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Azeroth Wars LR 1.67b

Azeroth Wars: Legacy Reborn

Notice: I am no longer working on the map and have thus decided to release it unprotected.

Azeroth Wars: Legacy Reborn is a Risk/Strategy game based around Warcraft lore, with many notable factions and heroes present.

The game is very dynamic, every game will be unique in some way. There are many options to make an individual game unique, whether expanding from a certain base, or choosing a different mastery.

Gold in LR (as the map is known) is obtained by owning control points. Control points are present for regions - control the Hinterlands, or conquer C'thun and own Ahn'Qiraj. Lumber is obtained as normal.

Player 1: The Scourge. You control Icecrown and Scholomance, commanding vast legions of Undead.
Player 2: The Burning Legion. You control the Demon Lords Kil'Jaeden and Archimonde, as well as the Dreadlords Mal'ganis and Tichondrius. You control a small portion of Undead, but if you are able to succeed in summoning the Burning Legion to Azeroth, you can unleash a vast swath of demonic units upon your enemies.
Player 3: The Fel Horde. Control the Fel Orcs of Outland, along with the Dark Horde of Blackrock Mountain. Unleash your Horde into Azeroth by conquering Ironforge and Stormwind.
Player 4: Lordaeron. Lead Arthas, Uther, and the Silver Hand into victory against the Undead Scourge with your allies.
Player 5: The Dwarves. Stop the advancement of the Fel Horde with King Magni Bronzebeard and control the Northrend Expedition with Muradin.
Player 6: Dalaran. Wield the magical power of Dalaran's mages and control a vast array of spellcasters under the direction of Antonidas and Jaina.
Player 7: The High Elves. Aid your allies in the fight against the forces of evil with your ranged expertise with your powerful heroes, Anasterian and Sylvanas. You can become the Blood Elves under Kael, adding the power of the arcane to your army, and gaining the allegiance of Lady Vashj.
Player 8: The Horde. Lead by Thrall, you can storm Durnholde to free your brothers and journey to Kalimdor, to establish Orgrimmar! You also control Grom'gol Stronghold,
Player 9: The Trolls and Tauren. You begin with many scattered small bases, but you are able to forge a massive empire using your wide variety of units and abilities - conquering all under the direction of Vol'Jin, Cairne, and Zul'jin.
Player 10: The Sentinels. You control the ranged forces of the Night Elves. Command the forces of the Warden's Guild under the leadership of Naisha and Maiev with the Sentinels under Tyrande to protect the World Tree and safeguard the world from evil.
Player 11: The forces of Stormwind and Stromguarde. Lead Varian Wrynn, and his lieutenant, Reginald Windsor, into victory against the Orc hordes of Outland and Blackrock. You also control Thoras Trollbane to the north in Stromguarde.
Player 12: The Druids. You control the druidic portion of Night Elven society. Defeat your foes with the powerful demigod Cenarius, while safeguarding the World Tree from harm. You also control the Cenarion Circle in Silithus.

Lorewise the game is mostly set in Reign of Chaos, with progression into TFT lore possible as far as player actions, events, or roleplaying goes. No Cataclysm lore is to be implemented currently.

The game is a sandbox game in nature, with one being able to unally or ally anyone as they wish.

Current Changelog:
The portal with Outland has been fixed.
The boat outside Zul'aman has been added back (and the scroll from Zul'jin removed).
Kael no longer gains the Flamestrike sword when spawning due to trigger condition problems.
The portal to Outland from the Dalaran Dungeons can no longer be reactivated.
Changed the Marine's in-game icon.

Nerfed Garithos' bash.
Fixed various tooltips.
Thrall, Drek'Thar, and Orgrim will now be removed from the game upon the Bloodpact. Rexxar will go to Gray and be teleported to Zul'Farrak.
Illidan will no longer spawn if the World Tree is dead and you bring the Eye of Sargeras to it. Also, an enemy hero who has the Eye of Sargeras will no longer have it removed when approaching Nordrassil.
The Undead Sylvanas demihero unit now has backpack.
Gray can no longer train the Troll Warlord unit.
Gahz'rilla will now be a demi-hero.
The Batrider in Zul'Aman has been removed.
Zul'jin will no longer have Evasion, and will have Trueshot Aura in its place.
The Transport Ship in Zul'Aman has been removed.
Zul'jin will now begin with a Scroll of Town Portal (worth no gold if an attempt to sell it is made).
Renamed Scroll of Town Portal to Scroll of Teleportation.
Nerfed Zul'jin's attack damage slightly.
Pink's Stronghold in Grom'gol will now be a Fortress.
Obsidian Statues will no longer have the appearance of being able to transform into Destroyers.
Blue will no longer be able to train Destroyers after gaining Varimathras.
Expanded the teleport area inside Scholomance and Outland, which should make it easier to get armies inside against massers.
Teal, Gray & Pink will now have an upgrade called Spiritual Infusion - the Orc equivalent of Power Infusion.
Ragnaros and C'Thun will no longer drop items.
Shadow Hunters now have Heavy armor instead of Hero armor (to balance with the Spiritual Infusion upgrade).
Removed Anasterian's mini Lumber Mill and two workers from Quel'Thalas. Added a Lumber Mill to northeast Quel'Thalas.
Elune's Blessing will now be the default active spell for Priestesses.
Taverns now give 6 food instead of 5, making them equivalent to the farms from which they upgrade.
Fixed Elune's Blessing becoming much less effective if the Priestess mastery is taken; it will now properly work, doubling in effectiveness.
Elune's Blessing will now cost 25 mana from 35.
The Diskostick (item that allows teleportation into Outland) can now be reused.
If Anasterian has the Flamestrike Sword upon the death of Silvermoon then Kael will spawn with it.
The Roar from the Axe of the Horde Chieftain will now only give a 25% damage boost, from 50%.
Vampiric Aura has been buffed by 5% at all levels.
The Metal Golem can no longer be trained.
The Metal Goliath and Flesh Golem now have Heavy armor (from Fortified) but have been given an armor boost.
Dark Green will now train Spearmen, instead of Axemen (the one unit can still become the other through switching modes).
Footmen will now cost 12 gold from 14.
Orange will now gain a Marine unit that can be trained at the Barracks after he obtains Theramore. It has the Taunt and Ensnare abilities.
Reworked Elune Avatar (Naisha's ultimate) to focus more on the defensive aspect of it.
Slightly increased the cooldown of the Elite Archer's attack (1.35 to 1.4).
Edited Alcaz Isle a little bit (the southern portion).
Eat Tree will now only require level 1 of Nature's Blessing, versus 2.
Red's heroes will no longer be affected by Death Infusion. Applies to relevant Blue heroes as well.
Gave Cenarius the Raise Treants ability in place of Nature's Call.
The Red Dragon creep in Grim Batol will no longer have spell immunity.
Anti-suicide preventions have been added for the Runestones and Silvermoon. They only apply to Green, like how the Book of Medivh protection applies only to Orange.
Spell Breakers will gain only half as much damage from upgrades now. Previously they would upgrade to have a possible maximum damage that was ridiculous.
Blood Mages will now cost 30 gold less, from 85 to 55.
Slightly reduced the attack speeds of the Nerubian Towers.
Burning Oil removed as an upgrade due to its bugginess. Often the Demolisher would not inflict siege damage, only the damage from Burning Oil.
Increased the attack range of the Eagle from 300 to 550.
Cost of the Eagle reduced from 42 to 34.
Chimaeras (and their upgrade, Corrosive Breath) will be trained at the Chimaera Roost, now available to construct by Brown.
Switched Mal'Ganis's and Tichondrius's positions on the map.
Removed just a few of Purple's starting units.
Black Drake cost reduced from 52 to 42.
Nerfed Arcane Missiles.

Replaced Mograine's Scarlet Frenzy aura with the spell Cleansing Light, it works similar to Anasterian's Light Burst and damages enemy units. This means Purple no longer has two Endurance Aura variants he can obtain.
Renamed Mograine's Undead Cleansing to Exorcism.
Fixed Backpack issues.
Removed the (unobtainable) Cleaving Attack from Lordaeron's Knights.
Fixed Light Blue being able to summon Entlings.
Fixed the Priestesses' Moonfire ability when the Priestess Mastery is researched.
Fixed Teal being able to construct infinite Defiled Fountains of Life.
Illidan is now obtainable through a series of events.
The Demon Lords will now be colored Blue when they are sitting in the Twisting Nether, instead of Black.
Edited the Sapphiron event text.
Fixed the placement of towers in Theramore. There will be two towers along the north ridge.
Nerfed the upper levels of Evasion.
Fixed the Aerie Peak event saying you would gain Kurdran.
Maiev will now spawn in Felwood, outside the waygate to Barrow Deeps.
Auberdine can now research Improved Sails.
Outrider mastery now costs 75 more gold.
Red now has an extra Meat Wagon inside Scholomance.
The Gargoyle's attack against ground units has been buffed.
The Altar of Storms in Zul'Aman has been replaced by the Shrine of Ula-Tek. The shrine will have 1800 hitpoints, be able to train workers, revive heroes, research Berserker Form and Troll Regeneration, and gives 15 food.
A Troll Batrider has been added to Zul'Aman.
Envenomed Spears can now be researched at the Beastiary for Pink. I am not sure why Wind Riders require a Fortress as that requirement is not there in the editor.
Thunder Bluff can now train Troll Workers.
Every level of Blast of Fire now does 10 more damage.
The Spirit of Vengeance summoned by the Priestess will now die if the Priestess dies. The second level of the spell is now capped at having a maximum of 18 spirits out, versus a previous of 24 (level 1 is 12).
Buffed the attack damage bonus on Ritual Mastery. Removed the Firelord component of Ritual Mastery. Ritual Mastery now costs 250 less gold.
Removed Aerie Peak's attack.
Gnomeregan now gives 10 gold a minute in income. If Gnomeregan dies, Yellow permanently loses this income.
Added a Scout Tower to the back of Tyr's Hand.
Removed Maiev being a requirement to tech the second level of Priestess training.

