Warcraft 3: The Frozen Throne чит-файл №1

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F A Q
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Last updated 1/19/03 By Dandude776

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T A B L E O F C O N T E N T E N T S
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*NEW!!!* I just added the shortcut system. Pick the section you want to read and
look at its shortcut. Hold down the Control key and press the F key to start the
find program. Then, copy and paste the shortcut into the search. Press find to
skip to that section. I'm still fixing some bugs, so some shortcuts may not
work. E-mail me if any are glitched!!

-CONTENTS- -SHORTCUT-
PART I: THE FAQ
1. Version History/Coming Soon!.........................$Hist
2. Introduction/Terms...................................$Intro
3. Nerfs and Notes (Patch 1.14 Info)....................$Nerfs

PART II: YOUR BASE
4. Undead Buildings.....................................$Bldng
4.1 Necropolis........................................$Ncrop
4.2 Halls of the Dead.................................$HotD
4.3 Black Citadel.....................................$BCit
4.4 Haunted Gold Mine.................................$Gold
4.5 Ziggurat..........................................$Zigg
4.6 Spirit Tower......................................$SprtT
4.7 Nerubian Tower....................................$NrbnT
4.8 Crypt.............................................$Crypt
4.9 Graveyard.........................................$Grave
4.10 Altar of Darkness................................$Altar
4.11 Temple of the Damned.............................$TotD
4.12 Slaughterhouse...................................$Slght
4.13 Sacrificial Pit..................................$Scrif
4.14 Boneyard.........................................$BYard
4.15 Tomb of Relics...................................$ToRlc

PART III: YOUR MILITARY
5. Undead Units.........................................$Units
5.1 Acolyte...........................................$Aclyt
5.2 Ghoul.............................................$Ghoul
5.3 Crypt Fiend.......................................$Fiend
5.4 Gargoyle..........................................$Garg
5.5 Necromancer.......................................$Necro
5.6 Banshee...........................................$Bnshe
5.7 Meat Wagon........................................$MWagn
5.8 Abomination.......................................$Abom
5.9 Obsidian Statue...................................$Obsid
5.10 Destroyer........................................$Dstyr
5.11 Shade............................................$Shade
5.12 Frost Wyrm.......................................$FWyrm
5.13 Skeletal Warrior.................................$SkelW
5.14 Skeletal Mage....................................$SkelM
5.15 Infernal.........................................$Infnl
5.16 Carrion Beetle...................................$Beetl
6. Undead Heroes........................................$Heros
6.1 Comparisons.......................................$Cmpar
6.2 Death Knight......................................$DKngt
6.3 Dreadlord.........................................$DLord
6.4 Lich..............................................$Lich
6.5 Crypt Lord........................................$CLord
7. Neutral Heroes and the Undead........................$Neutl
7.1 Pit Lord..........................................$PLord
7.2 Dark Ranger.......................................$DRngr
7.3 Pandaren Brewmaster...............................$BrewM
7.4 Beastmaster.......................................$Beast
7.5 Naga Sea Witch....................................$SWtch

PART IV: TIPS 'N' TRICKS
8. Short Strategies.....................................$Short
8.1 Undead Basics.....................................$Basic
8.2 Undead Advanced...................................$Advnc
8.3 Harassment........................................$Haras

PART V: IN-DEPTH STRATEGIES
THE GOLDEN RULE!!!......................................$Goldn
9. Combos...............................................$Combo
9.1 Meat Wall.........................................$MWall
9.2 Night of the Angry Dead...........................$NotAD
9.3 Fiends and Statues................................$F&Obs
9.4 Wyrm Frenzy (Thanks to Dan Harris)................$WyrmF
9.5 Ultimate Handicap (Thanks to blood_s3m)...........$Hndcp
9.6 Possess and Destroy (Thanks to Daltamare).........$Poss
9.7 Infernal Distraction (Thanks to LichKing).........$IDist
9.8 Nuke and Possess (Thanks to temlavxeno)...........$NukeP
10. Allied Assault......................................$AllyA
10.1 Revenge (Thanks to Stephen Hsu)..................$Rvnge
10.2 Oops, I missed (Thanks to Stephen Hsu)...........$Oops!
10.3 Lost Temple Wyrm Frenzy (Thanks to blood_s3m)....$LTFrn
10.4 Rumbling Decay (Thanks to The Silver Skull)......$RmDcy
11. Heroes Startegy.....................................$HeroS
11.1 Tri-Nuke.........................................$Nuke
11.2 Surprise Winter (Thanks to The Silver Skull).....$Wintr
11.3 Big, slow and... STEALTHY!? (The Silver Skull).....$Stlth
11.4 Better than Real (Thanks to The Silver Skull)....$BReal
11.5 Return of Dracula (Thanks to Janus5000)..........$Drcla
12. Other Strategies....................................$Other
12.1 Expand and Conquer (Thanks to Sanquinsactis).....$Exp&C
12.2 Stone Wall Hammering (Thanks to Daltamare).......$SWHam
12.3 Stampede of What!? (Thanks to Daltamare).........$Stmpd
12.4 Creep's Revenge (Thanks The Silver Skull)........$Creep
12.5 My Strategy (Thanks to me).......................$Dndud
12.6 Fast Expansion...................................$Expo
12.7 Tastes Like Chicken..............................$Crpse

PART VI: UNDEAD V.S. THE WORLD
13. Versus Humans.......................................#V.HUM
13.1 Seeing the Light (Versus Paladin)................#Pally
13.2 Shortening the Dwarf (Versus Mountain King)......#MKing
13.3 Magically Delicious (Versus Arch Mage)...........#AMage
13.4 Bloody Elves (Versus Blood Mage).................#BMage
14. Versus Orcs.........................................#V.ORC
14.1 Hoofin' It (Versus Tauren Chieftain).............#Taurn
14.2 Dances with Wolves (Versus Far Seer).............#FSeer
14.3 Chop Sui (Versus Blademaster)....................#BlMas
14.4 Jamaican Me Crazy (Versus Shadow Hunter).........#SHunt
15. Versus Night Elves..................................#V.ELF
15.1 Searing Pain (Versus Priestess of the Moon)......#PotM
15.2 Thorny Situation (Versus Keeper of the Grove)....#KotG
15.3 Panda-Blades (Versus Demon Hunter)...............#DHunt
15.4 Silent but Deadly (Versus Warden)................#Wardn
15.5 Will-O-Wisp (Thanks to Stephen Hsu)..............#WillO
16. Versus Undead.......................................#V.UND
16.1 Knight of the Living Dead (Versus Death Knight)..#DKngt
16.2 Darkness Calls (Versus Dreadlord)................#DLord
16.3 A Cold Day in Heck (Versus Lich).................#Lich
16.4 Insecticide (Versus Crypt Lord)..................#CLord
16.5 Necro-Drop.......................................#NecDR
16.6 Thanks for the Upgrades! (The Silver Skull)......#Upgrd
17. Versus Everyone.....................................#Every
17.1 Instant Diet (Versus Pit Lord)...................#PLord
17.2 End the Silence (Versus Dark Ranger).............#DRngr
17.3 Hangover Cure (Versus Pandaren Brewmaster).......#BrewM
17.4 To the Zoo (Versus Beastmaster)..................#Beast
17.5 Fishsticks for Everyone (Versus Naga Seawitch)...#SWtch
17.6 Creeping.........................................#Creep
17.7 Build Orders.....................................#Order

PART VII: CLOSING STUFF
18. Frequently Asked Questions..........................$FAQ
19. Contributor Info....................................$Cntrb
20. Contributor Recognition.............................$Recog
21. Thanks..............................................$Thnks
22. Legal Stuff.........................................$Legal

*NOTE! THIS GUIDE IS MEANT FOR USE IN VERSION 1.14.
*NEW!!!* I just added the shortcut system. Pick the section you want to read
and look at its shortcut. Hold down the Control key and press the F key to start
the find program. Then, copy and paste the shortcut into the search. Press find
to skip to that section. I'm still fixing some bugs, so some shortcuts may not
work. E-mail me if any are glitched!!

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|_|/_/ \_\_|_\ |_| |___(_) |_| |_||_|___| |_/_/ \_\__\_\

$Hist
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1. V E R S I O N H I S T O R Y / C O M I N G S O O N !
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Version 1.0 - 7/23/03
-First version done!

Version 1.1 - 7/26/03
-Tons and tons of spelling and grammatical corrections, some strategies, and
info about using Neutral Heroes with your army. I also added Undead Basics and
removed the skill-point-orders for heroes, because it's too hard to come up with
orders that satisfy every situation. Also, I'll be away for the next 2 weeks,
but if people keep contributing, there will be a BIG update when I return!

Version 1.6 - 8/10/03
-I've decided to jump the version up 5 points, due to the bunches of
contributions I got. New strategies, changed section 3 to Nerfs and Notes, 3 new
websites to host the FAQ... lot's of new stuff! Keep contributing, and enjoy!

Version 1.7 - 8/13/03
-A few new strategies, some typo corrections, and better info about Locust
Swarm. Also, I tried to organize the Undead Advanced section a little better.

Version 1.8 - 8/14/03
-A new harassing technique and stats for the Pit Lord and the Dark Ranger. Plus
I organized the In-Depth strategies into different races. Please send Race-
specific strats!!

Version 2.0 - 8/17/03
-Stats are done for ALL the Neutral Heroes and new stuff has been added to
Undead Basics. Plus, I put in some mini-strategies for fighting each race. If
you have any strategies for other races AND Undead counters to those strats,
send them to me! On a smaller note, for every unit and hero I added whether or
not they could attack air. That's all.

Version 2.01 - 8/18/03
-About the smallest update someone could possibly make. A bunch of spelling
mistakes, and some slightly modified stuff about the Dreadlord's Inferno spell.
I'm going away for a week, but when I come back you can expect a bunch of new
strategies as long as people keep e-mailing me. Also, I'm going to add the
cooldowns of each spell and ability that has... well... a cooldown. Keep
e-mailing!
I really need some race specific strats.

Version 2.1 - 8/25/03
-I added a bunch of new strategies, and this Coming Soon! section where I'll
list the things that you can expect me to add eventually, and a few things that
I'll probably never get around to. Keep contributing new race-specific strats!

Version 2.2 - 8/27/03
-There is now a much better layout for spells under each unit and the Undead
heroes, and a few new additions to the race-specific strategies. I desperately
need people's race-specific ideas, and mission-specific strats. That's it!

Version 2.3 - 8/27/03
-Well I just got back from a friends' house and have nothing to do, so I'm
updating. The new spell layout has been used for the Neutral heroes, there are
now 2 new strategies, thanks to The Silver Skull, and I just tinkered around
with the numbers in the Table of Contents. I can't stand using #.#A so I just
changed around everything to make it fit nicer! I still need more race-specific
strats and mission strats.

Version 2.35 - 8/28/03
-This just in... I'm a moron! In the last update I wrote in the Version History
section that the layout was changed for all the Neutral heroes, and forgot to
actually change it! Okay, NOW the layout has been changed done. Also, I realized
that I had been spelling Altars as alter, so I changed that. I may have missed a
few though. Also, I tried to make the Banshee's Possession Upgrade bonus easier
to understand due to a few people being confused on the gameFAQs message boards.

Version 2.4 - 8/29/03
-Just thought I'd do a few more updates before I have to go to school next
week. Just added the "Thanks for the Upgrades!" strategy versus Undead and fixed
a few random typos. I also realized that you can't Possess allies so I changed
that too.

Version 2.5 - 9/5/03
-Still waiting for more contributions :D. So while I wait I'm just adding some
Undead counters to other heroes. I have the Human heroes done (Although I still
need contributions). I'll try to complete the other races within the next week
or so. I also added a section on Harassment in the Short Strats section, but it
too is really lacking. Anyone who contributes will get... their name in the
credits! Or something. So please contribute something.

Version 2.8 - 9/5/03
-...
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SUPER ULTIMATE MEGA 14TH UPDATE SPECTACULAR!!!
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Woot! Woot! To celebrate the 14th update to this FAQ I redid the title, added a
few new strats (Thanks to The Silver Skull!) and finished up the hero counters!
Hurray! Anyway, I'm still waiting for the great hero-counter contributions I
know (hope?) to receive... eventually. So contribute! Right now! GOGOGO!!!

Version 2.9 - 9/8/03
-A bunch of new strategies thanks to The Silver Skull (Is he the only one out
there who has strats!?) and LichKing. Also, thank to the guys on the GameFAQs
message board for telling me that units pass through Shades, and Kodos can't
regurgitate. My school started a few days ago so updates will become rarer now,
although there have been rumors about a new WC patch floating around, and if
it's true, a new update will be released soon!

Version 3.0 - 9/12/03
-The FAQ's 51 day anniversary! Yes, it's been around for exactly 51 days and
counting. Wow. Just note that because people haven't really been SUMBITTING
HERO-COUNTERS I'm inserting lots of subliminal messages into this update. Maybe
it will work (SUMBIT HERO-COUNTERS!!). Maybe not (SUMBIT HERO-COUNTERS!!). Oh
well. Just in case you missed it, SUMBIT HERO-COUNTERS!! Got it? Good. Anyway in
this update you'll find the usual: More strategies (Thanks - as usual - to The
Silver Skull), and little changes here and there. Oh, I also finally came up
with a name for the Versus Death Knight section (Knight of the Living Dead).
That's all. SUMBIT HERO-COUNTERS!!

Version 3.01 - 9/15/03
-Just a new web host (www.actiontrip.com) and a few minor tweaks. It's almost
time for a big layout change... When I get around to it I will organize the in-
depth strats into better section including:
Combos (Necros + A-Bombs, Fiends + Statues... etc)
Allied Assaults (Undead + Orc, Undead + Human... etc)
One Creature Armies (Surprise Winter, Big, slow and... Stealthy!?... etc)
Beefed Up (Frost Wyrm Frenzy... etc)
And I'll think of more eventually. It will just be easier to find useful
strategies. Also, a Creeping/Mercenaries section is on the horizon. Look for
this and more... eventually!!!

Version 3.1 - 9/20/03
-OK, like I kept saying, I finally redid the layout so it's easier to find
strats you're looking for. A few more race specific stuff, and little changes
here and there. I'm sure that there are a bunch of new glitches/mistakes due to
the layout change (Such as strategies missing, strategies that are posted twice,
bad numbering... etc). So next update, I'll fix stuff. Also, in this update I
once again put in skill orders for UD heroes, so Neutral skill orders are coming
soon! As usual, CONTRIBUTE ALREADY!! To quote "Bonzai" (Which is both the
funniest and the stupidest show ever)... "WHAT YOU WAITING FOR, STUPID?!?!"

Version 3.15 - 9/21/03
-Another tiny update. LichKing noticed that I spelt Paladin wrong so I changed
that. Also, so sorry Silver Skull (say that 3 times fast...), but I have to
remove the Infernal Extinguisher strategy due to the fact that Infernals are
unsnareable (no, that's not a word). Also, I put in my skill-orders for the
neutral heroes. That's all, folks.

Version 3.16 - 9/22/03
-I'm just allowing IGN to host my FAQ. That's all.

Version 3.2 - 10/1/03
-The new layout is almost complete. I finally added a shortcut system to the
table of contents so you can skip ahead. I'm still working some shortcut kinks
out, so e-mail me if you try a shortcut and it's messed up. I also noticed that
in the Table of Contents I listed the Crypt Lord as a Crypt Fiend. Silly me.
Anyhoo, there's just a few little tweaks and changes, but not much.

Version 3.25 - 10/7/03
-Some small changes here and there. Plus, some typos in the Brewmaster area.
New layout for the In-depth strategies section. I'm almost half way done with
that layout change. Look for the rest soon!

Version 3.5 - 11/11/03
-Wow. I've been busy for a while, but I decided to go back and update. More
strategies, some corrections, and other stuff. Janus500 convinced me to
eventually do a neutral/creeping section, so that's coming soon. And thanks to
Blood s3m for noticing all the strategies and tips that don't work (Kodos can't
be devoured, Shades don't get backpacks, Phoenix Eggs are spell immune, and
Devour Magic can't eat auras) Anyway, due to some glitch on my computer, some
strategies that people submitted got deleted. If you sent one in, but it's not
here, resend it. Thanks. Also, I WILL finally finish the in-depth strategy
layout changes soon. Really.

Version 3.6 - 11/15/03
-OK, thanks to Janus5000 for (re)sending me strategies. Some new hero counter
stuff, more changes, layout switch complete, neutral stuff (Creeping, items,
neutral hero counters) coming soon.

Version 3.7 - 12/16/03
-Neutral/Creeping Stuff will be done next time, but for now I'm just adding in
patch 1.13 information. Hurray! Patch! Unfortunately, not a lot of people are
happy. Too bad. Changes have been made, along with the addition of a fast expo
strategy. Expect strategies to change in the next update due to patch changes.
Eh.

Version 4.0 - 1/6/04
-HAPPY NEW YEAR!!! HURRAH!!! OK, now that that's over with, on with the
updates. Neutrla stuff complete, but highly lacking. Any neutral hero counters,
creeping tips, build orders, or questions for the actual FAQ section are
appreciated. As usual, submit stuff, but now it can Build Orders or Creep Tips
too. Also, this FAQ is now, officially, a FAQ, with the addition of a Frequently
Asked Questions section. Ask me questions by mail, and if it's good, it might go
in.

