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Techtrees (Project Page)

The Hive Workshop

T

The Hive Workshop

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The techtrees in Scars of Conflict are unique and very different from eachother. While some units may be slightly similar, they act in a different way, and even units like the Grunt and Footman have their differences. One example is cost and power; Another is spells. No unit is exactly like another, and most units 'borrowed' from Warcraft II were redesigned in one way or another to achieve unique techtrees that are not copies of each-other.

Below you can find detailed information about the current Scars of Conflict techtrees. At the moment, only the Orcish techtree is available. The Alliance techtree is nearing completion, but is postponed until after the Horde demo is released.
Please note that the techtree is still under construction. All information is still due to change in the future. Some upgrades, spells and units are yet in the works, and as such not all units, spells and upgrades are available on this page.​

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"Work, work..."
Peon -
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Peons are the lowest position within the ranks of the Orcish Horde. Those useless, worthless dogs, incapable of holding their own in a fight or properly handling an axe, are forced down to oppressive labor such as harvesting lumber, mining gold and constructing structures. Although their services are invaluable and necessary for the construction of war camps and training of soldiers, they are regarded as useless whelps and work thanklessly for countless hours under the supervision of higher ranks in the Orcish Horde.
Peons are trained from the Great Hall.

Abilities:
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Repair: Repairs mechanical units and structures at the cost of resources.

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"My life for the Horde!"
Grunt -
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Grunts form the front lines of the Orcish Horde. Those savage, brutal warriors wield their battle axes with incredible strength, hacking and slashing through the human ranks. Their unyielding lust for battle, powered by their demonic bloodlust, inspires fear among their human enemies. Even when heavily wounded, the grunts continue to fight with ever increasing fury.
Grunts are trained from the Barracks.
Strong Against: Troll Axethrowers.
Weak Against: Death Knights, Warlocks, Dragons.

Abilities:
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Battle Roar (Req. Research): The Grunt lets out a warcry, increasing his attack speed and movement speed at the cost of 50 health.

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"Chu wan' axe?"
Troll Axethrower -
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The Forest Trolls of the Amani tribe, under the leadership of Zul'jin, joined the Horde when Zul'jin was rescued from Alliance captivity along with many of his tribesmen by a Horde warband. The trolls quickly proved to be invaluable assets to the Horde, thanks to their strength and agility. The Axethrowers are quick, versatile warriors, armed with throwing axes, who form the back lines of the Orcish Horde, supporting their Orcish allies from behind and felling even the mighty Gryphon Riders of Khaz Modan to the ground. They are also skilled in the arts of stealth, being capable of remaining hidden from the enemy while gathering information about the enemy's movement and forces.
Troll Axethrowers require a Sawmill to be trained.
Axethrowers are trained from the Barracks.
Strong Against: Goblin Aces, Dragons, Death Knights.
Weak Against: Warlocks, Ogre Maulers.

Abilities:
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Prowl (Req. Research): Causes the Axethrower to become invisible. While invisible, the Axethrower moves slower and is unable to attack.

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"Me SMASH you!"
Ogre Mauler -
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The mighty Ogres of Draenor were enslaved by the Horde prior to the beginning of the First War. Those hulking brutes unwillingly serve under the Horde's command, crushing any enemy that stands in their way. They are the biggest creatures in the Horde's war arsenal and as such are capable of great destruction. Ogre Maulers are trained specifically to be versatile soldiers, being able to easily crush both structures and soldiers using their gigantic mauls.
Ogre Maulers require a Fortress, a Forge and a Sawmill to be trained.
Maulers are trained from the Barracks.
Strong Against: Troll Axethrowers, Warlocks, Death Knights, Buildings.
Weak Against: Dragons.

Abilities:
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Smash (Req. Research): The Ogre Mauler's attacks deal bonus damage to structures.

