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Alliance Units: -Last Updated 2-26-2002
The Alliance army consists of a mixture of both elite and inexperienced. Their soldiers are skilled are most forms of combat while their magic is awe-inspiring. They are formed from a combination of Elves, Humans and Dwarves.

Generally the Alliance is a well-rounded force, and posses an equal balance of spellcasters, melee and ranged fighters. They do however tend to be more defensive, and hence alliance units generally have higher armor but lower damage.

Peasant: 90 1

Requires: Town Hall
Attacks: Land
Speed: Slow
Peasants are trained from the hard-working and stout hearted citizens that lives in numerous kingdoms of the alliance. By mining gold to meet the ever increasing needs of the fighting force which must push back the unrelenting invaders, they the backbone of the Alliance. Trained not only in the construction and maintenance of the myriad of buildings found in every community, but also those necessary to wage war, they take great pride in the invaluable service they provide.

Special Abilities:

Build Structure:
Casting Cost: Variable
Cooldown: Variable
Research Cost: Already Researched
Peasants are used to construct all alliance buildings. The peasant cannot be issued any other commands for the duration of building the structure.

Repair: (Autocast)
Casting Cost: Variable
Cooldown: Variable
Research Cost: Already Researched
Peasants can repair all buuldings and mechanical units.

Harvest:
Casting Cost: None
Cooldown: None
Research Cost: Already Researched
Peasants may havest both gold and lumber.

Unit Stats:

Hit Points Damage Armor Range
140 6-8 1 Melee

Footman: 150 2

Requires: Barracks
Attacks: Land
Speed: Fast
Ever hopeful young men from Azeroth dream of been in the army, about the glory and the fame they will get if they can boast about their latest battle. So the ranks of Footman are never short of supply, the young men eager to write their own legends. Footmen form the frontline of any human defense, able to combat enemies toe to toe so that mages can work their magic.

Special Abilities:

Defend:
Casting Cost: None
Cooldown: None
Research Cost: 150 100
Researched At: Barracks
Defend reduces 50% of all piercing damage. Defend only reduces Pierce damage, not all ranged attacks. The Footman can stay in defend mode as long as he wants and can cancel back to normal mode at any time. Footmen in defend mode will move at half speed.

Unit Stats:

Hit Points Damage Armor Range
400 11-13 2 1

Knight: 280 40 4

Requires: Barracks, Castle
Attacks: Land
Speed: Very Fast
The mounted armies of Azeroth is one of the most organized and feared throughout the land. Able to travel high speeds and attack with deadly precision, the mounted Knights are the shock troops the Alliance. Despite how powerful they may seem, these brave warriors lack any form of air offensive and should be covered by missile support.

11-9-2001: Knight's Charge Skill is removed.

Special Upgrades:

Animal Husbandry
Research Cost: 250 150
Researched At: Gryphon Aviary
Increases the the unit's hitpoints by 150.

Unit Stats:

Hit Points Damage Armor Range
790 20-23 3 1

Dwarven Rifleman: 160 20 2

Requires: Barracks, Blacksmith
Attacks: Land and Air
Speed: Average
The rifle was an invention that made both Gnomes and Dwarves beam with pride. Using the volatile Dwarven Explosives, coupled by gnomish ingenuity, the rifle is a devastating weapon that can out range even a long bow. While bulky and slow to fire, Dwarven Riflemen offer unparalleled firepower to the Alliance.

11-9-2001: Flare Ability is removed.

Special Upgrades:

Upgrade Rifles
Research Cost: 150 100
Researched At: Workshop
Increases the Rifleman's range by 20

Unit Stats:

Hit Points Damage Armor Range
130 26-31
0 60

Dwarven Mortar Team: 290 50 4

Requires: Barracks, Blacksmith
Attacks: Land
Speed: Slow
The Dwarves of Khaz Modan have always be intrigued with explosives, sacrificing themselves for the alliance ever since the second War. Thanks to Gnomish ingenuity, no longer will these brave men need to sacrifice themselves to cause severe damage. They now serve as heavy anti air and support infantry, who launch explosives rather than themselves at the enemy.

Mortar teams provide the alliance with artillery support. Manned by a two dwarves, one young, old, the missiles they deliver can quickly level both structures and armies. However these dwarves possess no form of melee defense, and can be easily slaughtered if engaged.

Unit Properties:

Splash Damage: Mortar Teams deal Splash Damage and can level trees.

Unit Stats:

Hit Points Damage Armor Range
300 49-125 Siege 1 15 to 100

Sorceress: 240 2

Requires: Arcane Sanctum, Keep
Attacks: Land and Air
Speed: Average
Elusive and nimble, the Sorceress has become a recent but much welcome addition for the Alliance. While the mages of Northshire favored the mastery of the elements, and the Paladins focused their energies on the divine, the Sorceress is in tune with various enchantments. They have the ability to curse their enemies and boost their comrades, their spells have be known to work miracles upon the field of battle. In addition, those most in tune with the arcane can summon a powerful Water Elemental into the field of battle.

2-26-2002: Sorceress now trained at Arcane Sanctum, Damage increased, hit points reduced.

11-9-2001: The spell, Mind Bomb, is now defunct, Polymorph is added.

Special Abilities:

Slow: (Autocast)
Casting Cost: 40
Cooldown: Very Short (5)
Duration: Short (60)
Research Cost: Already Researched
Researched At: Arcane Sanctum
Target movement and attack speeds are halved.