Version 4.1 - 1/15/04
-Well patch 1.14 came out pretty quickly, so I'm updating. A few more questions
added to the FAQ section, minor changes, and other junk.

-COMING SOON!-
In this section I'll be listing stuff that's, well, coming soon. E-mail me with
ideas for new sections/additions. Seriously. Anything you can think of.

I'll finish the neutral section.

I'm fixing any errors that popped up due to the layout change.

$Intro
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2. I N T R O D U C T I O N / T E R M S
=======================================
Hey, hey! Welcome to my Warcraft III: The Frozen Throne, Undead FAQ. I've been
playing Warcraft since the very first game, and I must say that the Undead is
definitely my favorite race. I saw that there were no FAQs detailing Undead
units and stuff, so I decided to write this. MAKE SURE to e-mail any strategies
you have to me, at Dandude776@aol.com. Build orders, skill-point distribution,
hero use... whatever - just MAKE SURE to e-mail with whatever you think of!


Now, here is a short glossary of terms I might or might not use in the FAQ. I
know that most of them are painfully obvious, but I know some people who won't
know this stuff:

-UD: Undead.
-HU: Humans.
-NE/NElf: Night Elves.

-PASSIVE: This aura/spell/whatever is not cast, and is always activated.
-CHANNELING: This spell requires the caster to be immobile and channel it. So
if a Beastmaster is casting Stampede (A Channeling spell) he must stand still
while the stampede occurs. It will end prematurely if the Beastmaster is
interrupted by attacks such as Impale or given a new order.
-AUTO-CAST: Right-clicking on this spell allows the caster to continuously use
the spell whenever it has the chance, and enough mana to spare.
-NUKE: A combination of high-powered direct damage spells cast on one unit in
an effort to kill or seriously weaken it. The Undead Tri-Nuke is any combination
of Death Coil (Death Knight), Carrion Swarm (Dreadlord), Frost Nova (Lich), and
Impale (Crypt Lord).
-INTERRUPT: Interruptions are spells like Sleep and Impale. They can be used to
stop Channeling spells (see above)
-BUFFS: Buffs are bonuses to units. Buffs include all the auras, spells like
Bloodlust and Inner Fire, and items like Healing Wards.
-FOCUS-FIRE: The act of having all or most of your units focus on destroying
one specific unit. This is mostly accomplished with ranged units, because onl;y
a limited number of melee units can surround a target at once.
-AOE: Area of effect. Attacks and Spells with AOE damage hurt multiple targets
with one strike. AOE spells are spells like Blizzard, Flame Strike, and Rain of
Fire.

-TIERS: Your tech-tree is divided into tiers. Tier 1, is all units and
buildings that require a Necropolis. Tier 2 is all buildings and units that
require a Halls of the Dead. Tier 3 is all buildings and units that require a
Black Citadel.
-MICRO: The art of micromanaging your armies/units. You NEED to get good at
this if you want to do well. Here are some basic skills: Moving damaged units
out of battle and back in once the enemy redirects, focus-firing on the weak,
using spells effectively, moving your hero around a lot to make the most of it's
bonuses, attacking ranged/caster units to fry them before they fry you.
-MACRO: The art of managing your base/economy. Not too hard, especially with
Undead. Just have 5 Acos on gold, about 3-4 Ghouls on wood, get expansions, and
organize your base! Don't let heroes get stuck between buildings!

-A-BOMBS: Abominations. The Undead's tier 3 heavy-assault melee unit.
-NECROS: Necromancers. The Undead's primary spell-caster.
-FIENDS: Crypt Fiends. The Undead's anti-air support unit.
-SKELLIES: Skeletons. These refer to all types of Skeletons: Skeleton Warriors,
Skeleton Mages, Lesser Dark Minions, Dark Minions, and Greater Dark Minions.
-FROSTIES: Frost Wyrms. The Undead's aerial tank.
-STATUE: An Obsidian Statue. An Undead unit that can heal your troops.
-ACOS: Acolytes. The Undead's worker units.

-ZIGG: Ziggurat. Undead Farm.
-HotD: Halls of the Dead. Tier 2 Undead Command Center.

-DK: Death Knight. One of the Undead Heroes.
-DL: Dreadlord. Another of the Undead Heroes.
-CL: Crypt Lord. See above.

-HP: Hit points, health, whatever you want to call it. When a unit loses all of
it's HP it is dead.
-MANA: Magical energy. Required to cast spells and other types of special
moves.
-MP: Magic points. Another name for Mana.
-TP: Town Portal. All heroes start with a Scroll of Town Portal, which allows
the hero to teleport back to base.

Ummm... That's all I could think of off the top of my head. If anyone asks me
what
a word means I will add it to the glossary.

*NOTE*
All of the strategies that you'll find in the rest of the FAQ are just my or
other people's ideas. To win, I guarantee that you will have to modify the
strategies. Totally feel free to add or remove units from the ones suggested,
whatever. Also, don't e-mail me that the strategies suck because you lost with
them. It's called CONSTRUCTIVE CRITISM. Tell me what I should change! Thanks in
advance.

$Nerfs
=================================
3. N E R F S A N D N O T E S
=================================
Okay, Frozen Throne's been out for long enough so I'm changing this section.
Now, whenever a new patch is released, I will list the updates. Note that these
are ONLY THE UPDATES THAT APPLY TO THE UNDEAD IN SPECIFIC, OR NEUTRAL HEROES!!!
Also, e-mail me when a new version is released. Don't bother listing the
changes. I can just go on Blizzard's website and get them. And also, for those
of you who don't know, a nerf is basically just a tweak on a unit, such as
changing it's HP or strength. Okay, these are for version 1.14. (By the way,
thanks to LichKing for suggesting I add this section)

-Lots of glitch changes including:
-One player heroes now have normal agility (Due to a 1.13 glitch they all
attacked slowly)
-The Scroll of Town Portal now teleports you to where you clicked, instead of
the bottom right corner of the Town Hall.
-You can now once again raise skellies from your Meat Wagons after researching
Skeletal Mastery (Due to a glitch, after researching Necros couldn't raise
straight out of the wagon)
-Unholy Frenzied units will not permanently lose 75% attack speed after being
Polymorphed or Hexed.
-No more Mana-Flare Ultimate-Aura glitch! Dang that was so cool...
-The Spirit Link glitch has been fixed for Berserkers.
-The unresponsiveness has been fixed
-Anti-Magic Shell now costs 100 mana instead of 150, but absorbs 300 damage
instead of 350.
-The Beastie bear's Bash move now only stuns for 1 second instead of 2.
-The Beastie's Stampede only does 60 damage/lizard instead of 80.
- Nerubian Webspinners (They're mercs) cost more.

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|_|/_/ \_\_|_\ |_| |___|___(_) |_| \___/ \___/|_|_\ |___/_/ \_\___/___|

$Bldng
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4. U N D E A D B U I L D I N G S
===================================
Undead buildings are basically a mix between the Protoss and the Zerg from
Starcraft. Like the Zerg's Creep, Undead Buildings need to be made on Blight.
The only exceptions are the Necropolis and the Haunted Gold Mine. Those two
building create a field of Blight anyway. Like the Protoss, Undead Buildings
aren't "built," they are summoned. You can have one Acolyte summon one building
and then move away and the building will summon itself. Therefore, you only need
one Acolyte to build, as he can just run around summoning each building before
the others are finished. This can be very helpful. Now, I will go in depth
describing each building, its stats, and its role. Here's how to read each
building's section:

NAME (The building's name)
ROLE (The building's role in the scourge)
GOLD (How much Gold the building costs)
WOOD (How much Lumber the building costs)
HP (The building's Hit Points, or how much damage it can take before exploding)
ARMOR (How much armor the building has)
GROUND ATTACK (How damaging the building's ground attack is) (Averaged)
AIR ATTACK (How damaging the building's air attack is) (Averaged)
RANGE (How far the attack reaches)(Also, if the attack hits air units)
COOLDOWN (How long between each attack)
DAY SIGHT / NIGHT SIGHT (How far the building can see in the day and the night)
SUMMONING TIME (How long it takes for the building to be summoned)
REQUIRED BUILDINGS (Buildings that need to be summoned before this building)
----------ABILITIES-----------
UNITS THE BUILDING CAN TRAIN, AND UPGRADES THE BUILDING CAN RESEARCH (Self
explanatory)
---------COMMENTS-------------
OTHER STUFF ABOUT THE BUILDING

If one of these things doesn't apply to the building, it just won't be included.

The Tomb of Relics (Store) is set up a little differently. It's just a list of
each item sold, the price, the cooldown between charges (if it has charges), how
long before the shop gets more in stock, and a comment about each item.

$Ncrop
========================
4.1 N E C R O P O L I S
========================
NAME: Necropolis
ROLE: Command Center
GOLD: 255
WOOD: 0
HP: 1500
ARMOR: 5
SIGHT: 90/60
SUMMONING TIME: 120 seconds
---------ABILITIES----------
-TRAIN ACOLYTE: Trains an Acolyte to work for the Scourge.
-BACKPACK (20 seconds) (Requires Tomb of Relics): This upgrade allows some
Undead units to carry (BUT NOT USE) items. Not very useful in my opinion.
-UPGRADE TO HALLS OF THE DEAD: Upgrades the Necropolis to the Halls of the
Dead, which allows for the building of tier 2 buildings and units.
---------COMMENTS-----------
The Necropolis is the Undead's Command Center, and is therefore very important.
Due to the new anti-hide-the-farm rule, which requires you to have a Command
Center or else the enemies will eventually see your base, it's important to
build a Necropolis in your expansions. Make sure to upgrade the Necropolis
quickly, as its upgrades (Halls of the Dead, and Black Citadel) can actually
attack enemies and are extremely durable. I don't find the backpack upgrade very
useful, but you should experiment and decide whether you like it or not.
*WARNING*
I'm just adding this because I've played a few Battle.net games with newbies.
YOU DON'T NEED TO BUILD A NEW NECROPOLIS AT EACH EXPANSION!!! Remember that if
you're new. If you have some extra cash, you might want to build a Necropolis at
the expansion farthest from your base (Although you should only have 1 or 2
expansions anyway). That way, you can use a Scroll of Town Portal to warp there
if you need to get somewhere fast.

$HotD
======================================
4.2 H A L L S O F T H E D E A D
======================================
NAME: Halls of the Dead
ROLE: Command Center/Heavy Tower
GOLD: 320 (In addition to Necropolis Cost)
WOOD: 210
HP: 1750
ARMOR: 5
GROUND ATTACK: 11.5
AIR ATTACK: 11.5
RANGE: 80
COOLDOWN: 1
SIGHT: 120/80
SUMMONING TIME: 140 seconds
REQUIRES: Necropolis
---------ABILITIES----------
-TRAIN ACOLYTE: Trains an Acolyte to work for the Scourge.
-BACKPACK (20 seconds) (Requires Tomb of Relics): This upgrade allows some
Undead units to carry (BUT NOT USE) items. Not very useful in my opinion.
-UPGRADE TO BLACK CITADEL: Upgrades the Halls of the Dead to the Black Citadel,
which allows for the building of tier 3 buildings and units.

-FROST
PASSIVE
Adds a cold element to all of the Halls' attack which slows down the targets.
---------COMMENTS-----------
The Halls of the Dead is a great building. It acts as the Undeads Command
Center, and has its own attack (Although it's gotten weaker over the (past few
updates). Plus, with the addition of this, you can start building tier 2
buildings, including the Temple of the Damned, the Slaughterhouse, and the
Sacrificial Pit. Upgrade to this quickly.

$BCit
==============================
4.3 B L A C K C I T A D E L
==============================
NAME: Black Citadel
ROLE: Command Center/Heavy Tower
GOLD: 32 (In addition to Necropolis and Halls of the Dead Costs)
WOOD: 230 (In addition to Necropolis and Halls of the Dead Costs)
HP: 2000
ARMOR: 5
GROUND ATTACK: 14
AIR ATTACK: 14
RANGE: 80
COOLDOWN: 1
SIGHT: 120/80
SUMMONING TIME: 140 seconds
REQUIRES: Halls of the Dead, Alter of Darkness
---------ABILITIES----------
-TRAIN ACOLYTE: Trains an Acolyte to work for the Scourge.
-BACKPACK (20 seconds) (Requires Tomb of Relics): This upgrade allows some
Undead units to carry (BUT NOT USE) items. Not very useful in my opinion.

-FROST
PASSIVE
Adds a cold element to all of the Citadel's attack which slows down the targets.
---------COMMENTS-----------
The Black Citadel is great during the late-game, because it allows you to get
those all important tier 3 units and upgrades. You need this to build the
Boneyard, which allows you to build the Undead tanks, the Frost Wyrms. Also,
it's required if you want Abominations. Plus, it's more powerful than the Halls
of the Dead, so it can defend itself quite well.

$Gold
====================================
4.4 H A U N T E D G O L D M I N E
====================================
NAME: Haunted Goldmine
ROLE: Gold Source
GOLD: 255
WOOD: 220
HP: 800
ARMOR: 5
SIGHT: 90/60
SUMMONING TIME: 100 seconds
----------COMMENTS----------
The Haunted Goldmine is by far one of the most important Undead Buildings,
because you must haunt a goldmine before your Acolytes can harvest from it. The
Undead have a great advantage to the other races, because the Haunted Goldmine
does not need to be near you Command Center. Therefore, once you want to expand,
send your scouting party out (Your heroes, and a few units) to clear out a
goldmine. Once the creeps are dead, have your Acolyte come over and summon a
Haunted Goldmine. Unfortunately, Blight will not appear until the goldmine is
done being Haunted, so you should either leave your scouting party to defend for
a little while, or use a Sacrificial Skull (Item at Tomb of Relics), and have an
Acolyte summon a Ziggurat there. As soon as the Zig is done, just upgrade it to
either type of tower. If you have enough gold, you should also eventually build
a Necropolis and upgrade it to Halls of the Dead. This is for two reasons: It's
a tower with a lot of HP, and its good incase your primary base gets destroyed.

$Zigg
====================
4.5 Z I G G U R A T
====================
NAME: Ziggurat
ROLE: Food Supply
GOLD: 150
WOOD: 50
HP: 550
ARMOR: 5
SIGHT: 90/60
SUMMONING TIME: 50 seconds
----------ABILITIES---------
-UPGRADE TO SPIRIT TOWER (35 seconds, 145 Gold, 40 Wood): Upgrades the Ziggurat
into a Spirit Tower.
-UPGRADE TO NERUBIAN TOWER (30 seconds, 100 Gold, 20 Wood): Upgrades the
Ziggurat into a Nerubian Tower.
---------COMMENTS---------
Obviously, Ziggurats are important, because they are your main food source.
Therefore, you need a lot if you want to build a big army. However, one thing
that sets the Ziggurat apart from other race's food sources is that the Ziggurat
is upgraded into either of the Undead's two towers. Basically, you want to
create a layer of upgraded Ziggurats at the edge of your base so that they can
defend. However, you also want to keep a few Ziggurats in the rear of your base.
That way, if the enemy brings siege units and destroys you outer defense, you'll
still have some backup food so you can build reinforcements. If you know that
the enemy is making air units, upgrade your rear Ziggurats, because your
opponent might attack you from behind.

$SprtT
============================
4.6 S P I R I T T O W E R
============================
NAME: Spirit Tower
ROLE: Food Supply/Primary Tower
GOLD: 145 (In addition to Ziggurat costs)
WOOD: 40 (In addition to Ziggurat costs)
HP: 550
ARMOR: 5
GROUND ATTACK: 29.5
AIR ATTACK: 29.5
RANGE: 70
SIGHT: 160/80
COOLDOWN: 1
SUMMONING TIME: 35 seconds
REQUIRES: Graveyard, Ziggurat
----------COMMENTS----------
Spirit Towers are one of the 2 upgrades you can build from Ziggurats.
Essentially, Spirit Towers are more powerful, but Nerubian Towers are cheaper
and slow down enemies. I prefer to have 1 Nerubian Tower for every 3 Spirit
Towers. Now for Strategy: you want to create a layer of upgraded Ziggurats at
the edge of your base so that they can defend. However, you also want to keep a
few Ziggurats in the rear of your base. That way, if the enemy brings siege
units and destroys you outer defense, you'll still have some backup food so you
can build reinforcements. If you know that the enemy is making air units,
upgrade your rear Ziggurats, because your opponent might attack you from behind.

