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Creep Basics | Creeps | Critters | Goblins | Neutral Buildings


Neutral buildings appear at strategic locations on every map in Warcraft III. They are designated on the minimap as tiny golden houses. These neutral buildings can be used by any race. Any unit that comes within close range of a neutral building can use it. When a unit enters the vicinity of the building, an arrow usually appears over its head, indicating that the unit can click on the neutral buildings to do business, such as hiring mercenaries or buying magic items. Some buildings have automatic benefits, and require nothing more than the presence of a unit nearby. Here are a few neutral buildings that have been sighted in the lands of Azeroth. You can also use the Select User button on the neutral building and click on the unit you want to use to activate the building.

Neutral buildings are never actually owned by any one player. To use a neutral building, a player must move a unit within one cell (150 game units) of the neutral building. The building will then indicate that it is now active for the player and can be used.

Once a unit has activated a neutral building, the player can left click on the building and receive a new command card with a list of commands indicating what can be done at the building.

Units from opposing sides can use neutral buildings simultaneously.

All neutral buildings are invulnerable.

Neutral buildings' stock has a Cooldown indicator so you know how long you need to wait for an item/unit to be back in stock.

Use neutral buildings at night to avoid the Creeps defending them.

Goblin Merchant | Goblin Laboratory | Goblin Shipyard | Tavern
Mercenary Camp | Dragon Roost | Marketplace
Fountain of Health | Fountain of Mana | Way Gate


The Goblins were former allies of the Horde, but their greed has inspired them to strike out on their own. Goblin Merchants sell various magic items to visiting Heroes.

Each Item lists the name of the item with a link to more information. The time it takes for an item to regenerate after it has been purchased is listed next. Following that is a list of when an item is first available after the start of the game. Potions of Invisibility, for example, aren't available until 440 seconds later (7+ minutes). The maximum number of items sold is listed in [ ].


Circlet of Nobility
175
Regenerates: 90 sec.
Availability: [1] at Start.

Periapt of Vitality
350
Regenerates: 120 sec.
Availability: [1] at Start.

Boots of Speed
250
Regenerates: 220 sec.
Availability: [1] at 220 sec.

Dust of Appearance
75
Regenerates: 60 sec.
Availability: [1] at Start.

Scroll of Healing
250
Regenerates: 120 sec.
Availability: [2] at 440 sec.

Scroll of Protection
150
Regenerates: 120 sec.
Availability: [2] at 440 sec.

Scroll of Town Portal
350
Regenerates: 120 sec.
Availability: [2] at 440 sec.

Potion of Invisibility
100
Regenerates: 120 sec.
Availability: [1] at 440 sec.

Tome of Retraining
300
Regenerates: 120 sec.
Availability: [1] at 440 sec.

Staff of Teleportation
150
Regenerates: 120 sec.
Availability: [1] at 220 sec.

Potion of Lesser Invulnerability
150
Regenerates: 120 sec.
Availability: [1] at 440 sec.

The Goblin Laboratory is a house of knowledge where you can purchase Goblin Zeppelins and Goblin Sappers. The Goblin Laboratory is also a valuable tool for scouting, as you can reveal areas of the map for a modest price here.


Goblin Sapper
215 100 2
Regenerates: 45 sec.
Availability: [3] at 440 sec.

Goblin Zeppelin
240 60 0
Regenerates: 30 sec.
Availability: [1] at 440 sec.

Goblin Shredder
375 100 4
Regenerates: 80 sec.
Availability: [3] at 300 sec.

Reveal
50
Reveals an area of the map. Detects invisible units. Last 6 seconds.

This building sells boats.

Transport
170 50 0
Regenerates: 30 sec.
Availability: [3] at Start.

This building allows players to hire Neutral Heroes. You can also revive Heroes instantly for 2.5 times the normal revive price. Heroes revived at the Tavern are brought back to life with 0 mana and 50% health. You must have an Altar before you can purchase a Neutral Hero.

Naga Sea Witch
425 135 5
Availability: [1] at 135 sec.

Dark Ranger
425 135 5
Availability: [1] at 135 sec.

