PropertyValue
rdfs:label
  • Warcraft II units
rdfs:comment
  • Warcraft II Units are composed of three main types: land, naval and air units. They are all trained at different structures and are fairly similar on either the Human or Orc faction. The units stats are virtually identical, the only real differences can be found in the spells used by Paladins / Ogre-Magi and Mages / Death Knights. It is often argued that the Ogre-Magi have better spells than Paladins (the Bloodlust spell used on a large number of Ogre-Magi is very devastating, and makes people easily favor orcs, especially if they favor rush tactics), though paladins are slightly faster and can heal each other or other units, which allows for an alliance army to be brought back to fighting condition in an instant (provided the paladins have magic and the controlling player has good micro),
Attack
  • 0
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 8
  • 9
  • 10
  • 13
  • 14
  • 15
  • 16
  • 18
  • 25
  • 35
  • 50
  • 80
  • 130
dcterms:subject
foaf:homepage
Mana
  • 250
  • 255
lumber
  • 50
  • 100
  • 150
  • 200
  • 250
  • 300
  • 350
  • 500
buildtime
  • 45
  • 50
  • 60
  • 65
  • 70
  • 90
  • 100
  • 120
  • 140
  • 200
  • 250
Upgrade
imagep
  • Aface.gif
  • Axe.gif
  • Demo.gif
  • Dkwc2.gif
  • Dragon.gif
  • Fly.gif
  • Foot.gif
  • Grunt.gif
  • Gryph.gif
  • Mage.gif
  • Night.gif
  • Ogre.gif
  • Peasant.gif
  • Peon.gif
  • Sapp.gif
  • Zepp.gif
dbkwik:wowwiki/property/wikiPageUsesTemplate
Gold
  • 400
  • 500
  • 600
  • 700
  • 750
  • 800
  • 900
  • 1000
  • 1200
  • 2500
Range
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
Site
  • Battle.net
Faction
Speed
  • 5
  • 6
  • 7
  • 8
  • 10
  • 11
  • 13
  • 14
  • 17
float
  • left
Produced
Armor
  • 0
  • 2
  • 3
  • 4
  • 5
  • 6
  • 8
  • 10
  • 15
Name
imageu
  • Dwarfdemo.gif
  • ElfArcher.gif
  • Gobsappers.gif
  • HumanFlying.gif
  • HumanFootman.gif
  • HumanGryphon.gif
  • HumanKnight.gif
  • HumanMage.gif
  • HumanPeasant.gif
  • OrcDeathknight.gif
  • OrcDragon.gif
  • OrcGrunt.gif
  • OrcOgre.gif
  • OrcPeon.gif
  • OrcZeppelin.gif
  • TrollAxethwr.gif
fgcolor
  • white
Food
  • 1
Link
  • http://www.battle.net/war2/units/peasant.shtml|desc=Warcraft II Strategy: Units
Oil
  • 0
  • 500
  • 700
  • 800
  • 1000
BGCOLOR
  • purple
Image
  • DeathKnightAbilities.GIF
  • MageAbilities.gif
  • OgreMageAbilites.gif
  • PaladinAbilities.gif
Sight
  • 4
  • 5
  • 6
  • 8
  • 9
HP
  • 30
  • 40
  • 60
  • 90
  • 100
  • 110
  • 120
  • 150
  • 180
  • 220
  • 240
  • 250
  • 300
  • 800
Race
base unit
abstract
  • Warcraft II Units are composed of three main types: land, naval and air units. They are all trained at different structures and are fairly similar on either the Human or Orc faction. The units stats are virtually identical, the only real differences can be found in the spells used by Paladins / Ogre-Magi and Mages / Death Knights. It is often argued that the Ogre-Magi have better spells than Paladins (the Bloodlust spell used on a large number of Ogre-Magi is very devastating, and makes people easily favor orcs, especially if they favor rush tactics), though paladins are slightly faster and can heal each other or other units, which allows for an alliance army to be brought back to fighting condition in an instant (provided the paladins have magic and the controlling player has good micro), they also hard counter death knights. While Mages are better than Death Knights (the Polymorph spell is extremely effective if used correctly, which can destroy entire armies in an instant), though some disagree on one count or both. The other non-cosmetic difference is that Elven Rangers can learn the Marksmanship ability (so that they deal more damage) whereas their counterparts, Troll Berserkers, can acquire Regeneration (which slowly heals their wounds). These tables show the internal Basic and Piercing Damage values used in the Warcraft II map editor. When an attack is made, the game randomly decides whether it will deal half or full damage. The target's Armor is then subtracted from the (half or full) Basic value, with a minimum result of zero; the (half or full) Piercing value is then added to the result to get the target's HP loss from the attack. The Low and High attack values shown in a unit's infobox within the game are calculated using the above formula, with the Low value assuming a half damage attack against a target Armor of 15, and the High value a full damage attack against no Armor.