$NrbnT
================================
4.7 N E R U B I A N T O W E R
================================
NAME: Nerubian Tower
ROLE: Food Supply/Support Tower
GOLD: 100 (In addition to Ziggurat costs)
WOOD: 20 (In addition to Ziggurat costs)
HP: 550
ARMOR: 5
GROUND ATTACK: 9.5
AIR ATTACK: 9.5
RANGE: 70
SIGHT: 160/80
COOLDOWN: 1
SUMMONING TIME: 30 seconds
REQUIRES: Ziggurat
----------ABILITIES---------
-FROST
PASSIVE
Adds a cold element to all of the Tower's attack which slows down the targets.
----------COMMENTS----------
Nerubian Towers are one of the 2 upgrades you can build from Ziggurats.
Essentially, Spirit Towers are more powerful, but Nerubian Towers are cheaper
and slow down enemies. I prefer to have 1 Nerubian Tower for every 3 Spirit
Towers. Now for Strategy: you want to create a layer of upgraded Ziggurats at
the edge of your base so that they can defend. However, you also want to keep a
few Ziggurats in the rear of your base. That way, if the enemy brings siege
units and destroys you outer defense, you'll still have some backup food so you
can build reinforcements. If you know that the enemy is making air units,
upgrade your rear Ziggurats, because your opponent might attack you from behind.
Frost is very helpful when used in conjunction with a group of Spirit Towers,
especially when the enemy is sending melee units. The frost slows down the melee
units that are running towards your towers, and the Spirit Towers can focus fire
and eliminate each slowed threat before they reach you.

$Crypt
==============
4.8 C R Y P T
==============
NAME: Crypt
ROLE: Primary Troop Production Building
GOLD: 200
WOOD: 150
HP: 1300
ARMOR: 5
SIGHT: 90/60
SUMMONING TIME: 60 seconds
----------ABILITIES---------
-TRAIN GHOUL (18 seconds, 120 Gold): Trains a Ghoul. Ghouls are your tier 1
melee units. More info later.
-RESEARCH CANNIBALIZE (30 seconds, 75 Gold): Cannibalize allows Ghouls and
Abominations to devour nearby corpses and regain HP.
-RESEARCH GHOUL FRENZY (45 seconds, 100 Gold, 150 Wood): Ghouls move faster and
attack more often. Requires Black Citadel.
-TRAIN CRYPT FIEND (30 seconds, 215 Gold, 40 Wood): Trains a Crypt Fiend. Crypt
Fiends are powerful, ranged, tier 1 units. More info later. Requires Graveyard.
-RESEARCH WEB (30 seconds, 150 Gold, 150 Wood): Allows Crypt Fiends to become
effective anti-air units that can bind enemies to the ground. Requires Halls of
the Dead.
-RESEARCH BURROW (45 seconds, 75 Gold, 75 Lumber): Allows Crypt Fiends to
burrow like the Zerg in Starcraft. When burrowed, Crypt Fiends are invisible to
enemies, and regain HP quickly. Requires Halls of the Dead.
-TRAIN GARGOYLE (35 seconds, 185 Gold, 30 Wood): Trains a Gargoyle. Gargoyles
are light, ranged, air-units. Requires Graveyard, and Halls of the Dead.
-RESEARCH STONE FORM (40 seconds, 75 Gold, 150 Wood): Allows Gargoyles to turn
into stone. While in stone form, Gargoyles cannot attack, but they get extra
armor and regain HP quickly. Requires Graveyard and Black Citadel.
----------COMMENTS----------
The Crypt is your primary troop production building, and should therefore be
built quickly. Cannibalize is important for creeping, because after destroying
each creep-camp, your Ghouls can eat the corpses and prepare for the next creep-
camp strike. Ghoul Frenzy is important if you plan on using your Ghouls
extensively, but you might also consider getting it as a defense. If your
enemies attack and you aren't prepared, you'll only have your lumber-harvesting
Ghouls as a defense until your main force returns. Therefore, you might consider
upgrading your Ghouls so you'll be prepared. Web is very important, because
Crypt Fiends are one of the Undead's only anti-air units. Make sure to get this.
Burrow is great for watching chokepoints. Burrow your Crypt Fiends near Gold-
mines (so you'll know if your opponents are building an expansion), outside your
opponents base (So you can strike as soon as the enemy attack-force leaves), and
right outside the edge of your base (So you'll have a trip-wire system for when
your opponents attack. The Gargoyle's Stone Form can be used like Cannibalize
during creeping or even during battle when you want to recharge.

$Grave
======================
4.9 G R A V E Y A R D
======================
NAME: Graveyard
ROLE: Primary Upgrade Building
GOLD: 215
WOOD: 0
HP: 900
ARMOR: 5
SIGHT: 90/60
SUMMONING TIME: 80 seconds
----------ABILITIES---------
-UNHOLY STRENGTH (60 seconds, 125 Gold, 50 Wood): Increases strength of Ghouls,
Meat Wagons, Abominations, Skeleton Warriors, and Skeleton Mages.
-IMPROVED UNHOLY STRENGTH (75 seconds, 200 Gold, 150 Wood): Increases strength
of Ghouls, Meat Wagons, Abominations, Skeleton Warriors, and Skeleton Mages.
Requires Halls of the Dead.
-ADVANCED UNHOLY STRENGTH (90 seconds, 275 Gold, 250 Wood): Increases strength
of Ghouls, Meat Wagons, Abominations, Skeleton Warriors, and Skeleton Mages.
Requires Black Citadel.
-UNHOLY ARMOR (60 seconds, 125 Gold, 50 Wood): Increases armor of Ghouls, Meat
Wagons, Abominations, Skeleton Warriors, and Skeleton Mages.
-IMPROVED UNHOLY ARMOR (75 seconds, 200 Gold, 150 Wood): Increases armor of
Ghouls, Meat Wagons, Abominations, Skeleton Warriors, and Skeleton Mages.
Requires Halls of the Dead.
-ADVANCED UNHOLY ARMOR (90 seconds, 275 Gold, 250 Wood): Increases armor of
Ghouls, Meat Wagons, Abominations, Skeleton Warriors, and Skeleton Mages.
Requires Black Citadel.
-CREATURE ATTACK (60 seconds, 150 Gold, 50 Wood): Increases strength of Crypt
Fiends, Gargoyles, Destroyers, and Frost Wyrms.
-IMPROVED CREATURE ATTACK (75 seconds, 200 Gold, 125 Wood): Increases strength
of Crypt Fiends, Gargoyles, Destroyers, and Frost Wyrms. Requires Halls of the
Dead.
-ADVANCED CREATURE ATTACK (90 seconds, 250 Gold, 200 Wood): Increases strength
of Crypt Fiends, Gargoyles, Destroyers, and Frost Wyrms. Requires Dark Citadel.
-CREATURE CARAPACE (60 seconds, 150 Gold, 75 Wood): Increases armor of Crypt
Fiends, Gargoyles, Destroyers, and Frost Wyrms.
-IMPROVED CREATURE CARAPACE (75 seconds, 200 Gold, 200 Wood): Increases armor
of Crypt Fiends, Gargoyles, Destroyers, and Frost Wyrms. Requires Halls of the
Dead.
-ADVANCED CREATURE CARAPACE (90 seconds, 250 Gold, 325 Wood): Increases armor
of Crypt Fiends, Gargoyles, Destroyers, and Frost Wyrms. Requires Dark Citadel.
----------COMMENTS----------
The Graveyard is important because it is where you upgrade all of your troops.
Also, it is needed to build some higher tier buildings and units. At the
beginning of a game, decide whether you want to focus on researching the Unholy
upgrades or the Creature upgrades, because it is far too expensive to upgrade
everything unless it is very late in the game. If you are playing with allies,
make sure to coordinate with them. For instance, one of you could only research
the Unholy Upgrades, while the other only researches Creature Upgrades.

$Altar
=======================================
4.10 A L T A R O F D A R K N E S S
=======================================
NAME: Altar of Darkness
ROLE: Hero Facility
GOLD: 180
WOOD: 50
HP: 900
ARMOR: 5
SIGHT: 90/60
SUMMONING TIME: 60 seconds
----------ABILITIES---------
-TRAIN CRYPT LORD: Trains the Crypt Lord Hero.
-TRAIN DEATH KNIGHT: Trains the Death Knight Hero.
-TRAIN DREADLORD: Trains the Dreadlord hero.
-TRAIN LICH: Trains the Lich hero.
-REVIVE HERO: Revives your slain heroes.
----------COMMENTS----------
If you are a newbie, you should know that Heroes are just about the most
important determining factor in a battle. The Altar of Darkness is where new
heroes are trained, and dead heroes are revived. Wait. Dead, Undead heroes.
Weird. Anyway, although the Undead have 4 heroes, they may only have 3 per game,
and the second hero may only be trained once you reach tier 2, while the third
hero may only be trained once you reach tier 3. Also, you need an Altar to hire
a neutral hero. Finally, remember that the first hero is always free. Reviving
heroes take longer and cost more in proportion to the level of the dead hero.
Higher level heroes cost more. Once you have a few heroes running in late game,
I like building an extra Altar at one of my expansions. That way, if both of
your heroes die in battle, you can revive both at once. Defend your Altar well,
because a smart opponent will kill your hero and then destroy your altar before
you can revive.

$TotD
=============================================
4.11 T E M P L E O F T H E D A M N E D
=============================================
NAME: Temple of the Damned
ROLE: Caster Production Building
GOLD: 155
WOOD: 140
HP: 1100
ARMOR: 5
SIGHT: 90/60
SUMMONING TIME: 60 seconds
REQUIRES: Halls of the Dead, Graveyard
----------ABILITIES---------
-TRAIN NECROMANCER (30 seconds, 145 Gold, 20 Wood): Trains a Necromancer.
Necromancers are your primary spell casters, and are great for massing. More
info later.
-RESEARCH NECROMANCER ADEPT TRAINING (60 seconds, 100 Gold, 50 Wood): This
important upgrade gives Necromancers more HP, more MP, damage, faster MP
regeneration, and the ability to cast Unholy Frenzy.
-RESEARCH NECROMANCER MASTER TRAINING (75 seconds, 100 Gold, 150 Wood): This
upgrade gives Necromancers even more HP, more MP, damage, faster MP
regeneration, and the ability to cast Cripple. Requires Black Citadel.
-TRAIN BANSHEE (35 seconds, 155 Gold, 30 Wood): Trains a Banshee. Banshees are
your support spell casters, and while I don't use them often, their spells can
be very helpful in certain situations.
-RESEARCH BANSHEE ADEPT TRAINING (60 seconds, 100 Gold, 50 Wood): This
important upgrade gives Banshees more HP, more MP, damage, faster MP
regeneration, and the ability to cast Anti-Magic Shell.
-RESEARCH BANSHEE MASTER TRAINING (75 seconds, 100 Gold, 150 Wood): This
upgrade gives Banshees even more HP, more MP, damage, faster MP regeneration,
and the ability to possess units. Requires Black Citadel.
-RESEARCH SKELETAL LONGEVITY (60 seconds, 100 Gold, 75 Wood): This upgrade is
very important if you plan on using Necros often. It makes Skeleton Warriors and
Skeleton Mages last 15 seconds longer, which can be very helpful in battle.
-RESEARCH SKELETAL MASTERY (45 seconds, 125 Gold, 150 Wood): Like the above
upgrade, this is crucial if you plan on using Necromancers a lot. It makes one
of the 2 skeletons raised from each corpse to be a Skeletal Mage, basically a
long-ranged, more powerful Skeleton Warrior. Requires Black Citadel.
----------COMMENTS----------
The Temple of the Damned is very important, because spell casters are key to
winning. The Necromancers' Raise Dead ability is very important for increasing
the size of your army, and Skeletal Longevity, and Skeletal Mastery help
increase the power of your skeletons. Also, it is important to train your spell
casters to Master Training, because they will need all the HP and MP they can
get. If you are planning on using spell casters a lot, try building 2 Temples:
One to pump out units, while the other researches upgrades. This will give you a
powerful army twice as fast.

$Slght
===================================
4.12 S L A U G H T E R H O U S E
===================================
NAME: Slaughterhouse
ROLE: Advanced Troop Production Building
GOLD: 140
WOOD: 135
HP: 1200
ARMOR: 5
SIGHT: 90/60
SUMMONING TIME: 60 seconds
REQUIREMENTS: Halls of the Dead
----------ABILITIES---------
-TRAIN MEAT WAGON (45 seconds, 230 Gold, 50 Wood): Trains a Meat Wagon. Meat
Wagons are invaluable because they are your only Siege weapon. Plus, they are
very beneficial to your Necromancers, due to the fact that they can collect and
store corpses for later use.
-RESEARCH EXHUME CORPSES (20 seconds, 125 Gold, 100 Wood): This upgrade allows
Meat Wagons to generate a fresh corpse every 15 seconds. Requires Black Citadel.
-TRAIN ABOMINATION (45 seconds, 240 Gold, 70 Wood): Trains an Abomination. The
A-Bombs are very powerful tier 3 melee units that should be used as tanks in
late-game. Requires Black Citadel.
-RESEARCH DISEASE CLOUD (45 seconds, 100 Gold, 200 Wood): This upgrade gives A-
Bombs and Meat Wagons a noxious aura that damages enemies nearby. Requires Black
Citadel.
-TRAIN OBSIDIAN STATUE (45 seconds, 200 Gold, 35 Wood): Trains an Obsidian
Statue. These statues are great support units that can transform into powerful,
magic-support air-units. Requires Tomb of Relics.
-RESEARCH DESTROYER FORM (60 seconds, 175 Gold, 150 Wood): Allows Obsidian
Statues to transform into Destroyers. Requires Tomb of Relics, and Black
Citadel.
----------COMMENTS----------
Later in the game, the troops that your Crypt produces just won't be enough.
That's when it's time to break in the Slaughter House. This is where you'll buy
your late-game units, including the Meat Wagon, your siege weapon, the
Abominations, your tanks, and the Obsidian Statues, your support. Actually, if
you combine those three units, you've got yourself a party. Slam your opponents
towers with the Meat Wagons, while your heroes and the A-Bombs wreck havoc in
the base. Your Obsidian Statues keep everyone happy and healthy. Also, the
upgrades you can research here are very important, so research them too. If
you're really going for the big-bang, build 2 Slaughterhouses: 1 to pump out
troops, and 1 to upgrade.

$Scrif
===================================
4.13 S A C R I F I C I A L P I T
===================================
NAME: Sacrificial Pit
ROLE: Special Ops Center
GOLD: 75
WOOD: 150
HP: 900
ARMOR: 5
SIGHT: 90/60
SUMMONING TIME: 45 seconds
REQUIRES: Halls of the Dead
----------ABILITIES---------
-SACRIFICE (15 seconds): Targets an Acolyte for Sacrifice. Once an Acolyte
sacrifices itself it turns into a Shade.
----------COMMENTS----------
The Sacrificial Pit is a very important building, because it allows you to keep
an eye on your enemy and prepare for attacks. If you have enough food and
Acolytes, Sacrifice 2 Acolytes. Have 1 stationed at the enemy's base so you'll
know what types of troops your opponent is building. Then use this trick: have
your 2nd Shade follow (Right click on) your enemy's hero. That way you can see
where the other team's main force is. If you have another Acolyte to spare, have
him patrol the most direct route from your base to your enemy's base. This way,
you'll know when your enemy is attacking so your force can teleport back home if
they were out creeping. Also, you might consider keeping a Shade at your base,
because its True Sight allows you to watch for invisible enemies.

$BYard
=====================
4.14 B O N E Y A R D
=====================
NAME: Boneyard
ROLE: Heavy-Assault Weapon Production
GOLD: 175
WOOD: 200
HP: 1500
ARMOR: 5
SIGHT: 90/60
SUMMONING TIME: 80 seconds
REQUIREMENTS: Black Citadel, Sacrificial Pit
----------ABILITIES---------
-TRAIN FROST WYRM (60 seconds, 385 Gold, 200 Wood): Trains a Frost Wyrms. Frost
Wyrms are your late-game heavy artillery. They are essentially big, powerful,
flying tanks. They cost a lot of food (7!) so you probably won't mass them
(anti-air can bring them down quickly anyway), although it's handy to have a
pair or so around.
-RESEARCH FREEZING BREATH (60 seconds, 150 Gold, 275 Wood): This upgrade allows
Frost Wyrms to Freeze enemy buildings solid, disallowing towers from attacking,
and temporarily halting unit/upgrade production. Very handy for demolishing
enemy bases.
----------COMMENTS----------
There's not much you can say about the Boneyard, other than the fact that this
is where you get your heavy-assault weapons, the Frost Wyrms. Late game, these
guys can really clean up, as long as your opponents don't have anti-air. Frost
Wyrms are multi-use, super weapons: Their Freezing Breath kills towers and acts
like a siege unit, they destroy buildings insanely fast, and by focus-firing,
they can wipe out heroes in the blink of an eye. Just bring along some powerful
melee units (A hero and some A-Bombs are nice) to wipe out the anti-air, and
you've got yourself a party.

$ToRlc
=================================
4.15 T O M B O F R E L I C S
=================================
NAME: Tomb of Relics
ROLE: Store
GOLD: 130
WOOD: 30
HP: 475
ARMOR: 5
SIGHT: 90/60
SUMMONING TIME: 45 seconds
------ITEMS FOR SALE------
-ROD OF NECROMANCY (150 Gold, 3 charges, 22 Seconds Cooldown, 60 Seconds
Restock): Creates 2 skeleton warriors from a corpse. Helpful if you're rushing
during tier 1 or defending an early rush. Later though, it's better to just get
Necors.