Pandaren Brewmaster
425 135 5
Availability: [1] at 135 sec.

Firelord
425 135 5
Availability: [1] at 135 sec.

Beastmaster
425 135 5
Availability: [1] at 135 sec.

Pit Lord
425 135 5
Availability: [1] at 135 sec.

Goblin Tinker
425 135 5
Availability: [1] at 135 sec.

Goblin Alchemist
425 135 5
Availability: [1] at 135 sec.

Here you will find ready fighters to join you. Many creeps that are otherwise belligerent in the wild can be bought here for a fee. Units hired will count against your overall food cap so you must have enough food to support them. You can construct buildings next to Mercenary Camps or have Wisps harvest Lumber within the control range of a Mercenary Camp in order to use the camp while your army is is away. You can also just leave a low level unit next to the camp. Using this method you can continue to buy units at the Mercenary Camp as they are available.

The Mercenaries available are determined by the map tileset. There are thirteen different Mercenary Camps.

Each line of Creeps represents a separate Mercenary Camp based on the tileset. Mercenaries may be listed more than once such as the Mud Golem and Ice Troll Berserker because they are available in multiple Mercenary Camps. Merc regeneration times are typically level/food cost of Merc * 50 sec. + 10 sec.


Forest Troll Shadow Priest
195 10 2
Regenerates: 110 sec.
Availability: [1] at 120 sec.

Forest Troll Berserker
245 30 3
Regenerates: 210 sec.
Availability: [1] at 220 sec.

Mud Golem
145 10 2
Regenerates: 110 sec.
Availability: [1] at 440 sec.

Ogre Mauler
300 3
Regenerates: 160 sec.
Availability: [1] at 440 sec.

Assassin
250 30 3
Regenerates: 160 sec.
Availability: [1] at 110 sec.

Kobold
90 1
Regenerates: 60 sec.
Availability: [1] at 60 sec.

Kobold Geomancer
255 30 3
Regenerates: 160 sec.
Availability: [1] at 440 sec.

Murloc Huntsman
150 10 2
Regenerates: 110 sec.
Availability: [1] at 110 sec.

Murloc Flesheater
140 2
Regenerates: 110 sec.
Availability: [1] at 60 sec.

Sludge Flinger
255 30 3
Regenerates: 160 sec.
Availability: [1] at 330 sec.

Satyr Soulstealer
320 50 4
Regenerates: 210 sec.
Availability: [1] at 440 sec.

Satyr Shadowdancer
255 30 3
Regenerates: 160 sec.
Availability: [1] at 330 sec.

Furbolg Shaman
255 30 3
Regenerates: 160 sec.
Availability: [1] at 360 sec.

Thunder Lizard
365 150 6
Regenerates: 260 sec.
Availability: [1] at 440 sec.

Gnoll Brute
215 20 2
Regenerates: 110 sec.
Availability: [1] at 60 sec.

Gnoll Warden
215 20 2
Regenerates: 110 sec.
Availability: [1] at 180 sec.

Mud Golem
145 10 2
Regenerates: 110 sec.
Availability: [1] at 440 sec.

Ogre Magi
320 50 4
Regenerates: 210 sec.
Availability: [1] at 440 sec.

Ice Troll Trapper
200 20 2
Regenerates: 110 sec.
Availability: [1] at 440 sec.

Ice Troll Berserker
245 30 3
Regenerates: 160 sec.
Availability: [1] at 440 sec.

Mud Golem
145 10 2
Regenerates: 110 sec.
Availability: [1] at 440 sec.

Gnoll Overseer
305 35 4
Regenerates: 210 sec.
Availability: [1] at 440 sec.

Rogue
150 2
Regenerates: 110 sec.
Availability: [1] at 440 sec.

Assassin
250 30 3
Regenerates: 160 sec.
Availability: [1] at 440 sec.

Kobold Geomancer
255 30 3
Regenerates: 160 sec.
Availability: [1] at 440 sec.

Forest Troll High Priest
305 40 4
Regenerates: 210 sec.
Availability: [1] at 440 sec.

