All New Races V.2.2 + AI

ALL NEW RACES

Play with eight different playable races from the World of Warcraft universe.


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KNIGHTS OF THE SILVER HAND
The Order of holy Knights and Warriors serves as the martial branch of the Church of Light. Empowered by the Holy Light, these mighty warriors brandish both their war hammers and holy fire in the battle against all who would trample the meek and innocent, as they seek to be an example of the Light's teachings, protecting the weak and vanquish the evil of the world.

Features

Heroes

Units


- Convert Peasants to Militia as initial defense

- Great against Unholy races such as Undead and Demons

- Sturdy structures with high hitpoints that can be further improved

- Improvable Lumber harvesting

- Versatile units with balanced stats between infantries and casters

- Some structures affiliated with holy light can passively regenerate nearby allies.


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PALADIN
Warrior Hero, exceptional at defense and augmenting nearby friendly troops. Can learn Holy Light, Divine Shield, Devotion Aura, and Resurrection
HOLY LIGHT
A holy light that can heal a friendly living unit or damage an enemy Undead unit.

DIVINE SHIELD
An impenetrable shield surrounds the Paladin, protecting him from all damage and spells for a set amount of time.

DEVOTION AURA
Gives additional armor to nearby friendly units.

RESURRECTION
Brings back to life the corpses of friendly nearby units.
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ARCHBISHOP
Mystical Hero, adept at ranged assaults. Can learn Righteous Shear, Beacon of Light, Divinity Aura, and Wave of Virtue.
RIGHTEOUS SHEAR
Blasts an area with the power of the Light, stunning enemy units within the area. while also dealing damage to enemy ground units within and on the outer area.

BEACON OF LIGHT
The Archbishop channels a beacon of light and instantly teleports a target-friendly unit anywhere across the map to his side, removing all buffs from it.

DIVINITY AURA
Emits an aura that increases nearby friendly units' life regeneration rate and gains damage reduction from Magic attacks and Spells.

WAVE OF VIRTUE
The Archbishop unleashes a wave of light towards all nearby friendly and enemy units. The wave damages enemy units and heals friendly units by the same amount.
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CRUSADER
Warrior Hero, effective against enemies in melee combat and physical brawls. Can learn Demoralize, Relentless, Avengers Strike, and Onslaught.
DEMORALIZE
The Crusader lets loose a demoralizing shout that causes nearby enemy units to tremble in fear, reducing their armor.

RELENTLESS
Cause this unit attacks to deal bonus damage while immune to all spells, but take more damage.

AVENGERS STRIKE
Gives a chance that an attack will deal more damage and stun an opponent.

ONSLAUGHT
The Crusader recovers lost hitpoints each time a unit dies within range from him and recovers three times the normal amount if the Crusader delivers the final blow.
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PRIESTESS OF THE LIGHT
Mystical Hero, adept at defensive spells and ranged supports. Can learn Holy Words: Solace; Shield; Barrier, and Summon Guardian Angel.
POWER WORDS: SOLACE
Strikes a target enemy ground unit with heavenly powers, dealing damage distributed evenly among the target and nearby enemy units.

POWER WORDS: SHIELD
Forms an aegis of holy light to protect a friendly unit from harm, reducing damage taken from physical attacks.

POWER WORDS: BARRIER
Enchants friendly units within an area with an anti-magic barrier, protecting from a single target enemy spells once.

SUMMON GUARDIAN ANGEL
As the apostle of the Light, the Priestess can summon the holy Guardian Angel to aid her in battle.
The Guardian Angel has Holy Smite, Holy Martyrdom, and Spell Resistance abilities.

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PEASANT
Trained from the hard-working and stout-hearted villagers to serve as a basic worker unit. Can harvest gold and lumber, build structures, and Repair. Can become Militia.
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FOOTMAN
Comprising the bulk of the Army, Footmen is a versatile melee foot soldier with basic training and standard equipment. Can learn the Defend ability.
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CLERIC
Men of faith that act as protectors and healers for their wounded allies. Can initially cast Mend, which slowly regenerates the life of wounded units. Can also learn Purify and Aegis.
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AIRSHIP
Basic flying machine. Excellent at scouting, and effective against air units. Can gain Carpet Bombs and Smokescreen upgrades. Can see invisible units.
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SILVERHAND RIDER
Swift flying unit, mounted by ranger of the Silverhand. Has the Holy Arrows, which deals bonus damage to Unholy units. Can learn Animal War Training, and the Glimmer Veil ability.
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MILITIA
Peasants are called to arms with basic to no military training but are able and willing to defend themselves from invaders.
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LIEUTENANT
Leading a small contingent of tactical units, they are highly skilled sharpshooter, effective against air units and other units from afar. Can gain the Improved Crossbow upgrade.
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BISHOP
Preacher of the Holy Light that channel their religious spirits to wondrous miracle. Can initially cast Spirit Appease, which grant corpses eternal sleep. Can also learn Test of Faith and Penitence.
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ONAGER
Long-range siege weaponry. Exceptional damage versus buildings, but slow and vulnerable. Can gain the Artillery Ballistic and Shielding upgrades.
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CAPTAIN
Powerful flying creature, mounted by a Human captain. Has Flight ability to attack enemy ground units or air units from melee range. Can learn Animal War Training, and the Piercing Strike ability.
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KNIGHT
Powerful mounted warrior with advanced combat training that has high sustainability and mobility. Can learn Animal War Training.
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TEMPLAR
Righteous warrior invoked with the power of the Light. Initially has Divine Shield that protects from all source of damage, Spell Resistance and Verdict. Can also learn Holy Smite.
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BATTERING RAM
Heavily armored siege weaponry, effective at destroying buildings from melee range, but relatively slow. Can be upgraded with the Siege Pack.



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BRONZEBEARD DWARVES
The Bronzebeard clan is preeminent among the various Ironforge dwarf clans of Khaz Modan. Although with low survivability and maneuverability, they can easily devastate their enemies with superior firepower, machinery, and mechanical marvel.

Features

Heroes

Units


- Most units have high armor value

- One of the most prominent defense structures (bunker) that can be further upgraded

- Armored structures with high armor value that can be further improved

- Improvable Gold Mining capacity

- Units deal higher damage but have Fairly low health

- Mixture of high damage range units complemented with durable melee mechanical unit.


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BATTLE PRIEST
Warrior Hero, versatilely adept at defense and offense. Can learn Lights of Vengeance, Holy Barrier, Revive, and Grand Purification.
LIGHTS OF VENGEANCE
Saturates an area with purifying lights, dealing damage to all enemy ground units caught within the area.

HOLY BARRIER
Conjures a shield of light that absorbs some of the incoming damage by using the Battle Priest's mana

REVIVE
The Battle Priest resurrects one corpse of a friendly nearby unit, bringing it back to life with maximum hitpoints

GRAND PURIFICATION
Calls upon the holy light of divinity to rain down blessings upon the Battle Priest and his nearby allies. Instantly heals all nearby friendly non-mechanical units to their maximum health.
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HIGH THANE
Warrior Hero, exceptional at augmenting nearby friendly troops with offensive charge. Can learn Battle Roar, Valiant Charge, Command Aura, and Presence of Valor.
BATTLE ROAR
Gives nearby friendly units a bonus to attack damage

VALIANT CHARGE
The High Thane rushes forward into the battlefield, gaining increased movement and attack speed while dealing area of attack damage

COMMAND AURA
An aura that passively increases melee and ranged damage to the attacks of nearby friendly units.

PRESENCE OF VALOR
The High Thane incites bravery upon his loyal followers while striking fear upon his foes, granting nearby friendly units an armor boost of 8, and reducing enemy units' armor by 8.
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SHARPSHOOTER
Cunning Hero, adept at quickly killing individual units from afar. Can learn Flash Grenade, Assassinate, Headshot, and Take Aim.
FLASH GRENADE
Throws a flash grenade at a target area, heavily slowing units caught within the area, causing them to occasionally miss their attacks and rendering spellcasters to unable to cast spells.

ASSASSINATE
Fully concentrate for up to 5 seconds, drastically slowing the Sharpshooter's speed. The first shot taken by the Sharpshooter within the duration will deal bonus damage to the enemy unit and end the duration, regaining normal speed.

HEADSHOT
Gives a chance to shoot a deadly precisive shot that will deal bonus damage and briefly stun a target non-mechanical unit.

TAKE AIM
The Sharpshooter turns into a sniping stance which greatly increases attack range to 1400, increases Headshot chances, and maximizes night sight but renders the Sharpshooter unable to move, defenseless, and has a 400 minimum range.
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MOUNTAIN KING
Warrior Hero, adept at offensive combat and disrupting enemy troops. Can learn Storm Bolt, Thunder Clap, Bash, and Avatar.
STORM BOLT
A magical hammer that is thrown at an enemy unit, causing damage and stunning the target.

THUNDER CLAP
Slams the ground, dealing damage to and slowing the movement speed and attack rate of nearby enemy land units.

BASH
Gives a chance that an attack will do bonus damage and stun an opponent.

AVATAR
When Avatar is activated, it gives the Mountain King bonus armor, bonus hit points, bonus damage and spell immunity.