Fixed the Fire Curse buff
The Theramore event will function as normal again (occurring 15 minutes after the Plague begins).
Fixed Rivendare's button order issues.
Fixed issues with Ancestral Mastery concerning Spirit Link, Improved Spirit Link will now have a mana cost and affect more than one unit.
Tauren collision reduced from 32 to 26 (4 less than the Mountain Giant).
Added some line of sight blockers along the north ridge of the Thoradin wall.
A Firebolt spell the Legion has has been reduced from a .5 second stun for heroes to a .1 second stun, bringing it in line with other bolt spells.
Tauren workers can no longer be constructed. They are a redundant worker unit.
Moved units and a cannon tower further away from DG's gate at Stromgarde.
Moved the Theramore Guard Towers onto the rock.
King Terenas has been given the white-haired Paladin model.
The Great Forge no longer sells Tiny Taverns. Farms will now be able to upgrade into a Tavern, with a maximum of 6 (you begin with 4, so you'd be able to construct an additional 2 more if they don't die).
The Frozen Throne's Charm ability can no longer target air units.
The Portal to enter the Twisting Nether no longer blocks ground units.
Halved the cast range of the Demon Call spell of the Eye of Sargeras, from 800 to 400.
The Sentinels (LB) no longer goes hostile upon the World Tree dying. The only effect the World Tree dying should have is a -15% Health and Mana pool debuff.
Removed Kurdran Wildhammer.
Fixed some intro text issues.
Naisha is no longer affected by the Priestess upgrades.
Improved Chakram on Naisha has been replaced with Evasion. Chakram has never been able to work properly and it also made Naisha's attacks deal 0 damage with an orb. Evasion will suit her tank role for the ranged-focused LB.
Removed Entlings.
Varimathras is now affected by the Nathrezim Elitism Mastery.
Fixed Healing Wave's tooltip (it overrepresented the damage healed). Healing Wave's amount heal has been reduced from 145 to 120. The decrease in the heal from jump to jump has been reduced however. The ability now heals slightly less overall but makes it harder to use it to help a unit tank, but it does help spread the heal more evenly across one's army.
Obsidian Statues will no longer show the Destroyer Form upgrade, as one is not able to research it.
Reduced Metal Goliath armor from 8 to 4.
Reduced Flesh Golem armor from 16 to 8.
Reduced the AoE of Disenchant on the Spirit Walker.
Fixed Orange being able to use Water Clone on Mechanical units.
Brought the Doom Guard's stats (the one summoned by Doom) in line with the built Doom Guards.
Upgraded Cold/Death/Flame towers will now deal more damage than their base towers. They did deal more damage overall before however because their attack speeds were faster. Attack speeds have been nerfed but are still faster than their base form. This has been done so average players are not confused about the strength of the towers.
Wind Riders now have True Sight.
Burning Blademasters and Fel Orc Kodos now have Backpack.
Fixed Frost Armor tooltip and hotkey.
Nordrassil can now train Wisps.
The trees around Nordrassil have been rearranged for various reasons.
The introductory text for each race in the quest menu has been disabled due to repeated outdatedness and tediousness in updating the information.
Fixed being able to land on Sunwell Plateau.b
Stormreaver Warlock hotkey has been fixed.
Made Ritual Mastery cost 200 more gold.
Reduced the AoE of the Firelord's Immolation.

Fixed the hotkey for Sylvanas' Silence. Silence's effectiveness on Heroes has been reduced by 4 seconds for every level.
Upgrades past 4/4 and Death's Infusion is no longer available for Blue. Blue can no longer research Destroyer Form. Blue will be able to research these things again upon going Forsaken.
Undead Sylvanas will now have Wind Walk instead of Soul Drain, and a new ultimate "The Dark Lady's Radiance". She also has a one time use ability to summon 6 Acolytes. 6 Acolytes instead of 4 will now spawn when the Forsaken spawn. 3 Undead Transport Ships will now spawn instead of 2.
Goblin Sappers will now have an ability that allows them to be invulnerable for two seconds.
Drek'thar's projectile attack has been fixed.
Troll Houses will train Troll Workers now.
The Voodoo Lounge now sells Vampiric Potions.
Golems have been redone. Flesh Golems will remain the same. Metal Goliaths will now be a Siege unit with a cap of 12, with 1200 HP now instead of 1500 HP, and cost 45 gold instead of 65. Metal Golems have been made into a weaker, but cheaper, variant to allow for combat use. Repair costs and times have also been corrected, which makes it a lot cheaper and faster to repair Golems, though this is how it normally should've been.
Magical Wrath Mastery will now give the Violet Citadel a Phoenix Fire ability.
Construct Mastery will give Metal Goliaths an ability to Self-Repair.
Arcane Mastery will now also affect Dalaran Elite Towers, Metal Goliaths and Flesh Golems.
Fixed Blacksmiths not counting as structures.
Removed the Rock terrain around most of Zul'aman's lake, and removed a tree on its northeast side.
Placed a Voodoo Lounge in the ruins of Shattrath City.
Magtheridon can no longer summon Defiled Fountains of Life.
Rape and Pillage Mastery replaced by Fel Blood Mastery, which increases the health regeneration of all Fel Orc units by 25%, and allows one to build a Defiled Fountain of Life (capped at 1). The Fountain can "unsummon" itself if you wish to build it elsewhere. The fountain in Shadowmoon Valley doesn't affect the cap.
Training Mastery will now give Human Archers the ability "Haste" - A Frenzy variant that increases attack speed by 50% for 5 seconds on a 60 second cooldown.
Purple can research the upgrade "Second Chance" at the Capital Palace to enable Resurrection for his Paladins.
Yellow's Marketplaces will sell the item "Brew of Divinity" now, allowing one to be invulnerable for a period of time.
The Disease Cloud Mastery now also raises the Meat Wagon cap by 2.
Ritual Mastery now allows you to sacrifice 5 Black Drakes at Auchindoun for a powerful unit. See Auchindoun for details.
Beast Mastery now allows you to summon an Entling unit at your Improved Ancient Protectors.
For the Grace of Elune Mastery, no longer will it give a HP regeneration bonus. Instead it will give a 205 HP bonus to Archers.
Priestess Mastery will now affect Tyrande by researching 3 levels of the Searing Arrows ability for her. A level of Searing Arrows must first be learned before it can work.
Arcane Empowerment Mastery will now increase Anasterian's Intelligence by 10 and give him two extra skill points to spend.
Instead of improving it's AoE by 20 per level, Nether Strike will now only increase by 10.
Added a third mastery for Blue.
Archer Mastery will now reduce the mana cost of Searing Arrows to 0.
Ogre Might Mastery will now give a 25% hit point bonus instead of a 10% one.
Stonemaul Champions now cost 72 gold from 60.
Reduced the mana cost of Corrosive Venom (a Gahz'rilla ability) by a lot.
Reduced the gold cost of Ancestral Mastery by 125.
Heavy Armoring Mastery renamed to Battle Ready Mastery. Battle Ready Mastery will now improve the unit Health Potion ability.
Outriding Mastery will now increase the cap of Stormwind Champions from 6 to 8.
You can no longer construct ships in the Netherstorm.

Fixed several tooltips and grammar issues at various places.
Made air creeps on Northrend (who are charmable) and Destroyers unable to attack CPs/Capitals.
Made Drek'thar and Kurdran Wildhammer into regular demi-heroes.
Fixed Rivendare's aura killing himself.
Dread Aura will always deal 1% damage, but the range increases by 25 AoE per level.
Scroll casting will take 10 seconds.
The Scroll of Town Teleport will transport 110 units from 100 (so it would fit 9 control groups and 2 heroes).
The Cleric's Frost Bolt can no longer target buildings.
Elite Archer's cap raised from 24 to 48.
Tichondrius' Finger of Pain can target heroes now.
Nerfed all levels of Garithos' Rally by 10%.
Elder Voidwalkers capped to 6.
Fixed DG having cheap Battleships available at start.
Fixed tooltip and hotkey issues
Battleships can no longer target capitals or CPs
Fixed Fog affecting Heroes
All level's of Rends Mirror Image spell will now only deal 30% damage, and the damage taken is now 160%/140%/120% from 150%/130%/110%.
Water Clone can no longer target Mechanical units.
Mannoroth will no longer spawn with a Scroll of Teleportation but will be able to summon Fel Peons.
Fixed Priestesses not being affected by Priestess Mastery
The Ogre Champion's Shockwave now has a damage cap of 500 from no cap.
Fixed most of the concerns listed in the forum thread.
Kirin Tor will have Light armor instead of Hero armor now, and their armor will be 6 and not 10 (their armor can still be upgraded with Power Infusion).
Arcane Missiles cooldown doubled from 6 to 12 seconds.
Fixed Red's Northrend buildings by the Azjol-Nerub Waygate being burnt.
Brann's ability Medical Expertise no longer affects Mechanical units.
The building immolation on the Burning Legion portal will not affect allies. This effect does not apply to the inside of the Twisting Nether. If one is blocked in, that means an ally is doing it, so you must unally them to automatically kill the buildings.
Fixed an Allies count issue with the Bloodpact.
Fixed a possible Allies count issue with Brown.
Fixed being able to block Scholomance from being entered. The Immolation radius of the waygate has also been increased to mitigate unsavory tactics.