-SACRIFICIAL SKULL (50 Gold, 60 Seconds Restock): Creates a small area of
Blight at the target location. Handy for a few reasons: If you're building an
expansion, it's good because you won't have to wait for the Necropolis to finish
or the Mine to be haunted. Also, if you're just haunting a Gold Mine somewhere,
it's a good idea to build 2 or 3 spirit towers to defend. Also, if you're
attacking an enemy, it's helpful to build some kind of troop-building nearby, so
you can create reinforcements as the battle wages on.
*BIG THANKS TO Sanguinsanctis FOR THIS*
In case you didn't notice, Undead units regenerate HP much faster on
Blight. So during a big battle, sprinkle it around! It will heal your
units.

-DUST OF APPEARANCE (75 Gold, 4 charges, 20 Seconds Cooldown, 60 Seconds
Restock): Reveals any invisible units in the target area for 20 seconds. Not
very useful, because you can just get shades. Only buy it if you're sure that
your opponent is building cloaked units, or if they rush you with a Blademaster.

-POTION OF HEALING (150 Gold, 120 Seconds Restock): Heals 250 HP. Important
item for your hero to have, but you should sell it later in the game when you
start getting Potions of Greater Healing, and stuff like that. Requires Halls of
the Dead.

-POTION OF MANA (200 Gold, 120 Seconds Restock): Restores 150 MP. Pretty much
same as above. Important at first, but not strong enough later. Requires Halls
of the Dead.

-SCROLL OF TOWN PORTAL (350 Gold, 120 Seconds Restock): After 5 seconds of
channeling, teleports your hero and all of your nearby units to the selected
Necropolis (Or similar Command Center). Plus, you can just double-click and warp
to your highest upgraded Necropolis. This item is a must have, and luckily all
heroes start out with 1. Great for a bunch of reasons: If you're attacking and
the enemy is destroying you, warp back home. Make sure that you definitely have
no chance, because in an allied game, your allies will get angry if you ruin the
assault by wussing out. Anyway, this is also a great item in case the enemy is
attacking your base and you're away. Just teleport back. This also goes for if
your ally is taking a beating. Finally, try hit-and runs to piss your enemies
off. Just run in, kill a few units, and then teleport out. Remember the 5 second
channeling though, as that can ruin everything. And if the enemy kills your hero
as your channeling, well, too bad. Also keep at least 1. Requires Halls of the
Dead.

-ORB OF CORRUPTION (375 Gold, 120 Seconds Restock): Adds 5 bonus damage to your
hero's attack, gives your hero a ranged attack against air-units, and reduces
enemy units' armor by 5 for 5 seconds. This item is a must have. If you have a
Crypt Lord, Death Knight, or Dreadlord it gives you an anti-air defense, and if
you have a Lich it gives him some extra strength. Plus, the armor reduction is
very helpful. Buy this item when it becomes available. Requires Black Citadel.

-SCROLL OF HEALING (250 Gold, 120 Seconds Restock): Heals 150 HP to all
friendly biological units around you. That means that Meat Wagons, Obsidian
Statues, and any mechanical units your allies have are not healed. Anyway, this
item is great. Just carry 1 or 2 and use them during a fight. Don't waste it
though. Requires Black Citadel.

___ _ ___ _____ ___ ___ ___ _ __ _____ _ _ ___
| _ \/_\ | _ \_ _| |_ _|_ _|_ _(_) \ \ / / _ \| | | | _ \
| _/ _ \| / | | | | | | | | _ \ V / (_) | |_| | /
|_|/_/ \_\_|_\ |_| |___|___|___(_) |_| \___/ \___/|_|_\
__ __ ___ _ ___ _____ _ _____ __
| \/ |_ _| | |_ _|_ _/_\ | _ \ \ / /
| |\/| || || |__ | | | |/ _ \| /\ V /
|_| |_|___|____|___| |_/_/ \_\_|_\ |_|

$Units
===========================
5. U N D E A D U N I T S
===========================
The Undead have a wide variety of units, including a few powerful summons. In
this section, I will take an in-depth look at each unit, and discuss its
strengths and weaknesses. Also, note that every Undead unit besides the Meat
Wagon and the Obsidian Statue is classified as Undead. The Meat and Wagon and
the Obsidian Statue are both mechanical. Here's how to read each unit's section:

NAME (The unit's name)
ROLE (The unit's role in the scourge)
GOLD (How much Gold the unit costs)
WOOD (How much Lumber the unit's costs)
FOOD (How much Food the Unit requires)
HP (The unit's Hit Points, or how much damage it can take before dying)
MP (The unit's maximum Mana, or how much energy the unit has for casting spells)
ARMOR (How much armor the unit has)
ARMOR TYPE (The type of armor the unit has)
GROUND ATTACK (How damaging the unit's ground attack is) (Averaged)
AIR ATTACK (How damaging the unit's air attack is) (Averaged)
ATTACK TYPE (The type of attack)
RANGE (How far the attack reaches, if ranged)
COOLDOWN (How long between each attack)
DAY SIGHT / NIGHT SIGHT (How far the unit can see in the day and the night)
UPGRADES (Upgrades this unit benefits from)
SPEED (How fast the unit moves)
TRAINING TIME (How long it takes for the unit to be trained)
TRAINED AT (The building where this unit is trained)
REQUIREMENTS (Buildings required before this unit can be trained)
----------ABILITIES---------
The unit's abilities
----------COMMENTS----------
Comments and strategies for using the unit

If something doesn't apply to a unit, it won't be included.

$Aclyt
==================
5.1 A C O L Y T E
==================
NAME: Acolyte
ROLE: Primary Worker Unit
GOLD: 75
WOOD: N/A
FOOD: 1
HP: 220
MP: N/A
ARMOR: 0
ARMOR TYPE: Medium
GROUND ATTACK: 9.5
AIR ATTACK: N/A
ATTACK TYPE: Normal
RANGE: Melee
COOLDOWN: 2.5
DAY SIGHT / NIGHT SIGHT: 80/60
UPGRADES: None
SPEED: Slow
TRAINING TIME: 15
TRAINED AT: Necropolis/Halls of the Dead/Black Citadel
REQUIREMENTS: None
----------ABILITIES---------
-RESTORE
COST: Depends on length of restoration
AUTO-CAST
It's repair with another name. This very important ability allows you repair
buildings and mechanical units that need HP. A building regains HP more quickly
if more Acolytes are repairing!

-GATHER
Allows you to harvest Gold from a Haunted Gold Mine.

-SUMMON BUILDING (Cost depends on the building)
Obviously, this summons a building. See the Buildings Section for more details.

-UNSUMMON BUILDING
This skill is unique to the Undead. It allows you to "Unsummon" a building and
recover half of the resources you spent building it.

-SACRIFICE
Kills the Acolyte at a Sacrificial Pit and turns it into a Shade. See the Shade
section for more. Requires Sacrificial Pit.
----------COMMENTS----------
Acolytes are your main worker units, so you obviously need them. Make sure to
have 5 Acolytes harvesting Gold from your Gold Mines at all times, while another
Acolyte summons the buildings. Also, if you're attacking with either Meat Wagons
or Obsidian Statues, you might want to have an auto-casting Acolyte following.
Unsummon is helpful for 2 reasons: If the enemy is destroying one of your bases
(Assuming you have an expansion), Unsummon some buildings to save money. Also,
if you REALLY need money and your allies won't give you any, Unsummon buildings
that you don't need anymore. This includes the Sacrificial Pit if you already
have a Shade and the Graveyard if you've already upgraded. Use the money to
Haunt a Goldmine and then just rebuild. Remember that the more Acolytes
restoring a building, the faster it regains HP! Sacrifice is important for
scouting, but kills the Acolyte.

$Ghoul
==============
5.2 G H O U L
==============
NAME: Ghoul
ROLE: Basic Melee Unit/Secondary Worker Unit
GOLD: 120
WOOD: N/A
FOOD: 2
HP: 340
MP: N/A
ARMOR: 0/6 when upgraded
ARMOR TYPE: Heavy
GROUND ATTACK: 13/17.5 when upgraded
AIR ATTACK: N/A
ATTACK TYPE: Normal
RANGE: Melee
COOLDOWN: 1.3/1.05 when upgraded
DAY SIGHT / NIGHT SIGHT: 140/80
UPGRADES: Unholy Strength/Armor Upgrades, Cannibalize, Ghoul Frenzy
SPEED: Average/Fast when upgraded
TRAINING TIME: 18
TRAINED AT: Crypt
REQUIREMENTS: None
----------ABILITIES---------
-CANNIBALIZE
Devours a nearby corpse to heal 10 HP/sec.
----------COMMENTS----------
Ghouls are your bread & butter units, but they also get you your lumber.
Therefore, even if your main force is out hunting, the Ghouls getting lumber at
your base can defend in case of attack. This is very handy, due to the fact that
Scrolls of Town Portal need 5 seconds of channeling now. Once fully upgraded
Ghouls become more powerful than you'd think. They can swarm enemies and quickly
rip them to shreds with Ghoul Frenzy researched. Also, if they take a beating
they can Cannibalize and regain health. Use Ghouls as your front line while your
higher-end units take down the enemy from the side.
Also, Ghouls become insanely good when they are fully upgraded and have both the
Death Knight's Unholy Aura, and the Dreadlord's Vampiric Aura. They move
extremely fast, are very pretty powerful, and regain health very quickly.
Massing them makes a force to be reckoned with, as long as you have some Crypt
Fiends to Web flying units.

-LAMBCHOPS FOR EVERYONE!-
When doing early creeping don't forget that you can kill critters like Sheep and
Pigs and Cannibalize the corpses!

$Fiend
==========================
5.3 C R Y P T F I E N D
==========================
NAME: Crypt Fiend
ROLE: Support Unit/Anti-Air Defense/Sentry (With Burrow)
GOLD: 215
WOOD: 40
FOOD: 3
HP: 550
MP: N/A
ARMOR: 0/6 when upgraded
ARMOR TYPE: Medium
GROUND ATTACK: 28.5/39 when upgraded
AIR ATTACK: N/A
ATTACK TYPE: Pierce
RANGE: 55 (Ground)
COOLDOWN: 2
DAY SIGHT / NIGHT SIGHT: 140/80
SPEED: Average
UPGRADES: Creature Attack/Carapace Upgrades, Burrow, Web
TRAINING TIME: 30
TRAINED AT: Crypt
REQUIREMENTS: Graveyard
----------ABILITIES---------
-BURROW/UNBURROW
The Crypt Fiend buries itself underground. It is invisible to opponents, and
regains 5 HP/second. Unburrow takes the Crypt Fiend out of the ground.

-WEB
COOLDOWN: 12 seconds
AUTO-CAST
RANGE: 40
Allows the Crypt Fiend to bind enemy air-units to the ground, so your ground
units can attack it.
----------COMMENTS----------
Crypt Fiends are very powerful support units that are also great anti-air. If
the enemy is bringing air, you DEFINITELY need some of these guys. They are very
strong and when used with Ghouls are a force to be reckoned with. The Ghouls
will make a wall up front, blocking the enemy, while the Crypt Fiends pound them
from afar. Burrow is great too. If you clear out the Creeps by a Gold Mine but
don't want to use it as an expansion, burrow a Crypt Fiend right there. That way
you'll know if the enemy is expanding there. Also burrow a Crypt Fiend or 2
along the path from your base to the enemy. If you are playing on a map with a
large central zone, burrow there too. This allows you to keep a constant watch
around the map, and is very helpful. However, don't even bother trying to harass
opponents by attacking their base, burrowing when they attack you, and then
repeating when they leave. Eventually they will get a Gem of True-Seeing or a
detector and you just wasted a few valuable Fiends. Anyway, Web is crucial for
your anti-air support. It brings enemy flying units to the ground so that your
ground units can pound them. Make sure to set Web to auto-cast.

$Garg
====================
5.4 G A R G O Y L E
====================
NAME: Gargoyle
ROLE: Light Air Support Unit/Anti-Air
GOLD: 185
WOOD: 30
FOOD: 2
HP: 410
MP: N/A
ARMOR: 3 (15 Stone)/9 (21 Stone) when upgraded
ARMOR TYPE: Unarmored
GROUND ATTACK: 19.5/27 when upgraded
AIR ATTACK: 65.5/82 when upgraded
ATTACK TYPE: Pierce (Ground)/Normal (Air)
RANGE: 30 (Ground)/Melee (Air)
COOLDOWN: 2.2/1.4
DAY SIGHT / NIGHT SIGHT: 160/80
SPEED: Average
UPGRADES: Creature Attack/Carapace Upgrades, Stone Form
TRAINING TIME: 35
TRAINED AT: Crypt
REQUIREMENTS: Graveyard, Halls of the Dead
----------ABILITIES---------
-STONE FORM
COOLDOWN: 30 seconds
Stone Form allows Gargoyles to turn into stone, giving them lots of bonus armor,
HP regeneration, and Spell Immunity. Has 30 second cooldown.
----------COMMENTS----------
First of all, not from the stats above that Gargoyles are pretty average when
attacking ground units, but rip air units to shreds. Got it? Good.
Gargoyles are excellent air support for your Crypt Fiends. When in the heat of
battle, make sure to put your Gargoyles in Stone Form whenever they take a lot
of damage. This allows them to heal quickly and gives them lots of armor.
Gargoyles are also very powerful against enemy air-units, so build them if you
know you need anti-air. Also, use Gargoyles for hit-and-runs. It's very fun to
fly around to the back of your enemy's base, kill some of their
Peasants/Peons/Wisps/Acolytes. This can really disrupt your opponent's economy,
and is great because most players don't build lots of towers and defense in the
back of their base. Finally, remember that Gargoyles are only tier 2, so you can
build them earlier than you used to.

$Necro
==========================
5.5 N E C R O M A N C E R
==========================
NAME: Necromancer
ROLE: Primary Spell Caster
GOLD: 145
WOOD: 20
FOOD: 2
HP: 305/380 when upgraded
MP: 200/400 when upgraded
ARMOR: 0
ARMOR TYPE: Unarmored
GROUND ATTACK: 8.5
AIR ATTACK: 8.5
ATTACK TYPE: Magic
RANGE: 60 (Air/Ground)
COOLDOWN: 1.8
DAY SIGHT / NIGHT SIGHT: 140/90
SPEED: Average
UPGRADES: Necromancer Adept/Master Training, Skeletal Longevity/Mastery
TRAINING TIME: 30
TRAINED AT: Temples of the Damned
REQUIREMENTS: None
----------ABILITIES---------
-RAISE DEAD
COST: 75 mana
COOLDOWN: 8 seconds
RANGE: 60
Raises 2 Skeleton Warriors from a corpse. Can be auto-cast.

-UNHOLY FRENZY
COST: 50 mana
COOLDOWN: 1 second
RANGE: 50
Increases the target units attack rate by 75%, but makes them lose 4 HP per
second. Lasts 45 seconds. Requires Necromancer Adept Training.

-CRIPPLE
COST: 175 mana
COOLDOWN: 10 seconds
RANGE: 60
Slows the target by 75%, reduces their attack rate to 50%, and weakens their
attacks by 50%. Lasts 60 seconds against normal units and 10 seconds against
heroes. Requires Necromancer Master Training.
----------COMMENTS----------
Due to the fact that Necromancers are your primary spell casters they are used a
lot, and everyone has different strategies for using them. First of all, make
sure to get their upgrades, but especially their Training. At Master Training,
Necros have twice as much MP as they started with! If you're serious about using
your Necros as a main unit, build 2 Temples of the Damned: 1 to train and 1 to
upgrade. Now for the spells. Raise Dead starts of turned off, and you should
auto-cast it after you move away from any useless corpses (like the skeletons
outside your Graveyard). Raise Dead is very helpful because it increases the
size of your army and creates tons and tons of meat shields. This is very
important for a ranged army, because the Skeleton Warriors will rush at the
enemies and create a wall in front of them as your ranged units attack from
afar. Once you get Skeletal Mastery, one of the two skeletons will be a Skeleton
Mage. These Mages are a great 2nd line of defense in case the enemy breaks
through the Warrior meat shields, and they are more powerful. Early game, if you
kill Creeps and raise the skeletons, make sure to send the skeletons to scout
the enemy base. This really annoys the enemy too, and if you're playing against
a really twitchy opponent, they may teleport their hero back to base thinking
that you're attacking with your full force. A great way to waste the enemy's
Scrolls of Town Portals. However, be wary of enemies using dispels. They can
easily wipe out entire armies of Skellies, and it just gives their hero extra
experience.
Unholy Frenzy is a great spell for your Hero, because the Heroes HP regeneration
counters the HP loss. It's really just making your Hero faster. If you're
playing online, be careful about casting this on allies. They may get angry
about the HP loss. Now for something that very few people think of: Cast Unholy
Frenzy on the enemy. This is especially helpful if the enemy is retreating.
Quickly cast Unholy Frenzy on as many of their units as possible. Any units with
under 180 HP will die, and the others will be severely weakened. If you and your
allies have lots of Hero Spells that stun the enemy, cast Unholy Frenzy on the
enemy, and take turns using your stun moves. Take that! Also, check out the
Strategies Section for a few strategies involving Necros.
Cripple is an amazing spell. It slows the enemy to a crawl, makes them attack
only half the time, and weakens them like crazy. Cripple enemy heroes quickly,
and have other Necros cripple them again after the 10 seconds are up. Also try
crippling normal enemy units like Frost Wyrms, Wyverns, etc. Because they are
normal units they stay crippled for a full minute. Ha.