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MINER
Dwarven workers that can significantly mine gold faster. Can harvest gold and lumber, build structures, and Repair. Can gain the Gold Mining upgrade to increase its mining capability.
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RIFLEMAN
Highly skilled sharpshooter, effective against air units. Can gain the Rifles upgrades to use the Headshot ability.
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TINKER
Supporting reserve units. Can initially use Repair and the Hyper Repair ability, which can efficiently repairs mechanical units and structures. Can gain the Overhaul Maintenance upgrade.
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FLYING MACHINE
Fast moving flying machine. Excellent at scouting, and effective against air units. Can learn the Flying Machine Bombs and Flak Cannons upgrades. Can be rearmed into a Gyrofighter in the Workshop.
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GYROFIGHTER
Heavily armed aerial fighter. Excellent at aerial assaults, and effective against air units. Has the Gattling Guns which deals quick area effect damage to enemy air units and Hellfire Missiles for enemy ground units and buildings. Can see invisible units.
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MOUNTAINEER
Lightly armored melee warrior, resistant to slow effects. Has low-cost resources and a fast deployment rate. Can learn the Defend ability and can be promoted to Anvilguard.
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MOUNTAIN RIDER
Dwarven warrior mounting a wild polar bear, relatively slow but highly durable. Has Charge ability which briefly increases its movement speed. Can learn the Cleave Attack ability.
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BATTLE PRIEST
Essential melee battlecaster. Can initially cast Restoration, which regenerates nearby allied units hitpoint. Can also learn the Barrier and Conviction abilities.
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SIEGE ENGINE
Heavily armored vehicle, effective at destroying buildings. Can be upgraded with the Barrage ability. Can be rearmed into an Ubertank in the Factory.
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UBERTANK
Heavily armored and armed vehicle. Overall effective against all units and buildings, but relatively slow. Has the Bombardments ability, which can fires long-range rockets at enemy ground units and buildings.
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ANVILGUARD
Heavily armored melee foot soldier. Has Bulwark that increases its resistance towards physical attacks. Can learn Defend and Rally abilities.
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GRYPHON RIDER
Powerful flying creature, mounted by a Dwarven hammer-thrower. Can gain the Storm Hammers ability that deals damage to multiple ground units.
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COMBAT ENGINEER
Versatile front-line troopers. Initially has Pulse Rounds which shoots enhanced ammo that deals area of effect damage. Can gain the EMP Shock and Ground Turret abilities.
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MORTAR TEAM
Long-range siege weaponry. Exceptional damage versus buildings, but slow and vulnerable. Can learn the Fragmentation Shards and Flare abilities.
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TRANSPORT ENGINE
Versatile transport vehicle equipped with a flamethrower weapon, can transport units across the sea. Can be upgraded with the Liquid Fire and Barrage upgrades.



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ORCISH HORDE
Prolific and physically powerful race of Draenor that embrace the power of the elements through shamanistic ways while also raised as honorable warriors. Dedicated to carving out an existence in a world that has come to largely revile them, the orcs have recently turned their attention to reinvigorated conquests.

Features

Heroes

Units


- Peons can garrison inside burrows to defend the base

- Well-around spellcasters from offensive to healing spells.

- Structures can be upgraded with spikes to damage melee attackers

- Can gain resources by raiding enemy bases.

- Units mostly consist of high damage-dealing units with moderate health.

- Only need one armor upgrade for all units.


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BLADEMASTER
Cunning Hero, excellent at moving through battles and quickly killing individual units. Can learn Sword Dance, Wind Edge, Critical Strike, and Bladestorm.
SWORD DANCE
The Blademaster delivers several slashes in one blow, dealing multiple attacks to the target from melee range.

WIND EDGE
After a short momentum, the Blademaster unleashes a swift slash while dashing forward, attacking all enemy ground units on his path.

CRITICAL STRIKE
Gives a chance for the Blademaster to deal more damage on an attack. Can also deal more damage on Sword Dance and Wind Edge abilities.

BLADESTORM
Causes a bladestorm of destructive force around the Blademaster, rendering him immune to magic and dealing damage per second to nearby enemy land units.
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GUARDIAN OF THE ELEMENTS
Mystical Hero, effective at elements manipulation to assaults and scouting. Can learn Chain Lightning, Flame Break, Feral Spirit, and Earthquake.
CHAIN LIGHTNING
Hurls a bolt of damaging lightning at a target enemy that jumps to nearby enemies. Each jump deals less damage.

FLAME BREAK
Hurls a blazing flame at a target that blasts upon impact, spreading a melting fire on nearby hostile units.
Decreases armor; deals high damage over time to the primary target; deals slightly less damage over time to nearby targets.

FERAL SPIRIT
Summons 2 Spirit Wolves to fight the Guardian's enemies.

EARTHQUAKE
Makes the ground tremble and break, causing damage per second to buildings and slowing units within the area of effect.
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BEASTMASTER
Warrior Hero, adept at summoning beasts into battle for scouting and combat. Can learn Summon Bear, Summon Quilbeast, Summon Hawk, and Stampede.
SUMMON BEAR
Summons a bear with high durability and sustainability to aid the Beastmaster in battle.

SUMMON QUILBEAST
Summons an angry quilbeast with deadly ranged attack to assault the Beastmaster enemies..

SUMMON HAWK
Summons a hawk with high maneuverability to spy the Beastmaster enemies and scout forward positions.

STAMPEDE
Calls down hordes of rampaging thunder lizards to explode upon the Beastmaster's enemies. Each exploding lizard deals damage.
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MARAUDER
Cunning Hero, excellent at outflanking enemy ranks, chasing down retreating enemies and raiding bases. Can learn Mass Ensnares, Charging Rush, Plunder and Dragging Chain.
MASS ENSNARES
Throw multiple snares at a target unit and enemy units near the primary target to be bound to the ground so that it cannot move. Air units that are ensnared can be attacked as though they were land units.

CHARGING RUSH
The Marauders direwolf rush into the battlefield, gaining unobstructed movement, while the Marauders can charge his warblade for the next attack, dealing bonus damage that cleave to nearby enemy units and end the rush.

PLUNDER
Increases the Marauder ability to raid and pillage enemy bases, increases damage dealt to buildings and gains additional resources on each attack.

DRAGGING CHAIN
The Marauder hurls a chain at a target enemy ground unit that captures it and forcefully drag it 500 to 900 range towards him. Stunning the target for 3 seconds and dealing 400 to 250 damage.
The greater the target hitpoints, the greater the damage dealt but the shorter its dragging range.

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PEON
Labeled as the lowest station in the Orcish Horde and serve as a basic worker unit. Can harvest gold and lumber, build structures, and Repair. Can also go inside Orc Burrows to give it an attack.
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GRUNT
Brutish Orc warrior armed with mighty battle axe and battle-worn armor that acts as the first and last line of the Horde's defense. Can gain the Survival Instinct ability.
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SHAMAN
Primary spellcaster of the Orcish Horde that draws its power from the natural world and the elements. Can initially cast Purge, which dispels positive and negative buffs while also slow enemy unit. Can also learn Rock Shield and Bloodlust.
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RAIDER
Mighty warrior with a hefty warblade mounting a highly mobile dire-wolf. Effective against buildings and outflanking enemies. Can learn the Ensnare ability.
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DRAGON RIDER
Tough flying creature with high sustainability mounted by Orc hunters. Good against clustering units with its Dragon's Breath attack. Can gain the Lethal Riders ability and Beasts Supremacy upgrade.
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HUNTER
Highly skilled orcish spear-thrower, effective against air units and other melee units from range. Can gain the Armored Upgrade, to use the Defend ability.
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LOK'OSH
Supporting orc spellcaster that harness elements from within. Can initially cast Far Sight, which reveals an area of the map. Can also learn Invigorate and Levitating Spirit.
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KODO BEAST
Lumbering war beast, mounted by an Orcish drummer. Has the abilities War Drums, and Devour. War Drums gives friendly units nearby a bonus to attack damage. Devour allows the Kodo to eat a target enemy unit. Can gain the War Drums Upgrade.
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KOR'KRON
Elite fighter of the Orcish Horde, serves as Warchief's personal bodyguard and enforcers. Can gain the Blood Rage ability.
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DEMOLISHER
Long-range siege weaponry. Effective against buildings but slow and vulnerable. Can learn the Burning Oil ability.
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FAR SEER
Mystical orc caster that command the elements as an offensive force. Has Earthbind, which slows enemy units and Firebolt, which stuns and damage enemy units. Can learn Chain Lightning, and Monsoon.
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WYVERN RIDER
Light flying creature with high mobility mounted by Orc hunters. Excellent at scouting and against other air units in melee range with its Wyvern's Bite. Can gain the Lethal Riders ability and Beasts Supremacy upgrade.


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BLOODHOOVES TAURENS
The Tauren of the Bloodhoof tribe are a peaceful and honorable but also a fierce fighters when roused. Highly skilled in Hunting and Shamanism held with high regard, as is their worship of the Earth Mother and respect for the land and nature.

Features

Heroes

Units


- Stalwarts gain resources twice the normal amount while also build structures more rapidly.

- Kodo Beasts can be used to store harvested lumbers and used as initial defense with their Devour ability.

- Kodo Beasts can later be used as a support unit, against a cluster of air units, or even as a siege unit.

- Structures relatively resistant against Siege attacks with their Heavy armor type.

- Units mostly consist of high damage-dealing and high health but low armor and relatively slow speed.

- Each unit costs more resources and a reasonably high food cost but they are durable and powerful.


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SUNWALKER
Warrior Hero, exceptional at defense and augmenting nearby friendly troops. Can learn Sacred Chasm, Solar Radiance, Blessing of the Sun and An'she Protection.
SACRED CHASM
Slams the ground with the Sunwalker's purified totem, cracking sanctified fissures in a straight line, stunning and dealing damage to enemy ground units while also creating fissures that blocks pathing and slows enemy units movement rate. Deals more damage when casted on daytime.

SOLAR RADIANCE
Summons a purifying force from the power of An'she upon the Sunwalker surroundings, slowly healing nearby friendly units. Deals damage to enemies caught within the area on daytime.

BLESSING OF THE SUN
Bless nearby friendly units with the power of the Tauren Sun god, granting increased life regeneration rate to all nearby friendly units. Increases regeneration on daytime.

AN'SHE PROTECTION
Bestows an almost impenetrable protection from An'she the Tauren Sun God to all nearby friendly units within reach of the Sunwalker.
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SEER
Mystical Hero, exceptionaly versatile at ranged assaults and providing support from afar. Can learn Earth Embrace, Rock Shield, Natural Outburst and Sandstorm.
EARTH EMBRACE
Heals some amount of hit points to all friendly non-mechanical units around the Seer when casted.

ROCK SHIELD
Forms a shield of incisive rocks around a target unit, dealing damage per second to units around it.

NATURAL OUTBURST
Blast a wave of natural energy which dispels all buffs from units caught within the area then restores some amount of mana to affected friendly units while burns half amount of mana to enemy units and slows them for a brief duration.

SANDSTORM
Channel waves of vicious sand that can swoop down all of the Seers enemies. Each wave of sand can deal up to 240 damage to enemy ground units and buildings every second.
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BATTLEMASTER
Cunning Hero, exceptional at adapting and maneuvering through battles. Can learn Whirling Axes, Weapon Mastery, Endurance Aura and Battle Cry abilities.
WHIRLING AXES
Hurls a fistful of five axes in a cone shape in front of the Battlemaster, each axe deals damage to enemy ground units. Enemy units can be hit by multiple axes at once.

