Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
In the latest update (version 0.54) of the campaign, the original version compatible with Warcraft 3 versions 1.26 and 1.27 has been restored and updated. This allows players using version 1.27, who were unable to play version 0.49+ of the campaign previously, to enjoy all the new content from start to finish without encountering crashes. Additionally, a campaign file edited and fixed by a 1.29 editor has been included for players with version 1.29+ of the game.
1) Download the correct campaign file for your game version
2) Place the file into your My Documents/Warcraft 3/Campaigns for game v1.29+ or [Your Warcraft 3 Directory]/Campaigns for game v1.26 & v1.27
2) Don't rename the campaign file longer than it was dowloaded (shorter is fine) or map transition may not work
3) Keep your save file names short to ensure map transition works smoothly
4) Play the campaign
Inspired by The Founding of Durotar Campaign, yet unsatisfied by how short but fascinating the campaign was, this campaign aims to create a bigger world with more areas and various styles of gameplay. Note that the campaign followsnoneof the Warcraft or World of Warcraft lore. It takes place at a different world despite using the names of some of the same characters in Warcraft.
This campaign was first developed based on the idea of gameplay and exploration. Even though the Rexxar Campaign was amazing, it was kinda short for my taste. For the longest time, I have always wanted to create a campaign like that but bigger and more diverse in term of gameplay. My first thoughts were to make as many maps as possible. Therefore, more play-styles can be implemented such as regular RTS games, defense games, arena games, puzzles, MOBA, mini-games and many more, into only one single campaign. And here it is, this RPG campaign is the result of that.
Campaign in the style of The Founding of Durotar with many unique elements Defenders of the Light aims to provide something beyond the experience of the original Warcraft 3 and the Founding of Durotar. It has many unique minigames and contents that you may get pleasantly surprised about. It may look like a typical Warcraft 3 campaign at the start, but the changes only show themselves gradually the deeper you dive into the campaign.
An original, beautiful and impactful storyline which was written to touch your heart Growing up, I always love the kind of stories that realistically portrait the characters as real human beings, with goodnesses and flaws. Therefore, I created this story with the same mindset in mind. Great movies and games successfully touched my heart in the past. Great works of art always give me the experiences I could never forget. I hope Defenders of the Light will do the same thing to you.
More than 16 playable maps for Act I and more than 12 playable maps for Act II After completing The Founding of Durotar, I was a bit disappointed of how few the maps are, and also got even more disappointed in the later Acts that the number of maps not only shrinks but the story also becomes more linear. I created this campaign not with the intention to surpass The Founding of Durotar. I only created what I wanted to play, something bigger, something I could enjoy a lot more. Unlike the map layout of The Founding of Durotar, which has one main map and some submaps around it, the maps in Defenders of the Light do not structure the same way. You'll know it when you play it.
Custom units and custom AI, adding new layers of complexity and skills on top of the original Warcraft 3 If Warcraft 3 is made simply for RTS, then the original unit attacking patterns (move, attack, cast spells) are fine with me. However, RPG formulas require the game to be more complex and compelling. Defenders of the Light starts out like any a typical Warcraft 3 campaign with normal units doing what normal units do in Warcraft 3. It gets more complicated as time goes on as it will require more control on your part. You will see the full result of my vision with custom units and AIs in the Second Act.
Many unique boss fights. Many of them are difficult yet memorable Beside the story, the boss fights in this campaign will be the most memorable feature you'd ever experience. I was so proud of creating the bosses in the second Act. They are challenging, beautiful, phenomenal and most memorable.
Map transition system - Most maps can be traveled back and forth This feature itself is quite rare of a feature for a custom campaign on HIVE. To me it's quite hard to find a campaign like The Founding of Durotar that utilizes the map transition system. Most campaigns have you play from one map to another without coming back to the previous maps to progress with the story. Defenders of the Light does that which makes it distinctively an RPG campaign. With this system, you can do some interesting things with it that other campaigns cannot.
This campaign was initially created for game versions 1.26 and then 1.27, ensuring compatibility and stability between both the game and map versions. If you are using either 1.26 or 1.27, this version will provide the best and most stable experience.