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Catapult -
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Catapults are rickety war machines built by Orcish smiths. Capable of throwing stone projectiles over great distances, the catapult's most famous use is the destruction of key buildings such as towers and walls. Catapults have always been the Horde's favorite tool of destruction, ever since the First War, and still, to this day, they serve as the Horde's most powerful siege weapons.
Catapults require a Forge to be built.
Catapults are built from the Steelworks.
Strong Against: Buildings.
Weak Against: Units.


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"You called...?"
Death Knight -
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Death Knights are the spirits of Orcish Necrolytes of the Shadow Council, imbued within the body of fallen Human Knights of the First War. They were created by the warlock Gul'dan for Orgrim Doomhammer as powerful undead necromancers to serve as soldiers for the Horde. Although not possessing great physical strength, Death Knights make up for this weakness with their arsenal of shadowy magic. They often prefer to use terror tactics, raising the enemy's dead as soldiers to fight for the Horde's side and summoning mighty whirlwinds of souls to hinder and harm the enemy's moral and courage.
Death Knights require a Stronghold to be trained.
Death Knights are trained from the Shrine of Sargeras.
Strong Against: Grunts, Goblin Aces.
Weak Against: Troll Axethrowers, Ogre Maulers, Warlocks.

Abilities:
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Animate Corpse: Raises a skeleton from a nearby corpse. The skeleton fights for the Death Knight until it dies. Skeletons expire after 40 seconds.
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Dark Ritual (Adept): Sacrifice a target friendly skeleton to temporarily increase the armor of friendly units around the sacrificed skeleton.
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Tornado (Master): Summons a tornado in front of the Death Knight that moves towards the target location in a straight line for 8 seconds or until cancelled.

The tornado reduces the movement speed and attack rate of nearby enemy units.

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"FEEL THE GROUND TREMBLE!"
Warlock -
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The caste of Warlocks in the Shadow Council is the group of the highest-ranked and most powerful cultists and worshipers of the demonic lords of the Burning Legion. They are the prime elite of the Horde, controlling powerful magics which they use against the forces of the human alliance, weakening them from afar, sucking the energies of their fragile magicians and scorching them with rains of hellish felfire.
Warlocks require a Stronghold to be trained.
Warlocks are trained from the Shrine of Sargeras.
Strong Against: Grunts, Troll Axethrowers, Goblin Aces, Death Knights.
Weak Against: Dragons, Ogre Maulers.

Abilities:
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Weaken: Reduces damage done of target enemy unit by 5 for 20 seconds.
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Abate Mana (Adept): Burns 30 mana each from up to 3 enemies in a target area and gives mana equal to 75% of the burned amount to the Warlock.
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Felfire Storm (Master): Calls down 6 waves of felfire that damage units in an area. Each wave deals 38 damage.

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"All parts accounted for!"
Goblin Ace -
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The daring(or simply insane) Goblin Aces soar through the enemy skies with unrivaled bravery, piloting their rickety flying machines, which seem like they are about to explode or fall apart any second. They act as the main reconnaissance units of the Horde, and also double as bombardiers and air-to-air support units.
Goblin Aces can also be upgraded with the Tinkering research, which increases their movement speed.
Goblin Aces are built from the Steelworks.
Strong Against: Dragons, Buildings.
Weak Against: Troll Axethrowers, Warlocks, Death Knights, Troll Destroyers.

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"-Yes?
-What?
-Errrr?"
Goblin Sappers -
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Goblin Sappers are trios of Goblin engineers, adoring great amounts of unstable explosives on their body. Those lunatic, overzealous Goblins know to do only two things: Create explosives, and make those explosives go BOOM. Their tactics are simple: Rush into a heavily fortified fortress or to a battalion of Alliance troops, and then explode. Despite their suicidal nature, Goblin Sappers are also skilled engineers, and their skills at creating and handling explosives are highly valued among the Horde; The Concussive Mines that the sappers build and deploy are used to defend many Horde bases from enemy invaders, whittling down their forces until there are only a small amount of soldiers left to stand against the Orcish defenders.
Goblin Sappers require a Stronghold and a Forge to be trained.
Goblin Sappers can also be upgraded with the Tinkering research, which increases their movement speed.
Sappers are trained from the Steelworks.
Strong Against: Peons, Buildings.
Weak Against: Troll Axethrowers, Warlocks, Death Knights, Dragons, Ogre Maulers.