WEAPON MASTERY
Allows the Battlemaster to swap combat form into melee or ranged attack. The Battlemaster gains bonus armor and damage in melee form while gaining bonus attack speed in ranged form.

ENDURANCE AURA
Increases the movement speed and attack rate of nearby friendly units.

BATTLE CRY
The Battlemaster lets loose an irrepressible cry that slows all nearby enemy units in a large area and additionally reduces the stats of enemy units in closer proximity.
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CHIEFTAIN
Warrior Hero, exceptional at absorbing damage and engaging enemies in melee combat. Can learn Shockwave, War Stomp, Ancestral Strength and Reincarnation.
SHOCKWAVE
A wave of force that ripples out from the Hero, causing damage to land units in a line.

WAR STOMP
Slams the ground, stunning and damaging nearby enemy land units.

ANCESTRAL STRENGTH
Increases the Tauren Chieftain durability from physical or magical damage and also grants bonus hit points regeneration.

REINCARNATION
When killed, the Tauren Chieftain will come back to life.

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STALWART
Tauren younglings serves as laborers for their race. Can harvest gold and lumber, build structures, and Repair. Can also learn Kodo Taming to mount a Kodo Beast.
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BRAVE
Tauren warriors that passed the first trial of the tribe, a title of respect to take up arms to fight and safeguard. Can learn the Shieldbearer ability and gain the Warriors Fortitude upgrade.
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SPIRIT WALKER
Mystical Tauren spellcaster. Has Ethereal Form, which renders immunity to physical damage. Also has Spirit Link, which allows units to distribute incoming damage. Can learn Disenchant, and Ancestral Spirit.
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KODO BEAST RIDER
Lumbering war beast mounted by a tauren Stalwart drummer. Has Devour that allows the Kodo to eat a target enemy unit and War Drums that increases nearby friendly units attack damage. Can gain the War Drums Upgrade..
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GALEWING
Flying two headed assault creature, a chimaera variant of the Stonetalon Peak mountain. Has Gust attack which deals overtime damage and slows enemy units. Can learn the Whirlwind ability.
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KODO BEAST
Lumbering war beast that collects harvested lumbers, and can be mounted by Tauren Stalwarts or packed with war contraptions. Has Devour that allows the Kodo to eat a target enemy unit. Provides food, which increases the maximum number of units that can be trained. Can gain the Kodo Taming and Kodo Mounting upgrades.
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LONGWALKER
Scouts of the Bloodhooves tribe as they are a highly skilled Tauren spear-thrower, effective against air units. Can gain the Bullseye and Warriors Fortitude upgrades.
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RUNEMASTER
Essential Tauren spellcaster. Has Elemental Sight, which detects nearby invisible units. Also has Essence of Tranquility, which heals nearby friendly wounded units. Can learn Entangling Roots, and Natures Devotion abilities.
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KODO DEMOLISHER PACK
Lumbering war beast packed with long-range siege catapult, effective against buildings. Has Devour that allows the Kodo to eat a target enemy unit. Can gain the Burning Boulders upgrade.
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MINOTAUR
Tribalist Tauren with aggresive and ruthless nature. Has Uproar which can slows nearby enemy units speed. Can learn the Raging Blood and Resistant Nature abilities.
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GRIMTOTEM
Mighty Tauren warrior armed with enchanted totem, effective against buildings. Can learn the Pulverize ability and gain the Warriors Fortitude upgrade.
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WYVERN SPIRIT
Manifestation of vengeance, excellent against heavy armored units while also resistant towards spells and magic attacks. Has Soulblast which deals area magic damage on attacks. Can learn the Magic Thirst ability.
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KODO TOWER PACK
Lumbering war beast packed with heavy armored tower, effective against cluster of units. Has Devour that allows the Kodo to eat a target enemy unit and Multishot Arrows that attacks multiple units at once. Can gain the Multishot Arrows Upgrade.


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THE SENTINELS
The primary military arm and organization of the Night Elven race composed of devout and well-trained warrioresses, often with strong ties to the Sisterhood of Elune. Blessed by the Goddes of Elune herself, the Sentinels army can harness the power of the Moon to enhance their combat capability with agility and lethal tactics.

Features

Heroes

Units


- Botanists regenerate nearby trees to increase lumber resources.

- Moon wells provide early healing and recuperation that can be further improved

- Nighttime grants significant boosts of survivability with Shadowmeld and can be upgraded to gain increased speed and vision.

- Structures can be upgraded to passively regenerate lost hitpoints and become invisible at night.

- Units mostly consist of ranged attackers with quick attack rate but poor health pool.

- Many abilities affiliated with Concealment and fit with hit-run tactics.


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MAIDEN OF ELUNE
Mystical Hero, adept at harnessing spells to support her warriors and disrupt enemy forces. Can learn Twilight Wave, Lunar Flare, Celestial Attunement, and Moonlight Shadow.
TWILIGHT WAVE
Calls forth a wave of energy that heals hitpoints and manapoints for half amount. If cast on a friendly units also heals the Maidens hitpoints for half of the amount.

LUNAR FLARE
Calls down a celestial blaze in a target area, dealing damage while gradually slowing enemy units attack rate and movement speed caught within the area.

CELESTIAL ATTUNEMENT
Dispels all negative buffs from friendly units and positive buffs from enemy units within an area. Deals damage to summoned units.

MOONLIGHT SHADOW
The Maiden surrounds all nearby friendly units in a cloak of shadows, turning them Invisible and grants bonus movement speed. Units with the buff will restore its invisibility with fade time after attacking or casting spells..
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MOON KNIGHT
Warrior Hero, adept at assaulting enemy forces with high mobility and durability. Can learn Moonbolt, Wrath of Elune, Knight's Grace, and Eclipse.
MOONBOLT
The Moon Knight hurls a lucent projectile that stuns a target enemy unit and deals damage to it.

WRATH OF ELUNE
Channels the wrath of the Moon Goddess into the Moon Knight, gains bonus damage and drain hitpoints for a portion of the damage dealt.

KNIGHT'S GRACE
Grace Moon Knight combat capability with a chance to deal 2 times normal damage on each attack and reduce damage taken from ranged attacks.

ECLIPSE
Causes a lunar eclipse that blocks the light and creates a gleaming shadow within the Moon Knight's presence. Grants the Moon Knight and nearby friendly units a chance to evade enemy attacks.
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NIGHT HUNTRESS
Cunning Hero, adept at assaulting enemy vital points and assassinating enemy priority units. Can learn Shadow Stalk, Rapid Fire, Huntresses Mark, and Kill Shot.
SHADOW STALK
Allows the Night Huntress to become invisible, and move faster for a set amount of time. When the Night Huntress attacks a unit to break invisibility, she will deal bonus damage.

RAPID FIRE
The unparalleled marksmanship of the Night Huntresses can greatly increases her attack rate.

HUNTRESSES MARK
Initiating an attack, marks the target enemy unit to expose their weakness. Reducing the target enemy unit armor before launching an attack

KILL SHOT
The Night Huntress launches a precisive shot to a target enemy unit, dealing 200 base damage. If the target enemy unit's current hitpoints are below 30% of its maximum, she deals 15% of the target maximum hitpoints as bonus damage. Killing the target enemy unit with this skill instantly refreshes its cooldown.
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PRIESTESS OF THE MOON
Warrior Hero, adept at enhancing ranged attacks and slaying enemies from afar. Can learn Owl Companion, Elune Arrows, Trueshot Aura, and Starfall.
OWL COMPANION
Calls the Priestess loyal owl companion, which can be used to scout the map and aid her in battle.

ELUNE ARROWS
The Priestess' enchants her arrows with the power of the Moon Goddess Elune to increases the damage of the Priestess' attack.

TRUESHOT AURA
An aura that gives friendly nearby units bonus damage to their ranged attacks.

STARFALL
Calls down waves of falling stars that damage nearby enemy units. Each wave deals damage.

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BOTANIST
Sentinels specialist in plants and resources. Can harvest gold and lumber, create Sentinel buildings and Renew.
Has Cultivate that regenerates nearby trees to increases lumber resources.
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ARCHER
First rank of the Sentinels army with long range attack effective againts enemy air units. Can learn the Marksmanship, Improved Bows and Hippogryph Taming upgrades.
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PRIESTESS
Hand of Elune act as a supporting spellcaster. Can initially cast Light of Elune, which can heals friendly wounded units and damage enemy Unholy units. Can also learn Moonshade and Elune's Blessing abilities to gain the Mark of Elune upgrade.
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SENTINEL
Sentinel warriors that supports allies with long range abilities. Initially has Elune Spears to deal bonus damage on each attack and Nature's Grace abilities. Can gain the Fullmoon ability.
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CHIMAERA
Deadly territorial two headed beasts with heavy breath attack, effective against cluster of ground units. Can learn Corrosive Breath that deal massive damage to structures.
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HUNTRESS
Sentinels elite cadre of short-ranged warriors with swift and agile Nightsaber panthers as their mount. Can learn the Sentry Owl ability and gain the Upgraded Moon Glaive attack.
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HIPPOGRYPH
Given allegiance to the Sentinels, they serves as a flying melee attack beast that is effective against other enemy air units. Can learn the Hippogryph Taming ability.
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MOON WARRIOR
Habinger of Elune's wrath, act as an offensive melee battlecaster. Can initially cast Moon Bolt, which stuns and damage an enemy unit. Can also learn Panther Companion and Wrath of Elune abilities to gain the Mark of the Moon upgrade.
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GLAIVE THROWER
Sentinels long-range siege weaponry. Exceptional damage versus buildings. Can gain the Vorpal Blades and Living Woodwork upgrades.
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DRUID OF THE MOON
Aerial druids of Elune adept against spellcasters and providing air supports. Has Spell Immunity and Celestial Sphere abilities.
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OWLBEAR
Blessed by Elune herself to protect sacred places, this large powerful creature is effective against cluster of enemies. Has Screech and Wind Gust abilities. Can gain the Thrash, and Resistant Natures upgrade.



