Human Units Listing - Guide for Warcraft 2: Beyond The Dark Portal
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Human Units Listing - Version 1.0 By Roland Carlos --------------- Version Updates 1.0 - January 15, 1999: Descriptions added. 0.5 - January 13, 1999: First release of guide. Basic stats included, descriptions soon to be included. ------------ Little Intro The Alliance units also include those of humans, elves and dwarves. The humans specialize in the warfare of the Alliance, they are the Footmen, Knights and Mages of the Alliance. The elves specialize in water warfare, they are the Destroyers and Battleships. The dwarves are the inventors, they have the air units at their use. Explanations: Visual Range - How far the unit can see HP - How much damage it can take MP - How much magical power it has Build Time - How much time it takes to train Gold Cost - How much gold it costs to train this unit Lumber Cost - How much lumber it costs to train this unit Oil Cost - How much oil it costs to train this unit Armor - How much protection this unit has Requirements - What, if anything, is needed to train this unit Basic Damage - The damage that is done that is affected by armor Piercing Damage - The damage that is done regardless of any factors Effective Damage - The least damage done to the most Attack Range - How far it can attack Speed - How fast the unit can go ------- Peasant Visual Range: 4 HP: 30 MP: 0 Build Time: 45 Gold Cost: 400 Lumber Cost: 0 Armor: 0 Requirements: Town Hall Basic Damage: 3 Piercing Damage: 2 Effective Damage: 1-5 Attack Range: 1 Speed: 10 Easy targets for many enemy units, they usually go for these since they are easily killed due to lack armor and low HP. You need to protect your workers from attacks by enemy units or Blizzard/Death and Decay (which can really hurt miners). Make sure to have several extra workers on hand to build and to repair buildings. ------- Footman Visual Range: 4 HP: 60 MP: 0 Build Time: 60 Gold Cost: 600 Lumber Cost: 0 Armor: 2 Requirements: Barracks Basic Damage: 6 Piercing Damage: 3 Effective Damage: 2-9 Attack Range: 1 Speed: 10 Use this unit for early attacks when you can't build anything better. They can also be used as support units later in the game, but for main attacks, go with something better. ------------ Elven Archer Visual Range: 5 HP: 40 MP: 0 Build Time: 70 Gold Cost: 500 Lumber Cost: 50 Armor: 0 Requirements: Barracks, Lumber Mill Basic Damage: 3 Piercing Damage: 6 Effective Damage: 3-9 Attack Range: 4 Speed: 10 This unit will be used throughout the game since it is the cheapest ranged attacker. It can also be upgraded into better unit after upgrading your Town Hall. ------------ Elven Ranger Visual Range: 6 HP: 50 MP: 0 Build Time: 70 Gold Cost: 500 Lumber Cost: 50 Armor: 0 Requirements: Barracks, Lumber Mill, Ranger Training at Lumber Mill Basic Damage: 3 Piercing Damage: 6 Effective Damage: 3-9 Attack Range: 4 Speed: 10 Make sure to upgrade this unit to the most. Once it is fully upgraded, this unit will be a major killing machine. Just remember it still cannot take hits well. ------ Knight Visual Range: 4 HP: 90 MP: 0 Build Time: 90 Gold Cost: 800 Lumber Cost: 100 Armor: 4 Requirements: Barracks, Blacksmith, Stables Basic Damage: 8 Piercing Damage: 4 Effective Damage: 2-12 Attack Range: 1 Speed: 13 This unit is a better Footman that costs more. Use these in place of Footmen when you are able to build them. ------- Paladin Visual Range: 5 HP: 90 MP: 255 Build Time: 90 Gold Cost: 800 Lumber Cost: 100 Armor: 4 Requirements: Barracks, Blacksmith, Stables, Paladin Upgrade at Church Basic Damage: 8 Piercing Damage: 4 Effective Damage: 2-12 Attack Range: 1 Speed: 13 Magic Spells: Holy Vision - Costs 70 MP Using this spell reveals the selected point to you. You can see what is going on in the selected area for a brief period. After awhile, it will be covered by the Fog of War (if on). Healing - Costs 6 per 1 HP recovered This spell will heal any selected unit (enemy or ally). The spell will try to heal to the maximum HP of the selected unit or as much as MP allows. It does not work on Ballistas/Catapults and any Ship. Exorcism - Costs 4 per 1 HP lost The opposite of Healing, this spell harms Death Knights and Skeletons. It will try to kill, or damage as much as HP allows. This spell only works on Death Knights and Skeletons. The Paladin has excellent spell at his disposal. Holy Vision will allow to see what is the status of your enemy's base. Healing is good to heal units, but you will need many Paladins to make it effective. Exorcism is usually not cast since Death Knights and Skeletons are weak anyway. But still, build Paladins since they are still useful. -------- Ballista Visual Range: 9 HP: 110 MP: 0 Build Time: 250 Gold Cost: 900 Lumber Cost: 300 Armor: 0 Requirements: Barracks, Lumber Mill, Blacksmith Basic Damage: 80 Piercing Damage: 0 Effective Damage: 25-80 Attack Range: 8 Speed: 5 This is a very useful unit. It has the longest range so it can attack towers and ships without fear of retaliation. However, it can attack far away enemies without your knowledge, sometimes provoking a whole group to attack. If not prepared, it can hurt you. ---- Mage Visual Range: 9 HP: 60 MP: 255 Build Time: 120 Gold Cost: 1,200 Lumber Cost: 0 Armor: 0 Requirements: Mage Tower Basic Damage: 0 Piercing Damage: 9 Effective Damage: 5-9 Attack Range: 2 Speed: 8 Magic Spells: Fireball - Costs 100 MP This spell creates a fireball that goes from the Mage into a straight line from him to the selected area. The fireball will not go all the way to the selected area