Lowered Lich King Arthas' Starting Armor to 9, from 14
Raised Stratholme Castle's armor to 25, from 5, and buffed it's life.
Removed Impale from Ghazrilla, replaced with battle roar
Lowered Ghazrilla's starting health by 100
Nerfed Stasis trap, making it take 20 seconds instead of 10 for the trap to become invisible.
Nerfed Mirror Image significantly, with clones now doing only 50% damage at level 3
Nerfed Lightning Streak's damage
Nerfed the Movement speed component of slow, from 50% to 20% and 65% upgraded to 30% upgraded.
Kil'Jaeden's aura now targets ships and other mechanical units.
Buffed Spellbreaker Damage, attackspeed, and range slightly
Made Vari take Mal'ganis' level upon death
Removed Crusade Mastery, giving paladins about half of the buffs baseline. This results in an early game buff and a late game nerf.
Training Mastery replaces Crusade Mastery for Purple, which gives an evasion to Sergeants and a 75 HP bonus to Archers.
"Health Potion" added to weaker melee units some microability.
Buffed the defensive capabilities of Dwarven elite towers, and added a small command aura.
Removed Mana shield from lady Vashj, giving her Siren's Call.
Removed Dark Arrow from Rivendare, giving him Rivendare's Dread Aura.
Improved both the damage and manacost of searing light on Chaplains by 5.
Increased the manacost of healing wave, from 90 to 100, and increased the cooldown, from 9 seconds to 10. Reduced healing done, from 165 to 145.
Allowed the Lich King's Frost Nova and Charm spells to target mechanical units.
Improved Starting Values of Frost Armor.
Improved Death Knight's starting armor by 1, and starting health by 50.
Weakened Thanes Health, Regeneration rate, movement and attack speeds by a small amount.
Lengthened the time it takes to use a town portal scroll by 5 seconds, to 15 seconds.
Retooled Sylvanas, giving her souldrain instead of lifedrain.
Improved the antibuilding immolation aura inside of Azjol'nerub
Made Orange's mastery that buffed crushing wave buff Kirin Tor Lighning instead
Made Kirin Tor Lightning affect buildings, so that orange has some way to fight overpowered yellow towers.
Fixed DG's starting text that said that the player could make 8 champions when in reality only 6 can be made.
Made Fel blademasters no longer do 30 backstab damage upon windwalking.
Made Tranquility have a 3 minute cooldown at all levels
Vampiric Aura is now 5/10/15/20%, and only works for units the player owns.
Lowered Bloodlust's attack speed increase, from 40% to 30%.
Blood Frenzy mastery now only provides a 5% attack speed increase to all units.
Reduced the number of creeps in Durotar, the Barrens, 1k Needles, and Tanaris.
Limited LB's Guild Rangers and green's Elite Archers to 24.
Increased the manacost of sleep to 140; decreased its duration on heroes to 1 seconds, increased its duration on units to 18 seconds; increased the cooldown to 9 seconds.
Made Death Infusion no longer affect dreadlords, but made Unholy Strength and Unholy Armor properly affect them now.
Added unit inventories to Warden Guild units.
Increased the build time of frost Wyrms to 25 seconds.
Replaced Crushing Wave on Hydromancers with a Water Clone spell.
Fixed Aedelas Blackmoore's name (it was Aedalas) and made it so he can't be resurrected.
Buffed Aedelas Blackmoore's attack some
Added a basic cannon tower by Stromgarde's gate.
The Bloodpact being accepted will now unally Red and Blue from Teal and vice versa, and Pink with the two as well if applicable.
Limited the maximum number of Battleships for each race to 12.
The range of the Frigate has been increased from 350 to 450.
Unholy Beckoning removed from Mal'ganis.
Pillage will no longer show up for Blue's Fel Grunts.
Seeds of Regrowth costs 75 rather than 150 to buy now.
Scholomance can't be blocked off anymore.
Engineering Mastery will give Steam Tanks a Stasis Ward type ability now.
Grim Batol can no longer be attacked by sea.
Aerie Peak will have a range of 600 now.
Reformed the Kirin Tor. They now have Forked Lightning, Spirit Touch, and Ray of Disruption. Their regular attack also slows units in a small AoE.
Changed the Gilneas message.
Fixed intro issues.
Made Mana Shield defautly active for Dalaran's Elite Towers
Increased the collision of Druid of the Claws in Bear form
Blue now starts with Reinforced Defenses (An Orc fortification upgrade) researched.
Buffed Maiev Str/Agi stats slightly (2/1).
Training mastery made for Purple. Sergeants will have a 10% evasion, a healing ability, and Archers will receive a 75 HP bonus.
Increased the collision of Moonkin.
Fog (ability on Muradin) will no longer affect Heroes.
Mannoroth will receive a Teleport Scroll once summoned.

Addressed most of the concerns presented in this topic.

Fixed Kudran & the Gryphons being invulnerable after Ironforge dies.
Corrected the comma into a period for the force name "Sentinels. Druids" in the lobby screen.
Fixed Dalaran Tower hotkey
Fixed Baelgun's buttons
Arcane Recall will summon 14 units instead of 12 now.
Reduced Stonemaul Champion damage by 5, reduced health by 75.
Isle of Dread income reduced from 15 to 10
LB will only be able to train Hippogryphs now
Brown will only be able to train Chimaeras and Faerie Dragons (the latter now limited to 10).
Fixed intro message mentioning awlr.blogspot.com instead of diplomunion.com
Made Alterac owned by Blue (with appropriate tech tree matters done). Teal will start with 100 more initial gold to compensate. Blue has lost units at his Drak'tharon base. Drak'tharon will now be a 20g CP from 30g.
Buffed Grunt's damage by 3 and armor by 1.
Reduced the Spirit of Vengeance's base armor summoned by the Priestess from 5 to 1
Aerie Peak can research Storm Hammers now
Reduced Lich King Arthas' cleave from 40% to 35%.
The possibility of two Lordaeron Crowns existing has been fixed.
Fixed Drek'thar's hotkeys.
Starfall now needs level 10 to learn instead of 9, both Frostfall and Starfall have been nerfed to 60/85 damage, instead of 75/100 damage. Both now have only 2 levels instead of 3. Starfall radius reduced from 1000 on both levels to 800/900.
Lowered the maximum damage of the Bear form Druid.
Reduced the number of levels on (Great) Unholy Aura from 4 to 3
Reduced the number of levels on Conveyance Aura from 4 to 3
Removed Shockwave from Thoras and replaced it with Troll Brawling, a Drunken Brawler variant.
Nerfed the proc chance of Mighty Guard happening on each level by 5%.
Forsaken Red will spawn with 2 transport ships now (fitting exactly the # of troops he spawns with)
Removed the possibility where, if timed right, Forsaken Red could obtain Arthas.
Teal and Pink can now construct Voodoo shops, something more unique will be added in the future.
Removed the capability of Pig Farms to train Fel Orc Peons.
Troll Houses can no longer train Troll Workers, Trolls will be able to construct Great Halls now.
When Gilneas is taken it will also transfer ownership of any hostile units leftover, and the other Gilneas CP will be invulnerable until Greymane's Tower is destroyed.
Rivendare can no longer spawn if the Frozen Throne is dead or Red is Forsaken (incredibly unlikely to happen but a possibility).
Entangling Roots cooldown doubled from 8 to 16 seconds.
Removed the Troll Warlord from Zul'aman.
Added a Goblin Laboratory to Ratchet and Booty Bay
Removed the 5th level of Bash
Mass Teleport will now teleport 26/38 units instead of 24/44.
Nerfed the duration that Purge affects Heroes.
Made Stonemaul Keep unabled to be targeted by air units.
Easter Egg hunt has been disabled past killing Augur. The answer to the riddle "What is total paradise" could be solved by reading it as "What is total pair of dice" which equals 42 when you add up the sides.

Railen's work said:
-Fixed eat tree tech problem
-Buffed Dryad Base attack by 3 damage, improved attack cooldown from 2.0 to 1.8, and increased damage range from 500 to 600.
-Decreased the distributed percentage from .5 at level 1 to .4, and .65 at level 2 to .55
-Buffed Wrath, improving damage some and attackspeed/movespeed reduction to 15%
-Changed eat trees to require level 2 nature's blessing, no loner a timed event.
-Gave the Sentinels Kalidar and put a substantial base there.
-Made the Cenarion Hold Moonwell start at full mana
-Increased the mana cost of Sphere of Vengeance, Lowered duration of summoned spirits to 20 seconds from 30.
-Fixed seed of sacrifice level 2 not sacrificing fast enough
-Increased base armor of Druids of the Claw (NE form) by 1, to help them survive ressurection or otherwise.
-Added a wisp with Shandris.
-Ogrimmar gives 40 more food, AND is moved further away from the coast.
-Prevented siege from attacking Stratholme from that one point
-Added Barkskinned ability to bear druids, requiring bonding mastery. Barkskinned reduces ranged piercing damage to bears by 10% and gives a 10% chance to deflect ranged attacks altogether.
-Made the Felwood wisp spawning event now spawn 4 wisps for both Night Elf Factions.