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CENARION CIRCLES
A Harmonious order named after Cenarius that guides and keeps watch over the world's druids and their practices. Consists of Druids, beasts of the wilds, and forces of nature. Combining their strength to unleash the wrath of nature on those who dare defile the wilds.

Features

Heroes

Units


- Wisps can harvest lumber infinitely from a tree without returning to a drop-point but at a slower rate

- Wisps harvest gold safely from inside a mine entangled by a Tree of Life

- All structures are Ancients that can attack from melee range when rooted, provide food cap, and can move when uprooted.

- Ancients and Treants can be further improved with upgrades.

- Eat Trees ability from Ancients can be upgraded to gain lumber resources.

- Units mostly consist of durable and sustainable units with moderate attack damage.



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ARCHDRUID
Mystical Hero, adept at using nature spells with high versatility. Can learn Living Armor, Trees Sprout, Noxious Vine, and Ancient Form.
LIVING ARMOR
The Archdruid infuses a target-friendly unit with a protective coating of nature which provides health regeneration and bonus armor.
Gain Nature's Wrath ability in Ancient Form.

TREES SPROUT
Sprout a ring of trees upon a target area that can trap ground units within it while also regrowth dead trees and removing blight within the area.
Gain Overgrowth ability in Ancient Form.

NOXIOUS VINE
Cultivates a seed that grows into poisonous ivy after 10 seconds. When enemy ground units come near the ivy, it produces poison fog that reduces nearby ground units' armor.
Gain Eat Tree ability in Ancient Form.

ANCIENT FORM
Grants the Archdruid the ability to freely transform into an Ancient and return to a Night Elf form. Ancient Form slows mana regeneration and mobility but makes him a powerful melee warrior with increased hit points, armor, damage, and different sets of abilities.
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ENCHANTRESS
Cunning Hero, adept at enhancing ranged attacks and slaying enemies from afar. Can learn Leech Seed, Venomous Spore, Enchanted, and Faeries Swarm.
LEECH SEED
The Enchantress plants a leeching seed to a target enemy unit which deals great initial damage, slows its speed and deals damage every second.

VENOMOUS SPORE
Adds a poison effect to an attack that deals damage per second, and slows the target enemy's movement and attack, but drains mana with each attack.

ENCHANTED
Grants the Enchantress a shield that block a target negatif spell aimed towards her, and passively reduce damage taken from Magic attacks and spells.

FAERIES SWARM
Calls a swarm of forest faeries that aids the Enchantress attack nearby enemy units. Each faeries attack also has Venomous Spores that deals damage overtime and slows enemy units.
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FURBOLG CHAMPION
Cunning Hero, adept at maneuvering through battles and delivering quick attacks. Can learn Earthshock, Fury Swipes, Open Wounds, and Savage Roar.
EARTHSHOCK
Leap and slams the ground, dealing damage while slowing movement and attack speed of nearby enemy land units.

FURY SWIPES
The Furbolg Champions channels his inner fury to deliver quick attacks, greatly increasing his attack speed for a subsequent number of attacks.

OPEN WOUNDS
Swipes of claws dig deeper wounds in the enemy, causing attacks to enemy with less health to deal more damage.

SAVAGE ROAR
The Furbolg Champion lets loose a fierce roar that disarms nearby enemies, rendering them unable to attack.
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KEEPER OF THE GROOVE
Warrior Hero, adept at augmenting friendly units in melee combat. Can learn Entangling Roots, Force of Nature, Thorns Aura, and Tranquility.
ENTANGLING ROOTS
Causes roots to burst from the ground, immobilizing, disarming and damaging a target enemy temporarily.

FORCE OF NATURE
Converts an area of trees into Treants. Treants deal Normal type damage and can gain Strength of the Ancient and Nature's Blessing upgrade.

THORNS AURA
An aura that gives friendly nearby units a damage shield, which returns a percentage of a melee attacker's damage back to it.

TRANQUILITY
Causes rains of healing energy to pour down in a large area, healing friendly allied units for hit points per second.

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WISP
Ancient spirits of nature that aids the Cenarion Circles as aides. Can harvest gold and lumber, create Ancients and Renew. Can Detonate to dispel magic, damage summoned creatures and drain mana in an area.
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FURBOLG WARRIOR
Descendants of Ursoc that willingly defend their lands from invaders. Can gain the Fury Swipes ability.
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DRUID OF THE TALON
Aviana's ardent disciples with maneuverable and reliable support spells. Can initially cast Faerie Fire, which reduces armor and gives vision of an enemy unit. Can also learn Storm Crow Form, Cyclone and Mark of the Talon.
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DRUID OF THE CLAW
Worshipers of Ursoc that adepts as a versatile spellcaster. Can initially cast Roar, which increases nearby friendly units attack damage. Can also learn Rejuvenation, Bear Form and Mark of the Claw.
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DRUID OF THE PACK
Goldrinn's followers exceptional at offensive spells. Can initially cast Howling Wolves, which reduce nearby enemy units attack damage. Can also learn Feral Instinct, Wolf Form and Mark of the Pack.
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TREANT
Elementals of nature, a mighty tree-folk imbued with great wisdom and strength native to the forests of Azeroth. Can gain the Nature's Blessing upgrade.
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DRYAD
Children of Cenarius that serve as a ranged support unit. Has Venomous Spore which can slows and damages enemy units. Can learn Enlightenment and gain the Cenarius's Blood upgrade.
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RAVENFLIGHT
Aviana's royal servitors, a swift flying ranged creatures that is excellent at scouting. Has True Sight which detects invisible units. Can gain the Feather Strikes upgrade.
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FURBOLG SHAMAN
Essential spellcaster of the Furbolgs adept at defensive magics. Can initially cast Barkskin that increases armor and reduce spell damage. Can learn the Essence of Replenishment ability.
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TURTLE GUARDIAN
Powerful descendants of Tortolla that can devour enemy units and effective at destroying enemy buildings. Can gain Spiked Shell and Impenetrable Shell upgrades.
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KEEPER
Protector of the forests with high mobility and sustainability. Has Break that deals increased damage to Mechanical units. Can learn Regrowth and gain the Cenarius's Blood upgrade.
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FAERIE DRAGON
Flying creature of the Emerald Dreams, adept at harming spellcasters and avoiding damage. Has Spell Immunity, Phase Shift and Mana Flare. Can gain the Emerald's Favor upgrade.
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MOUNTAIN GIANT
Massive melee unit crafted by the Titans that can disrupt enemy attackers and take incredible amounts of punishment. Has the Taunt and War Club abilities. Can learn Hardened Rock, and Immunity Crag.
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EMERALD WYRM
Dragons of the Green Dragonflight that aids the Cenarion Circles with exceptional capability against cluster of enemies from afar with their Emerald Blaze ability. Can gain the Ethereal Plane ability.



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UNDEAD SCOURGE
Formed initially as the precursor to an invasion by the Demons of the Burning Legion, the Scourge broke free from their demonic masters and — under the iron rule of the dread Lich King — have built up their power base on the arctic continent of Northrend. Consisting of thousands of walking corpses, disembodied spirits, beasts of the north, and damned mortal men, the Scourge is a terrifying and insidious enemy and perhaps the most dangerous threat to the world of Azeroth.

Features

Heroes

Units


- Acolyte harvests gold from Haunted Mine and doesn't need Necropolis

- Uses corpses as tertiary resources that can be produced by several units, structures, and Heroes of the Scourge

- Ghouls quickly gather lumbers while also used as an initial defense and strike force.

- Acolyte summon structures that gradually appear on themselves and can be Unsummoned for resources

- Upgraded Necropolis has a decent range attack to provide covering fire.

- Units only regenerate health upon Blight area but many units have their self-regenerating abilities to sustain.

- Many units and buildings have frost attacks that slow enemy units.


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ARCH NECROMANCER
Mystical Hero, adept at raising armies against cluster of units. Can learn Greater Raise Dead, Desecrate, Art of Necromancy, and Soul Torn.
GREATER RAISE DEAD
The Arch Necromancer can raise a more powerful skeleton from a corpse. Can raise 4 types of skeletons with different utilities.

DESECRATE
Defile a target area with necromantic magic, covering it in blight and spawning several rotten corpses within the area.

ART OF NECROMANCY
Necromancy, the power over the dead emits pestilence and rots all things near the caster. Deals damage to all nearby enemies for a percentage of their current health whenever the Arch Necromancer casts a spell.

SOUL TORN
Torns health away from a maximum of 10 nearby units and uses it to heal a target-friendly unit or damage a target enemy unit. Each units deal or heals for 20 hitpoints.
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DEATH KNIGHT
Warrior Hero, the evil counterpart to the Human Paladin. Can learn Death Coil, Death Pact, Unholy Aura, and Animate Dead.
DEATH COIL
A coil of death that can damage an enemy living unit or heal a friendly Undead unit.

DEATH PACT
Kills a target-friendly Undead unit, giving a percentage of its hit points to the Death Knight.

UNHOLY AURA
Increases the movement speed and life regeneration rate of nearby friendly units.

ANIMATE DEAD
Raises the 6 most powerful dead units in an area to fight for the Death Knight. Animated units are invulnerable but have no mana or spells.
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LICH
Mystical Hero, particularly adept at cold magic. Can learn Frost Armor, Frost Nova, Dark Ritual and Death And Decay.
FROST NOVA
Blasts enemy units around a target enemy unit with a wave of damaging frost that slows movement and attack rate.

FROST ARMOR
Creates a shield of frost around a target-friendly unit. The shield adds armor and slows melee units that attack it.

DARK RITUAL
Sacrifices a target-friendly Undead unit to convert its hit points into mana for the Lich.

DEATH AND DECAY
Channels a baleful energies of spell that cause anything caught inside to rot, decompose, and wither within seconds. Damages everything in its area of effect by its base hit points per second. Also destroys trees.
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SKELETON KING
Warrior Hero, adept at disrupting enemy forces and leading battles as vanguard. Can learn Skeletal Swing, Undying, Fealty Unto Deah and Entomb.
SKELETAL SWING
Deliver a crushing blow upon a target enemy ground unit from melee range, dealing damage to it and slightly less damage to nearby hostile units while also reducing their armor and speed.

UNDYING
The Skeleton King becomes a restless ghost whenever he dies, rendering it ethereal, unable to attack, moving slower, and taking more damage. After 20 seconds, the Skeleton King regains its true form, recovering a portion of health and mana. Skeleton King can only be slain when in Ghost Form.