Centaur Outrunner
195 2
Regenerates: 110 sec.
Availability: [1] at 60 sec.

Harpy Rogue
215 20 2
Regenerates: 110 sec.
Availability: [1] at 360 sec.

Harpy Windwitch
240 30 2
Regenerates: 160 sec.
Availability: [1] at 660 sec.

Razormane Medicine Man
350 60 4
Regenerates: 210 sec.
Availability: [1] at 440 sec.

Nerubian Warrior
215 2
Regenerates: 110 sec.
Availability: [1] at 60 sec.

Ice Troll Berserker
245 30 3
Regenerates: 160 sec.
Availability: [1] at 440 sec.

Nerubian Webspinner
200 35 3
Regenerates: 110 sec.
Availability: [1] at 220 sec.

Frost Revenant
255 30 3
Regenerates: 160 sec.
Availability: [1] at 440 sec.

Burning Archer
225 25 2
Regenerates: 110 sec.
Availability: [1] at 60 sec.

Wildkin
195 3
Regenerates: 160 sec.
Availability: [1] at 220 sec.

Kobold Geomancer
240 30 3
Regenerates: 160 sec.
Availability: [1] at 440 sec.

Giant Sea Turtle
295 35 3
Regenerates: 160 sec.
Availability: [1] at 60 sec.

Makrura Snapper
315 4
Regenerates: 210 sec.
Availability: [1] at 260 sec.

Mur'gul Snarecaster
215 20 3
Regenerates: 160 sec.
Availability: [1] at 440 sec.

Makrura Deepseer
500 100 4
Regenerates: 210 sec.
Availability: [1] at 440 sec.

Barbed Arachnathid
95 5 1
Regenerates: 60 sec.
Availability: [1] at 440 sec.

Blue Dragonspawn Meddler
145 2
Regenerates: 110 sec.
Availability: [1] at 220 sec.

Polar Furbolg Shaman
275 30 3
Regenerates: 160 sec.
Availability: [1] at 330 sec.

Magnataur Warrior
340 15 4
Regenerates: 210 sec.
Availability: [1] at 440 sec.

Fel Beast
155 2
Regenerates: 110 sec.
Availability: [1] at 60 sec.

Draenei Disciple
155 15 2
Regenerates: 110 sec.
Availability: [1] at 135 sec.

Voidwalker
155 15 2
Regenerates: 160 sec.
Availability: [1] at 440 sec.

Draenei Darkslayer
260 40 4
Regenerates: 210 sec.
Availability: [1] at 330 sec.


Allows you to call forth Dragons.

There are 5 different Dragons: Red, Black, Blue, Bronze, and Green. Their stats are all identical. Blue Dragons have a Freezing Breath attack and Bronze Dragons have a Lighting attack. The colors of the Dragons vary depending on the tileset.


Summon Dragon Whelp
215 20 2
Regenerates: 130 sec.
Available: [1] at 440 sec.

Summon Drake
365 80 5
Regenerates: 250 sec.
Available: [1] at 440 sec.
Summon Dragon
745 200 8
Regenerates: 410 sec.
Available: [1] at 920 sec.

Marketplaces have their own stock of items. Every 30 seconds, a new item is added. Marketplaces remove items once they are purchased. Marketplaces do not stock items until 2 minutes into the game.

Unlike with other Neutral Buildings, the Fountain of Health does not need to be activated by mouse clicking. Instead, the Fountain automatically regenerates the hit points of nearby Heroes and non-mechanical units.

Regenerate 1% of the unit's total Hit Points per second.

[ Click to Enlarge - 158 KB ]
Hello uses a Fountain of Health to heal the Archmage while the Creeps are sleeping.


Regenerates the mana of all non-mechanical units nearby.

Regenerate 1% of the unit's total Mana per second.

This fabulous building transports units from one Way Gate to another. Sometimes two connected Way Gates will be the same color to indicate that they are connected. To use a Way Gate simply select units and click on the Way Gate. Units will also travel through Way Gates automatically if it is closer to use the Way Gate than to walk.




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