processed and put to use.

Cost 400 250 Sight 4
Hit points 90 Speed 10
Damage 0 Range n/a
Armor 0 Build Time 50


Elven Destroyer
Elven Destroyers are powerful warships from the fleets of Quel'thalas. Crewed with highly-skilled Elven seafarers, these swift-sailing vessels are prepared to engage the enemy wherever they may be found. Elven Destroyers constitute a critical part of the Alliance navel defense force as they can unleash their firepower upon the dreaded aerial forces of the Horde.
Cost 700350
700
Sight 8
Hit points 100 Speed 10
Damage 2-35 + 10 Range 4
Armor 10+10 Build Time 90


Human Transport
Transports are a vital part of the Alliance war effort, for it is these sturdy vessels which allow troops to traverse various waterways to engage in battle. Designed to carry and deliver several ground units directly onto the shore, Transports are slow and unarmed, and thus rely upon protection from Destroyers and Battleships

Cost 600200
500
Sight 4
Hit points 150 Speed 10
Damage 0 Range n/a
Armor 0+10 Build Time 70


Gnomish Submarine
The resourceful Gnomish Inventors have designed an amazing craft known as the Submarine. This watertight vessel can submerge beneath the waves and surreptitiously keep watch on enemy forces above the surface. The Gnomish Submarine is visible only to Towers, aerial forces, and other vessels that move beneath the waves. Using cunning and craft to carry out surprise attacks on more powerful enemies makes the Submarine an invaluable part of the Lordaeron armada.




Cost 800150
800
Sight 5
Hit points 60 Speed 7
Damage 10-50 Range 4
Armor 0 Build Time 100


Battleship
The Alliance relies upon its great Battleships to control the seas. These hulking behemoths possess armor and weaponry far greater than that of any other Alliance vessel. The combination of devastating weaponry and substantial armor that they can brandish more than outweigh their somewhat slow speeds in waterborne combat.




Cost 1000500
1000
Sight 8
Hit points 150 Speed 6
Damage 50-130+10 Range 6
Armor 15+10 Build Time 140

Peon
The label of Peon denotes the lowest station amongst those in the Orcish Horde. Inferior in all skills of import, these dogs are relegated to menial tasks such as harvesting lumber and mining Gold. Their labor is also required for the construction and maintenance of buildings necessary to support the vast undertakings of the Horde. Downtrodden, the Orc Peons slave thanklessly to please their overseers.




Cost 400 Sight 4
Hit points 30 Speed 10
Damage 2-9 Range n/a
Armor 0 Build Time 45


Grunt
Those Orcs who distinguish themselves enough in the arts of war to be trained as Grunts epitomize the merciless spirit of the Horde. Equipped with mighty axes and battle-worn armor, they are prepared to fight to the death. Devoted to the Horde and their clans, the Grunt lusts for battle - wanting nothing more than to wade into the field of carnage and die a bloody death surrounded by the bodies of his fallen enemies.
Cost 600 Sight 4
Hit points 60 Speed 10
Damage 2-9+4 Range n/a
Armor 2+4 Build Time 60


Troll Axe Thrower
The Trolls of Lordaeron have suffered ages of attrition at the hands of the Humans, Dwarves, and Elves. The appearance of the Orcish Horde has given them the opportunity to ally themselves with kindred spirits with whom they can seek revenge upon their many enemies. More agile than the brutish Orcs, Trolls employ throwing axes - along with the cunning attack and retreat stratagem - to assail their foes. This combination of speed, range and ability to bring down threats from above makes them a valuable addition to the Orcish Horde.
Cost 500 50 Sight 5
Hit points 40+10 Speed 10
Damage 3-9+2 Range 4
Armor 0 Build Time 70


Troll Berserker
Berserkers are a bloodthirsty sect of Trolls dedicated to the total annihilation of their hated enemies, the Elves. Suffering numerous experiments with strange chemicals and potions by the Goblin Alchemists, the Berserkers have had many strange abilities bestowed upon them that make them all but unstoppable in the heat of battle. Berserkers are hardier and stronger than most Trolls, effectively transforming them into a veritable whirling cyclone of death and destruction.


Cost 500 50
( 1500 )
Sight 6+3
Hit points 40+10 Speed 10
Damage 3-9+2 Range 4
Armor 0 Build Time 70


Catapult

Sharpened horns, crimson with blood of those unfortunate enough to be caught in their path, herald the advance of the Orcish Catapult. Approaching on the battlefield, its grim visage is enough to make the weak Human troops flee in stark terror. These cumbersome, wheeled machines launch deadly incendiary shot which explodes upon impact. the sheer destructive force of these great engines of war make them feared and respected throughout the land.

Cost 900300 Sight 9
Hit points 110 Speed 5
Damage 25-80 +30 Range 8
Armor 0 Build Time 250


Goblin Sappers
The mischievous Goblin Sappers are known throughout the Horde for their incredible aptitude for destruction. These diabolical Goblins are invariably armed with extremely volatile explosives; which enable them to level enemy structures and weapon emplacements. Although the Goblin Sappers are highly unpredictable and insubordinate, they have become necessary to the plans of conquest maintained by the Horde.

Cost 750250 Sight 4
Hit points 40 Speed 11
Damage 1-6 + 4 Range n/a
Armor 0 Build Time 200


Ogre
The Ogres are the monstrous two-headed allies of the Orcs that were brought through the Portal by the Warlock Gul'dan after the First War to act as enforcers in an effort to quell needless infighting between the Orc clans. Due to the constant bickering between their two heads, Ogres exhibit less intelligence than even the lowly Peons. Their incredible strength and unnatural toughness, however, make them some of the fiercest warriors in the Horde.