FEALTY UNTO DEATH
Force loyal souls to deliver final retribution and reckoning upon their death. Cause nearby friendly ground units that dies to heal the Skeleton King or damage nearby enemies based on their maximum health.

ENTOMB
The Skeleton King summons graves of the dead before him, creating an area of unpassable tombs filled with Blight that send damaging souls to nearby enemy units. Each grave deals range damage and has 300 hitpoints.

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ACOLYTE
Fanatics that worships the Lich King and serves the Undead Scourge with undying fidelity. Can summon structures, harvest gold, and Restore. Acolytes may be sacrificed at a Sacrificial Pit to create Shades.
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GHOUL
Ravenous cannibals of rotting corpse with feral and vicious instinct. Capable lumber harvesters and acting as the shock troops for the Scourge. Can learn Cannibalize and Ghoul Frenzy.
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MEAT WAGON
Corpse storage contraption that also serves as long-range siege weaponry with exceptional damage versus buildings, but slow and vulnerable. Can learn the Disease Cloud ability.
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NECROMANCER
Casters of dark and shadow magics that serves as the epitome of Scourge unholy forces. Can initially cast Raise Dead on corpses. Can also learn Unholy Frenzy and Cripple.
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FROST WYRM
Reanimated vessels of destruction that serves as a flying heavy assault creature of the Undead Scourge. Has Frost Breath that slows enemy speed. Can learn the Freezing Breath ability.
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SHADE
Disembodied restless spirits called forth from a sacrificial rites, this wraith-like creature is permanently invisible and can see other invisible units, but cannot attack.
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LICHLING
Servitors of Liches wielding frost magics that is fairly effective against spells and magics. Has Cold Embrace which turns buffs to frost effect. Can gain the Frost Attack, and Empowered Vessel upgrades.
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ABOMINATION
Twisted and mutilated unholy creatures sewn from multiple dead limbs and body parts of different corpses. Can learn the Disease Cloud ability and Cannibalize.
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CULTIST
Cult of the Damned evokers that support the Scourge forces. Can initially cast Corpse Bomb, to explode a friendly unit that damage nearby units. Can also learn Death Coil and Scourge Ward. Cultists may be sacrificed at a Sacrificial Pit to create Spectres.
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SKELETONS
Reanimated bones summoned forth by Scourge Necromancers to become mindless but tenacious melee or ranged attackers.
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SPECTRE
Vengeful spirits called forth from the darkest of sacrificial rites, this wraith-like creature is lethal and far more dangerous from Shades. It is permanently invisible and can see other invisible units.
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GARGOYLE
Voracious flying attack creature of the Scourge who revels in slaughters and mayhem. Effective against enemy aerial forces. Can learn the Stone Form ability to quickly regenerate lost hitpoints.
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OBSIDIAN STATUE
Fortified mobile statue that help replenish and rave the Undead army to battle. Can initially cast Spirit Touch and Essence of Blight, and learn the Destroyer Form ability.
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DESTROYER
Large flying unit that must consume magic to sustain its mana. Excellent at destroying enemy casters and clusters of ground forces. Initially has Spell Immunity, Devour Magic, Absorb Mana, and Orb of Annihilation.

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GREATER SKELETONS
Reanimated bones summoned forth by Scourge Arch Necromancers to become mindless but tenacious melee or ranged attackers.



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DEMONS OF THE BURNING LEGION
The vast, innumerable army of chaos demon spawns who seek to destroy all life and conquer the universe. Created by the great fallen titan Sargeras, they annihilate all who stood against them with mighty strength and unmeasurable power.

Features

Heroes

Units


- Imp can use Phase Jaunt's ability to escape and instant short distant relocation.

- Has an Altar that can be upgraded with powerful long-range spells and abilities.

- Imp summon structures that gradually appear on themselves just like Scourge Acolyte.

- Structures can be upgraded to provide an aura that deals damage to nearby enemy units

- Most units consist of heavy damage dealers and some also have the Chaos attack type at the cost of high resources.

- Units quickly regenerate health upon Blight area while also passively regenerating outside of Blight but at a slower rate.

- Has the most powerful defensive tower with Chaos attack type.


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FEL LORD
Warrior Hero, exceptional at offensive and physical melee combat. Can learn Decimate, Rampage, Warlust Aura and Inferno Bulwarks.
DECIMATE
Delivers a devastating cross slash at a target enemy ground units from melee range, dealing random damage and stunning it for a random duration.

RAMPAGE
The Fel Lord begins its rampaging state to viciously charge its foes. Rapidly increasing its attack speed and movement speed at the cost of taking more damage.

WARLUST AURA
Incites the warriors led by the Fel Lord with the lust of battle, causing nearby friendly melee units gain hit points when they hit enemy units.

INFERNO BULWARKS
Empowers fortification with demonic bulwarks that encircle the Fel Lord. Granting 10 bonus armor and dealing damage back to melee attacker. Has 20% chance to counter units attack with Destruction Wave that deals 75 damage to enemy ground units towards the position of the attacker.
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QUEEN OF PAIN
Mystical Hero, exceptional at manipulating enemy minds and causing havoc. Can learn Scream of Pain, Subservience, Alluring Gaze and Charm.
SCREAM OF PAIN
The Queen of Pain lets loose a piercing scream around her, damaging nearby enemies

SUBSERVIENCE
Infiltrate the mind of a target enemy unit and torturing it from the inside. Rendering it cannot move or attack while also dealing damage overtime to it.

ALLURING GAZE
Gives the Queen of Pain a percentage chance to allure enemy units that attack her when facing each other. Allured enemies cannot move or attacks.

CHARM
The Queen of Pain able to dominate the minds and will of a less feeble creature to takes control of a target enemy unit. Charm cannot be used on Heroes, or creeps above level 6.
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DREADLORD
Cunning Hero, adept at controlling combat from the shadow. Can learn Sleep, Terrify, Hunter of Shadows, and Mind Break.
SLEEP
Puts a target enemy unit to sleep. A sleeping unit can be awoken by attacking it.

TERRIFY
Instill fears to a target enemy unit which cause damage over time, prevent the casting of spells, and reduce attack damage.

HUNTER OF SHADOWS
The Dreadlord blends into the darkness, becoming a hunter of shadows. Gains additional abilities with each level.

MIND BREAK
Tears up the mind from the inside with shadow magics. Instantly deals damage to a target enemy unit. Remove Sleep or Terrify buffs from it and nearby enemy units then deal bonus damage to them.
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PIT LORD
Warrior Hero, adept at terrorizing large group of enemies. Can learn Fel Firestorm, Howl of Terror, Cleaving Attack, and Demon Overlord.
FEL FIRESTORM
Calls down waves of fire that damage units in an area. Each wave deals initial damage and then burns enemies.

HOWL OF TERROR
The Pit Lord lets loose a terrifying howl that causes nearby enemy units to shiver in fear, reducing their attack damage.

CLEAVING ATTACK
The Pit Lord strikes with such force that he damages multiple enemies with his attack.

DEMON OVERLORD
Enhances other Pit Lord abilities with increased effect to its physical prowess and magical affinity.

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IMP
Lesserly low level demon that serve as the harbinger of their master. Can harvest gold and lumber, summon structures, and Restore. Can use Phase Jaunt to instantly move in and out of position.
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FELGUARD
Demons of the Mo'arg race that serve as the bulwarks for the Burning Legion's army. Has Brutality to temporarily increases attack speed but takes more damage. Can gain the Unbridled Strength upgrades.
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EREDAR WARLOCK
Mighty spellcaster of the Burning Legions, exceptional at dealing damage. Can initially cast Torment to deals damage overtime and Felblast which causes attacks to deals area of effect damage. Can also learn Ravage, and Finger of Death.
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FELHOUND
Highly mobile demonic creatures that is effective against enemy spellcasters. Has Mana Burn ability which can burns mana and damage enemy units. Can learn the Spell Lock ability and gain the Demonic Flux upgrade.
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OVERFIEND
Malicious demons with potent ranged attacks which hurls harmful Fel Projectiles upon their foes. Can gain the Malevolent Crash upgrade.
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SUCCUBUS
Cunningly agile, the Sayaad races are the ranged combat specialist of the Burning Legions. Can gain the Elusive Figure and Alluring Gaze abilities.
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JAILER
Essential spellcaster of the Burning Legions, adept at debilitating enemy units. Can initially cast Dark Affliction to weaken enemy units defenses and Abysmal Field which reduce attack damage within an area. Can also learn Sinister Grip, and Soul Catcher.
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EVIL BEHOLDER
Repulsive and abominable flying demon that is effective against cluster of units and structures. Can gain the Disintegration Beam ability.
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DOOM GUARD
Powerful and deliberate battlecaster of Ered'ruin demons that has Resistant Skin. Can initially cast Doom Stomp and Devour Magic abilities. Can learn Rain of Fire and Corruption abilities.
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CHAOSBRINGER
Burning Legions medium-ranged siege construct. Has Hellfire Shells that delivers exceptional damage versus buildings and cluster of units. Can gain the Juggernaut upgrade.
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INQUISITOR
Mysterious spellcaster of the Burning Legions, exceptionaly versatile at offensive and defensive magics. Can initially cast Spell Revertion to manipulates buffs and Dark Sight which can observe distant areas. Can also learn Shadows Impulse, and Condemnation.
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FELBAT
Fast flying demonic creature. Exceptional for scouting and against other air units with their life drain attacks. Can see invisible units.

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INFERNAL
Amalgamations of fel energy which immune to magic and cloaked in demonic flames that damage nearby enemy ground units. Can gain the Minfernal Spawns and Burning Fist abilities.





Version 1
- Added

Version 2.0
- Added AI for all 8 races
- Fixed bugs
- Combat Engineer ability requirement fix
- Tauren Brave shieldbearer ability fix
- Imp icon fix
- Obelisk model fix
- Queen of Pain soundset fix
- Pits change into Altar and reworked
- Fiend Incarceration, Demon Gate research upgrade requirements.
- Victory conditions.