$Bnshe
==================
5.6 B A N S H E E
==================
NAME: Banshee
ROLE: Secondary Spell Caster
GOLD: 155
WOOD: 30
FOOD: 2
HP: 285/365 when upgrade
MP: 200/400 when upgraded
ARMOR: 0
ARMOR TYPE: Unarmored
GROUND ATTACK: 11
AIR ATTACK: 11
ATTACK TYPE: Magic
RANGE: 50 (Air/Ground)
COOLDOWN: 1.5
DAY SIGHT / NIGHT SIGHT: 140/80
SPEED: Average
UPGRADES: Banshee Adept/Master Training
TRAINING TIME: 35
TRAINED AT: Halls of the Dead
REQUIREMENTS: None
----------ABILITIES---------
-CURSE
COST: 50 mana
AUTO-CAST
COOLDOWN: 1 second
RANGE: 40
Causes the target unit to miss 1/3 of the time for 2 minutes.

-ANTI-MAGIC SHELL
COST: 150 mana
RANGE: 50
Cause the target unit to be able to absorb up to 350 points worth of spell
damage

-POSSESION
COST: 250 mana/Your Banshee
CHANNELING (For 4 seconds)
RANGE: 30
Begins channeling (From a longer range than it used to), stunning the Banshee
and the target for 4 seconds. During this time the target is invulnerable, while
the Banshee takes triple damage. After this time, the Banshee possesses the
target as usual, killing the Banshee but giving you control of the unit. The
target must be level 5 or below and cannot be flying. Any upgrades the target
has are instantly researched for you. So if you Possess and enemy Ghoul with
Advanced Unholy Strength, you'll automatically have Advanced Unholy Armor
researched for you (And it's free!).
----------COMMENTS----------
Not many people use Banshees, but they have some important abilities. Curse is
an okay support spell, but the other 2 spells are much more useful. Anti-Magic
Shell is great when cast on your Heroes because it renders then invincible to
enemy spells. Also, try casting Anti-Magic Shell on the enemy hero so that the
enemy can't cast positive spells on themselves. If the enemy is focusing on
Magic, make sure to get Banshees. Also, cast Anti-Magic Shell on your units with
heavy-armor. Heavily-armored units take extra damage from spells, so this will
protect them. Also, cast Anti-Magic Shell on your heroes (And allies) when
casting channeling spells (Earthquake, Big-Bad-Voodoo, etc.), because normally
spells can interrupt you.
I'd say that Possession is the real reason that a lot of people get Banshees:
This powerful spell allows the Banshee to sacrifice herself and take control of
a target unit. Unfortunately, you can't Possess Creeps above level 5, flying
units, or heroes. Oh well. This spell is still great during big fights, because
you can possess high end units like Tauren and Knights, but also spellcasters
and support units like Kodo Beasts. Always try to Possess Level 5 Creeps,
because they are typically very powerful. Of course, you can always Possess and
enemy worker unit and then build other race's tech-trees, but be careful because
workers are very weak and will die easily while running through the battle
ground. I like to just build and Altar, train another race's hero, and leave it
at that. You'll need A LOT of gold if you really want to build another race. A
highly underused aspect of Possession is that it gives you access to upgrades
you don't have. Look at the strategy "Thanks for the Upgrades!" for more details
and stuff. Note that now in patch 1.13, the spell is channeled for 4 seconds,
during which time the Banshee and the target are immobile. The target is
invulnerable, but the Banshee takes 3 times as much damage as usual.

$MWagn
========================
5.7 M E A T W A G O N
========================
NAME: Meat Wagon
ROLE: Siege Weapon/Skeletal Support
GOLD: 230
WOOD: 50
FOOD: 4
HP: 380
MP: N/A
ARMOR: 2
ARMOR TYPE: Heavy
GROUND ATTACK: 79.5/108 when upgraded
AIR ATTACK: N/A
ATTACK TYPE: Siege
RANGE: 115 (25 minimum)(Ground)
COOLDOWN: 4
DAY SIGHT / NIGHT SIGHT: 140/120
UPGRADES: Unholy Strength Upgrades, Disease Cloud, Exhume Corpses
SPEED: Slow
TRAINING TIME: 45
TRAINED AT: Slaughter House
REQUIREMENTS: None
----------ABILITIES---------
-GET CORPSE
AUTO-CAST
Allows the Meat Wagon to pick up a nearby corpse for use later.

-DROP COPRSES
Allows the Meat Wagon to drop all the corpses it is carrying.

-DISEASE CLOUD
PASSIVE
This aura allows thrown corpses to explode is a cloud of poisonous gas which
lasts for 2 minutes and deals 1 damage/second to enemies in the clouds.
----------COMMENTS----------
Meat Wagons serve a dual purpose: First, they are your siege units, which means
that you will need them for wrecking enemy towers. Second, they can hold corpses
which can be eaten by Ghouls and Abominations, and raised from the dead. Because
of the siege ability, Meat Wagons are a must for all base assaults. They are
crucial for destroying enemy towers and luring troops to you. Because in many
maps each player has a small area for their base, with a tight opening, it can
be hard to squeeze your entire army in. Instead, keep your army out in the open,
and send a Meat Wagon in. Have the Wagon attack the enemy from just out of their
range, and the enemy will target your Meat Wagon. Now just roll the Wagon out
and have your main troops rush in.
Meat Wagons are also crucial for Skelly Strategies. You can pick up the bodies
of creeps and drag them into a big battle so your Necros can raise the dead
quickly. Exhume Corpses is also a must. Note that the corpses are all Ghouls,
just in case you are using a DK to Animate the Dead.
Finally, make sure you have some backup, because Meat Wagons cannot hit enemies
that attack from really close.

$Abom
==========================
5.8 A B O M I N A T I O N
==========================
NAME: Abomination
ROLE: Heavy-Assault Melee Tank
GOLD: 240
WOOD: 70
FOOD: 4
HP: 1080
MP: N/A
ARMOR: 2/8 when upgraded
ARMOR TYPE: Heavy
GROUND ATTACK: 36/48 when upgraded
AIR ATTACK: N/A
ATTACK TYPE: Normal
RANGE: Melee
COOLDOWN: 1.9
DAY SIGHT / NIGHT SIGHT: 140/60
UPGRADES: Unholy Strength/Armor upgrades, Cannibalize, Disease Cloud
SPEED: Average
TRAINING TIME: 45
TRAINED AT: Slaughter House
REQUIREMENTS: Black Citadel
----------ABILITIES---------
-CANNIBALIZE
Devour a nearby corpse to heal 15 HP per second.

-DISEASE CLOUD
PASSIVE
Gives the Abominations a cloud of gas (farts?) that damages nearby enemies for 1
HP per second.
----------COMMENTS----------
Abominations are melee, heavy-assault tanks. They have a variety of uses. If you
were using Ghouls during the early game, then these guys are a logical next
step, due to the fact that they share most of the same upgrades. If you are
massing Necros or other long range fighters, Abominations are great Meat
Shields. They can just sit in front and cannibalize to stay alive, while your
Necros pound the enemy from afar. Disease Cloud is a pretty good upgrade,
because it can deal constant damage to enemies. Try attacking the enemy with A-
Bombs and some Meat Wagons. It's great for wrecking bases.

-LAMBCHOPS FOR EVERYONE!-
When doing early creeping don't forget that you can kill critters like Sheep and
Pigs and Cannibalize the corpses!

$Obsid
==================================
5.9 O B S I D I A N S T A T U E
==================================
NAME: Obsidian Statue
ROLE: Support
GOLD: 200
WOOD: 35
FOOD: 3
HP: 700
MP: 600
ARMOR: 1
ARMOR TYPE: Heavy
GROUND ATTACK: 7.5
AIR ATTACK: 7.5
ATTACK TYPE: Magic
RANGE: 57.5 (Air/Ground)
COOLDOWN: 2.1
DAY SIGHT / NIGHT SIGHT: 120/80
UPGRADES: Destroyer Form
SPEED: Average
TRAINING TIME: 45
TRAINED AT: Slaughter House
REQUIREMENTS: Tomb of Relics
----------ABILITIES---------
-ESSENCE OF BLIGHT
COST: Up to 10
AUTO-CAST
COOLDOWN: 2 seconds
AOE: 60
The Obsidian Statue can heal up to 6 nearby units for 10 HP each. The mana cost
is proportional to the number of targets.

-SPIRIT TOUCH
COST: Up to 10
AUTO-CAST
COOLDOWN: 2 seconds
AOE: 60
The Obsidian Statue can give up to 6 nearby units 5 mana each. The mana cost is
proportional to the number of targets.

-MORPH TO DESTROYER
COST: The Obsidian Statue
The Destroyer within the Obsidian Statue breaks free, destroying the Statue but
giving you access to a Destroyer.
----------COMMENTS----------
Get Obsidian Statues as soon as you can, because they are one of the most
important support units in the Undead army. These great units can heal allies or
give back mana. Start out with 2 Statues for every group: 1 to heal HP, and 1 to
give mana. Just note that you can only auto-cast one or the other. The only bad
thing about these guys is that they are mechanical so they can't heal each
other. Whenever they stop back at your base though, repair them with your
Acolytes. Destroyers are fairly helpful magic, flying units. You can morph some
Obsidian Statues but always keep some around. The best way to use Statues is to
just right-click on your hero so they'll follow your army and heal them from
behind.
++CHEAP DOUBLE-BUFF++ (Thanks to Redmage)
Here's a really sneaky strategy that allows you to get double the buff from one
statue. Auto-cast one of the spells, and then just click really quickly on the
other. Depending on your speed-clicking ability you can heal health and mana at
almost the same speed!
Also, Jerry Shen e-mailed me that with a group of statues, you can keep clicking
on the heal button to heal the group at once. This is very helpful during, or
after a fight.

$Dstyr
=======================
5.10 D E S T R O Y E R
=======================
NAME: Destroyer
ROLE: Aerial Ant-Magic Support
GOLD: 0 (200 including Statue cost)
WOOD: 0 (35 including Statue cost)
FOOD: 2 (5 including Statue cost)
HP: 900
MP: 400
ARMOR: 4 (10 when upgraded)
ARMOR TYPE: Light
GROUND ATTACK: 22.5 (30 when upgraded)
AIR ATTACK: 22.5 (30 when upgraded)
ATTACK TYPE: Magic
RANGE: 45 (Air/Ground)
COOLDOWN: 1.35
DAY SIGHT / NIGHT SIGHT: 140/100
UPGRADES: Creature Attack/Carapace Upgrades
SPEED: Fast
TRAINING TIME: N/A (45 including Statue time)
TRAINED AT: N/A (Upgrades from Obsidian Statue)
REQUIREMENTS: Black Citadel, Destroyer Form Upgrade, an Obsidian Statue
----------ABILITIES---------
-ABSORB MANA
COST: All of the target's mana
RANGE: 90
Takes Mana from one of your units and gives it to the Destroyer.

-DEVOUR MAGIC
COOLDOWN: 8 seconds
RANGE: 60
AOE: 20
Removes all Magic buffs (positive and negative) from an area. The Destroyer
receives 50 HP and 75 MP for each unit that loses a buff. Summoned units lose
180 HP.

-ORB OF ANNIHILATION
COST: 25 mana
AUTO-CAST
This auto-cast spell makes the Destroyer attack more powerful (+20) and adds AOE
damage.

-SPELL IMMUNITY
PASSIVE
Just what it sounds like: The Destroyer is immune to spells.
----------COMMENTS----------
The Destroyer is extremely helpful if your opponent is using lots of casters.
For those Human players, Destroyers are pretty much flying, extra-powerful, tier
3 Spell Breakers. The main weakness of the Destroyer is that it is constantly
draining mana, and it starts with 0. You can use Absorb Mana to steal energy
from friendly units, so the best way to handle this is to absorb your hero's
mana and then have the hero drink a Potion of Mana or something. Devour Magic is
great for if your opponent is using lots of buffs (buffs include moves like
Roar, Lightning Shield, and those Scrolls of Speed and stuff), and it damages
Summoned Units too! Helpful if your enemy is using moves like Slow (Dang
Sorceresses), or massing weak summons like Skellies. Orb of Annihilation should
be auto-cast because it makes the Destroyer much more powerful. You won't be
able to use it until you get some mana anyway. Really, Destroyers are only worth
their cost if the enemy is using lots of casters, but when they're needed, they
work wonders. And besides, it's inevitable that the enemy will get casters
eventually, and because Destroyers are the only UD anti-casters you might as
well get some now and then.

~EAT MY SHORTS~ (Thanks to blood s3m)
Destroyers need a mana to use their powerful Orb of Annihilation. But what if
the enemy has no buffs for you to eat? Well if you let your heroes carry Orbs of
Corruption, the armor-reduction counts as a buff. Run in, reduce the enemy's
armor, and then eat it for mana!

$Shade
===============
5.11 S H A D E
===============
NAME: Shade
ROLE: Scout
GOLD: 0 (75 including Acolyte cost)
WOOD: 0
FOOD: 0 (1 including Acolyte cost)
HP: 125
MP: 0
ARMOR: 0
ARMOR TYPE: Medium
GROUND ATTACK: N/A
AIR ATTACK: N/A
ATTACK TYPE: N/A
RANGE: N/A
COOLDOWN: N/A
DAY SIGHT / NIGHT SIGHT: 190/80
UPGRADES: None
SPEED: Fast
TRAINING TIME: 15 (30 including Acolyte cost)
TRAINED AT: Sacrificial Pit
REQUIREMENTS: An Acolyte
----------ABILITIES---------
-TRUE SIGHT
PASSIVE
The Shade can see invisible enemies.
----------COMMENTS----------
Shades are amazing Scouts. They are invisible, so you can just sneak them into
an enemy's base. If you have enough food and Acolytes, Sacrifice 2 Acolytes.
Have 1 stationed at the enemy's base so you'll know what types of troops your
opponent is building. Then use this trick: have your 2nd Shade follow (Right
click on) your enemy's hero. That way you can see where the other team's main
force is. If you have another Acolyte to spare, have him patrol the most direct
route from your base to your enemy's base. This way, you'll know when your enemy
is attacking so your force can teleport back home if they were out creeping.
Also, you might consider keeping a Shade at your base, because its True Sight
allows you to watch for invisible enemies. Just beware if you suspect your
opponent has detectors.
NOTE: Shades cannot pass through other units and buildings
DOUBLE NOTE: I used to have the Invisible Robbery strategy here, but Blood s3m
told me that backpack doesn't affect Shades. Whoops.

$FWyrm
=========================
5.12 F R O S T W Y R M
=========================
NAME: Frost Wyrm
ROLE: Aerial Heavy-Assault Tank
GOLD: 385
WOOD: 120
FOOD: 7
HP: 1350
MP: 0
ARMOR: 1/7 when upgraded
ARMOR TYPE: Light
GROUND ATTACK: 95/113 when upgraded
AIR ATTACK: 95/113 when upgraded
ATTACK TYPE: Magic
RANGE: 30 (Air/Ground)
COOLDOWN: 3
DAY SIGHT / NIGHT SIGHT: 160/80
UPGRADES: Creature Attack/Carapace Upgrades, Freezing Breath
SPEED: Slow
TRAINING TIME: 60
TRAINED AT: Bone Yard
REQUIREMENTS: None
----------ABILITIES---------
-FREEZING BREATH
PASSIVE
This skill allows the Frost Wyrm to freeze enemy buildings, which halts
unit/upgrade production, and renders towers unable to attack.
----------COMMENTS----------
Frost Wyrms are the Undeads late-game tanks. They take a ton of time and money
to build, but they can really mop the floor with your opponents. Because they
take a full minute to train, you should build multiple Bone Yards if you are
really serious about building them. I instead prefer to just build 2 or 3 to tag
along with my troops. While Frost Wyrms are powerful, anti-air units can destroy
them easily. Get Freezing Breath before you assault an enemy base. Make sure to
freeze towers and unit-production buildings. If you kill and enemy hero, quickly
freeze the Alter and destroy it when you get the chance. Once you wipe out the
enemy troops, they won't be able to make any more and you can just destroy their
base.
+Orc Warning+
A few Troll Batriders can use Unstable Concoction to blow your Frost Wyrms'
Minds, so beware. Therefore, it's probably better not to mass Frosties, because
when your opponent finds out, they WILL get Batriders.