Cost 800100 Sight 5
Hit points 90 Speed 13
Damage 2-12+4 Range n/a
Armor 4+4 Build Time 90


Ogre
The Ogre-Magi were originally a small band of extremely loyal Ogre enforcers, transformed by Gul'dan into scheming and malicious sorcerers. By warping and twisting the Elf-magiks of the Runestone at Caer Darrow, Gul'dan was able to infuse the magical abilities of long dead Warlocks into the bodies of these unsuspecting hosts. once hulking, simpletons, the transformed Ogre-Magi can direct their death magiks as easily as their lesser cousins would deliver a crushing blow to any foolish enough to stand in their path. The Ogre-Magi have also become extremely cunning and insidious - serving the Horde only as they see fit.

Cost 800100 Sight 5
Hit points 90 Speed 13
Damage 2-12+4 Range n/a
Armor 4+4 Build Time 90


Death Knight
These soldiers of darkness were created by Gul'dan to replace the slaughtered Warlock clans. Assembled from the corpses of the Knights of Azeroth slain in the last battles of the First War, these abominations were then instilled with the ethereal essence of the Shadow Council. Further empowered with magical energies culled from the slain Necrolytes, the Death Knights wield an arsenal of necromantic and elemental spells that mete out all but certain death to the enemies of the Horde.




Cost 1200 Sight 9
Hit points 60 Speed 8
Damage 0-9 Range 2
Armor 0 Build Time 120


Goblin Zeppelin
Zeppelins are ingenious inventions that allow small teams of Goblins to soar above the countryside and spy on enemy positions. The Zeppelins are cumbersome, awkward and maintain no armament. Their airborne capabilities, extensive line of sight, and ability to spot underwater units (as with all flying units), however, make them an integral part of the Horde's spy network.



Cost 500 100 Sight 9
Hit points 150 Speed 17
Damage 0 Range n/a
Armor 0 Build Time 65


Dragon
Dragons are native to the untamed northland s of Azeroth. Reclusive by nature, Dragons have had little contact with their earthbound neighbors over the centuries. Rend and Maim, the Chieftans of the Black Tooth Grin clan, masterminded the capture of the Dragon Queen Alexstraza by the Dragonmaw clan. With their Queen held captive, these majestic creatures have been forced into subservience by the Horde - her progeny being raised by the Dragonmaw clan to slaughter the enemies of the Horde.


Cost 2500 Sight 6
Hit points 00 Speed 14
Damage 8-16 Range 4
Armor 0 Build Time 250


Orc Oil Tanker
The Orc Oil Tanker is crudely constructed, as its purpose is for bearing cargo - not weapons or troops. The Tanker being little more than a collection of wood, bone and storage space, is crewed by a mob of Orcs scarcely more capable than the lowly Peons. Other than being able to pilot the craft, the crew of the Tanker performs tasks equivalent to those of a Peon - building Oil Platforms and returning their cargo so that it may be processed and used as the overseer chooses.
Cost 400 250 Sight 4
Hit points 90 Speed 10
Damage 0 Range n/a
Armor 0 Build Time 50


Troll Destroyer
The Troll Destroyers are swift, ill-visaged longboats designed to cut through the enemy armadas and deal damage to enemy vessels and their flying support. The savage Troll crewmen are eager to enter into combat against Alliance ships of war and hungrily await any chance to stand mast to mast against the Elven Destroyers.
Cost 700350
700
Sight 8
Hit points 100 Speed 10
Damage 2-35 + 10 Range 4
Armor 10+10 Build Time 90


Orc Transport
Transports are huge, skeletal ships charged with ferrying Horde troops across large bodies of water. Being slow and bulky, Transports rely upon magical armor to reply enemy fire. Although the Horde is known to defend their Transports with Destroyers and Juggernaughts, some reckless crews will sail straight into a naval engagement to deliver their troops to land.
Cost 700350
700
Sight 4
Hit points 150 Speed 10
Damage 0 Range n/a
Armor 0+10 Build Time 70


Giant Turtle
These Giant sea Turtles are native to the southern seas and were captured by the Stormreaver clan. Pacified by potent spells of control, these lumbering monstrosities are fitted with watertight canopies strapped onto the backs of their shells and are used as submersible Orcish craft. By submerging under the waves, the Giant Turtles can steal upon unsuspecting enemy craft and report their position to the Horde fleet as they are visible solely to Towers, creatures of the air, and other submersible vessels. The daring Goblins who control them are dedicated to destroying enemy ships by launching hazardous, steam-driven canisters containing highly volatile liquids that can shred even the strongest armor.
Cost 800150
800
Sight 5
Hit points 60 Speed 7
Damage 10-50 Range 4
Armor 0 Build Time 100


Juggernaut
These gargantuan ships of war are the main armament in the dark armada of the Horde. Heavily armed and armored, the Juggernaughts are veritable floating fortresses that constitute the greatest implement of destruction within the Horde's navel forces. While not as swift as the Troll warships, these ruinous craft have quickly come to be feared across the seas of Azeroth for the unrelenting onslaught they render against the Alliance.



Cost 1000500
1000
Sight 8
Hit points 150 Speed 6
Damage 50-130+10 Range 6
Armor 15+10 Build Time 140
 

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