For those with Warcraft 3 version 1.29+, this update (version 0.54) is tailored for you. While the edits and fixes were made with a 1.29 editor, the base campaign and map files originate from 1.26 & 1.27 editors. Despite numerous efforts to eradicate bugs and crashes in this latest update, I cannot guarantee a completely crash-free experience. If you do encounter any issues, please let me know so I can address them more effectively in future updates.
This version, tailored for Classic Reforged, was originally developed using game version 1.36 and has been recently updated under version 2.00. The focus is on rebuilding Act I from the ground up to deliver a stable campaign experience. Classic Reforged introduces exciting features like item stacking and enhanced triggers, significantly elevating the gameplay experience. I'm thrilled for players to dive into these improvements and discover everything Classic Reforged has to offer.
"Elwynn Forest" by Jason Hayes
"Laurence, the First Vicar" by Tsukasa Saitoh
"Don't Turn Back" by CO.AG Music
"Far Horizons" by Jeremy Soule
"The Ancient Dragon" by Motoi Sakuraba
"Gothic Dolls" by Derek & Brandon Fiechter
"2Volt" by Hiroyuki Sawano
"Come On!" by Yoko Shimomura
"Firelink Shrine" by Motoi Sakuraba
Arceus Battle Theme Remix by Luigigigas
Jaina Theme by Neal Acree & Russell Brower
"Darklurker" by Motoi Sakuraba
"Lady Maria of the Astral Clocktower" by Yuka Kitamura, etc.
"Dalaran Halls" by Neal Acree & Russell Brower
"Holy Warriors Oath" by Neal Acree & Russell Brower
"ət'æk 0N tάɪtn" by Hiroyuki Sawano
"Nashandra" by Motoi Sakuraba
"Haunted" by Tales Of The Forgotten & Steph Kowal
"Oblivion" by Baptiste Thiry
"Dependent Weakling" by Keiichi Okabe
"XL-TT" - Hiroyuki Sawano
"Gehrman, The First Hunter" by Ryan Amon, etc.
"偽書ト世界" by Keiichi Okabe
"鏖殺ノ予感" by Keiichi Okabe
"Mourning" by Keiichi Okabe
"False Knight" by Christopher Larkin
"The Sound of the End" by Keiichi Okabe
"Gods Bounded by Rules" by Keiichi Okabe
"Dispossession (Piano)" by Keiichi Okabe
"Sir Alonne" by Yuka Kitamura
"Faltering Prayer" by Keiichi Okabe
"Surge of Power" by Yoshino Aoki
SFX Boing2 from Mario and Luigi: Superstar Saga
SFX Monster Growl by thecheeseman
SFX NotEnoughMineral from Starcraft II
SFX Toxic Goo by Mike Koenig
SFX GehrmanAttack01 from Bloodborne
SFX ff7victory from Final Fantasy VII
Changelog
v0.58 12/02/2024
v0.54 05/06/2024
v0.52 11/09/2022
v0.49 10/13/2022
v0.46 04/04/2021
v0.45 03/25/2021
v0.41 01/08/2020
v0.39 12/23/2019
v0.34 04/12/2019
v0.33 10/26/2018
v0.32 08/23/2018
v0.31 08/19/2018
v0.30 07/21/2018
v0.29 07/16/2018
v0.28 07/15/2018
v0.16 08/12/2017
v0.14 08/02/2017
v0.11 07/27/2017
v0.10 07/26/2017
General Changes/Fixes
A new campaign file built from 1.36 to 2.00 is now included (Act I only)
Fixed music not playing after map load in DOT129
Fixed music in DOTL129 not repeating or playing songs at places not intended
Intro minigame can now be skipped
MapIntro Now the game will tell you what difficulty you have selected upon starting the campaign
Added a few new items and improved some others
ACT I Changes/Fixes
Map1 Reiner now sells Ankh of Mijora
Map3 Rearranged The Biggest Murloc location to prevent cheesing (DOTL127|DOT129)
Map3 Fixed terrain so mercenaries no longer get stuck after purchasing (Only applies game version 1.27 of the campaign)
Map3 Buri can now also activate Resurrection Stones
Map3 Buri can now activate ToCity Q cinematic (not Darak)
Map3 Buri can now activate Hint HesABandit
Map3 Buri can now activate Corruptor Cinematic
Map3 Adjusted Murloc Mutants to the correct size in DOT200
