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** Both Elves and Trolls are only known as Elves and Trolls, starting with ''VideoGame/Warcraft IIIReignOfChaos'', they were called High Elves and Forest Trolls respectively.

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** Both Elves and Trolls are only known as Elves and Trolls, starting with ''VideoGame/Warcraft IIIReignOfChaos'', ''VideoGame/WarcraftIIIReignOfChaos'', they were called High Elves and Forest Trolls respectively.
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Updating some lore.


* OurDwarvesAreAllTheSame: The Dwarves riding the Gryphons are an entirely different breed than the Ironforge Dwarves. These dwarves are feral nature lovers that come from Northeron and are actually good friends of elves, distrusting humans and Ironforge Dwarves. Most artwork at the time depicts Northeron Dwarves as much slimmer and taller compared to the other dwarves, though still smaller than humans. This disposition was apparently changed in ''Warcraft III'' as the Gryphon Rider rep in that game is from the Aerie Peaks, is very jovial and act like goods friends of the alliance player commander much like the Dwarven Mortar Teams and Gyrocopter/Flying Machine pilots.

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* OurDwarvesAreAllTheSame: The Dwarves riding the Gryphons are an entirely different breed than the Ironforge Dwarves. These dwarves are feral nature lovers that come from Northeron and are actually good friends of elves, distrusting humans and Ironforge Dwarves. Most artwork at the time depicts Northeron Dwarves as much slimmer and taller compared to the other dwarves, though still smaller than humans. This disposition was apparently changed in ''Warcraft III'' thanks to the Alliance aiding them against the Horde invaders as the Gryphon Rider rep in that game is from the Aerie Peaks, is very jovial and act like goods friends of the alliance player commander much like the Dwarven Mortar Teams and Gyrocopter/Flying Machine pilots.
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* OurDwarvesAreAllTheSame: The Dwarves riding the Gryphons are an entirely different breed than the Ironforge Dwarves. These dwarves are feral nature lovers that come from Northeron and are actually good friends of elves, distrusting humans and Ironforge Dwarves. Most artwork at the time depicts Northeron Dwarves as much slimmer and taller compared to the other dwarves, though still smaller than humans.

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* OurDwarvesAreAllTheSame: The Dwarves riding the Gryphons are an entirely different breed than the Ironforge Dwarves. These dwarves are feral nature lovers that come from Northeron and are actually good friends of elves, distrusting humans and Ironforge Dwarves. Most artwork at the time depicts Northeron Dwarves as much slimmer and taller compared to the other dwarves, though still smaller than humans. This disposition was apparently changed in ''Warcraft III'' as the Gryphon Rider rep in that game is from the Aerie Peaks, is very jovial and act like goods friends of the alliance player commander much like the Dwarven Mortar Teams and Gyrocopter/Flying Machine pilots.
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** They can only build near other structures and along preplaced roads. ''Warcraft II'' eliminated roads and allowed workers to build on any buildable ground, and in ''Warcraft III'' it's only the Undead who need to build on their blighted ground, but heroes can work around that with a common item that blights the ground.

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** They can only build near other structures and along preplaced roads. ''Warcraft II'' eliminated roads and allowed workers to build on any buildable ground, and in ''Warcraft III'' it's only the Undead who need to build on their blighted ground, ground generated from other structures, but even then, heroes can work around that with a common item that blights the ground.



* PutOnABus: Both units are gone after the original game, with the Cleric never appearing again. ''Warcraft II'' explains the surviving Clerics were deemed ill-suited for combat, so they instead taught their ways to a select few Knights, creating the Paladins. [[BusCrash The Necrolytes were killed]] and their energy was used as fuel for the Death Knights. In ''III'', their effective successors are Priests and Necromancers respectively while Paladins and Death Knights were reimagined as hero units.

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* PutOnABus: Both units are gone after the original game, with the Cleric never appearing again. ''Warcraft II'' explains the surviving Clerics were deemed ill-suited for combat, so they instead taught their ways to a select few Knights, creating the Paladins. [[BusCrash The Necrolytes were killed]] and their energy was used as fuel for the Death Knights. In ''III'', their effective successors are Priests and Necromancers respectively while Paladins and Death Knights were reimagined re-imagined as melee hero units.