if too far, but it will hurt anything in its way. Slow - Costs 50 MP This spell will slow the movement of a unit to a crawl for a limited time. So far, the attack speed has not been proven to slow down by affected units. The speed lost is about half. Flame Shield - Costs 80 MP This spell creates a ring of fire around a unit (ally or enemy). That ring of fire hurts anything that touches it building or unit, ally or enemy. The unit that had Flame Shield cast will not take damage from the flame, but will take damage from other sources. Invisibilty - Costs 200 MP This spell will make the selected unit invisible to enemies. This unit can move around the map undetected, but if it does anything other than moving, the invisiblity will be lost. Polymorph - Costs 200 MP This spell turns the selected unit into a critter. It is unavoidable and the toughness of the selected unit is not taken into effect. Blizzard - Costs 25 MP per attack The mage casts ice shards over a certain area. The ice shards will come in groups. The more MP available, the more ice shards created to attack. The ice shards can be stopped without using all MP by just pressing stop. The spells the Mage has are useful. Fireball and Flame Shield are good for hurting and disbanding groups of enemies. Blizzard also does the same thing and causes more damage. Invisibilty is great to use for scouting and Polymorph is good to use on units that are harassing you. A good move is Inbisibilty on a Mage, send that Mage to the enemy mine, and use that Mage to cast Blizzard in between the mine and the Town/Great Hall to kill any Peons in between. It will kill your Mage, but you will hurt your opponent's gold supply for awhile. ------------------------ Dwarven Demolition Squad Visual Range: 4 HP: 40 MP: 0 Build Time: 200 Gold Cost: 700 Lumber Cost: 250 Armor: 0 Requirements: Gnomish Inventor Basic Damage: 4 Piercing Damage: 2 Effective Damage: 1-6 Attack Range: 1 Speed: 4 The damage done by exploding is 400. Build up these dudes so you can use to them to kill buildings. Try to place them where they can do the most damage (in between nearby buildings for example). ---------------------- Gnomish Flying Machine Visual Range: 9 HP: 150 MP: 0 Build Time: 65 Gold Cost: 500 Lumber Cost: 100 Armor: 2 Requirements: Gnomish Inventor, Lumber Mill Basic Damage: 0 Piercing Damage: 0 Effective Damage: 0 Attack Range: 0 Speed: 17 These flyers are only good for scouting around and watching over empty gold mines. Try not to get them killed since they are important to making sure you know what is going on. ------------- Gryphon Rider Visual Range: 6 HP: 100 MP: 0 Build Time: 250 Gold Cost: 2,500 Lumber Cost: 0 Armor: 5 Requirements: Gryphon Aviary Basic Damage: 0 Piercing Damage: 16 Effective Damage: 8-16 Attack Range: 4 Speed: 14 This flyer is important since it can do a lot of damage. Anything that is in way of its attack will take some damage, even allies. Make sure to space out your flyers so that they will not get hurt by their own attacks. ---------- Oil Tanker Visual Range: 4 HP: 90 MP: 0 Build Time: 50 Gold Cost: 400 Lumber Cost: 200 Armor: 10 Requirements: Shipyard Basic Damage: 0 Piercing Damage: 0 Effective Damage: 0 Attack Range: 0 Speed: 10 Protect these ships from enemies since they hold the precious oil for you to use on ships. --------------- Elven Destroyer Visual Range: 8 HP: 100 MP: 0 Build Time: 90 Gold Cost: 700 Lumber Cost: 350 Oil Cost: 700 Armor: 10 Requirements: Shipyard Basic Damage: 35 Piercing Damage: 0 Effective Damage: 2-35 Attack Range: 4 Speed: 10 The basic ship, it is useful for early water attacks, but for nothing after that. Their only advantage in later water battles is that they can attack air units. --------- Transport Visual Range: 4 HP: 150 MP: 0 Build Time: 70 Gold Cost: 600 Lumber Cost: 200 Oil Cost: 500 Armor: 0 Requirements: Shipyard, Foundry Basic Damage: 0 Piercing Damage: 0 Effective Damage: 0 Attack Range: 0 Speed: 10 The only use of this ship is send up to 6 ground units onto other soil. Make sure to protect these since if they die, the units inside die as well. ---------- Battleship Visual Range: 8 HP: 150 MP: 0 Build Time: 140 Gold Cost: 1,000 Lumber Cost: 500 Oil Cost: 1,000 Armor: 15 Requirements: Shipyard, Foundry Basic Damage: 130 Piercing Damage: 0 Effective Damage: 50-130 Attack Range: 6 Speed: 6 The powerhouses of the water, these ships are very useful in taking water control. However, they cannot fire on air units so know that. They can be killed if attack by enough ships, but it will take some while and the enemy will lose some ships. ----------------- Gnomish Submarine Visual Range: 5 HP: 60 MP: 0 Build Time: 100 Gold Cost: 800 Lumber Cost: 150 Oil Cost: 900 Armor: 0 Requirements: Shipyard, Gnomish Inventor Basic Damage: 50 Piercing Damage: 0 Effective Damage: 10-50 Attack Range: 4 Speed: 7 A fun unit to use, it can do a lot of damage before dying. This unit will be undetected by enemies until a flyer or tower can view it. The firing rate of this unit is very fast so you can kill ships very quickly. ---------- Disclaimer This guide can and should be given out as long as it is not altered in any way. The guide's purpose is to help people play Warcraft 2 and that is its only purpose. This guide cannot be used in any commerically such as, but not limited to, Magazines, Books, Guides, without first contacting the author for his consent. Credit must given if you take information from this guide. Warcraft 2 is a trademark of Blizzard Inc., copyright 1996. All other trademarks copyright their respective owners. Copyright Roland Carlos 1999