$SkelW
=====================================
5.13 S K E L E T A L W A R R I O R
=====================================
NAME: Skeletal Warrior
ROLE: Summoned Meat Shield
GOLD: N/A
WOOD: N/A
FOOD: N/A
HP: 180
MP: N/A
ARMOR: 1/7 when upgraded
ARMOR TYPE: Heavy
GROUND ATTACK: 14.5/19 when upgraded
AIR ATTACK: N/A
ATTACK TYPE: Normal
RANGE: Melee
COOLDOWN: 2
DAY SIGHT / NIGHT SIGHT: 80/60
UPGRADES: Unholy Strength/Armor Upgrades, Skeletal Longevity
SPEED: Average
TRAINING TIME: N/A (Summoned by Necromancer)
TRAINED AT: N/A
REQUIREMENTS: N/A
----------COMMENTS----------
Skeletons aren't that powerful, but that's not what they are meant for. They are
meant to be meat shields. Upgrade their armor, and then when you attack the
enemy, set Raise Dead to auto-cast for your Necros. The raised skeletons will
overwhelm the enemy and make it hard for them to reach your fragile Necros. Many
times, your enemy will simply be overwhelmed by the dozens of skeletons
attacking them. Unfortunately, Skeleton Warriors can be dispelled easily. Now
for upgrades. Skeletal Longevity is helpful, but Skeletal Mastery is more
important. More info on that in the Skeletal Mage section. Even during Creeping,
raise the dead and send the Skellies to harass your opponent. This will also let
you scout his base. Sometimes, a twitchy opponent will even TP back to base,
thinking that you are mounting a full scale attack.

$SkelM
===============================
5.14 S K E L E T A L M A G E
===============================
NAME: Skeletal Mage
ROLE: Summoned Caster
GOLD: N/A
WOOD: N/A
FOOD: N/A
HP: 230
MP: N/A
ARMOR: 0/6 when upgraded
ARMOR TYPE: Medium
GROUND ATTACK: 11.5/16 when upgraded
AIR ATTACK: 11.5/16 when upgraded
ATTACK TYPE: Pierce
RANGE: 70 (Air/Ground)
COOLDOWN: 1.5
DAY SIGHT / NIGHT SIGHT: 140/90
UPGRADES: Unholy Strength/Armor Upgrades, Skeletal Longevity
SPEED: Average
TRAINING TIME: N/A (Summoned by Necromancer)
TRAINED AT: N/A
REQUIREMENTS: Skeletal Master
----------COMMENTS----------
Once Skeletal Mastery is researched, 1 of the 2 skeletons that a Necromancer
raises will be a Skeletal Mage. These guys are slightly weaker than Skeletal
Warriors, but they are ranged and can attack air. Over all these guys are worth
it and you can use the same strategies for them that you would use for a
Skeletal Warrior.

$Infnl
=====================
5.15 I N F E R N A L
=====================
NAME: Infernal
ROLE: Ultimate Summon
GOLD: N/A
WOOD: N/A
FOOD: N/A
HP: 1500
MP: N/A
ARMOR: 6
ARMOR TYPE: Heavy
GROUND ATTACK: 54.5
AIR ATTACK: N/A
ATTACK TYPE: Chaos
RANGE: Melee
COOLDOWN: 1.35
DAY SIGHT / NIGHT SIGHT: 140/80
UPGRADES: None
SPEED: Fast
TRAINING TIME: N/A (Summoned by Dreadlord)
TRAINED AT: N/A
REQUIREMENTS: N/A
----------ABILITIES---------
-PERMANENT IMMOLATION
PASSIVE
The Infernal burns nearby enemies for 10 HP per second.

-SPELL IMMUNITY
PASSIVE
The Infernal is immune to spells.

-RESISTANT SKIN
PASSIVE
Negative spells have a decreases duration when cast on the Infernal.
----------COMMENTS----------
The Infernal is the ultimate summon. A Level 6 Dreadlord can summon one of these
giants to wreck complete havoc on the enemy, and there isn't much strategy. When
you're in the heat of a huge battle, summon one of these guys and watch the fun
begin. Hahaha!!!

$Beetl
=================================
5.16 C A R R I O N B E E T L E
=================================
NAME: Carrion Beetle
ROLE: Basic Summon/Scout
GOLD: N/A
WOOD: N/A
FOOD: N/A
HP: 140/275/410
MP: N/A
ARMOR: 2
ARMOR TYPE: Heavy
GROUND ATTACK: 8.5/16.5/24.5
AIR ATTACK: N/A
ATTACK TYPE: Normal
RANGE: Melee
COOLDOWN: 1.5
DAY SIGHT / NIGHT SIGHT: 120/80
UPGRADES: N/A
SPEED: Average
TRAINING TIME: N/A (Summoned by Crypt Lord)
TRAINED AT: N/A
REQUIREMENTS: N/A
----------ABILITIES---------
-BURROW
The Carrion Beetle buries itself underground. It is invisible to opponents, and
regains 5 HP/second. Only available to Beetles of levels 2 and 3.
----------COMMENTS----------
Beetles are great permanent summons that are made by the Crypt Lord.
Unfortunately, you can only have 5 of these guys at a time. When fully upgraded
these guys are actually pretty strong, and they get burrow which is awesome. If
you clear out the Creeps by a Gold Mine but don't want to use it as an
expansion, burrow a Beetle right there. That way you'll know if the enemy is
expanding there. Also burrow a Beetle or 2 along the path from your base to the
enemy. If you are playing on a map with a large central zone, burrow there too.
This allows you to keep a constant watch around the map, and is very helpful.

$Heros
=============================
6. U N D E A D H E R O E S
=============================
The Undead have some great Heroes. The Dreadlord is great for putting enemy
heroes out of action with Sleep, and Vampiric Aura is awesome. The Death Knight
is both an amazing healing and hero killer, plus he can use Death Pact to stay
alive. The Crypt Lord is one of the best tanks in the game, with a lot of HP,
Spiked Carapace, and Beetles for backup. And the Lich, while fragile, is a force
to be reckoned with if microed properly. Just a note: Whenever you see a few
numbers with a / between them, these are normally referring to what a spell does
in Level 1/2/3.

$Cmpar
==========================
6.1 C O M P A R I S O N S
==========================
These are just comparisons between the heroes. Right now it's only stat-wise,
but soon I'll add more (Which heroes are good in which situations, etc.) Yay.

Health: Crypt Lord -> Death Knight -> Dreadlord -> Lich
Mana: Lich -> Dreadlord -> Death Knight -> Crypt Lord
Damage (Early-Mid Game): Crypt Lord -> Death Knight -> Dreadlord -> Lich
Damage (Late Game): Crypt Lord -> Lich -> Death Knight -> Dreadlord
Strength: Crypt Lord -> Death Knight -> Dreadlord -> Lich
Armor: Death Knight -> Dreadlord -> Crypt Lord/Lich
(NOTE: The Spiked Carapace ability bumps the Crypt Lord's armor up a lot)
Agility (Early-Mid Game): Dreadlord -> Crypt Lord/Lich -> Death Knight
Agility (Late Game): Dreadlord/Death Knight -> Lich -> Crypt Lord
Intelligence: Lich -> Dreadlord -> Death Knight -> Crypt Lord

$DKngt
============================
6.2 D E A T H K N I G H T
============================
NAME: Death Knight
ROLE: Warrior Hero/Healer
GOLD: 425
WOOD: 100
FOOD: 5
ARMOR TYPE: Hero
ATTACK TYPE: Hero
STRENGTH PER LEVEL: 2.7
AGILITY PER LEVEL: 1.5
INTELLIGENCE PER LEVEL: 1.8
RANGE: Melee
COOLDOWN: 2.33
DAY SIGHT / NIGHT SIGHT: 180/80
SPEED: Fast
TRAINING TIME: 55
TRAINED AT: Altar of Darkness
PRIMARY ATTRIBUTE: Strength
----------------------------------------------------------------------------
| LV | HP | MP | ATTACK | STRENGTH | ARMOR | AGILITY | INTELLIGENCE |
----------------------------------------------------------------------------
| 1 | 675 | 255 | 30 | 23 | 4 | 12 | 17 |
----------------------------------------------------------------------------
| 2 | 725 | 270 | 32 | 25 | 4 | 13 | 18 |
----------------------------------------------------------------------------
| 3 | 800 | 300 | 35 | 28 | 5 | 15 | 20 |
----------------------------------------------------------------------------
| 4 | 875 | 330 | 38 | 31 | 5 | 16 | 22 |
----------------------------------------------------------------------------
| 5 | 925 | 360 | 40 | 33 | 5 | 18 | 24 |
----------------------------------------------------------------------------
| 6 |1000 | 390 | 43 | 36 | 6 | 19 | 26 |
----------------------------------------------------------------------------
| 7 |1075 | 405 | 46 | 39 | 6 | 21 | 27 |
----------------------------------------------------------------------------
| 8 |1125 | 435 | 48 | 41 | 7 | 22 | 29 |
----------------------------------------------------------------------------
| 9 |1200 | 465 | 51 | 44 | 7 | 24 | 31 |
----------------------------------------------------------------------------
| 10 |1275 | 495 | 54 | 47 | 8 | 25 | 33 |
----------------------------------------------------------------------------
----------ABILITIES---------
-DEATH COIL
COST: 75 mana
COOLDOWN: 5 seconds
RANGE: 80
This useful spell damages non-Undead enemies for 100/200/300 damage, or heals an
allied Undead unit for 200/400/600 HP.

-DEATH PACT
COST: 50 mana/1 unit
COOLDOWN: 15 seconds
RANGE: 80
Kills a target allied unit and heals the DK for 100%/200%/300% of the targets
remaining HP.

-UNHOLY AURA
PASSIVE
AOE: 90
Nearby allies regain HP 50%/100%/150% faster than usual, and move 10%/20%30%
faster.

-ULTIMATE: ANIMATE DEAD
COST: 250 mana
COOLDOWN: 180 seconds
RANGE: 40
AOE: 90
Raises 6 nearby corpses who become invulnerable and fight for your team for 40
seconds. The raised dead have the same stats (besides HP) that they did when
they were alive. This spell can be used to revive members of the other team, and
if there are more than 6 corpses, the 6 most powerful will be animated.
----------COMMENTS----------
While the Death Knight can be used as a tough warrior, he is also a superb
support hero. Death Coil is great for early creeping, and is a great hero-killer
later in the game. If a hero is giving you trouble, hit them with the Undead's
tri-nuke: Death Coil, Carrion Swarm, and Frost Nova. This should kill them
quickly. Death Coil is also your primary healing early game. Use it wisely.

Death Pact is helpful if you are massing skeletons, because you Death Pact with
skeletons to regain HP. Also, with good micro and timing, you can use Death Pact
to kill nearly-dead units and deny your enemy the experience. Also, if you have
an Orc ally who has used a Kodo Beast to digest an enemy, Death Pact kills the
Kodo, AND the unit inside! However, it is not very helpful compared to your
other spells.

Unholy Aura is an amazing aura, and is very helpful for Ghouls. Fully upgraded
Ghouls with Unholy Aura move blazingly fast. Plus, if you get a Dreadlord, get
Vampiric Aura too, which just makes even stronger Ghouls.

Animate Dead is great during a big battle. Try to animate power units like
Knights, A-Bombs, Taurens, or Bears. The best part is that they are
invulnerable! Even Animated Ghouls are helpful. They move so fast that you can
rush them into the enemy base and easily kill off a bunch of workers. Then get
the farms. After a battle, even if you are retreating, send the Animated into
the enemy's base to wreck some quick havoc. One problem with the Death Knight is
that he has a painfully slow rate of attack, so try to get items that make him
swing faster, along with a few Mana Potions to refill him for Death Coils.

-Skill order (General):
Death Coil, Unholy Aura, DC, UH, DC, AD, UH, Death Pact, DP, DP

-Skill Order (With Crypt Lord):
Death Coil, Unholy Aura, DC, Death Pact, DC, AD, UH, UH, DP, DP
The logic behind the above is that Death Pact can be used on Beetles which keeps
your DK alive for a long time.

$DLord
======================
6.3 D R E A D L O R D
======================
NAME: Dreadlord
ROLE: Warrior Hero/Control
GOLD: 425
WOOD: 100
FOOD: 5
ARMOR TYPE: Hero
ATTACK TYPE: Hero
STRENGTH PER LEVEL: 2.5
AGILITY PER LEVEL: 1
INTELLIGENCE PER LEVEL: 2.5
RANGE: Melee
COOLDOWN: 1.8
DAY SIGHT / NIGHT SIGHT: 180/80
SPEED: Average
TRAINING TIME: 55
TRAINED AT: Altar of Darkness
PRIMARY ATTRIBUTE: Strength
----------------------------------------------------------------------------
| LV | HP | MP | ATTACK | STRENGTH | ARMOR | AGILITY | INTELLIGENCE |
----------------------------------------------------------------------------
| 1 | 600 | 270 | 27 | 20 | 3 | 16 | 18 |
----------------------------------------------------------------------------
| 2 | 650 | 300 | 29 | 22 | 3 | 17 | 20 |
----------------------------------------------------------------------------
| 3 | 725 | 345 | 32 | 25 | 3 | 18 | 23 |
----------------------------------------------------------------------------
| 4 | 775 | 375 | 34 | 27 | 4 | 19 | 25 |
----------------------------------------------------------------------------
| 5 | 850 | 420 | 37 | 30 | 4 | 20 | 28 |
----------------------------------------------------------------------------
| 6 | 900 | 450 | 39 | 32 | 4 | 21 | 30 |
----------------------------------------------------------------------------
| 7 | 975 | 495 | 42 | 35 | 5 | 22 | 33 |
----------------------------------------------------------------------------
| 8 |1025 | 525 | 44 | 37 | 5 | 23 | 35 |
----------------------------------------------------------------------------
| 9 |1100 | 570 | 47 | 40 | 5 | 24 | 38 |
----------------------------------------------------------------------------
| 10 |1150 | 600 | 49 | 42 | 6 | 25 | 40 |
----------------------------------------------------------------------------
----------ABILITIES---------
-CARRION SWARM
COST: 110 mana
COOLDOWN: 10 seconds
RANGE: 70
AOE: 15
Sends out a wave of bats that deal 75/125/200 damage to enemies in the way.

-SLEEP
COST: 100/75/50 mana
COOLDOWN: 6 seconds
RANGE: 80
Puts the target unit to sleep for 20/40/60 seconds. Heroes are put to sleep for
5/10/15 seconds. The sleeping unit wakes up if it is attacked.

-VAMPIRIC AURA
PASSIVE
AOE: 90
Friendly melee units gain HP equal to 15%/30%/45% of their attack damage for
every successful attack they make.

-ULTIMATE: INFERNO
COST: 175 mana
COOLDOWN: 180 seconds
RANGE: 90
AOE: 25
Calls down an Infernal. The initial drop causes a small earth-quake that deals
50 damage to nearby enemies and stuns them for 4 seconds (2 for heroes, air
units aren't stunned). The Infernal lasts for 180 seconds, and more info on
Infernals can be found in the Units section. Also, notice that the Infernal
lasts for as long as the spell's cooldown. That means that you summon a new
Infernal the instant your old one's time is up. Unless your Infernal is killed,
you should always have around.
----------COMMENTS----------
The Dreadlord is a common choice for a first hero, because he has so many uses.
For early creeping, sleep is a great choice. When you attack a camp, put the
strongest creep to sleep and then kill his cronies. Once he wakes up, you can
surround and kill him. This is also great for attacking enemies: You can put
their hero to sleep and wreck their army! If your enemy hero rushes you, Sleep
the hero, surround him with Ghouls, and then wipe him out.

Carrion Swarm is helpful also, and at higher levels it can do a lot of damage to
heroes. Try the line-of-fire strat: Move your Crypt Lord and Dreadlord to the
side of a battle. You can use Impale to stun all the enemies in a straight line
and then Carrion Swarm them to death.

Vampiric Aura is very helpful, especially when used in conjunction with Unholy
Aura (DK). A good early strategy is for you and your allies to all get heroes
with auras and attack the enemy with super-charged units. Just remember not to
get it if you're massing Fiends. They don't get the Aura's bonuses due to their
ranged attacks.

Inferno is the ultimate summon. Use it in the heat of battle to stun entire
armies and then let the Infernal wreck havoc. Try hit and runs too: Run your DL
into an enemy base, drop and Infernal, and get out of there!

-Skill Order (General):
Sleep, Vamp Aura, S, VA, S, Inferno, Carrion Swarm, VA, CS, CS

-Silver Skull's Rush Skill Order:
Sleep, Carrion Swarm, CS, S, CS, Inferno, S, Vamp Aura, VA, VA

-Silver Skull's Normal Skill Order:
Sleep, Vamp Aura, VA, Carrion Swarm, VA, Inferno, Sleep, CS, S, CS
The logic behind the above is that Sleep and Vamp Aura are great for creeping.
The level 2 Sleep comes after Inferno, because by then you're opponent will
probably have some Channeling spells, and Sleep is a great interrupter.