Abilities:
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Detonate: The goblin sappers detonate the explosive charges, dealing a great deal of damage to all units in an area around the target, but killing the sappers in the process. Deals bonus damage to buildings.
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Concussive Mine (Req. Research): Places a Concussive Mine on the ground. The Concussive Mine will explode if an enemy comes nearby, slowing and dealing damage to all enemies in an area around the mine.

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Transport -
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Orcish Transports are required for the transportation of troops through seas, rivers and lakes. They are simple, crude ships constructed from spare wood and scrap metal, covered by a rough leather roof. Due to their rickety nature, they are easily sunken by the sturdy and great Alliance battleships, but they are also cheap and quick to produce and are capable of moving quickly through the waters thanks to their light weight.
Transports are built from the Docks.
Transports can also be upgraded with the Larger Hull research, which increases their cargo capacity.

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Troll Destroyer -
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Troll Destroyers are quick boats designed to cut through the Alliance fleets and deal heavy damage to their battleships and aerial support. They are manned by the Amani Forest Trolls, who are eager to engage in combat with the enemy elven ships, to defeat their sworn enemies.
Destroyers are built from the Docks.
Destroyers can also be upgraded with the Lookout research, which increases their attack range and sight range.
Strong Against: War Turtles, Goblin Aces.
Weak Against: Juggernaughts.

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War Turtle -
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The giant tortoises trained and mechanically enhanced by goblins are known as War Turtles. They carry small bunkers on their great shells, housing the Goblin pilots who control the turtle and the cannon mounted on top of it using ingenious inventions, crafted by goblin tinkers and engineers. The War Turtles are capable of striking both at land and sea, and the cannons mounted on their back can pierce even the enormous steel plating of the Horde's juggernaughts.
War Turtles are trained from the Docks.
Strong Against: Peons, Juggernaughts.
Weak Against: Troll Destroyers, Dragons.

Abilities:
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Disabling Shot: Reduces armor and attack rate of a target mechanical unit.

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Juggernaught -
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The Orc Juggernaughts are the most massive and most powerful vessels in the Orcish fleet. Those massive, slow and incredibly sturdy ships unleash hails of fiery death upon any captain foolish enough to pit their ship in battle against them. The Juggernaughts are so enormous, and so heavy, that Ogres are the only race in the Orcish Horde that is capable of constructing them, thus earning them the nickname 'Ogre Juggernaughts'. The Juggernaughts are thus a co-operative effort of the Goblin Tinkers who designed them, the Ogres who built them and the Orcs who man and commandeer them. Those floating fortresses, as they are often fearfully nicknamed by the Human captains, are certainly a mighty force to be reckoned with...
Juggernaughts can also be upgraded with the Explosive Attacks research, which causes their attacks to deal splash damage.
Juggernaughts are built from the Docks.
Strong Against: Peons, Buildings, Troll Destroyers.
Weak Against: War Turtles, Dragons.

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Dragon -
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The Red Dragons, who's kin and queen were enslaved by the Horde, are mighty, gargantuan terrors of the sky. The mere sight of a dragon inspires fear in any being, even the Horde troops who command them. Swooping above enemy forces, casting huge shadows on the ground and spreading searing death wherever they go, dragons are the Horde's most terrible beings, rivaled only by the Alliance's stout Gryphon Riders as the kings of the sky.
Dragons are hatched at the Dragon Roost.
Strong Against: Grunts, Ogre Maulers, Warlocks, Goblin Sappers, War Turtles, Juggernaughts.
Weak Against: Death Knights, Troll Axethrowers, Goblin Aces.
 
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