Map4 Buri can now also activate Resurrection Stones
Map4 Added DropTableTroll to troll creeps
Map4 Buri can now rescue the shipyard
Map4A Fixed a bug where a dummy purchased item is on the ground if Darak is already full
Map5 Fix Catalyst of the Swarm map5 reward DOT136
Map5 Remove player’s and enemies’ skeleton and zerglings upon victory or defeat in Hide and Seek quest
Map5 Remove Q hotkey in tooltip for Carrion Swarm ability (200)
Map5 Buri can now also activate Resurrection Stones and many other events on the map
Map5 Changed name of Goblin Storehouse to Item Shop
Map5 Adjusted spawn packs so that all creeps start with there x2 versions
Map7 Added a single tree to block off the Orb of Dankness drop until players figure out how to destroy the tree block (DOT127)
Map7 Buri can now also activate Resurrection Stones
Map7 Added a new Hint Under-leveled
Map9 Fixed Rescue cinematic where a guard just stands there
Map9 Fixed Hint ElvenVillage so that NPC no longer mentions elven village in dialogue
Map9 Fixed and improved quest The Mathematician's triggers so now player can actually complete it
Map9 Changed unit data for sheeps so that they don’t get exploded by players
Map9 Fixed and improved quest See the Sheep’ triggers
Map9 Updated Quest Sheep’ rewards
Map9 Reduced reduction factor of Quest Sheep to 0.04 (from 0.05) and start initial reduction time as 1.5s, while slightly change the time formula so - sheeps now won’t change as fast
Map9 Improved quest Shade’s triggers
Map9 Reworked Quest Info so that button selection is different
Map9 Improved Quest Weed Collector triggers for consistent weed spawning
Map9 Improved Alternate Gameplay armies’ AI
Map9 Improved Ghostly Archmage event triggers
Map9 Added Resurrection effect to spawned Spider Crab Shorecrawlers during Uca Major boss fight
Map9 Remove Musko ability hotkeys in tooltips DOT200
Map9 Add more time when Alakazam would appear in case players transfer from another map with newly Darak
Map10 Fixed the bug where Arcane Vault is not selling Wand of Mana Restoration, Royal Armor and Holy Armor (Only applies game version 1.27 of the campaign)
Map10 Stopped day/night cycle from resuming after certain cinematics
Map11 Reworked Music Circle/Memory Quest triggers and rewards
Map11 Replaced many tomes on the map with gold coins
Map11 Improved the terrain of the map for DOT136 only
Map11 Added a new Hint Save at the end of the dungeon DOT129 & DOT136
Map12 Fixed a bug where the exit door may be closed if players skip cinematic
Map14 Increased creep respawn time to 280s (from 220s)
Map14 Buri can now also activate door passwords and footswitches
Map14 Increased Sea Giant puzzle password fragment's drop rate to 47/65/33 (from 42/60/28)
Map14 Increased Warlock puzzle password frament's drop rate to 71 (from 66)
Map14 Adjusted internal numbers for minigame Phoenix Egg so that all game difficulty share one difficulty for this minigame
Map15 Improved hotkeys for units of the maps
Map15 Player now has researched orc upgrades in their mercenaries as well
Map15 Reduced tome drop chance in half
Map15 Increased Lizard Egg drop chance to 5% (from 3%)
Map21 Adjusted icon position for Imbued Holy Light +1 and Imbued Holy Light +2 in shops
Map21 Fixed Arthas’ Talk-To-Me effect still on his head if player choose “no” to starting mission
Map21 Increased creep respawn time to 320s (from 150s)
Map21 Fixed Player 5 (undead)’s AI on DOT136 by incorporating triggers for AI instead of just AI script
Map21 Change Gar’thok’s line. He’s no longer waiting for the Warchief but Muradin and Drek’thar instead.