Version 2.1
- Fix Mountaineer unable to promote to Anvilguard
- Renamed Reskin Repurpose Most Items and Add New Items
- Replaced Center Dragon Roost with Marketplace
- New Hireable Mercenary Units from Mercenary Camps with Custom Skills
- Replace most tier 3 purchasable items for each race with Orbs

Version 2.2
- Improve AI to attack more frequently
- Fix AI unable to properly use certain units
- Add Holy Missiles to Silverhand Tower of Light to increase utility against Unholy units
- Resize Dwarven Bunkers to limit their space availability to be spammable
- Fix Dwarven Tinker Hyper Repair ability to be more effective for low health structures and units.
- Increase the amount of resources gained from Orc Pillages.
- Remodeled the Orc Kor'kron units to distinguish them from Demon Felguards.
- Fix Orc Blademasters Blade Dance ability to deal consistent damage.
- Increases the effect of Orc Marauders Plunder ability.
- Adds Devour ability to Tauren Kodo beasts but unable them to pick up Stalwarts and Stored into Beastial Hust when devouring.
- Remodeled the Tauren Overwatch structure
- Change most units and structures Buttons with more appropriate ones.
- Replace Sentinel Ultravision with Elune Grace Upgrade that increases vision, attack and movement speed at night.
- Fix Sentinel Glaive Throwers unable to proc Vorpal Blades to structures and when played by AI.
- Improve the Cenarion Circle Nature's Blessing upgrade to enable Ancients to gain lumber resources when using the Eat Tree ability at full health.
- Fix Emerald Wyrm projectiles to fit more with the units nature.
- Reworked Scourge Skeleton King Undying ability to automatically used upon death, turning Ethereal until regains its form or is killed.
- Improve the Legion Pit Lord Demonic Overlord ability to gain additional Strength attributes for each level the Pit Lord has.
- Add the High Elven Faction to Human Race pick list. No AI Added yet. (Beta Test)
- Add the Darspear Troll Faction to Orc Race pick list. No AI Added yet. (Beta Test)



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Previews
Contents

All New Races V.2.2 + AI (Map)

Reviews
deepstrasz
Please look more closely as many names seem not to be on the credits list: Resources in use by All New Races V.2.0 + AI I wouldn't call them races but factions or rather subfactions. Fury Swipes is present on the furbolg unit and on the furbolg...
Level 16
Joined
Dec 20, 2012
Messages
213
I took a quick glance and I like what I see! The map have custom techtrees, mechanics and abilities but it seems the map state is still alpha/beta.

Bugs:
The Drunkard Ale item have the opposite effect instead of healing it reduces health.
I don't see rearmed gyrocopter in the workshop like for the ubertank in the factory.
Combat Engineer place turret ability uses the battle priest training requirement instead of combat engineer requirement.
Tauren Brave shieldbearer ability and research tooltips are not consistent.
There is a building in Imp build menu with greenicon that does nothing.
The Obelisk have no model.
The Queen of Pain soundset is the lich, not really fitting.
The Dreadlord's ability Hunter of Shadows at lvl 1 grants permanent invisibility in my opinion is imbalanced.
Sacrifical Pit still have the ability to turn acolyte into shades.
Sacrifical Pit doesn't have the deathcoil ability as mentioned in the building tooltip.
Ritual Pit doesn't have deathcoil, doom and inferno abilities as mentioned in the building tooltip.
Fiend Incarceration, Demon Gate have the wrong research upgrade requirements.
No victory conditions.

Would be nice if the AI also uses the custom races too!
You should also add screenshots and a better map description.
 

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There is a building in Imp build menu with greenicon that does nothing.
Apparently, it has some sort of aura that causes armor reduction. Not sure if it affect enemies, but I know it affect the Imp.

Everything else is spot on and I agree with the listed issues.
 
Level 7
Joined
Jun 7, 2016
Messages
40
I took a quick glance and I like what I see! The map have custom techtrees, mechanics and abilities but it seems the map state is still alpha/beta.

Bugs:
The Drunkard Ale item have the opposite effect instead of healing it reduces health.
I don't see rearmed gyrocopter in the workshop like for the ubertank in the factory.
Combat Engineer place turret ability uses the battle priest training requirement instead of combat engineer requirement.
Tauren Brave shieldbearer ability and research tooltips are not consistent.
There is a building in Imp build menu with greenicon that does nothing.
The Obelisk have no model.
The Queen of Pain soundset is the lich, not really fitting.
The Dreadlord's ability Hunter of Shadows at lvl 1 grants permanent invisibility in my opinion is imbalanced.
Sacrifical Pit still have the ability to turn acolyte into shades.
Sacrifical Pit doesn't have the deathcoil ability as mentioned in the building tooltip.
Ritual Pit doesn't have deathcoil, doom and inferno abilities as mentioned in the building tooltip.
Fiend Incarceration, Demon Gate have the wrong research upgrade requirements.
No victory conditions.

Would be nice if the AI also uses the custom races too!
You should also add screenshots and a better map description.
Thank you for your respond, I will fix it soon
 
Level 8
Joined
Sep 8, 2022
Messages
32
I cannot level up the custom heroes on this map above level 5 somehow. By the way, they are good concepts.
Heroes in the Frozen Throne can't level up beyond 5 without fighting enemy units. I think this can be changed in gameplay constants though by going to 'Hero XP- creep reduction table' and deleting the '0' entry. I read that on a thread I found by googling but I haven't tested it yet
 
Last edited:

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,514
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by Plains of Snow - All New Races
You can also upload your map here to generate a list: Asset scanner

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
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M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 4
Joined
Jun 22, 2021
Messages
33
Hello! I was playing as the demons a little while earlier, and I couldn't help but notice that my game started to lag a lot. At first I assumed it was cause of the Sacrificial Pits and stuff since there were floating skulls and maybe it took a lot of memory to load in those effects so I tested it by reloading the map and then building like...uhh 12 of em and upgrading them to max level, it started to lag as I suspected.
But after destroying them In my original save it still continued to lag.
Can you tell me why this happens? Are the effects like those dark spots tomes leave behind when picked up?
I love the new races so far but this lag is really killing my buzz.
 

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,514
Please look more closely as many names seem not to be on the credits list: Resources in use by All New Races V.2.0 + AI

I wouldn't call them races but factions or rather subfactions.

  1. Fury Swipes is present on the furbolg unit and on the furbolg hero. Would be nice not to repeat abilities. Same with Venomous Spores.
  2. Earthshock is just Thunderclap.
  3. Anciet Staff is overpowered. Basically having a fountain of life around you all the time.
  4. Enchanted has the same icon as Cenarius Blood.
  5. Ancient of Strength's upgrade mentions Chimaeras but this faction has none but the Emerald Wyrm.
  6. Living Woodwork's icon is also on an upgrade the Cenarion Circle has.
Overall, a nice implementation which could use more custom stuff here and there instead of renamed/reskinned abilities.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 7
Joined
Jun 7, 2016
Messages
40
Please look more closely as many names seem not to be on the credits list: Resources in use by All New Races V.2.0 + AI

I wouldn't call them races but factions or rather subfactions.

  1. Fury Swipes is present on the furbolg unit and on the furbolg hero. Would be nice not to repeat abilities. Same with Venomous Spores.
  2. Earthshock is just Thunderclap.
  3. Anciet Staff is overpowered. Basically having a fountain of life around you all the time.
  4. Enchanted has the same icon as Cenarius Blood.
  5. Ancient of Strength's upgrade mentions Chimaeras but this faction has none but the Emerald Wyrm.
  6. Living Woodwork's icon is also on an upgrade the Cenarion Circle has.
Thank you for the immediate feedback

Will be updating the Credit list

Well, I just never thought it through about the naming. But I aim to differentiate the standard race and split it into their own faction based on their race, For example, the Human Race will be split into Humans (Silver Hand), Dwarves, High Elves / Blood Elves (future update). Dwarven Riflemen are replaced with Human Lieutenants with crossbows as a range unit. High Elves / Blood Elves Priests are replaced with Human Clerics.

1. I thought It would be good for the furbolgs to have a unique trait for them and that would be their improved attack speed.
Venomous Spores I want to stack the ability dps for the Hero and Dryad units.
2. Hehe I really need to expand my creativity, but I just can't think about what ability will be good with the Furbolg Hero model animation and can synchronize with his other abilities.
3. I haven't had a chance to see the effect in-game, but I set the regeneration rate to 4hp/s, not from the base of 1%hp/s. I will have to check it.
4. Im out of idea for the icon hehe
5. Whoops missed it
6. Will look for new icons then

Have you tried the other factions, will be looking forward to your suggestions and feedback on them
 
Last edited:
Level 8
Joined
Mar 17, 2021
Messages
153
Thank you for the immediate feedback

Will be updating the Credit list

Well, I just never thought it through about the naming. But I aim to differentiate the standard race and split it into their own faction based on their race, For example, the Human Race will be split into Humans (Silver Hand), Dwarves, High Elves / Blood Elves (future update). Dwarven Riflemen are replaced with Human Lieutenants with crossbows as a range unit. High Elves / Blood Elves Priests are replaced with Human Clerics.

1. I thought It would be good for the furbolgs to have a unique trait for them and that would be their improved attack speed.
Venomous Spores I want to stack the ability dps for the Hero and Dryad units.
2. Hehe I really need to expand my creativity, but I just can't think about what ability will be good with the Furbolg Hero model animation and can synchronize with his other abilities.
3. I haven't had a chance to see the effect in-game, but I set the regeneration rate to 4hp/s, not from the base of 1%hp/s. I will have to check it.
4. Im out of idea for the icon hehe
5. Whoops missed it
6. Will look for new icons then

Have you tried the other factions, will be looking forward to your suggestions and feedback on them
Will you also add Old Gods and Zandalari Trolls later?
 
Level 7
Joined
Jun 7, 2016
Messages
40
Will you also add Old Gods and Zandalari Trolls later?
I'm currently focusing on the main factions for each race, but I also thought about adding neutral races such as the faceless ones (old gods) but not Zandalari Trolls as there will be a Troll sub-faction from the Orc race which is the Darkspear Trolls.
 
Level 16
Joined
Sep 24, 2009
Messages
1,569
Played all races. Really liked some of the ideas, like Tauren focusing on Kodos or all invisible, night focused Sentinels. Map still needs some quality checks, because I have found couple of bugs, the biggest one being not able to upgrade your Dwarven units.

I would do something about "vanilla" races, but overall, enjoyed it. Also, map choice is kind of shitty. Planning on adding more races?
 