EagleMan's Work said:
-Made Drek'Thar owned by Pink
-Removed Hunter's Halls ability to upgrade into Chimaera Roosts
-Fixed Mastery issues with Brown
-Changed "Has left the game" to "has left the game".
-Cyclone can no longer target heroes.
-Moonkin now take up food.
-Made Blue not able to research Exhume Corspes until he is Forsaken (and also has access to Meat Wagons at that point).
-Rotated Demon Gate III in the opposite direction.
-Readded portal immolation to Blue's Twisting Nether portal (not sure how it got removed).
-Corrected "Scoruge" in the team names in the lobby.
-Made it so Sapphiron revives even if killed by Blue. Red will still own the unit however.
-Removed Blue being able to convert Sylvanas into Undead if the Legion is summoned.
-Blue's Great Demon heroes will be neutral invulnerable until summoned.
-Moonwells will have Replenish Mana and Life be on autocast now.
-Removed a Myrmidon from Dread Isle.
-Removed Xavius' Dark Arrow ability that made killed units into Satyr Soulstealers.
-Increased the mana cost for transforming into the Moonkin and Storm Crow forms from 50 to 125.
-Replaced DG's guard tower at the Karazhan bridge with an Improved Cannon Tower
-Replaced Teal's Improved Watch Tower nearest to the Outland Portal with an Improved Boulder Tower
-Removed the Advanced Watch Tower 2nd nearest to the Outland Portal
-When Silvermoon dies Kael will spawn with the experience of Anasterian. Vashj will spawn under Green's control now with the experience of Sylvanas. Both Sylvanas and Anasterian will be removed from the game. If Silvermoon is killed now, Red will automatically be eligible for Forsaken. Red won't get the UD Sylvanas unit in this scenario though.. Kael will also additionally start with a Scroll of Teleportation now.
-Holy Light can self target now.
-Force of Nature no longer requires trees and the hotkey has been fixed.
-If the Black Temple dies Thoras Trollbane will become revivable.
-The cast range for Shockwave has been decreased from 600 to 450.
-The Chimaera's splash damage has been reduced to the same splash radius as siege units.
-Reduced cost of Mountain Giants from 34 to 32.
-Magtheridon has a new spell: Summon Defiled Fountain of Life. It is an innate ability and not levelable. It has a high mana cost and high cooldown and can't be used at level 3 barring one investing in Attribute Points.
-Magtheridon will become revivable if both Ironforge and Stormwind is dead. Due to possible revivability and the Fountain spell, his Resistant Skin ability has been removed so one of his spells won't get blocked out.
-Reduced the critical damage bonus on Ice Troll Brawlers from being 2x damage to 1.5x damage. Ice Troll Brawler base damage reduced by 4, and their armor will now be Medium instead of Normal (same thing but different icon, Normal had the Light Armor icon).
-Removed AoE damage from the Lich King (not sure why he had this with Cleave..).
-Corrected the inner Scholomance CP to its proper value (was 15 now 20). Red's income was unaffected by this but players who captured it were affected.
-Ragnaros will start level 1 instead of 2 and his base damage has been reduced from 105 to 70.
-Hydromancers now cost 22 gold from 20. Orange can do perfectly fine without them as I know. If you guys keep spamming them into oblivion I'm going to have to nerf them more than is justified by balance. Just a warning.
-Keeping Thrall after accepting the bloodpact has been fixed.
-Removed the third level of Druid of the Talon training as it would give Talons too much mana/regen. -Moonkin will now be obtainable through the Druidic mastery.
-Reduced the AoE of Words of Protection from 500 to 300.
-Riflemen, Gryphon Riders and Mortar Teams will now use the Iron Plating upgrade. Yellow can no longer research Leather Armor.
-When Nordrassil dies all Sentinel and Druid units will lose 15% of their maximum hit and mana points.
-Removed the upgrade Magical Power. Kirin Tor will no longer need an upgrade to do normal attacks.
-Changed Priestess build hotkey to E from T.
-Fixed a bug where all Guild units were affected by Priestess training and received its associated bonuses.
-The Tomb of Sargeras will only open now when a level 10 hero approaches the waygate.
-An easter egg hunt has been put in the map with a reward for those who solve it. It is not something that can be done early game. rararara.

Fixed the Theramore Event occurring every 15 minutes
Fixed issues with the Silencing Shot ability
Fixed an event issue with King Arthas, Terenas has to be alive for it to activate now
Fixed an issue with two Arthas' being able to exist in the game simutaneously (King Arthas and Evil Arthas)
Infernals will be able to be trained now at Demon Gate III to a limit of 8. All Infernals are also affected by upgrades now.
Doom Guards will have a limit of 8.
The Rain of Fire on the Eye of Sargeras will have a max damage per wave of 600.

Eagles target list fixed (can no longer attack CPs/Capitals).
Fixed Outriders not being affected by the Outriding Mastery (SW Champions were fine)
Sapphiron can no longer attack CPs/Capitals
Nerfed Kil'Jaedens ultimate
Theramore works now
Nerfed later levels of Impale
Fixed the infinite Ankhs on Azshara bug
Gave Mountain Giants medium armor back
Fel Kodo Beasts will be able to be upgraded now
Eagles now limited to 9 instead of 12.
Replaced Defend for Charge on Dwarven Warriors
Blue's Satyr units (excluding Xavius) in Felwood will now start with 0 mana
Made the center tower in Blackrock be a regular Boulder Tower
Nerfed Ancient Power (the lifesteal/damage ability on Naga Royal Guards)
Updated the Quest text to match the starting text
Fixed a bug where Night Elves did not receieve correct income. Mount Hyjal (25g) counted as a 20g province. It now counts for 25g.

Fixed Purple's Resurrection on his Silverhand Paladins not appearing
Fixed a bug with the Multiboard with the ally count if Pink went Bloodpact while unallied to Gray or allied to Teal
Fixed a bug with Gryphon Riders at Aerie Peak not transferring ownership
Made all the demis/elites I could find/remember suicidal so they can't be charmed
Made Divine Shield on Purple's Paladin's be 70 mana instead of 120 mana
Made Greymane's Keep able to train Elven Workers and use Militia call for regular human workers
Buffed DG's Footman variant to have 510 HP from 480, gave the melee Defend, and cleaned up the unit to just look nicer.
Gave Attribute Bonus as a learnable skill for Baron Rivendare
Removed a few creeps from Northrend
Fixed some bugs with Arthas being level 12 and going evil
King Terenas will now be an invulnerable neutral unit that sits outside the Palace. If the Palace dies, he does also, and he will drop the crown. If Arthas visits Terenas after becoming level 12, he will die and the crown will drop. He will be the same except he will gain more slightly more stats per level (and so will get more stats upon this event).
Reduced Arathor Outrider attack speed
Gave Kargath his old model back
Gave Lich King Arthas a special model
Deleted the Airship & Bombarder units and their models, and the model for the outrider (last one took up the most space of anything) The game will only be a fraction bigger than 1.58, and smaller than 1.57
Outriders will now be a red tinted Bandit Lord model
Stormwind champions will now use the Knight model
Made Draenei Demolishers like normal siege, with their AoE reduced and a cap of 6.
Reds can activate Plague again at 10 minutes, but it will automatically activate regardless at 15 minutes. Theramore will go to Orange 5 minutes after the Plague activates.
Nerfed the Legion's Breath of Fire
Gave Muradin Breath of Fire back, in place of Thunder Clap, which Magni already has
Fixed a bug with Holy Nova where Level 1 would do 300 Target damage which is what the max level is supposed to do.
Gave Fel Grom Wind Walk back
Nerfed First Strike to 30 damage instead of 50 damage (ability on Arathor Outrider)
Fixed some hotkey issues
Buffed Fel Grunt HP by 80
Replaced the Improved Spirit Towers inside Scholomance with regular ones
Removed the Meat Wagon from inside Scholomance
Gave Meat Wagons their normal HP again (420 to 380)
Made Icecrown (by the Lich King) have the same anti Shipyard mechanic as Caer Darrow does
Removed Murloc creeps on the coast of Dalaran (NOT Fenris Isle)
Reduced High Elven initial harvest capability from 20 to 15 wood
Arthas must only be level 12 (rather than 15) to become the Lich King now. The Lich King's abilities have been slightly changed (no new abilities though).
Yellow will no longer be able to make Water Tanks, and can now construct Shipyards.
Deleted Khadgar
Buffed Ice Troll Brawler by 10 HP to 700 HP (Regular Troll Brawlers have 695 HP)
Gave Varimathras the Attribute Bonus ability
Fixed Blue's Forsaken not being able to research Ship Upgrades
Fixed a tech tree requirement for Storm Hammers
Xavius will always regenerate health rather than at night time now
Redid the Stormreaver Warlock, they will have a limit of 12
Gave Spell Breakers back Spell Immunity
All Draenei units will function off of Naga upgrades instead of having a separate techtree
Added Menethil Harbor
Fixed Inventory issues for transforming units (ones that morph or submerge)
Made Mountain Giants have Heavy armor
Removed Eredar units' splash damage
Blue's units will be fully affected by attack/armor upgrades now
Made Orange's heroes benefit from Power Infusion
Rivendare will now benefit from Death Infusion
Made both Fel and Non-Fel warlocks have 335 starting HP (a buff from 300 and 325 HP respectively)
Increased Varian's base movement speed
Reduced Ogre Champions' max attack damage by 4
Reduced the movement speed of Misha
Made Holy Armor the default active ability for Purple's Clerics
Water Elementals will be able to walk on water now
Ship upgrades are now capped at 4/4 instead of 6/6
Slightly reduced collision size of Thanes
Due to technical issues with making a dual unit cap the Crypt Guard is removed from the game until further notice
Light Blue now has a limit of 6 on Glaive Throwers, the one at Hyjal Summit is removed so people don't have to go looking for that last one
Blood Frenzy Mastery will now affect all Fel Orc units as stated (Heroes not included) Units affected are Fel Peons and Fel Orc Warlocks.
Reduced the stun duration on Heroes of Firebolt
Thoras Trollbane will start out level 2 rather than 3