$Lich
============
6.4 L I C H
============
NAME: Lich
ROLE: Caster Hero
GOLD: 425
WOOD: 100
FOOD: 5
ARMOR TYPE: Hero
ATTACK TYPE: Hero
STRENGTH PER LEVEL: 2
AGILITY PER LEVEL: 1
INTELLIGENCE PER LEVEL: 3.4
RANGE: 60 (Air/Ground)
COOLDOWN: 1.9
DAY SIGHT / NIGHT SIGHT: 180/80
SPEED: Average
TRAINING TIME: 55
TRAINED AT: Altar of Darkness
PRIMARY ATTRIBUTE: Intelligence
----------------------------------------------------------------------------
| LV | HP | MP | ATTACK | STRENGTH | ARMOR | AGILITY | INTELLIGENCE |
----------------------------------------------------------------------------
| 1 | 475 | 300 | 25 | 15 | 2 | 14 | 20 |
----------------------------------------------------------------------------
| 2 | 525 | 345 | 28 | 17 | 3 | 15 | 23 |
----------------------------------------------------------------------------
| 3 | 575 | 390 | 31 | 19 | 3 | 16 | 26 |
----------------------------------------------------------------------------
| 4 | 625 | 450 | 35 | 21 | 3 | 17 | 30 |
----------------------------------------------------------------------------
| 5 | 675 | 495 | 38 | 23 | 3 | 18 | 33 |
----------------------------------------------------------------------------
| 6 | 725 | 555 | 42 | 25 | 4 | 19 | 37 |
----------------------------------------------------------------------------
| 7 | 775 | 600 | 45 | 27 | 4 | 20 | 40 |
----------------------------------------------------------------------------
| 8 | 825 | 645 | 48 | 29 | 4 | 21 | 43 |
----------------------------------------------------------------------------
| 9 | 875 | 705 | 52 | 31 | 5 | 22 | 47 |
----------------------------------------------------------------------------
| 10 | 925 | 750 | 55 | 33 | 5 | 23 | 50 |
----------------------------------------------------------------------------
----------ABILITIES---------
-FROST NOVA
COST: 125 mana
COOLDOWN: 8 seconds
RANGE: 80
AOE: 20
Hits the target for 100 damage and damages nearby enemies for 50/100/150 damage.
It also slows enemies and lowers their attack rate for 4/6/8 seconds.

-FROST ARMOR
COST: 40 mana
AUTO-CAST
COOLDOWN: 2 seconds
RANGE: 80
Gives the target 3/5/7 bonus armor, and slows enemies for 5 seconds whenever
they attack (melee only) the armored unit.

-DARK RITUAL
COST: 25 mana/1 unit
COOLDOWN: 15 seconds
RANGE: 80
Kills the target allied unit and transforms 33%/66%/100% of its HP into mana for
the Lich.

-ULTIMATE: DEATH AND DECAY
COST: 250 mana
COOLDOWN: 150 seconds
RANGE: 100
AOE: 30
Everything within the AOE loses 4% of its max HP per second for 35 seconds. Also
damages buildings and trees.
----------COMMENTS----------
The Lich is a difficult Hero to use, due to its low HP and armor. The trick is
to use heavy units (such as A-Bombs) as meat shields. I don't really get the
Lich that often, but when I do I like having a Crypt Lord around to shield. The
leveled-up Crypt Lord acts as a super-meat-shield for the Lich, absorbing tons
of damage while the Lich wrecks havoc. Frost Nova is the Lich's power spell. It
is extremely powerful, and it slows units. Use it often. The only problem is its
high mana cost....

And that's where Dark Ritual fits in. Have the Lich team up with Necros and a
Crypt Lord. The Lich can cast Dark Ritual on skeletons and Carrion Beetles,
fueling it for more Frost Novas! Also, with good micro and timing, you can use
Dark Ritual to kill nearly-dead units and deny your enemy the experience. Also,
if you have an Orc ally who has used a Kodo Beast to digest an enemy, Dark
Ritual kills the Kodo, AND the unit inside!

Frost Armor is a useful spell that should be auto-cast in the heat of battle.
Also, remember to cast Frost Armor on the Lich itself. However, you might not
want to waste the mana which you can use on Frost Nova.

Death and Decay works much like the Far Seer's Earthquake spell, in that it's
very useful for wrecking enemy towns. Unfortunately, it's a channeling spell,
which means that the Lich cannot do anything while casting it, and if the Lich
is interrupted the spell will stop. Remember that Death and Decay hurts your own
units, so focus on using it to destroy towers and stuff. Also, it's important to
know that when you are aiming Death and Decay every building that is being
affected (They will turn green) will take EQUAL damage! Don't think that
buildings on the edge of the AOE take less. Therefore, make sure to hit as many
buildings as possible. Just be careful because focus-fire can easily kill you.
The Lich benefits from carrying Potions of Health and Mana, and a Boots of
Speed. The best way to use the Lich is to run him in, cast Frost Armor on allied
heroes, Frost Nova clusters of units and then run out.
Also, check the In-Depth Strategies section for the Lich strategy Surprise
Winter.

-Skill Order (General):
Frost Nova, Frost Armor, FN, Dark Ritual, FN, Death & Decay, FA, DR, FA, DR

$CLord
========================
6.5 C R Y P T L O R D
========================
NAME: Crypt Lord
ROLE: Warrior Hero/Super Tank
GOLD: 425
WOOD: 100
FOOD: 5
ARMOR TYPE: Hero
ATTACK TYPE: Hero
STRENGTH PER LEVEL: 3.2
AGILITY PER LEVEL: 1.2
INTELLIGENCE PER LEVEL: 1.6
RANGE: Melee
COOLDOWN: 1.9
DAY SIGHT / NIGHT SIGHT: 180/80
SPEED: Average
TRAINING TIME: 55
TRAINED AT: Altar of Darkness
PRIMARY ATTRIBUTE: Strength
----------------------------------------------------------------------------
| LV | HP | MP | ATTACK | STRENGTH | ARMOR | AGILITY | INTELLIGENCE |
----------------------------------------------------------------------------
| 1 | 675 | 210 | 31 | 26 | 2 | 14 | 14 |
----------------------------------------------------------------------------
| 2 | 750 | 225 | 34 | 29 | 3 | 15 | 15 |
----------------------------------------------------------------------------
| 3 | 825 | 255 | 37 | 32 | 3 | 16 | 17 |
----------------------------------------------------------------------------
| 4 | 900 | 270 | 40 | 35 | 3 | 17 | 18 |
----------------------------------------------------------------------------
| 5 | 975 | 300 | 43 | 38 | 3 | 18 | 20 |
----------------------------------------------------------------------------
| 6 |1075 | 330 | 47 | 42 | 4 | 20 | 22 |
----------------------------------------------------------------------------
| 7 |1150 | 345 | 50 | 45 | 4 | 21 | 23 |
----------------------------------------------------------------------------
| 8 |1225 | 375 | 53 | 48 | 5 | 22 | 25 |
----------------------------------------------------------------------------
| 9 |1300 | 390 | 56 | 51 | 5 | 23 | 26 |
----------------------------------------------------------------------------
| 10 |1375 | 420 | 59 | 54 | 5 | 24 | 28 |
----------------------------------------------------------------------------
----------ABILITIES---------
-IMPALE
COST: 100 mana
COOLDOWN: 9 seconds
RANGE: 70
AOE: 25
Slams a spike through the ground that impales enemies in a line. Enemies that
get impaled are thrown up into the air, take 50/80/110 damage, and are stunned
for 2/3/4 seconds. Heroes are stunned for 1/2/3 seconds.

-SPIKED CARAPACE
PASSIVE
The Crypt Lord gets 3/5/7 bonus armor, and each time a melee unit attacks the
Crypt Lord they take damage equal to 15%/25%/35% of their attack.

-CARRION BEETLES
COST: 30 mana
AUTO-CAST
COOLDOWN: 6 seconds
RANGE: 90
The Crypt Lord creates a Carrion Beetle from a corpse. Carrion Beetles are
permanent, and more info on them can be found in the units section.

-ULTIMATE: LOCUST SWARM
COST: 150 mana
COOLDOWN: 180 seconds
AOE: 80
The Crypt Lord releases a ton of angry Locusts that fly around dealing damage to
enemies and healing the Crypt Lord with each successful strike. This releases 20
locusts, which do 0.75 damage per second for one locust. The maximum number of
locust attacking one unit is 7 locusts. That means that with 7 locusts attacking
one unit, they will do 5.25 damage/sec. 7 Locust can do up to 157.5 damage to 1
unit (5.25 damage/sec for 30 seconds). The locusts return to the Crypt Lord
after 30 seconds and heal him. So if all 20 locusts are doing 0.75 damage/sec
for the entire 30 seconds, they will do 450 damage total and heal the Crypt Lord
for 450 HP. Whew. Too many numbers. (Thanks to Redmage for the basic numbers,
and Falcon20386 for the calculations)
----------COMMENTS----------
The Crypt Lord is a great all around hero. Early on, Carrion Beetles are
excellent for scouting, and when they level up you can just send a few to
different expansion-locations and burrow them. Impale is great for damaging
groups of enemies, and stunning retreating heroes. Early on, a lot of people
like harassing by sending one hero to your base. You can impale the hero as it
tries to get away and then surround it with your Ghouls! Free experience! Spiked
Carapace is great, because it increases the Crypt Lord's armor and deals damage
to enemies. Use the Crypt Lord as a tank for your spellcasters: He can absorb
the damage from the front lines. In a 1 vs. 1 or 2 vs. 2 game you should get
Carrion Beetles first for scouting and burrowing near important chokepoints.
Plus, they make great meat shields if you're rushing and using Fiends. For 3 vs.
3 or 4 vs. 4 games Impale is probably a better choice since there will be so
many enemies anyway.

Locust Swarm is a great Ultimate that works a lot like the Carriers from
Starcraft, but also gives you back health! For a nice Crypt Lord strat, read the
"Big, Slow, and... Stealthy!?" strategy later on. Finally, you might want to
stock
the Crypt Lord with a bunch of Mana Potions because he very limited mana early
levels.

-Skill Order (1 vs. 1/2 vs. 2):
Carrion Beetles, Spiked Carapace, CB, SC, Impale, Locust Swarm, CB, SC, I, I
The logic behind the above is that Beetles are great meat shields. Impale comes
at level 5 so you can interrupt enemy channeling spells.

-Skill Order (3 vs. 3/4 vs. 4):
Impale, Spiked Carapace, I, SC, I, Locust Swarm, SC, Carrion Beetles, CB, CB
Beetles aren't very helpful in large team games.

-Silver Skull's Skill Order:
Impale, Carrion Beetles, I, Spiked Carapace, CB, Locust Swarm, CB, I, SC, SC
Impale is for early creeping, and Carrion Beetles are for reinforcements. Pretty
simple order.

$Neutl
=========================================================
7. N E U T R A L H E R O E S & T H E U N D E A D
=========================================================
One of the best new features in The Frozen Throne is the addition of Neutral
Heroes. A few of the maps (I want more!) have a building called a Tavern where
you can hire Neutral Heroes. Neutral Heroes work the same as normal heroes: They
level up, gain new skills, and really put the smack down on enemies. Here are
some things to know about Neutral heroes and Taverns.
-Like items at Goblin Merchants, and mercenaries, Neutral heroes aren't
available until a certain item.
-However, they appear immediately (Instead of training)
-You need an Altar to hire a Neutral hero.
-You may hire a neutral hero with any unit.
-Neutral heroes (And your race-specific heroes) may be revived at the Altar or
the Tavern.
-Reviving heroes at a Tavern is instant, but costs twice as much. Plus the hero
will have half health and no mana.

$PLord
====================
7.1 P I T L O R D
====================
NAME: Pit Lord
ROLE: Super Warrior Hero/Super Tank (NOTE: footprint deceased in patch 1.13)
GOLD: 425
WOOD: 100
FOOD: 5
ARMOR TYPE: Hero
ATTACK TYPE: Hero
STRENGTH PER LEVEL: 3.2
AGILITY PER LEVEL: 1.3
INTELLIGENCE PER LEVEL: 1.5
RANGE: Melee
COOLDOWN: 2.05
DAY SIGHT / NIGHT SIGHT: 180/80
SPEED: Fast
TRAINING TIME: 55
TRAINED AT: Tavern
PRIMARY ATTRIBUTE: Strength
----------------------------------------------------------------------------
| LV | HP | MP | ATTACK | STRENGTH | ARMOR | AGILITY | INTELLIGENCE |
----------------------------------------------------------------------------
| 1 | 700 | 210 | 31 | 24 | 2 | 14 | 14 |
----------------------------------------------------------------------------
| 2 | 775 | 225 | 34 | 27 | 3 | 15 | 15 |
----------------------------------------------------------------------------
| 3 | 850 | 255 | 37 | 30 | 3 | 16 | 17 |
----------------------------------------------------------------------------
| 4 | 925 | 270 | 40 | 33 | 3 | 17 | 18 |
----------------------------------------------------------------------------
| 5 |1000 | 300 | 43 | 36 | 4 | 18 | 20 |
----------------------------------------------------------------------------
| 6 |1100 | 315 | 47 | 40 | 4 | 20 | 22 |
----------------------------------------------------------------------------
| 7 |1175 | 345 | 50 | 43 | 4 | 21 | 23 |
----------------------------------------------------------------------------
| 8 |1250 | 360 | 53 | 46 | 5 | 23 | 25 |
----------------------------------------------------------------------------
| 9 |1325 | 390 | 56 | 49 | 5 | 24 | 26 |
----------------------------------------------------------------------------
| 10 |1400 | 405 | 59 | 54 | 6 | 25 | 28 |
----------------------------------------------------------------------------
----------ABILITIES---------
-RAIN OF FIRE
COST: 85 mana
COOLDOWN: 8 seconds
RANGE: 80
AOE: 20
Rain of Fire casts down fire balls from the sky for 3 seconds that burn all
units in their path (Even yours). Now has damage cap (Only hits 5 units per
wave).

-HOWL OF TERROR
COST: 75 mana
COOLDOWN: 12 seconds
AOE: 50
Enemies' attacks are 30%/40%/50% weaker for 15 seconds. Kind of like a reversed
Roar.

-CLEAVING ATTACK
PASSIVE
With every attack the Pit Lord makes, 25%/45%/65% of the damage will be splash
damage. Now has longer race in patch 1.13.

-ULTIMATE: DOOM
COST: 150 mana
COOLDOWN: 120 seconds
RANGE: 65
The target (non-hero) unit takes 40 damage per second until it dies. Once it
dies, the unit is transformed into a Demon that fights for you.
----------COMMENTS----------
The Pit Lord is a natural choice for an Undead player, because the Pit Lord is
Undead. This allows you to heal the Pit Lord with the Death Knight's Death Coil.
The Pit Lord is a huge, uber-powerful tank. This is good, because he is
extremely powerful, but it's bad because his gigantic size makes it difficult
for him to get out of a jam. There are two basic ways to use the Pit Lord: as a
spell caster and as a meat tank. You can have him hang back with your spell
casters, using Howl of Terror to scare enemies and Raining Fire on their skulls.
Rain of Fire is like an extra-powerful Blizzard. Just make sure to have your
Banshees cast Anti-Magic-Shield on you tough units that get caught in the
blasts. The other way to use a Pit Lord is to have him rush into the battle
headfirst, Cleaving his way through the enemy. Make sure he has some Potions of
Healing though. Doom is a lot like the Dreadlord's Inferno, but it kills a
target no matter what. Try to target tough enemies like Taurens and Knights. Or,
if you want to really piss off an opponent, rush a Pit Lord into an enemy base,
Doom a Peasant/Peon/Acolyte/Wisp, get out of there, and watch the fun begin.
GWAHAHA!!

-Skill Order (Version A):
Howl of Terror, Cleaving Attack, HoT, CA, HoT, Doom, CA, Rain of Fire, RoF, RoF

-Skill Order (Version B):
Rain of Fire, Cleaving Attack, RoF, CA, RoF, Doom, CA, Howl of Terror, HoT, HoT
The logic behind the above 2 is that the Pit Lord lacks mana most of time so
it's better to focus on 1 spell. Pick one and go with it.

$DRngr
==========================
7.2 D A R K R A N G E R
==========================
NAME: Dark Ranger
ROLE: Cunning Hero/Super Banshee
GOLD: 425
WOOD: 100
FOOD: 5
ARMOR TYPE: Hero
ATTACK TYPE: Hero
STRENGTH PER LEVEL: 1.9
AGILITY PER LEVEL: 1.5
INTELLIGENCE PER LEVEL: 2.6
RANGE: 60 (Air/Ground)
COOLDOWN: 2.46
DAY SIGHT / NIGHT SIGHT: 180/80
SPEED: Fast
TRAINING TIME: 55
TRAINED AT: Tavern
PRIMARY ATTRIBUTE: Agility
----------------------------------------------------------------------------
| LV | HP | MP | ATTACK | STRENGTH | ARMOR | AGILITY | INTELLIGENCE |
----------------------------------------------------------------------------
| 1 | 550 | 225 | 26 | 18 | 4 | 19 | 15 |
----------------------------------------------------------------------------
| 2 | 575 | 255 | 27 | 19 | 4 | 20 | 17 |
----------------------------------------------------------------------------
| 3 | 625 | 300 | 29 | 21 | 5 | 22 | 20 |
----------------------------------------------------------------------------
| 4 | 675 | 330 | 30 | 23 | 5 | 23 | 22 |
----------------------------------------------------------------------------
| 5 | 725 | 375 | 32 | 25 | 6 | 25 | 25 |
----------------------------------------------------------------------------
| 6 | 775 | 420 | 33 | 27 | 6 | 26 | 28 |
----------------------------------------------------------------------------
| 7 | 825 | 450 | 35 | 29 | 6 | 28 | 30 |
----------------------------------------------------------------------------
| 8 | 875 | 495 | 36 | 31 | 7 | 29 | 33 |
----------------------------------------------------------------------------
| 9 | 925 | 525 | 38 | 33 | 7 | 31 | 35 |
----------------------------------------------------------------------------
| 10 | 975 | 570 | 39 | 35 | 8 | 32 | 38 |
----------------------------------------------------------------------------
----------ABILITIES---------
-SILENCE
COST: 75 mana
COOLDOWN: 15 seconds
RANGE: 90
Stops all units in a target area from casting spells for 16/20/24 seconds.
Heroes are stopped for 8/10/12 seconds.