Map22 Fixed transition facing of heroes upon transitioning from Longpass Valley
Map22 Decreased Material Reinforcement cost to 75 (from 150) with increment of 25 (from 50)
Map22 Fixed Bounty not given (even though shown) after Reinforcement Cinematic
Map22 Create triggers that give bounty
Map22 Bio-Steel now regen 2hp/s (from 1hp/s) for buildings instead and reduced cost to 350 (from 400)
Map22 DOT129 and DOT136 will execute a modified AI script for player 2 (orcish horde)
Map22 Fixed crash in DOT136 a while after Reinforcement Cinematic (I think from P2AI script)
Map23 Reduced the amount of tomes of power given to heroes when the final boss is defeated to 1 (from 2) (127|129|136)
Map23 Fixed sounds that don’t work when obelisks are destroyed
Map23 Fixed the final battle music for DOT129 and DOT136
Map23 Reduced the volume of MUSC The Ancient Dragon to 70% of its original volume
MapC1 Fixed and Improved triggers of the map
ACT II Changes/Fixes
Map17 Fixed a bug where killing Makrura Abominations in the swarm area does not update quest (DOT127 & DOT129)
Map17 Reduced wait time in Hint Novel Q to 0.8s (from Campaign Secret delay) so that novels can be read right away right after the hint is shown
Map17 Fixed killing Makrura Abo not updating quest
Map26 Fixed Main Quest Failed ??? during Sira section before the boss
Map26 Fixed Quest Rescue Update being queued up after completing Adias’ section
Map26 Remove all rescuable units after Adias’ section
Map26 Remove priest after Chen’s section
Map26 Fixed QuestCollectorUpdate so it displays the quest update message correctly for Sira’s upgrade pickup
Map26 Fixed the description of the item Torn Paper so Blue generator can be next to Green to solve the puzzle
Map28 Removed texts when Magnataur cast his moves
Map28 Fixed Quest Failed message display when failing Magnataur fight
Map28 Adias and Chen has their health restored to 100% upon completion of holdout section to prevent death right before cinematic
Map29 Every trap footswitch will have sound and will not be muted if activated too frequently
Map30 Fixed Phase change music
Map30 Improved the Phase2 Q Cinematic
Map40 Extend max spawn pack number to 66 (from 50)
Map40 Updated FX for Kaboomer’s death from Objects\Spawnmodels\Demon\DemonLargeDeathExplode\DemonLargeDeathExplode.mdl
Unit Changes/Fixes
Avatar of Judgement Fixed and adjusted the unit's Mana Transfer so that 1 point of the avatar becomes 0.9 mana of target (from 0.66 but description said 1.8)
Avatar of Judgement Increased Mana Shield's damage absorbed per point of mana to 7/11/16 (from 3/5/7)
Adias Increased Holy Order ability cooldown to 318 seconds (from 280 seconds)
Avatar of Judgement Improved Mana Transfer’s description so that players know exactly how much mana is transferred
Murloc Mutant Adjusted Hotkey for the murlocs’ Cripple to E
Earth changed Pulverize ability icon position to (1,2) (from 0,2)
Map3 Reduced The Biggest Murloc’s attack base damage to 199 (from 299)
Map4A Fixed trigger so that each Sunken monster has an equal 25% chance of casting fire orb
Map11 Changed model of Dwarf Riflemen to Human Riflemen
Map12 Changed models of Dwarf Riflemen to Human Riflemen
Map13 Decreased AOE damage of Kaleo during each phase change to 100 (from 300)
Map13 Kaleo now has 0 mana in DOT136
Map13 Removed AI Guard position for Kaleo
Map13 Kaleo’s Doom Drop no longer costs mana in DOT129 and DOT136
Map13 Reduced max pack spawn numbers for Arachnathid by 2 for each pack
Map13 Increased Arachnathid’s spawn interval to 5s (from 2.5s)
Map14 Changed Fel Orc Warlock Drop to Medallion of Shamanism (from Catalyst of the Swarm) DOT136
Map15 Rescaled Quillboar (x4) to Quillboar (x2.9)
Map15 Increased creep respawn time to 380s (from 240s)
Map15 Changed Quillboar Hunter (x6.1) drop to Inferno Stone (from Tome of Agility)
Map15 Remove Pillage from Mercenary Grunt