Gave regular archers back Aimed Shot as they should have.
Added back the Scarlet Monastery, it doesn't have any purpose, it's just there to be there (it can revive heroes however)
Fixed Maiming Strike which would buff enemy movement speed and on level 3 their attack speed
Reterrained the southern part of Khaz Modan slightly so siege can't hit Stormwind anymore
Hippogryphs can be dismounted now (no it does not allow you to have infinite air if abused right)
Gave Silverhand Paladins a 3 man Resurrection
Light's Crusade Mastery will now additionally give Paladins a 200 HP bonus as well
Hearthglen (and the Scarlet Monastery) won't go hostile when the Capital Palace dies now (Hearthglen is the city north of Andorhal)
Green not being able to research Feint fixed
Aimed Shot will be researched at the Blacksmith
Orgrimmar will not establish until 2 minutes after Thrall has arrived, but it will also construct a Spirit Lodge and Barracks.
Fixed the pathing at the back of Dalaran
Edited Absorb Mana on Green's Blood Mages so that it has a cast range of 500 from 900, absorbs a max of 200 mana, and has a 45 second cooldown now.
Moved Dark Summoning to be in the second spell slot, and that slot has switched to be first. This affects Archimonde, Kil'Jaeden and Azshara.
Fixed Red and Blue's Mastery building going hostile when they go Forsaken. Blue will be able to research Red's Masterys once he has gone Forsaken. This means Blue will also be able to make Death Knights/Crypt Guards now.
The Tomb of Sargeras will open after 10 minutes and 20 seconds game time. It will display a message to Brown informing him of this. Regular players can just use the Plague text appearing as a way to know the Tomb is open.
Hopefully fixed the zombie conversions, where they remain in control of the player who's unit was converted
Arthas now only needs to approach the Lich King (on the floating ice or landing on the base) when he's level 15 and in Death Knight form to become the Lich King, instead of killing him. The Obelisks being dead are not required.
Deleted the Crypt Guard model
Increased movement speed of Tichondrius and Mal'ganis by 10
Made chance to convert 1.3% instead of 2%
Added a limit to Faerie Dragons of 10
Added an Ancient of War to Eastern Ashenvale (by the fountain)
Gave Fel Grom a new spell, Slice and Dice, which has a 35% chance to deal 20/30/40/50 damage to nearby units, replacing Wind Walk
DG can only have 6 Stormwind Champions now, instead of 8
Added a Shadow Hunter to Echo Isles
Gray and Pink will unally again if Pink takes the Bloodpact
Dragon Turtles will have a limit of 12 but they will build faster so one could still defend their base but not be able to go rape other bases quite as easily, and cost 24 gold now versus 33
Redid/reordered Mograine, he's still very recognizable though
If Stratholme dies to anyone Arthas will go to Red (except if the Lich King is dead). If not Purple will keep Arthas.
Dark Minions from Dark Arrow will benefit from Death Infusion now but no longer reincarnate
Made Plague automatic at 10 minutes and Rivendare will spawn inside Scholomance now
Renamed Human Battleship/Frigate/Transport Ship to say Alliance instead of Human
Added the World tree invulnerability mechanic back, except it will function off of two Altar of Elders in Darkshore and Moonglade, but both will be vulnerable, and if both are killed, the World Tree will be vulnerable.
Fixed Advanced Ancient Protectors not being able to be targeted by Air units
Fixed Summoner's Cripple being available at start
Made Death Knight's cost 100 gold again
Fixed Death Knight's Death Pact which gave them 150% health instead of 100%
There will only be 4 levels of Death Infusion now, instead of 5
Gave Kirin Tor spell immunity (they can still be healed by Heal/Chain Heal)
Made Knights for Purple cost 26 gold now
Cavalry Mastery will now give a small movement speed bonus and a spiked barricades effect which returns 4 damage to attackers (along with charge, but no more cost reduction)
Rexxar will start level 2 now
Nerfed Axe of the Chieftain to 50% damage bonus instead of 65%
Made Vol'jin his old model again
Reduced Outrider movement speed by 30 and base armor by 3
Replaced Kel's Mana Flare with Frost Armor
Made Animal War Training cost 100 gold
Removed the extra damage from Frost Arrows for Elite Archers, they dish out enough damage as it is and already have unlimited mana with Brill aura, but if I buffed mana cost it just gimps you without Anasterian (or Jaina I suppose)
Raised Paladin's Mana to 425 from 300
When Stratholme dies to anyone now, if Arthas is dead he will become a Death Knight as normal, if alive Red will gain vision of him and Arthas will go Undead once he dies (unless he is level 12 or higher, a weak symbol for him being "King" now due to game progression, or just him being powerful enough to not need Frostmourne) All this will happen only if the Lich King is alive.
Made the range on Footman (Ranged), DG's spearthrower unit, 450 from 350.
Gave Gahz'rilla a new spell to replace Bile Attack which never worked for reasons I'm unable to discern
Fixed many abilities where you could double spend points in them (ex a level 4 hero could have 3 points in one ability or a level 2 hero 2 points in one)
Made Silverhand Paladins' Divine Shield last 10 seconds instead of 8

Fixed Mastery Building's ability to be teleported to
Removed Red/Blue being renamed upon going Forsaken
Reversed button/hotkeys of Explorer's Flare and Flame of Baelgun
Removed changelog from quests (most will be too big to fit in and I don't want two "quests" for the same changelog)
Extended Thunder Bluff's Command Aura radius
Fixed a food glitch for Forsaken Blue
Blue can train Frigates/Bships when he goes Forsaken
Removed Auchindoun's aura
Farms will give 6 food instead of 5
Slightly increased intelligence per level for Magni/Muradin
Reduced Entangling Roots max duration on a hero from 7 to 5 seconds
Reverted Elite Archers back to 1.55 status (except Improved Bows no longer affects them)
Fixed Red's intro text concerning the Sunwell and Lich Kel
Gave Arcane Towers Magic damage
Buffed Power Infusion to 100 from 50 hp and reduced lumber upgrade increments by 25
Removed Dalaran being dead as a requirement to flee to Outland with Kael
Decreased range bonus on Headhunting mastery by 250 to 150 range
Fixed Zul'jin bugging out with the World Tree healing him
Units with Disease Cloud only convert to Zombies if attacked by Red or Blue now
Removed Improved Bows and Marksmanship from affecting Guild Acolytes for LB
Fixed Destroyers not upgrading
Fixed Crypt Guards not upgrading
Dalaran Towers and Dwarven Keep Towers will now upgrade from the Scout Tower
Fixed Blood Infusion (Green's BElf Mastery) not affecting units
Nerfed normal Arthas' ultimate, Indignation
Thanes will train at Barracks now, no longer at Ironforge however
Fixed the Deeprun Tram not giving income, and now if one dies you can't still use the other one's waygate. If either entrance dies the income is lost for both players.
Fixed inability to repair capitals
Gave Purple Improved Cannon Towers instead of regular ones at Stratholme
Fixed Sunwell event, it will only trigger when Red or Blue owns it
Fixed Kael's spell, scrapped the intended spell for him since it would not work for whatever reason
Increased movement speed of Corrupted ancients to be on par with uncorrupted ones (40 to 80 movement speed).
Made the mana cost for Book Summon of Legion be 410 so only heroes do it
Buffed HP of Green's special mastery towers
Made a Blood Mage unit available at the Arcane Sanctum when Green researces the Empowered Magic Mastery
Elven Footmen (renamed to Warriors) will have Heavy Armor
Defend's research cost has been reduced from 150 to 75 gold
Made the Knight from Purple's Mastery cost 26 gold now from the previously reduced one of 29