Invisibility
Casting Cost: 75
Cooldown: Short (20)
Duration: Very Long (600)
Research Cost: 100
Researched At: Arcane Sanctum
Renders a target unit invisible till he/she attacks or the duration of the spell, whichever comes first.

Polymorph
Casting Cost: 150
Cooldown: None
Duration: Permanent
Research Cost: 200
Researched At: Arcane Sanctum
Transforms target unit to a harmless sheep. The sheep will retain the hit points of the original unit, but cannot do damage.

Unit Properties:

Hover: The Sorceress hovers, and hence can ignore any terrain effects.

Unit Stats:

Hit Points Damage Armor Range
180 19-22 0 60

Elven Priest: 250 2

Requires: Arcane Sanctum, Keep
Attacks: Land and Air
Speed: Average
Although it has been over a decade since Northshire Abbey was burned to ruins by the Orcish Horde, a group of daring elves rediscovered the lost knowledge. This coupled with Elven lore has made them a significant part of infantry support, allowing them to cure the injured and aid the brave. While their spells are hard pressed to be used for offensive purposes, their abilities at healing can greatly increase the effectiveness of an army.

Special Abilities:

Inner Fire: (Autocast)
Casting Cost: 40
Cooldown: Short (20)
Research Cost: Already Researched
Researched At: N/A
Increases target's damage and armor by 25%.

Dispel Magic: (Autocast)
Casting Cost: 75
Cooldown: Very Short (10)
Research Cost: 100
Researched At: Arcane Sanctum
Dispel Magic removes a spell effect on a unit. If this is cast on a friendly unit, the oldest negative spell effect will be removed. If cast on an enemy unit, the oldest positive spell effect will be removed.

Heal: (Autocast)
Casting Cost: 5
Cooldown: Very Short (5)
Research Cost: 200
Researched At: Arcane Sanctum
Heals 10 hp per costing. Hence each mp the Priest has can heal 2ph.

Unit Stats:

Hit Points Damage Armor Range
240 15-17 0 60

Dwarven Steam Tank: 280 90 2

Requires: Workshop, Castle
Attacks: Buildings
Speed: Slow
The experimental steam tank is the height of Gnomish Inventions, and are displayed with pride at any Gnome Museum. Although both tough and powerful, the device is both difficult to pilot and even volatile at times. Only the daring dwarves of Khaz Modan are brave or insane enough to pilot these steam belching monstrosities, yet none can deny that the site of the contraption is enough to send enemies scrambling for cover.

2-26-2002: Heroes can be put into Steam Tanks. Steam Tanks cannot be carried by Zepplins.

Special Abilities:

Transport Units
Casting Cost: None
Cooldown: N/A
Research Cost: Already Researched
Researched At: N/A
The Steam Tank will be able to transport up to 4 units. Riflemen can shoot out of the Steam Tank. If the Steam Tank dies, units inside the Steam Tank will not be harmed, much as the Bunker in Starcraft

Unit Properties:

Level Structure: The Wreaking Ball can be used to quick level targetted buildings.

Mechanical: The Unit can be repaired by Peons, Peasants and Acolytes.

Unit Stats:

Hit Points Damage Armor Range
Steam Tank 800 25-59 2 1
Riflemen Inside - 26-31 - 40

Gyrocopter: 240 30 3

Requires: Workshop
Attacks: Air Only
Speed: Fast
The Gnomes of Khaz Modan have long offset their lack of physical strength with ingenious and often explosive inventions. The Gryropter is an improvement on the preview Flying Machine design, and is now more maneuverable than ever before. In addition, it is now armed with air to air missiles and functions as a deadly fighter jet.

2-26-2002: Gyrocopters are no longer detectors.

2-6-2002: Gyrocopters are now anti-air fighters rather than bombers.

Unit Properties:

Flight: The Gyrocopter can fly.

Unit Stats:

Hit Points Damage Armor Range
240 15-17 0 60

Gryphon Rider: 385 80 5

Requires: Gryphon Aviary
Attacks: Land and Air
Speed: Slow
From the ominous and foreboding peaks of Northeron come the Dwarven Gryphon Riders. Mounted upon their legendary beasts and wielding mystic Stormhammers forged deep within the secret chambers of their Aviaries, these feral dwarves fear no enemy.

Special Upgrades:

Animal Husbandry
Research Cost: 250 150
Researched At: Gryphon Aviary
Increases the the unit's hitpoints by 150.

Passive Abilities:

Flight: The Gryphon Rider can fly.

Unit Stats:

Hit Points Damage Armor Range
850 30-36 1 45

Water Elemental: 150

Requires: Archmage Spell
Attacks: Land
Speed: Slow
One of the greatest powers of the Arch-mage is their ability to summon mighty Water Elementals to aid the Alliance warriors in combat. These mindless, hulking forms of water can take massive punishment from enemy units while delivering fierce blows to their enemies. Water Elementals were a favorite tool of the Human Conjurors of the First War, and now they serve in the defense of Humanity once again.

The Water Elemental comes in three levels, each level matching the elemental summoning spell of the same level.

Unit Stats:

Level Hit Points Damage Armor Range
1 300 21-29 0 30
1 500 31-39 0 30
1 700 41-49 0 30

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