Map21 Rescaled some undead units and fixed their scaling data display
Map21 Fixed Jimmy now drop 400 Gold Coins as he was initially intended to
Map23 Changed models of Dwarf Riflemen to Human Riflemen
Map24 Changed models of Dwarf Riflemen to Human Riflemen
Map26 Hide Orb’s HealthBar during Maleet’s boss fight
Map27 Make sure the boss stop moving before casting circling arrows
Map27 Prevent the boss to cast spell if it is cycloned
Map27 Fixed a bug that causes crash during the boss fight if Chen is the only hero alive in DOT129
Map30 Improved Chasing Glaives’ AI
Map30 Improved the boss’ AI so that they does not cast Glaive Thrower on their own
Map30 Improved the terrain so the boss can cast Glaive Thrower pass the mushroom trees if they’re near the edge of the arena
Map40 Serpent Knight’s Voidwalkers are no longer targettable
MapC1 Removed AI Guard position for Kaleo and slightly improved his AI
MapC4 Improved Chasing Glaives’ AI
MapC4 Improved the boss’ AI so that they does not cast Glaive Thrower on their own
Item Changes/Fixes
New Item Golden Amulet (Hard Difficulty)
New Item Rahandir Axe
New Item Shield of the Lion (Normal & Hard Difficulty)
New Item Scepter of Eternal Flow (127|129|200)
Item Bloodfeather Heart can now be activated to restore 500 hp to nearby units and drain 500 mana (127|129|200)
Item Cleansing Shield increased hit point absorption per mana point to 6 (from 2.5)
Item Critical Stones now reduces Strength by -0/-1/-2/-3/4
Item Dark Wood Totem improved description
Item Dark Wood Totem Reworked the triggers of how it is purchased to make sure the item no longer disappears upon purchase
Item Mana Rush/Surge implementing with Bloodfeather’s Heart (127|129|200)
Item Mana Rush added other healing items into its effect (Lifegems, Health Elixirs,etc.)
Item Mana Rush increased price to 1600 (from 900)
Item Mana Surge added other healing items into its effect (Lifegems, Health Elixirs,etc.)
Item Mana Surge increased price to 2500 (from 1800)
Item Mana Surge reduced mana restored when using healing items to 120 mana (from 150)
Item Mana Surge improved description
Item Orb of Dankness Fixed the item's ability so that it increases Agility by 10 (was -10Agi) (DOT127)
Item Potion of Absolution now increases Int by 2 and regenerate hit points for 2000 and 500 mana for 90 seconds Item Potion of Lesser Restoration Fixed name from Potion of Lessser Restoration
Item Soul Redemption now adds 180 mana to the hero and improved description (127|129|200)
Item Sturdy War Axe now reduces Agility by 1 (from 0)
Item Young Grass Dew fixed item description to “reduces maximum health by 100” (from “reduces maximum health by 10”) in DOT127
Item Young Grass Dew fixed icon not appearing in DOT127
General Changes/Fixes
Rollback update from the original campaign file created from game version 1.26 to campaign version 0.54 (from 0.46)
Cleaned up some transition triggers and fixes some bugs to hopefully remove transition problem for game version 1.29+
Added minor improvements and bug fixes across the campaign
Forced Subtitles on for all maps
Reduced Darak's Shadow Wolf’s baseDmg by 10% to 9/16/23/31/38/45/52/59/62/66/68/71/75/77/80 (from 10/18/26/34/42/50/58/66/69/73/76/79/83/86/89)
ACT I Changes/Fixes
Map1 Reiner now also sells Ankh of Mijora
Map2 Fixed QuestFountain cannot be completed consistently
Map9 Improved and refined triggers of QuestSheep
Map10 Limit Holy Armor to 1 (from 3)
Map10 Limit Royal Armor to 2 (from 3)
Map12 Improved triggers and refined AI
Map12 Changed Mana Enhancer quest icon
Map14 Updated rewards in quest to the correct Item arrays
MapC1 Improved AI of Arthas
ACT II Changes/Fixes
Map19 Increased Parasite’s damage per second of Naga Enchantress to 25 (from 5)
Map19 Increased Parasite’s cooldown of Naga Enchantress to 18 (from 10)
MapC4 Added ending mini cinematic