Fixed Ice Troll Mastery
Fixed Ancestral Mastery
Limited Undead Air for blue as well
Replaced the Mask of Death with an adjusted Staff of Silence (the item drops from Ragnaros)
Removed buying items from Ironforge (upgrade too) and it drops again. 70% chance for shield, 60% for sword, 50% for gloves.
Changed hero icon orders for most
Made the Zul'aman boat a regular Transport ship, the ones you buy from Goblin merchants
Gave Jaina a one time use Mass Teleport spell called Exodus when Theramore procs that can go to any CP, (preferably Theramore). Teles 36 units.
Reduced Ice Troll Berserker (renamed to Ice Troll Brawler) collision
Gave Yellow another starting Mortar by the Loch Modan CP
Slightly increased gold costs of Boulder towers
Made Adv Watch Towers in Blackrock to regular ones (inside tower is the same)
Gave Vol'jin the Shadow Hunter model
Renamed Blood Elf Lieutenant to Blood Elf Warrior
Gave Spell Breakers Resistant Skin instead of Spell Immunity and reduced their cost from 21 to 17 gold
Made Elite Archers into Rangers with stats adjusted trainable from Silvermoon with a limit of 8, a 10 damage Orb of Annihilation will replace Ice Arrows
Aimed Shot is now auto available on Rangers and removed from Archers
The Sunwell has a 8700 range healing aura now (which is the entrance to Quel Thalas), and is now capturable and when captured becomes the dead Sunwell. Red will now use this for his event to revive Kel'Thuzad (he must be dead when it's captured, so no more item either). If Green recaptures it he can reupgrade it to be normal again (only Green). If Red takes it while Kel is alive, he can kill him then retake the Sunwell and it will work.
Silvermoon Ballistas are now Elven Ballistas and trained at the Barracks with a limit of 6.
Ranger Mastery is now replaced with Masonry Mastery which allows you to upgrade into Flame Towers (which will have Burning Oil), Cold towers and Death towers and your Improved Masonry/Improved Lumber Harvesting will be fully upgraded.
Shipyards can no longer be constructed near/by Caer Darrow.
Fixed income bug with Gilneas
Reduced cost of Rifleman from 21 to 17
Reduced cost of Dwarven Warrior from 23 to 19
Fixed (hopefully) Frost attack for Dwarven Warriors
Removed two Guard Towers on unreachable terrain in Stormwind and move them down to replace the basic Guard Towers
Increased the range of Stormwind Cannons by 100
Buffed Meat Wagon HP to 420 from 380
Removed the player renames for Pink going Fel/Green going Belves as it's an awkward fit unless everyone else was named as well
Replaced Banish on Kael with a spell called Arcane Blinding which is an AoE Curse+Movement Slow
Added back Destroyers, removed Devour Magic from Obsidian Statues, reduced Spirit Touch and Essence of Blight to original mana cost which is 2.
Removed casting time from Flame Strike
Buffed casting range on Siphon Mana to 800 from 600
Reduced Mountain Giant Collision and reduced cost from 43 to 34 gold
Made the cannon towers at the back of Gilneas into Improved ones
Added a Bestiary to Dustwallow Marsh
Made Kodo Beasts (+Fel ones) affected by upgrades
Made Kael start out level 5 instead of 3
Added an Essence of Blight spell to Yellow's Taverns (Taverns won't be buildable for now)
Replaced Red's Apothecarial Mastery with Dark Magic Mastery
Increased the number of corpses the Graveyard holds from 5 to 10
Reduced Dragon Turtle siege damage against buildings by a lot
Buffed health of Archers to 350 from 340

Fixed Orange's initial income to 65 from 50
Revamped Rexxar
Removed Korgall, Pink will start out with Rexxar
Pink will no longer have access to Ogre Workers for the sake of cohesion, Pig Farms will train Fel Workers now. However Stonemaul will keep the Pig Farms it has (they will no longer be constructable by Pink and no he won't train Fel Peons)
Peons will make Ogre Barracks now
Reduced Druid of the Claw cost from 25 gold to 18 gold
Replaced Mana Flare on Antonidas with the old Arcane Missles
Kel'Thuzad now has Mana Flare in place of Necromance
Removed Dark Trolls being hirable and starting ones, no units will replace them on the Ancient for now, but the free button space means they can be uprooted and moved now.
Added Call to Arms back to Purple/DG capitals
Added the Dirk of the Beast to Xavius, which adds 10 bonus damage and if a unit dies under the effect summons a (basically) permanent Satyr Soulstealer. The item itself is just for looks and can't be dropped (or on death) and the spell will be start autocast and replace Firebolt.
Druidic Mastery now no longer restricts Morphed spells on the Druids if unresearched. If researched you may again use Moonkin from the Druid of the Talon instantly.
Battle Stations/Stand Down hotkeys fixed
Removed the rocks in Dalaran as they really don't serve a purpose, but if buffed they will also be a problem with the fact that Seeds of Regrowth restore them
Added just a couple more units to LB's starting forces around his area
Made the Greymane Wall into an actual gate instead of a destructible, it will be better than a regular gate but cost more to repair proportionally
Portal Immolation added to Netherstorm Waygate
Added info to Sunstrider sword that you can hurl firebolts with it
Fixed units in Theramore
Fixed Jubei hero inventory
Fixed Chaplains Searing Arrows to Searing Light
Empowerment Mastery will now make Paladins have a shorter CD for Holy Light (8 to 5 seconds)
Fixed Mana Burn TT for Illidan (It was named Scout?)
Gave Couatls a short Tornado and reduced their limit to 4
Added Summoners with a unique spell set to Naga, a limit of 24, true sight (so that Azshara's spell set isn't screwed over if you get all 4 abilities)
Reduced the cost of Thanes from 45 to 35 gold
Lunar Mastery now adds two Skill Points to Tyrande and Naisha, meaning they can learn 2 more spells or levels of a spell
Nightfall was removed from Tyrande as if she had all spells researched, one would be blocked out of view
Reduced cost of Troll Workers from 10 to 7 gold.
Vitality of the Old Gods now gives Azshara an Ankh if she is alive
Replaced Immolation on Illidan with Cursed Vision of Sargeras
Added the Troll camp back inside Quel Thalas but it is under the control of Gray
Thunder Bluff will now train Tauren also. There will be an upgrade named Age of Prosperity which Gray can use to research Pulverize and Spirit Walker training free of charge after the 300 second upgrade finishes.
Removed 2 Ogres in Stonemaul to compensate for Rexxar
Removed Bash and reduced Splash damage on Eredar Warlocks
Added a shipyard to Darkshore
Made Empowered Renewal heal faster rather than just extra cast range
Gave the Scepter of the Queen a heal/mana restore in lieu of the dispellable hp regen effect
Conveyance Aura now gives .03 (and increments of .03) % bonus attack speed. Renamed it Valor Aura.
Added a Battleship to the bridge of Theramore
Ice Troll Alliance Mastery added, requires Gundrak, if researched you can train Berserkers at Barracks instead of Brawlers
Orgrimmar will give 20 income as stated now
Orgrimmar will auto build upon Thrall's landing (even if it wasn't instantaneous in lore) but the CP has been moved south of the rocks and the creeps above them removed.
Removed Ensnare requiring Fletcher's Mastery as this gimped a lot of creeps and wasn't adding content to Nelves but just regranting them what once had



Keywords:
Azeroth Wars, Azeroth, Wars, LR
Contents

Azeroth Wars LR 1.67b (Map)

Reviews
11:03, 25th Jun 2009, by Rui(#5): A map that would accomplish a lot if only its authors ever listened to the right people. Even pros and cons, from which we emphasize the excellent terrain and the horrible balance. Reviewed, 3/5 (Acceptable).
Level 11
Joined
Aug 25, 2009
Messages
1,221
I gots an idea for Trolls, but im sure this was already tossed around...
The trolls do not start with Gaz'rilla ,but he can be summoned if he brings chief urzoc (Troll chieften of the Sandfury) to the troll temple in the hinterlands, get the malat of Zul'farrak and bring it back to Zul'farrak.
But, if they dont want to get Gaz'rilla , they can get Hakkar by summoning him. To summon him, the trolls must bring a Hero unit (Jammal) to Zul'gurub, then he can cast an ability which takes 2 minutes. after the time Hakkar will be summoned. He cannot get both Gaz'rilla and hakkar. Also, an idea for Zul'aman. Mabye make it like Gilneas, theres a big wall and a big tower and you need to kill them both to conquer Zul'aman, but if the trolls conquer it, the trolls get Zul'jin. eh? EH? EH?
 
Level 7
Joined
Apr 13, 2009
Messages
101
I gots an idea for Trolls, but im sure this was already tossed around...
The trolls do not start with Gaz'rilla ,but he can be summoned if he brings chief urzoc (Troll chieften of the Sandfury) to the troll temple in the hinterlands, get the malat of Zul'farrak and bring it back to Zul'farrak.
But, if they dont want to get Gaz'rilla , they can get Hakkar by summoning him. To summon him, the trolls must bring a Hero unit (Jammal) to Zul'gurub, then he can cast an ability which takes 2 minutes. after the time Hakkar will be summoned. He cannot get both Gaz'rilla and hakkar. Also, an idea for Zul'aman. Mabye make it like Gilneas, theres a big wall and a big tower and you need to kill them both to conquer Zul'aman, but if the trolls conquer it, the trolls get Zul'jin. eh? EH? EH?
Meh, it's easy to spout out lore. That really wouldn't be a viable event for a game considering that the Trolls have to fight on Kalimdor already. So we should add two demis who can die forever, to unlock events which are unlikely to happen (or if they do Gray is sacrificing the rest of his land to take the time to do this) to get a hero he already had (Gahz'rilla) or a hero to replace that one. Plus removing the usually short lived income bonus of Zul'aman?


Also Worgen wouldn't fit very well either, but before I even consider Cataclysm lore I'm waiting for the actual game to come out so the details are there. The Worgen curse may not have even been here at this time, who knows, maybe it was even post-WotLK, which is a long time away from the roughly RoC starting point of the game (except Southern Eastern Kingdoms, which was completely ignored by WC3).
 
Level 23
Joined
Nov 17, 2008
Messages
17,315
Worgen in Lordaeron were summoned in the Third War by Arugal, who tried to defeat the Scourge with them. However he failed, and the worgen took control and cursed much of Silverpine forest, along with Gilneas. Since the third war Gilneas was in a war inside it. The worgen were killing each other and the uncursed, the last standing humans tried to find the cure and so on. So you can make Gilneas like this:
Gilneas is under control of worgen creeps, who control the Greymane tower. When you destroy it, Gilneasian humans and worgen who control themselves will join you for ending the war, and saving them.
 