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* EarlyInstallmentWeirdness:
** This game has the two factions very similar to one another with the major differences being what spells are available. ''Warcraft II'' diverged the two factions a little more but '''Warcraft III'' made the equivalent units of each faction vastly different from one another with their own special abilities to further set them appart.
** Hero units are few and far in between in this game and don't even feature in base-building missions. ''Warcraft II: Beyond The Dark Portal'' marked a radical change with heroes being much stronger versions of regular units, and ''Warcraft III'' made all heroes unique with their own exclusive spells and ability to level up and learn talent points to learn or improve their abilities.



* EarlyInstallmentWeirdness: Unlike later Blizzard RTS games, they are [[NonActionGuy unable to attack]], and can only flee. Construction sites are also immediately generated upon command, which creates physical obstacles that have the structure's maximum hit points.

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* EarlyInstallmentWeirdness: EarlyInstallmentWeirdness:
**
Unlike later Blizzard RTS games, they are [[NonActionGuy unable to attack]], and can only flee. Construction sites are also immediately generated upon command, which creates physical obstacles that have the structure's maximum hit points.points.
** They can not build defensive emplacement to protect bases, so if you send you entire army out for an attack, then your base gets left undefended. ''Warcraft II'' introduced defensive buildings to the RTS formula.
** They can only build near other structures and along preplaced roads. ''Warcraft II'' eliminated roads and allowed workers to build on any buildable ground, and in ''Warcraft III'' it's only the Undead who need to build on their blighted ground, but heroes can work around that with a common item that blights the ground.



* SiegeEngines: Their range isn't any longer than the basic range units, but they make up for it with much greater damage.

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* SiegeEngines: Their range isn't any longer than the basic range units, but they make up for it is very long, and with much greater devastating damage.
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** Unholy Armor only blocks damage to a target. Polymorph completely bypasses this invulnerability as the game doesn't recognize the transformation as subject to the invulnerability. Thus, a Death Knight with Unholy Armor can only evade Polymorph by hiding in a Transport.

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** Unholy Armor only blocks damage to a target. Polymorph completely bypasses this invulnerability as the game doesn't recognize the transformation as subject to the invulnerability. Thus, a Death Knight with Unholy Armor can only evade Polymorph by hiding in a Transport.Transport or fleeing out of range.
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* NotCompletelyUseless: Death Coil is normally rendered obsolete by Death and Decay but for sniping priority targets, Death Coil works as inferior alternative to Polymorph. By using a particular quirk of the control group system, it can be quickly multi-cast by 2 or more DKs to increase its sniping potential. However, it works best against isolated targets to ensure they receive full damage.

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* NotCompletelyUseless: Death Coil is normally rendered obsolete by Death and Decay but for sniping priority targets, Death Coil works as inferior alternative to Polymorph. Polymorph that also heals the caster. By using a particular quirk of the control group system, it can be quickly multi-cast by 2 or more DKs [=DKs=] to increase its sniping potential. However, it this works best against isolated targets to ensure they receive full damage.
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* NotCompletelyUseless: Death Coil is normally rendered obsolete by Death and Decay but for sniping priority targets, Death Coil works as inferior alternative to Polymorph. By using a particular quirk of the control group system, it can be quickly multi-cast by 2 or more DKs to increase its sniping potential. However, it works best against isolated targets to ensure they receive full damage.

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* AchillesHeel: A paladin with full mana can [[OneHitKO one-hit kill a Death Knight]] with a [[TurnUndead single Exorcism]].

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* AchillesHeel: AchillesHeel:
**
A paladin with full mana can [[OneHitKO one-hit kill a Death Knight]] with a [[TurnUndead single Exorcism]].Exorcism]].
** Unholy Armor only blocks damage to a target. Polymorph completely bypasses this invulnerability as the game doesn't recognize the transformation as subject to the invulnerability. Thus, a Death Knight with Unholy Armor can only evade Polymorph by hiding in a Transport.
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** Death Knights are SquishyWizard liches in this installment and don't engage in melee like the name suggests. ''Warcraft III'' promoted these units to Lich heroes while Death Knights were reimagined as fallen Paladins heroes who wield unholy versions of their Paladin spells and play like [[MagicKnight magic knights]].
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* EarlyInstallmentWeirdness: These dragons are green, despite later works such as ''Literature/DayOfTheDragon'' and ''Warcraft III'' made clear that the Horde enslaved the ''red'' dragonflight.