Item Changes/Fixes
Item Arcanite Armor improved description
Item Ankh of Mijora now also adds 1 Intelligence
Item Belt of Power improved description
Item Blood Ring increased damage taken from normal attacks to 12 (from 10)
Item Catious Ring improved description
Item Catious Ring increased cooldown to 45s (from 15s)
Item Gem Of Regeneration improved description
Item Harvestor improved description
Item Holy Armor improved description
Item Kaleo’s Magic Shield improved description
Item Kaleo’s Magic Shield buff time to 45s (from 30s) and increased cooldown to 80s (from 70s)
Item Orb of Darkness +1 now drains mana for 0.5 mana/s (from -0.7/s)
Item Orb of Darkness +2 now drains mana for 0.9 mana/s (from -1.4/s)
Item Oriental Talisman reduced mana regen to +0.3/s ( from+0.4/s)
Item Scroll of the Monster adjusted stock start delay to 0 (from 440)
Item Scroll of the Monster increased buff effect to 20s (from 15s)
Item Shaman Totem improved description
Item Soul of the Dammed improved description
Item Teandre’s Armor Core improved description
Item Tenandre Armor Core now reduces Agility by 14 (from 12) while increases mana regen by 0.28/s (from 0.9/s)
Wand of Companionship improved description
General Changes/Fixes
Added a new campaign file DOTL131 for version 1.31 of the game
Expanded some maps in Act II with new areas, enemies and quests
Added a new map
ACT I Changes/Fixes
Map8 Stop exp gain when heroes reach the total level of 78
Map23 Changed Anduin name to Lothar in final cinematic
Map16 Fixed a bug that made Stalkers neutral after a certain cinematic
Map16 Quest Lost Brothers is now an optional quest
Map16 Now the first major boss can be skipped by going through a different area
Map17 Remove Kil'Nadak talky at the right times, hopefully
Map17 Prevent players from proceeding with certain quests when there's only Chen in the team
Map17 Fixed a bug where Emissary doesn't disappear if skipping Missing Cinematic
Map19 Improved terrain, expanded map, added new enemies and events
Map26 Shorten ThinhHo's dialogue, it's too long
Map40 Imrpoved terrain, expanded map, added new enemies and events
Map40 Summons deal half damage vs Serpent Knight
Map40 Players are now free to travel to the northern area without activating certain quest
Item Changes/Fixes
New Item Admiral's Hat
New Item Charm of Experience
New Item Drek'Thar's New Spellbook
New Item Faceless Scale
New Item Gem of Thunder
New Item Shadow Veil
New Arcanite Armor
New Vampiric Gauntlets
New Warchief's Blessings
Item Absorbing Hammer now +8 damage (from +5), 8% (from 5%) chance to do 300 bonus damage and stun for 1 second while -15% attack speed
Item Alleria's Flute of Accuracy increased attack damage to 15% (from 10%)
Item Armor of Agility now increases armor by 6 (from 5), increases Agi by 12 but reduces max health by 175 (previously reduced Str by 6)
Item Catious Ring reworked now can cast to permanently add 30 gold to your bank. Adds +2 to all stats but takes double damage from melee attacks
Item Charm of Maneater now increases damage by 17 (from 20), 17% chance (from 18%) to deal 33% (from 20%) of your damage, -7 Agility (from -8)
Item Defense Charm now blocks 6 damage (from 3) from incoming attacks
Item Doom Gauntlets now deals 666 damage (from 600) and cost 170 mana (from 20)
Item Duelist's Gauntlets now +0.4 mana/s (from 1mana/s), +8 dmg and -100mana
Item Enchanted Grapspango now -75 mana (from 125) and +200 hp
Item Footman Shield now +4 armor (from 6), has 25% chance to block 8 damage from melee attack (from none), removed -5% movement rate
Item Frostguard now reduces Int by 7 (from 0) beside +5 damage and +5 armor
Item Light Sanctum now enchants Staff of Holy Light healing power and also heal's the caster for 250 hp (from 200) when used together in the same inventory