Level 11
Joined
Aug 25, 2009
Messages
1,221
I dont think I explained my idea well enough... Gaz'rilla will be much stronger, but you need to atain him through the events as stated.. and hakkar is also as powerful as Gaz'rilla but in a diffrent way (armor, attack, spelles, ect) and the point of making Zul'aman a place were you need to capture is because the CP will have more gold, and the hero is stronger for Gray. Gray does start off pretty strong, and even with a pro lb I can easily take over kalimdor.
 
Level 23
Joined
Nov 17, 2008
Messages
17,315
Too bad that Akama's draenei arent a chosable race.
The fact that join Illidan is quite good, however they could have been a player.

But since it would unbalance the game, I understand why you didnt put them as a beggining race for some player.
 
Level 7
Joined
Apr 13, 2009
Messages
101
Too bad that Akama's draenei arent a chosable race.
The fact that join Illidan is quite good, however they could have been a player.

But since it would unbalance the game, I understand why you didnt put them as a beggining race for some player.
Yeah we are thinking about removing Naga to split Night Elves. The Sentinels and the Druids. The Sentinels could have an evil path with Illidan, or other races like Green or Teal could join in on the Illidari. It's vague concerning that at the moment.
 
Level 23
Joined
Nov 17, 2008
Messages
17,315
Neat. So they will be freeing Illidan? And what about naga? They will be creeps?
Illidari are awesome, too bad Illidan is crazy in WoW, so he would ally with Horde, Alliance and Sha'tari, and be a normal guy.

Also, why isnt there a way for blood elves in Outland for getting some new race too?

BTW, you could have made some ancient draenei buildings in Shattrath that can be captured if Akama enters Shattrath.
 
Level 3
Joined
Feb 13, 2009
Messages
68
Hi, i have a problem, when i save the game in a 1 player game, then when i try to load it, it says that it can´t load the game due to the fact that the file is "corrupted" or "damaged". Could you help me with that?
 
Level 3
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Feb 13, 2009
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Yes, i am using the 1.24b, i played as High elves, thrall's horde and trolls. TY doctor super good, i did not know that. Ah, and something more, why the Skeleton mages have mana? they don't have spells, And when i capture Gilneas as the High elves, i cannot train units at their barracks or the Greymane's fortress, why does this happen?
 
Level 7
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Yes, i am using the 1.24b, i played as High elves, thrall's horde and trolls. TY doctor super good, i did not know that. Ah, and something more, why the Skeleton mages have mana? they don't have spells, And when i capture Gilneas as the High elves, i cannot train units at their barracks or the Greymane's fortress, why does this happen?
They had mana because I wanted to include Frost Armor in the game but Avrion kept removing it I guess. And you can't make those units because they aren't in your allowed techtree (Knights, Sergeants etc.).
 
Level 2
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Feb 12, 2009
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The map is good but I found that the Lich King model dosen't fit and we have some other Lore issues. We have one in hiveworkshop by General Frank through.

Link

And here's the icon:

Link

Just give credit to General Frank for this model.

Also Ner'zhul should have four oblisks. Either resize the Oblisks or re-edit Northrend to fit them.

Furthermore. In WC3 the humans don't go to kalimdor until after the destruction of Strathlome. You should have Theremore availabile to Dalaran after Strathlome is destroyed and Arthas gets corrupted.


Finally you should be able to obtain hakkar as the trolls.
 
Level 23
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xie323, good points. I also disliked the fact that Theramore is established after 15 minutes, and not after destruction of Stratholme or Dalaran. Hakkar is also needed, though then they will be overpowered I think.

Also, why after the destruction of Dalaran all its surroundings still belong to the Kirin Tor? I think that everything should go neutral hostile, except Pyrewood village and Dalaran dungeons. And then get Theramore as new home.

Another thing: Why isnt Black Temple capturable? It really sucks if you destroy it, because doodads that were put there to be part of it remain. Plus its Illidan's main stronghold, how can he destroy it? Black Temple should be capturable, it would please Illidari, blood elves, draenei and Stormwind greatly.
 
Level 11
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xie323, I'm not sure if you have read all the comments, but if you did you might have gotten a slight idea that the makers of the map have to cheat the lore a bit to be balanced. I, honestly think the lich king model is fine. Though, I see a lot of people complain about it. I could try to make a short skin of Arthas, mabye make a lich king helm attachment. And I just thought of this theory recently, let me just spew it out.

In warcraft III games such as this that take place in an entire world (in this case two, Azeroth and Draenor) the choices for what the 12 players must be made carefully. The idea of the Draenei being playable would be smart for just a Draenor map, but as Draenor and Azeroth there isn't enough room for that kind of thing. I first thought it would be cool to have the Silithid as a player, but they are a minor character to the entire map (I know they are huge to the lore) then I had the idea of the Old Gods being a player, and even if you made it so the old gods must be summoned it would be increadibly rigged. It is fit that players are put to use as Major characters at this point of the timeline, for there is not enough room for characters that are minor, though important to the lore.

Also, I can make custom spells to a degree, to which they would prolly not be high enough quality to be posted on the hive, but may still qualify as custom spells, for example. Blood Tap: The Death Knight taps his blood, dealing 90 damage to himself and healing surrounding allys for 50 life points.
I can make those kind of spells that only make it work to be a custom spell, but not fancy with a bunch of effects. I could make a few for the heroes, not that your spells are good, but a lot of them are just normal spell copys with new icons, and sometimes range diffrences (Like that one ability for the Chieften of the Blackrock Clan, I'm pretty sure it was just a melee version of Storm bolt)
 
Level 7
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Old God player would be nice.
I also had planned a Draenor Wars LR thingy, even done the beggining of terrain for it.
That'd be cool to see but you don't have to name it LR, this map only has it because it basically remade an old map who's author had just disappeared.

And yeah Evil you basically you've got it pegged down pretty well. Thanks for the Banshee issue though no one else has told me this.
 
Level 7
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why did you take away so purple can go evil
It screwed over game balance, especially since it was an event that typically happened early on. Orange and Green literally had no chance if it happened (unless both Purple and Red were below average players) and that's just not good gameplay; being automatically screwed over early game and not being able to do anything about it.
 
Level 23
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Yeah, it made purple's game interesting, and gave another way to survival and power, but it screwed the balance.

Eagle, I thought about making three kinds of Draenor map - before the Dark Portal, in the Second War(Beyond the Dark Portal) and in my semi-related reality of Afterstorm, which is based after the Second War, but Draenor never was destroyed in it.
 
Level 2
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Feb 12, 2009
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25
Um....I got a problem with 1.57.

When you kill Kel'Thuzad he dosen't drop his ashes and therfore can't be revived at sunwell.
 
Level 3
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Eagleman explained that in the 1.56 changelog, you need to destroy the Sunwell in order to revive Kel'thuzad. And i agree with Alagremm, Theramore should apear after more time, and the black temple should be captureable. Why is a unit named THE Creator in Badlands, is it just a decoration? Ah, and could you tell me please why the nagas at northrend aren't allied with the Naga, sorry if it's a stupid question, i just want to know. Keep the good work ^.^, liked it.
 
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Eagleman explained that in the 1.56 changelog, you need to destroy the Sunwell in order to revive Kel'thuzad. And i agree with Alagremm, Theramore should apear after more time, and the black temple should be captureable. Why is a unit named THE Creator in Badlands, is it just a decoration? Ah, and could you tell me please why the nagas at northrend aren't allied with the Naga, sorry if it's a stupid question, i just want to know. Keep the good work ^.^, liked it.
The guy is the old maker of Azeroth Wars, hence why its named Legacy Reborn. I don't really care for it anymore but I'd get a lot of mad people on me if I removed that credit (it'd be like DoTA crediting authors from 3 years ago or the people who made AoS').

The Naga is there just to match the scenery/lore etc. There's no real reason for Brown to have them though.

Theramore, eh, it was really annoying when say Orange never died, so you just had this crucial chunk of land unpathable for the entire game where you just stare at a prebuilt city that isn't doing anything. Avrion was going to remove it (even if it is kinda weird or useless it's still part of the lore that's easily fit in the game versus say, a floating Dalaran in Northrend) so I just suggested to do this instead of removing it altogether, and it's been like that for a few versions now. Doing what you said would still have the same problem, if Stratholme or Dalaran never dies, you'll just have a prebuilt city you can't walk through for the entire game now.
 
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I have some more suggestions to support the removal of the Naga to make room for a split in the Night Elves.

Either the Sentinels or the Druids (Could be only one, or either) can make the choice of freeing illidan. By freeing illidan, they don't trigger the naga coming or anything. But at this, they take risk of the player with Illidan choosing to turn to a demonic form (I know that he uses the Skull of Gul'dan to turn into a demon, but people usually hide the skull and such and it gets annoying :/) If he does, his units will go under control of the other player, and the person who has illidan will be granted the Naga, and if Green is the blood elves, he will ally to green. Nazatar will be locked out until the Naga are taken up. If Illidan and or green take control of the Black Temple, several things will happen, such as: Tempest Keep will be built, and other things in the Nether Storm. The Black Temple will be captured by Illidan, and Hellfire Citidel will magicle "Poof back (You know what? I don't care if it doesn't make sence) and a new dungeon inside of it will be created for Magtheridon. Also, many places within outland will be created, such as places for the Fel Orc clans and other Blood Elf outposts and such. I know this all would most likely take up some useless space, but I think people in the game would think it would be "cool" and thus increase the fun factor perhaps.