Level 7
Joined
Jun 7, 2016
Messages
40
Played all races. Really liked some of the ideas, like Tauren focusing on Kodos or all invisible, night focused Sentinels. Map still needs some quality checks, because I have found couple of bugs, the biggest one being not able to upgrade your Dwarven units.

I would do something about "vanilla" races, but overall, enjoyed it. Also, map choice is kind of shitty. Planning on adding more races?
Thank you for the feedback, I will check all the races once more to check for more bugs, will be glad if anyone report more bugs
My thought exactly on map choice, is there anyway to change the map with edited objects and triggers?
Looking forward to any updates planned for this map! Personally, I think I prefer the original priest/chaplain vanilla human has compared to the clerics.
Thank you for playing, well I'm thinking to add more races such as High Elves for Human race, Darkspear Trolls for Orcs, Forsakens for Undead, and Watchers for the NE
I add clerics for their affiliation to the Church of the Holy Light that has connection with the Order of the Silver Hand for lore sake
Priests will be available in the upcoming High Elven race, but thank you for your opinion.
 
Level 16
Joined
Dec 20, 2012
Messages
213
Thank you for the feedback, I will check all the races once more to check for more bugs, will be glad if anyone report more bugs
My thought exactly on map choice, is there anyway to change the map with edited objects and triggers?
1. Open your map
2. Go to Import Manager -> File -> Export All Files...
3. Go to Object Editor -> File -> Export All Object Data...
4. Go to Trigger Editor -> File -> Export Triggers...
5. Open new map (for example, Silverpine Forest)
6. Go to Import Manager -> File -> Import Files...
7. Manually fix filepaths of imported files
8. Go to Object Editor -> File -> Import All Object Data...
9. Go to Trigger Editor -> File -> Import Triggers...
10. Add new map to map thread/post by clicking Add resource near the bottom of your map thread/post instead of replacing current map for more maps variety

Thank you for playing, well I'm thinking to add more races such as High Elves for Human race, Darkspear Trolls for Orcs, Forsakens for Undead, and Watchers for the NE
I add clerics for their affiliation to the Church of the Holy Light that has connection with the Order of the Silver Hand for lore sake
Priests will be available in the upcoming High Elven race, but thank you for your opinion.
Looking forward to more races :grin:
 
Level 4
Joined
Nov 3, 2023
Messages
11
I've commented on your page directly about how I love this map / these factions & how I want more of this--
But now that I've played several hours of Dwarves vs everyone I have some feedback:

Please for the love of god give the Miner more variation in voice lines. Every time I need a building or repair it's "yOu sEeM a LiTlE PaRcHeD."
•There are upgrades for Gryphon Rider and yet no ways to make said unit...?
•Demons inevitably crash the game. After 1-2 hour(s) of playing like a cheesy dumbass (such as building a never ending wall of canons + lumberjacking my way to the next gold mine vs interacting with the map) the match will just brick itself because the raw power of whatever the demons are doing with their unit production (like also building a shit ton of Ziggurats JUST to cock block and stall me from attacking their mine) is apparently too incomprehensible for my gaming PC. While this is hilarious, it's a pretty serious bug.

Thank you for this map. Hot damn do I crave more.
(Especially for the orcs. Like, really, Far Seer and Beastmaster? And I don't even remember their 1 custom hero, the fel orc knight or whatever. I understand why these hero options are kept familiar to the core faction they're deviating from, but it still feels lame as hell compared to the ballin' new heroes from the other factions-- like bear riding kings and snipers with flashbangs)



Edit 1.0: Arch Necromancer is phenomenal. Everything about the design of his toolkit feels so good, and this singular addition to the Undead roster makes me want to play the faction so much more, especially since there's now a mass variety of skeleton-types to summon, and not just from the hero, but from the Necromancer Unit as well!! (skele archers, berserkers, mages, building recking orcs, ect)
-
Also, something I forgot to mention last time: if dwarven troops are meant to have "low survivability" then their mechanical units should be extremely tanky to compensate. The faction's literal tanks and fighter jets do not feel that sturdy.


Edit 2.0: An addendum is needed for the Marauder from the Orc Hero roster. Much like the Arch Necromancer, the Marauder is like a super version of a previously existing unit (in this case, Raider) and he's well designed and a lot of fun to play (not to mention his model looks amazing). However, I still stand by my stance of wanting more unique orc heroes (though making Beastmaster green was a nice touch).


Edit 3.0: The Tinker from the dwarf faction needs a massive buff. For a unit who's entire purpose is for repair, he's frankly no better at it then a Miner. I compared, side by side, 1 miner vs 1 tinker to repair their own individual tower at 217 HP and the Miner came out a good chunk ahead. Maybe the tinker gets better with buffs, but out the gate he should be able to out-pace two miners considering he takes up two food and a lot more gold+lumber.
-
Meanwhile, Tauren. They are the definition of quality over quantity and not only is it thematically appropriate, it feels good knowing your handful of units have a fighting chance against getting rushed by a dozen footmen. Additionally, their mechanical relationship with the kodos feels like the platonic ideal and natural evolution of other such mechanics that we've seen in scarce quantities in OG WC3 (I.E. Acolytes transforming into Shades & Night Elf Archers combing with Hippogryphs)-- I'm always a huge fan for unit interactions like these when executed so well. Sunwalker is also an excellent hero who brings a lot of flash and substance to the roster. It's genuinely been hard to find anything other than praise for the Tauren faction...
...
Except: Battlemaster. He's good. In fact, he's almost familiar. To a great hero. Would his skillset happen to be inspired by Jah'rakal, AKA, Troll Warlord from OG DOTA? If so then I beg that Battlemaster get some buffs-- •Getting rid of Blind? Good choice, but its replacement of throwing more axes is almost as mid. •Endurance Aura? See, at a glance that's hype, but bring back Fervor with it so he can stack his own attack speed to 100% in a 1-v-1 (this never happens, but only because no one dares to square up to Warlord in a straight-up fight). •And finally, swapping between melee and ranged is amazing, as are the stat bonuses that come with it, but dude, Warlord's melee form came with bash! I know this feedback is coming from the only Jah'rakal main on the planet, but do my boy some justice in his spiritual successor, c'mon!


Edit 4.0: I've never had enthusiasm for Night Elf, so my commentary feels aloof. I like the changes to Ancients mostly, both that each individual tree provides food + upgrades to make them move faster. I feel as though every player at one point has wanted to do a "ancients only" army, so now maybe someone will be crazy enough to try.
Also, whereas the Demon faction crashes the match in the late game, the Sentinels crash the early game... immediately. At best I'm able to put one single building down before I'm ejected from WC3 entirely. Needless to say this is a massive bug, and a bummer.


Edit 5.0: For some reason when setting the AI to Orc they can either spawn as the Horde, Tauren, or the Sentinels. I haven't played a full game against them, but they at least don't crash the match 5-10min in. However, when using the Legion's Vampire hero to charm a Botanist, I'm able to use them to build a single building before suddenly-- crash. My guess is whatever is going on to make them spawn under the "Orc" tag might be what's making them unplayable for me and potentially others.
 
Last edited:
Level 7
Joined
Jun 7, 2016
Messages
40
I've commented on your page directly about how I love this map / these factions & how I want more of this--
But now that I've played several hours of Dwarves vs everyone I have some feedback:

Please for the love of god give the Miner more variation in voice lines. Every time I need a building or repair it's "yOu sEeM a LiTlE PaRcHeD."
•There are upgrades for Gryphon Rider and yet no ways to make said unit...?
•Demons inevitably crash the game. After 1-2 hour(s) of playing like a cheesy dumbass (such as building a never ending wall of canons + lumberjacking my way to the next gold mine vs interacting with the map) the match will just brick itself because the raw power of whatever the demons are doing with their unit production (like also building a shit ton of Ziggurats JUST to cock block and stall me from attacking their mine) is apparently too incomprehensible for my gaming PC. While this is hilarious, it's a pretty serious bug.

Thank you for this map. Hot damn do I crave more.
(Especially for the orcs. Like, really, Far Seer and Beastmaster? And I don't even remember their 1 custom hero, the fel orc knight or whatever. I understand why these hero options are kept familiar to the core faction they're deviating from, but it still feels lame as hell compared to the ballin' new heroes from the other factions-- like bear riding kings and snipers with flashbangs)



Edit 1.0: Arch Necromancer is phenomenal. Everything about the design of his toolkit feels so good, and this singular addition to the Undead roster makes me want to play the faction so much more, especially since there's now a mass variety of skeleton-types to summon, and not just from the hero, but from the Necromancer Unit as well!! (skele archers, berserkers, mages, building recking orcs, ect)
-
Also, something I forgot to mention last time: if dwarven troops are meant to have "low survivability" then their mechanical units should be extremely tanky to compensate. The faction's literal tanks and fighter jets do not feel that sturdy.


Edit 2.0: An addendum is needed for the Marauder from the Orc Hero roster. Much like the Arch Necromancer, the Marauder is like a super version of a previously existing unit (in this case, Raider) and he's well designed and a lot of fun to play (not to mention his model looks amazing). However, I still stand by my stance of wanting more unique orc heroes (though making Beastmaster green was a nice touch).


Edit 3.0: The Tinker from the dwarf faction needs a massive buff. For a unit who's entire purpose is for repair, he's frankly no better at it then a Miner. I compared, side by side, 1 miner vs 1 tinker to repair their own individual tower at 217 HP and the Miner came out a good chunk ahead. Maybe the tinker gets better with buffs, but out the gate he should be able to out-pace two miners considering he takes up two food and a lot more gold+lumber.
-
Meanwhile, Tauren. They are the definition of quality over quantity and not only is it thematically appropriate, it feels good knowing your handful of units have a fighting chance against getting rushed by a dozen footmen. Additionally, their mechanical relationship with the kodos feels like the platonic ideal and natural evolution of other such mechanics that we've seen in scarce quantities in OG WC3 (I.E. Acolytes transforming into Shades & Night Elf Archers combing with Hippogryphs)-- I'm always a huge fan for unit interactions like these when executed so well. Sunwalker is also an excellent hero who brings a lot of flash and substance to the roster. It's genuinely been hard to find anything other than praise for the Tauren faction...
...
Except: Battlemaster. He's good. In fact, he's almost familiar. To a great hero. Would his skillset happen to be inspired by Jah'rakal, AKA, Troll Warlord from OG DOTA? If so then I beg that Battlemaster get some buffs-- •Getting rid of Blind? Good choice, but its replacement of throwing more axes is almost as mid. •Endurance Aura? See, at a glance that's hype, but bring back Fervor with it so he can stack his own attack speed to 100% in a 1-v-1 (this never happens, but only because no one dares to square up to Warlord in a straight-up fight). •And finally, swapping between melee and ranged is amazing, as are the stat bonuses that come with it, but dude, Warlord's melee form came with bash! I know this feedback is coming from the only Jah'rakal main on the planet, but do my boy some justice in his spiritual successor, c'mon!