-BLACK ARROWS
COST: 6 mana
AUTO-CAST
COOLDOWN: 0/0/0 seconds.
The Dark Rangers attack gets a +2/10/20 bonus, and enemies that are killed by
Black Arrows turn into Dark Minions (skellies) with 200/260/320 health. Level 1
Dark Minions now do less damage to compensate for the 0 cooldown.

-LIFE DRAIN
COST: 75 mana
COOLDOWN: 8 seconds
CHANNELING
RANGE: 50
The Dark Ranger sucks 20/35/50 HP/second from the target over the course of 8
seconds.

-ULTIMATE: CHARM
COST: 150 mana
COOLDOWN: 45 seconds
RANGE: 70
Allows you to take control of a non-hero unit that is under Level 6. The
creature can also be flying or spell immune, which possessible units may not.
When you Charm and enemy, you automatically get all of it's upgrades. So
Charming and enemy A-Bomb with Poison Gas researched, automatically gives you
Poison Gas for you're A-Bombs.
----------COMMENTS----------
Like the Pit Lord, the Dark Ranger is an easy pick because she is Undead and can
be healed by Death Coil. Silence is very powerful, as it prevents enemies from
casting spells. As soon as you run into an enemy army, silence their casters,
hero, anything. It's especially important to stop enemies late game before they
can cast level 6 ultimates, or any powerful spells.. Use it if your enemy has a
bunch of casters grouped together. Black Arrows require micro, because the kill-
shot needs to be a Black Arrow for the victim to turn into a Dark Minion. Useful
if you are using Necros a lot, because it just adds more powerful skellies into
the fray. Life Drain is a great move, because it damages an enemy while healing
the Dark Ranger. Unfortunately, because it's channeling, enemies can cancel you.
Try to Drain heroes. Charm is an awesome Ultimate. You can use Charm every 45
seconds to add a unit to your army, be they neutral, enemy, flying, or spell
immune (Thanks to bloods3m) Remember that you can get free upgrades by Charming.
See the strategy "Thanks for the Upgrades!" for more details and stuff.

-Skill Order:
Life Drain, Black Arrows, LD, Silence, BA, Charm, S, BA, LD, S
The logic behind the above is to get Silence for your 5th skill, which is
usually
around the time the enemy is using casters. If you know that you're opponent is
going with a caster hero, then by all means get Silence first and then follow
the order.

$BrewM
===========================================
7.3 P A N D A R E N B R E W M A S T E R
===========================================
NAME: Pandaren Brewmaster
ROLE: Strength Hero/Tank
GOLD: 425
WOOD: 100
FOOD: 5
ARMOR TYPE: Hero
ATTACK TYPE: Hero
STRENGTH PER LEVEL: 3
AGILITY PER LEVEL: 1.5
INTELLIGENCE PER LEVEL: 1.5
RANGE: Melee
COOLDOWN: 2.22
DAY SIGHT / NIGHT SIGHT: 180/80
SPEED: Average
TRAINING TIME: 55
TRAINED AT: Tavern
PRIMARY ATTRIBUTE: Strength
----------------------------------------------------------------------------
| LV | HP | MP | ATTACK | STRENGTH | ARMOR | AGILITY | INTELLIGENCE |
----------------------------------------------------------------------------
| 1 | 650 | 225 | 29 | 22 | 3 | 14 | 15 |
----------------------------------------------------------------------------
| 2 | 725 | 240 | 32 | 25 | 4 | 15 | 16 |
----------------------------------------------------------------------------
| 3 | 800 | 270 | 35 | 28 | 4 | 17 | 18 |
----------------------------------------------------------------------------
| 4 | 875 | 285 | 38 | 31 | 4 | 18 | 19 |
----------------------------------------------------------------------------
| 5 | 950 | 315 | 41 | 34 | 5 | 20 | 21 |
----------------------------------------------------------------------------
| 6 |1025 | 330 | 44 | 37 | 5 | 21 | 22 |
----------------------------------------------------------------------------
| 7 |1100 | 360 | 47 | 40 | 6 | 23 | 24 |
----------------------------------------------------------------------------
| 8 |1175 | 375 | 50 | 43 | 6 | 24 | 25 |
----------------------------------------------------------------------------
| 9 |1250 | 405 | 53 | 46 | 7 | 26 | 27 |
----------------------------------------------------------------------------
| 10 |1325 | 420 | 56 | 49 | 7 | 27 | 28 |
----------------------------------------------------------------------------
----------ABILITIES---------
-BREATH OF FIRE
COST: 70 mana
COOLDOWN: 10 seconds
RANGE: 50/70/70
AOE: 15
Blows a cone of fire at enemies that deals 50/100/150 damage. Units that are in
a Drunken Haze ignite and take 7/14/21 damage per second for 5 seconds!

-DRUNKEN HAZE
COST: 70 mana
COOLDOWN: 12 seconds
RANGE: 55
AOE: 20
Drenches an enemy is beer, slowing them by 50% and making them miss 45%/65%/80%
of the time for 12 seconds (5 seconds for heroes). Drunken enemies also burn if
they are hit by Breath of Fire.

-DRUNKEN BRAWLER
PASSIVE
The Brewmaster dodges attacks 7%/14%/21% of the time, and 10% of the time his
attack is 2/3/4 times as powerful as usual!

-ULTIMATE: STORM, EARTH, AND FIRE
COST: 150 mana
COOLDOWN: 180 seconds
The Brewmaster splits into 3 pandas, each representing a different element.
After 60 seconds, if any of the elements survived, the Brewmaster is remade!

-STORM: Has 1000 HP, and can cast Dispel Magic, Cyclone, Windwalk, and has
Resistant Skin.
-EARTH: Has 1500 HP, and can cast Pulverize, Taunt, and has Spell Immunity and
Resistant Skin.
-FIRE: Has 900 HP, and has Permanent Immolation and Resistant Skin.

----------COMMENTS----------
First of all, he has a good one-two punch: You can drench an enemy in beer, and
then light them on fire! ALWAYS use Drunken Haze on an enemy before using Breath
of Fire, but don't be afraid to use Drunken Haze a lot. Heroes get really messed
up if you get them drunk, even if it is only for 5 seconds. I like getting
Drunken Haze as my first spell, because it is handy for rushes and for creeping.
Drunken Brawler is another awesome spell. It not only gives you evasion, but
gives you a chance to do extreme damage. If you have Drunken Brawler and a
drunken enemy swinging at you, there is VERY LITTLE chance of them hitting.
Storm, Earth, and Fire is a very unique spell, because it gives you 3 units that
you only have a few seconds to learn to use properly. Earth the tank of the
group, with high HP, Spell Immunity, and Resistant Skin, he is a powerhouse.
Taunt is great if your casters are taking a beating, because it requires your
opponent to micro a lot. And it doesn't matter if Earth dies, because only one
Panda needs to survive! If you really want to play it safe, get one of the
elements out of the battle to safety, so no matter what the Pandaren Brewmaster
will come back. Storm is the trio's spell caster. Dispel enemies, cast Cyclone
on tough enemies, and use Wind Walk if you want to get your Panda out of the
action for a little. There's not much to using Fire. He has Permanent
Immolation, so you'll probably want to get him right in the action. Basically,
leave all the Pandas in the fight, and if Storm starts taking a beating, Wind
Walk him out of there. This also gives you a safety in case the other Pandas
fall. The Brewmaster doesn't do much to benefit only the Undead, but he still is
an awesome hero! Pandas bring Panda-Monium!!!

-Skill Order:
Drunken Haze, Drunken Brawler, DH, DB, DH, Storm Earth & Fire, Breath of Fire,
DB, BoF, BoF

$Beast
==========================
7.4 B E A S T M A S T E R
==========================
NAME: Beastmaster
ROLE: Strength Hero/Summoner
GOLD: 425
WOOD: 100
FOOD: 5
ARMOR TYPE: Hero
ATTACK TYPE: Hero
STRENGTH PER LEVEL: 2.9
AGILITY PER LEVEL: 1.3
INTELLIGENCE PER LEVEL: 1.8
RANGE: Melee
COOLDOWN: 2.2
DAY SIGHT / NIGHT SIGHT: 180/80
SPEED: Fast
TRAINING TIME: 55
TRAINED AT: Tavern
PRIMARY ATTRIBUTE: Strength
----------------------------------------------------------------------------
| LV | HP | MP | ATTACK | STRENGTH | ARMOR | AGILITY | INTELLIGENCE |
----------------------------------------------------------------------------
| 1 | 725 | 225 | 32 | 22 | 2 | 14 | 15 |
----------------------------------------------------------------------------
| 2 | 775 | 240 | 34 | 27 | 4 | 15 | 16 |
----------------------------------------------------------------------------
| 3 | 850 | 270 | 37 | 30 | 4 | 16 | 18 |
----------------------------------------------------------------------------
| 4 | 925 | 300 | 40 | 33 | 4 | 17 | 20 |
----------------------------------------------------------------------------
| 5 |1000 | 330 | 43 | 36 | 5 | 19 | 22 |
----------------------------------------------------------------------------
| 6 |1075 | 360 | 46 | 39 | 5 | 20 | 24 |
----------------------------------------------------------------------------
| 7 |1150 | 375 | 49 | 42 | 5 | 21 | 25 |
----------------------------------------------------------------------------
| 8 |1225 | 405 | 52 | 45 | 6 | 23 | 27 |
----------------------------------------------------------------------------
| 9 |1300 | 435 | 55 | 48 | 6 | 24 | 29 |
----------------------------------------------------------------------------
| 10 |1375 | 465 | 58 | 52 | 7 | 25 | 31 |
----------------------------------------------------------------------------
----------ABILITIES---------
-SUMMON BEAR
COST: 125 mana
COOLDOWN: 40
Summons a Bear with 600/900/1200 HP. At Level 2, the Bear gains Bash, and at
Level 3 it gains Blink. The bear lasts 70 seconds, so you'll be able to have 2
bears at once (Summon again when the cooldown wears off)

-SUMMON QUILBEAST
COST: 75 mana
COOLDOWN: 20 seconds
Summons a Quilbeast with 425/515/600 HP. At Level 2, the Quilbeast gains Frenzy,
and at Level 3 it gains AOE damage. The Quilbeast lasts 20 seconds, so you can
summon more when the cooldown is over.

-SUMMON HAWK
COST: 35 mana
COOLDOWN: 70 seconds.
Summons a Hawk with 300/450/650 HP and True Sight (can see invisible enemies).
At Level 2, the Hawk can attack, and at Level 3 it is invisible. The Hawk lasts
70 seconds.

-ULTIMATE: STAMPEDE
COST: 150 mana
COOLDOWN: 180 seconds
CHANNELING
RANGE: 30
AOE: 100
Summons a stampede of explosive Thunder Lizards that do 60 damage per victim and
wreck buildings. The stampede lasts 30 seconds or as long as the Beastmaster is
channeling.
----------COMMENTS----------
The Beastmaster is the master of summoning. With 3 powerful summons and a crazy
Ultimate, he is pretty powerful. The Bear is a tank, the Quilbeast is a long-
range killer, and the Hawk is a scout but later becomes a Harasser. Most people
get the Bear first because he is a tank, but the Undead already have enough
(Crypt Lord, A-bombs...). Bears are awesome meat-shileds that eventually do
insane
damage due to Bash. And Blink is just crazy. Hawks are insanely helpful. They
only cost 35 mana. Later, the Hawk gets invisibility, which gives you a great
harasser. Just fly the Hawk behind enemy lines and kill of their worker units.
Ha! The Quilbeast starts off fairly weak, but quickly becomes very powerful
thanks to Frenzy. Plus, the Quilbeast is great for killing casters. Get him as
close as you can and kill them from long-range. The AOE hurts multiple casters
at a time! Stampede is considered by many to be cheap, because it totally wrecks
buildings. Unfortunately, a smart enemy knows that because this is a channeling
spell, it can be cancelled. Therefore, you need to protect the Beastmaster while
he rampages. Note that the Beastmaster is a quick pick for enemy NE players,
because Moon Wells can give him a large mana pool for more summoning. Beware.

-Skill Order:
Bear, Hawk, B, H, B, Stampede, Quilbeast, H, QB, QB

$SWtch
================================
7.5 N A G A S E A W I T C H
================================
NAME: Naga Sea Witch
ROLE: Mystical Hero
GOLD: 425
WOOD: 100
FOOD: 5
ARMOR TYPE: Hero
ATTACK TYPE: Hero
STRENGTH PER LEVEL: 2
AGILITY PER LEVEL: 1
INTELLIGENCE PER LEVEL: 3
RANGE: 60 (Air/Ground)
COOLDOWN: 1.9
DAY SIGHT / NIGHT SIGHT: 180/80
SPEED: Fast (Slowed a bit in patch 1.13)
TRAINING TIME: 55
TRAINED AT: Tavern
PRIMARY ATTRIBUTE: Intelligence
----------------------------------------------------------------------------
| LV | HP | MP | ATTACK | STRENGTH | ARMOR | AGILITY | INTELLIGENCE |
----------------------------------------------------------------------------
| 1 | 475 | 330 | 29 | 15 | 3 | 16 | 22 |
----------------------------------------------------------------------------
| 2 | 525 | 375 | 32 | 17 | 3 | 17 | 25 |
----------------------------------------------------------------------------
| 3 | 575 | 420 | 35 | 19 | 3 | 18 | 28 |
----------------------------------------------------------------------------
| 4 | 625 | 465 | 38 | 21 | 4 | 19 | 31 |
----------------------------------------------------------------------------
| 5 | 675 | 510 | 41 | 23 | 4 | 20 | 34 |
----------------------------------------------------------------------------
| 6 | 725 | 555 | 44 | 25 | 4 | 21 | 37 |
----------------------------------------------------------------------------
| 7 | 775 | 600 | 47 | 27 | 5 | 22 | 40 |
----------------------------------------------------------------------------
| 8 | 825 | 645 | 50 | 29 | 5 | 23 | 43 |
----------------------------------------------------------------------------
| 9 | 875 | 690 | 53 | 31 | 5 | 24 | 46 |
----------------------------------------------------------------------------
| 10 | 925 | 735 | 56 | 33 | 6 | 25 | 49 |
----------------------------------------------------------------------------
----------ABILITIES---------
-FORKED LIGHTING
COST: 110 mana
COOLDOWN: 11 seconds
RANGE: 60
Blasts up to three units with lighting dealing 100/175/250 damage per unit.

-FROST ARROWS
COST: 7 mana
AUTO-CAST
Attacks slow the enemy's attack rate and movement speed by 30%/50%/70% for 5
seconds or 1.5 seconds for heroes. Also adds 5/10/15 damage to attacks (Thanks
to Robbert)

-MANA SHIELD
COST: 25 mana to activate
COOLDOWN: 10 seconds
While activated, the Naga Sea Witch loses 1 point of mana for every 1/1.5/2
points of damage. Essentially, mana becomes health.

-ULTIMATE: TORNADO
COST: 250 mana
COOLDOWN: 120 seconds
CHANNELING
RANGE: 70
Creates a user-controllable Tornado that hits nearby enemies with cyclone and
deals 50 damage/second to buildings under it. The tornado lasts 40 seconds
----------COMMENTS----------
I don't know why, but the Sea Witch is my least favorite hero. Anyway, Forked
Lighting is a good hero-killer, but is also useful for killing units that are
grouped together. Frost Arrows are pretty nice, as you can slow an entire army
with good micromanagement. However, I seem to prefer the Lich for Nova ability.
Mana Shield is a great spell, but there's no point in protecting a fairly
average hero, when you could just get a better one. If you do plan on using the
Sea Witch, give her a bunch of Mana Pendants and Mana Potions. Tornado is a
great spell for wrecking bases, but the enemy can easily interrupt you. If you
want a cold hero, stick with the Lich.

___ _ ___ _____ _____ ___ _____ ___ ___ ___ _ _ _ _
| _ \/_\ | _ \_ _| |_ _\ \ / (_) |_ _|_ _| _ \/ __| ( ) \| ( )
| _/ _ \| / | | | | \ V / _ | | | || _/\__ \ |/| .` |/
|_|/_/ \_\_|_\ |_| |___| \_/ (_) |_| |___|_| |___/ |_|\_|

_____ ___ ___ ___ _ _____
|_ _| _ \_ _/ __| |/ / __|
| | | /| | (__| '