Also, along with adding the Idea of the Old Gods to the game, if you remove Naga you may instead add the Dragon Flights, as an ally to Light Blue. Of coarse, the Black Dragon Flight will be excluded, and either at the beggining in the game or after a period of time or event the Azure Dragon Flight will be taken out, but that still leaves the Red, Green, and Bronze Dragon Flight. But, I see how that could be overpowered, and such.

I think it would be cool, and mabye increase the fun factor, if you made more of the Instances found in Azeroth, such as Razorfen Kraul and Caverns of Time (You could make a cool item that could cause several Events with it)

And I have an old Lich King's Helm attachment I could give you just to pop on Arthas Lich King's head which might saticfy a few people, and though I am against this, if you plan to get an entire Lich king Model, I would hope that you used Meteor_demon's model instead of General Frank's model, not only because his model is increadibly overused and found in almost every map relating the Lich King, but simply because to my opinion it looks better. :3
 
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Evillizard, I think that Tempest Keep should pop out, but be neutral until Kael(!) captures it. Tempest Keep will produce many new units I think.
Black Temple should be capturable. Naga should be a force that can be captured by Illidan, but most of it is creeps.
I dislike the idea of spliting the night elves however it would make a bit sence. Sentinels would get Feathermoon stronghold, and druids Cenarion stronghold(I mean colonies)
Also, I think that popping settlements for blood elves and fel orcs is just bad. However we could make Hellfire Citadel capturable as well. If its captured by orcs it can give them ability to drink demon blood without fel orcs, if its captured by Illidan or Kael he will get fel orc units.
Also, we should ally Green with Burning Legion if Tempest Keep is captured.
 
Level 2
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I have some more suggestions to support the removal of the Naga to make room for a split in the Night Elves.

Either the Sentinels or the Druids (Could be only one, or either) can make the choice of freeing illidan. By freeing illidan, they don't trigger the naga coming or anything. But at this, they take risk of the player with Illidan choosing to turn to a demonic form (I know that he uses the Skull of Gul'dan to turn into a demon, but people usually hide the skull and such and it gets annoying :/) If he does, his units will go under control of the other player, and the person who has illidan will be granted the Naga, and if Green is the blood elves, he will ally to green. Nazatar will be locked out until the Naga are taken up. If Illidan and or green take control of the Black Temple, several things will happen, such as: Tempest Keep will be built, and other things in the Nether Storm. The Black Temple will be captured by Illidan, and Hellfire Citidel will magicle "Poof back (You know what? I don't care if it doesn't make sence) and a new dungeon inside of it will be created for Magtheridon. Also, many places within outland will be created, such as places for the Fel Orc clans and other Blood Elf outposts and such. I know this all would most likely take up some useless space, but I think people in the game would think it would be "cool" and thus increase the fun factor perhaps.

Also, along with adding the Idea of the Old Gods to the game, if you remove Naga you may instead add the Dragon Flights, as an ally to Light Blue. Of coarse, the Black Dragon Flight will be excluded, and either at the beggining in the game or after a period of time or event the Azure Dragon Flight will be taken out, but that still leaves the Red, Green, and Bronze Dragon Flight. But, I see how that could be overpowered, and such.

I think it would be cool, and mabye increase the fun factor, if you made more of the Instances found in Azeroth, such as Razorfen Kraul and Caverns of Time (You could make a cool item that could cause several Events with it)

And I have an old Lich King's Helm attachment I could give you just to pop on Arthas Lich King's head which might saticfy a few people, and though I am against this, if you plan to get an entire Lich king Model, I would hope that you used Meteor_demon's model instead of General Frank's model, not only because his model is increadibly overused and found in almost every map relating the Lich King, but simply because to my opinion it looks better. :3

Agreed have Naga be unlocked for the player that allies with Illidan.

Also can you show me the LK model you found? Link plz?

Also if you inculde the OGs and remove the Naga create Ulduar and make Azjol-Nerub part of the old gods. For Tempest keep it should be neutral until Kael captures it.
 
Level 14
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Agreed have Naga be unlocked for the player that allies with Illidan.

Also can you show me the LK model you found? Link plz?

Also if you inculde the OGs and remove the Naga create Ulduar and make Azjol-Nerub part of the old gods. For Tempest keep it should be neutral until Kael captures it.

Go at the ''Models''Section and type ''Lich King Arthas''
 
Level 23
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There is already a lot of stuff for the Old Gods in the map.
Like C'thun and his silithid, and forgotten one in Azjol-Nerub.
However it would make it really hard for Azjol-Nerubians to survive the Scourge, or is it the opposite? They have access exactly to the Lich King, so they can destroy him immediatly.
 
Level 3
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Eagle, you said that the human soldiers (Orange, Green, Purple, DG and yellow) transform to zombies only when Blue/red attacks them, but when i fought Teal, only by seeing him, sunddently my units transformed into zombies, WHY? Ah and when i set foot on northrend all my units (1 by 1) transform into zombies and some still remain on my side (some zombies) o_O, why did this happen? I lke the idea of the Sentinels and Druids, just for the fact that when Pink reaches kalimdor the fight between Naga en Ngiht elves gets a little bit ruined. This only happens if Pink and gray go to Kalimdor wich is almost (ALMOST) sure.
 
Level 7
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Eagle, you said that the human soldiers (Orange, Green, Purple, DG and yellow) transform to zombies only when Blue/red attacks them, but when i fought Teal, only by seeing him, sunddently my units transformed into zombies, WHY? Ah and when i set foot on northrend all my units (1 by 1) transform into zombies and some still remain on my side (some zombies) o_O, why did this happen? I lke the idea of the Sentinels and Druids, just for the fact that when Pink reaches kalimdor the fight between Naga en Ngiht elves gets a little bit ruined. This only happens if Pink and gray go to Kalimdor wich is almost (ALMOST) sure.
It's very important to know what version you are playing.

Especially if it was one you downloaded here or from the link on wc3diplo. Avrion put in a "zombie apocalypse" trigger that I disabled for 1.57 (or 1.56 but regardless it is disabled) that is activated by a code. When activated all human classified units starting turning into zombies, starting from Quel'Thalas to the South EK. If your units were in boats, they would not be converted until they left. And it is no way possible for Teal to merely look at your units (which you're a bit contradicting with, you fought him but only saw him)?

Regardless, if you were playing 1.57, then you were playing a hacked one (there is a guy who hacks pretty much every version the minute they come out to put in JJ's or whatever it is). The most important fact for me to know is whether your units had Disease Cloud on them when they started turning into Zombies (before, not after, all zombies will have Disease Cloud). If they didn't, and certainly weren't attacked by anyone (when Red or Blue attacks a unit with Disease Cloud there is a 2% [1.5% next version] chance it will turn into a zombie if it is a Human classified unit.

But really that's a lot more detailed than it needed to be. It sounds like you're describing a hacked or old version, and I might as well just go delete the trigger to make sure it doesn't come back, instead of disabling it.
 
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It's very important to know what version you are playing.

Especially if it was one you downloaded here or from the link on wc3diplo. Avrion put in a "zombie apocalypse" trigger that I disabled for 1.57 (or 1.56 but regardless it is disabled) that is activated by a code. When activated all human classified units starting turning into zombies, starting from Quel'Thalas to the South EK. If your units were in boats, they would not be converted until they left. And it is no way possible for Teal to merely look at your units (which you're a bit contradicting with, you fought him but only saw him)?

Regardless, if you were playing 1.57, then you were playing a hacked one (there is a guy who hacks pretty much every version the minute they come out to put in JJ's or whatever it is). The most important fact for me to know is whether your units had Disease Cloud on them when they started turning into Zombies (before, not after, all zombies will have Disease Cloud). If they didn't, and certainly weren't attacked by anyone (when Red or Blue attacks a unit with Disease Cloud there is a 2% [1.5% next version] chance it will turn into a zombie if it is a Human classified unit.

But really that's a lot more detailed than it needed to be. It sounds like you're describing a hacked or old version, and I might as well just go delete the trigger to make sure it doesn't come back, instead of disabling it.

Yes, Blue goes Forsaken (With Varimathras) when both Great demons (Archimonde and Kil'jaeden) are killed, but it does not control Evil Sylvanas' undead.

No, actually i am playing 1.57. And yes, they first had disease clud and then were turned into zombies. But i know what happened, i was playing a 1 player game and i cheated (sorry), i put the following chat: "Iseedeadpeople" and then all human units were transformed into zombies, starting from Quel'thalas (ending at SEK). But i played another game and when i set foot on northrend they REALLY became all into zombies, i think it's because of the fact that Red has full vision of northrend, and that is what i was saying, why when Red, Blue or teal can see human soldiers they have a chance to become zombies? I'm very sorry for bothering. Ah and why some zombies still remain on the human side?
 
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15,323
Wait shouldnt the elvs go forsaken if they chose?And if Archemonde and Killjaden get killed maybe blue should break up with red and blue-grean and become the drenai.
Also the plague doesent end after LK's dead.
 
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It's like this, perhaps; If there is a kid in school who sneezes on you, and then he goes home, that doesn't mean the germs that he sneezed on you are not there anymore just because the person who gave it too you is gone. Or,
Someone sneezed on you so you sent an army of naga to him and destroyed him and he was like "WTF YOU KILLED HIM WHILE I WAS MAKING ARTHAS LK!" but that doesn't stop the fact that he sneezed on you.
 
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