Edit 4.0: I've never had enthusiasm for Night Elf, so my commentary feels aloof. I like the changes to Ancients mostly, both that each individual tree provides food + upgrades to make them move faster. I feel as though every player at one point has wanted to do a "ancients only" army, so now maybe someone will be crazy enough to try.
Also, whereas the Demon faction crashes the match in the late game, the Sentinels crash the early game... immediately. At best I'm able to put one single building down before I'm ejected from WC3 entirely. Needless to say this is a massive bug, and a bummer.


Edit 5.0: For some reason when setting the AI to Orc they can either spawn as the Horde, Tauren, or the Sentinels. I haven't played a full game against them, but they at least don't crash the match 5-10min in. However, when using the Legion's Vampire hero to charm a Botanist, I'm able to use them to build a single building before suddenly-- crash. My guess is whatever is going on to make them spawn under the "Orc" tag might be what's making them unplayable for me and potentially others.
Oh wow thank you very much for your feedbacks, I really appreciate it.
1. Lol i literally can feel the pain. For the voice lines especially Dwarven Miners, I can't find any other suitable unit for them as I'm running out of options and i only used existing voice lines as this was my first map, but i intend to improve it along the way,
2. Ouch i was going to give Gryphon Riders for the upcoming Stormhammer Clan faction units, but it seems i was also considering including it to the Bronzebeard Clan, my bad.
3. Tinkers have Normal Repair and Hyper Repair, the Hyper Repair cost no resources and it is HP based heal, if my calculation was correct, it repairs much faster to units or structures with higher HP, but maybe i also need to give it a threshold so they are not outclassed from a low class miner with no engineering background, duh
3. Really have to improve the Demon race AI huhu,
4. The Orcish Horde race was meant to be a more flexible playstyle with the Marauder as the mobile tactic hero supplemented with their fast-paced units such as Raiders, Dragon Riders, and Wyvern Riders.
5. Ah yes the infamous tazdingo man, while apparently it is inspired from it, but i was meant to implement Jahrakal rapid attack mechanic into the upcoming Darkspear Tribe hero named the Troll Warlord. So the Battlemaster was just my experiment, called it a prototype of the upcoming hero.
6. I cant say why and how, but when i placed the Sentinel AI faction in the Night Elf race slot, the AI wont run. But when i placed it to other races slot such as the Orc, the AI was running just fine. Im also confused about this so thats why i placed the Sentinel AI with the Orc race.
7. Well for the crash bugs, its probably my fault, much apologies, cause i only use older version of the game, which is v1.26. And very much that's what causing all bugs and crashes for maybe all users as when i played it for myself it was working just fine. My deepest apologies.

I really cant say enough thank you for your feedbacks.
I need to update my game really, its getting annoying that i have so much idea to update for this map but i only have this old version game of mine, sad
 
Level 4
Joined
Nov 3, 2023
Messages
11
Oh wow thank you very much for your feedbacks, I really appreciate it.
1. Lol i literally can feel the pain. For the voice lines especially Dwarven Miners, I can't find any other suitable unit for them as I'm running out of options and i only used existing voice lines as this was my first map, but i intend to improve it along the way,
2. Ouch i was going to give Gryphon Riders for the upcoming Stormhammer Clan faction units, but it seems i was also considering including it to the Bronzebeard Clan, my bad.
3. Tinkers have Normal Repair and Hyper Repair, the Hyper Repair cost no resources and it is HP based heal, if my calculation was correct, it repairs much faster to units or structures with higher HP, but maybe i also need to give it a threshold so they are not outclassed from a low class miner with no engineering background, duh
3. Really have to improve the Demon race AI huhu,
4. The Orcish Horde race was meant to be a more flexible playstyle with the Marauder as the mobile tactic hero supplemented with their fast-paced units such as Raiders, Dragon Riders, and Wyvern Riders.
5. Ah yes the infamous tazdingo man, while apparently it is inspired from it, but i was meant to implement Jahrakal rapid attack mechanic into the upcoming Darkspear Tribe hero named the Troll Warlord. So the Battlemaster was just my experiment, called it a prototype of the upcoming hero.
6. I cant say why and how, but when i placed the Sentinel AI faction in the Night Elf race slot, the AI wont run. But when i placed it to other races slot such as the Orc, the AI was running just fine. Im also confused about this so thats why i placed the Sentinel AI with the Orc race.
7. Well for the crash bugs, its probably my fault, much apologies, cause i only use older version of the game, which is v1.26. And very much that's what causing all bugs and crashes for maybe all users as when i played it for myself it was working just fine. My deepest apologies.

I really cant say enough thank you for your feedbacks.
I need to update my game really, its getting annoying that i have so much idea to update for this map but i only have this old version game of mine, sad
No apologies necessary.

I'm grateful you made this with an older version of the game as I still play on v1.21b and don't plan on updating to reforged.
Thank you for reading my feedback, taking time to contemplate it as well as respond, and I hope it encourages you to develop more.
Keep making stuff like Marauder and Arch Necromancer and you can't go wrong, man (there are a lot of other good units, I'm just bias).
 
Level 11
Joined
May 19, 2022
Messages
192
good map although there is some bugs the archdruid when he goes tree mode and reverts to elf mode loses all his abilities to cast , and is it me or the burning legion towers are way stronger than anything? i mean sieging a burning legion base took me like 30 minutes from back and forth just to kill 1 tower with my keepers and MGs i like the distinction between the races the orcish is just all orcs like wc1 , for me i found the best races to be the dwarves and the sentinels would be a fun map to host and play with people a fun altered melee map even if there is some broken units there and there its a solid one
 
Level 7
Joined
Jun 7, 2016
Messages
40
It's nice to see you continuing to update your map! If you are still interested in transferring your altered melee to different maps, I would be happy to do this for you. I can do this easily with MPQ editor and JNGP world editor. The good thing about these is that we no longer have to manually fix the imported file paths.
Wow you are welcome to do so, I would be very grateful, although I think the existing map still needs some major improvements, I recently just tried it for some matches and found many minor bugs while trying to test the new races for the upcoming update.
 
Level 16
Joined
Dec 20, 2012
Messages
213
Wow you are welcome to do so, I would be very grateful, although I think the existing map still needs some major improvements, I recently just tried it for some matches and found many minor bugs while trying to test the new races for the upcoming update.
Sure, it will takes a while before the next update right? In the mean time, players can play on a new map :grin:

Tell me if you can open, edit and save the new map. I also only took a quick glance at the triggers but I think it will work properly. Gameplay Costants, Sound Editor, custom ais, victory conditions are fine too. But I resetted the doodad Fence Long to its default value though.
 

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Last edited:
Level 7
Joined
Jun 7, 2016
Messages
40
Sure, it will takes a while before the next update right? In the mean time, players can play on a new map :grin:

Tell me if you can open, edit and save the new map. I also only took a quick glance at the triggers but I think it will work properly. Gameplay Costants, Sound Editor, custom ais, victory conditions are fine too. But I resetted the doodad Fence Long to its default value though.
Wow great job. I took a glance at it and it seems working just fine.
Oh one thing i forgot is the Mercenary Camp, i added a new custom mercenary units available for hire in the original maps as a teaser for one of the upcoming bandit faction, but still has a long way to go.

Still not being able to upgrade Mountaineer to Anvilguard, or Flying Machine and Steam Tank into their über versions…
Oh really?
I thought i fixed it already, it suppose to be the skill from the Mountaineer called "Promote to Anvilguard" once you reach Tier 2 Town Hall.
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Level 7
Joined
Jun 7, 2016
Messages
40
Hi.Thank you for this good races ,really cool factions. Can we choose race for ai or only random? And will you add new races and new map?
Thanks,
Indeed it slipped my mind to enable the players to choose AI factions, I think I need to search for the triggers. I'll try to input it on the next patch.

For the next V.3, I intend to fully release the 4 upcoming factions; they are the High Elves, Darkspear Trolls, Watchers, and the Forsaken.
Future patches would be added 4 more factions; Wizards of the Kirin Tor, the Goblin's Cartell, Corrupted Ancients, and the Nerubians.
Also, I would like to add Neutral Races when players decide to pick Random Race, they are the Naga, the Defias Brotherhood Mercenaries, the Stonemaul Ogres, and the Centaur Warbands.
So my grand plan for the final patch is that there will be a total of 20 factions, that is 4 factions for each race with their own gimmicks and specialty.

Ah so for a new map, as for now I do not have the tools to export the data to other maps, maybe asking for help from other users to export to other maps would be nice, if they are free and willing to do so of course.
 
Level 4
Joined
Jul 4, 2023
Messages
26
Thanks,
Indeed it slipped my mind to enable the players to choose AI factions, I think I need to search for the triggers. I'll try to input it on the next patch.

For the next V.3, I intend to fully release the 4 upcoming factions; they are the High Elves, Darkspear Trolls, Watchers, and the Forsaken.
Future patches would be added 4 more factions; Wizards of the Kirin Tor, the Goblin's Cartell, Corrupted Ancients, and the Nerubians.
Also, I would like to add Neutral Races when players decide to pick Random Race, they are the Naga, the Defias Brotherhood Mercenaries, the Stonemaul Ogres, and the Centaur Warbands.
So my grand plan for the final patch is that there will be a total of 20 factions, that is 4 factions for each race with their own gimmicks and specialty.

Ah so for a new map, as for now I do not have the tools to export the data to other maps, maybe asking for help from other users to export to other maps would be nice, if they are free and willing to do so of course.
This will be exciting, especially the Goblin Cartel for me.
 
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