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Non Action Guy only applies to men, not eyes or machines


* DropTheHammer: Knights and Paladins wield huge war hammers.



* MagicKnight: Upgrading to a Paladin or an Ogre Mage allows the units to use spells whilst still being very good at melee combat, though it does nothing for their non-mana stats beyond a minor improvement to their sight range.

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* MagicKnight: Upgrading The Knight and Ogre are heavy melee units that gain the ability to a use magic when upgraded to the Paladin or an Ogre Mage allows the units to use spells whilst still being very good at melee combat, though it does nothing for their non-mana stats beyond a minor improvement to their sight range.Mage.



* NonActionGuy: The Eye of Kilrog created by the Ogre Magi is the fastest unit in the game by a wide margin, but it can't attack.



* NoBodyLeftBehind: Since they explode no matter the way they die, they leave no corpses. As such, Death Knights cannot bring them back as skeleton units.

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* NoBodyLeftBehind: Since they explode no matter the way they die, they leave no corpses. As such, Death Knights cannot bring them back as skeleton units.
skeletons.



* DefogOfWar: Neither of them can attack, but they are the fastest units in the game next to the Eye of Kilrogg and can see submerged units, making them useful for spotting turtles and submarines.



* NonActionGuy: Neither of them can attack, but they are the fastest units in the game next to the Eye of Kilrog and can see submerged units, making them useful for spotting turtles and submarines.



* DropTheHammer: Gryphon Riders attack by throwing their magic [[ThunderHammer Stormhammers]] at enemies.



* ThunderHammer: The dwarfs riding the gryphons use Stormhammers, hammers with electrical powers that trigger when thrown.

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* ThunderHammer: The dwarfs riding the gryphons Gryphon Riders use Stormhammers, hammers with electrical powers that trigger when thrown.



The only summonable unit capable of combat, Skeletons can only be created by a Death Knight's unit [[AnimateDead Raise Dead]] spell and act as summoned CannonFodder. Additionally several maps in the campaign include Skeletons that are present on the map without having to be summoned, acting similar to the NPC units in the first game.

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The only summonable unit capable of combat, Skeletons can only be created by a Death Knight's unit [[AnimateDead Raise Dead]] spell and act as summoned CannonFodder. Additionally several maps in the campaign include Skeletons that are present on the map without having to be summoned, acting similar to the NPC units in the first game.






** The heroes in ''Beyond The Dark Portal'' on the other-hand, are significantly stronger than their units they are based off of. Most notably Danath, Grom, and Kargath are much stronger than a Knight/Ogre, unlike the Footman/Grunt unit they're based off of.

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** The heroes in ''Beyond The the Dark Portal'' on the other-hand, other hand, are significantly stronger than their units they are based off of. Most notably Danath, Grom, and Kargath are much stronger than a Knight/Ogre, unlike the Footman/Grunt unit they're based off of.
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* {{Invisibility}}: The Mage can make units invisible, including himself. This makes for a dangerous combination, since it allows him to easily get into a position to kill enemy [[WorkerUnit workers]] with Blizzard.

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* {{Invisibility}}: The Mage can make units invisible, including himself. other Magi. This makes for a dangerous combination, since it allows him them to easily get into a position to kill enemy [[WorkerUnit workers]] with Blizzard.
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** The Death Knights' Raise Dead spell will turn any corpse into a generic Orc skeleton, even if the corpse was a human, elf, troll or ogre.

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** The Death Knights' Raise Dead spell will turn any corpse into a generic Orc skeleton, even if the corpse was a human, elf, troll or ogre. This quirk of Raise Dead was retained in ''Warcraft III'' with the added benefit of two skeletons being raised per corpse like the skeletons are summoned rather than raised.
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* RankScalesWithAsskicking:

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* RankScalesWithAsskicking:RankScalesWithAsskicking: Played with in ''Tides of Darkness'' and played straight in ''Beyond the Dark Portal''.

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