Item Mana Enhancer now activates to increase attack damage by 10% (5 damage previously) when the Hero's mana is higher than 300 (from 200)
Item Medal of Pride now +5 armor (from 3) and -2 Str
Item Mindstaff reduced mana regen to 0.6 mana/s (from 0.75)
Item Orc Shield now +4 armor (from 5), has 30% chance to block 8 damage from ranged attack (from 5 damage)
Item Periapt of Vitality reduced health bonus to 125 (from 150)
Item Ring of the Necromancer now has -0.3 mana regen aura (from -0.5) while +3 Str, +5 Int, +3 Agi
Item Soul Redemption now reduces Int by 6 (from 8) while restoring 5% mana of the Hero with each kill
Item Spear of Crystal Rain now no longer deals friendly fire, and increases damage by 5 (from 2)
Item Staff of Teleportation now has 90 second (from 20) cooldown
Item Staff of Holy Light now can cast to heal 250hp (from 200hp) and increases hp regen for friendly units by 0.5hp/s
Item Staff of the Revenant now increases damage and armor by 3 (from 2)
Item Talisman of Evasion now reduces armor by 6 (from 0)
Item Thunderlizard Diamon now deals 150 intial damage (from 100) and deal 28% less damage (from 25%) with each bounce
Item Vindicator's Belt now reduces Intelligent by 16 (from 20) while +10 Str and +10 Agi
General Changes/Fixes
Fixed some major annoying bugs that stop playing from proceeding
Added a ton of new items, improved and balanced old items
Balanced and improved many boss fights, making them more challenging
Challenge Map: One Woman Army
ACT I Changes/Fixes
Map5 Updated Drop Tables for Skeletal Champions, Firecaller Shades, Sludge Monstrosities, Necromancers
Map6 Updated Drop Tables for Necromancers
Map6 Limited XP received from defeat the Dark Souls
Map8 Reduced chances of dropping items from enemies
Map9 Made all Sheeps invulnerable so players cannot kill them during minigame
Map9 Replaced Alad's Hood of Cunning requirement with Cerulean Talisman
Map14 Updated Drop Tables for Stalker Abominations, SpiderCrab Leviathan
Map14 Updated Minigame Rewards, you can no longer receive tomes as rewards. Only items now.
Map15 Reduced the amount of Barrows Fel Stalkers on the map
MapC1 Added new items into the map
MapC1 Fixed Beating-the-map-with-no-item achievement not working properly
ACT II Changes/Fixes
Map16 Added an Item Shop
Map16 Changed all wild creatures' team color to black
Map16 Improved Rescue Cinematic
Map16 Implemented cheat to unlock One Woman Army
Map17 Fixed wild creatures being hostile towards the others
Map17 Changed all wild creatures' team color to black
Map17 Fixed quest requirement description for Grendel Quest
Map17 Updated Priest' icon
Map17 Updated item description for Bladebane armor in Datum's Armor Shop
Map19 Fixed the projectile of Grand Cannon ability, now it's visible again
Map19 Fixed a bug that stop players from rematching with the Mammoth Hurler
Map20 Adjust level/exp gain for heroes to be consistent with the rest of the maps
Map25 Lowered the chance to get to item room
Map26 Remove Priest after Chen section
Map26 Any Charged-class items picked up from Sira is dropped upon pickup
Map26 Footmen can no longer be rescued when entering Sira's section
Map28 Fixed a bug when audience units duplicate after failing the fight with Reika
Map28 Removed the neutral Snow Arachnathid
Map29 Fixed Channeler challenge so that players can consistently proceed after defeating the golems
Map29 Fixed the bug that makes player unable to proceed after defeating the Serpent Knight
Map29 Depending on where you enter the map from, different resurrection stone is activated
Map30 Increased enemy health percentage to 70% (from 60%)
Map40 Move marketplace icon on the raider
Map40 Kurt's dialogue no longer appears once he becomes hostile
Map40 Scale Jorge's model to the correct size
Map40 Created a new minigame and minor events
MapC4 Challenge Map now unlocks properly and new contents were added
Unit Changes/Fixes
Updated new Dummy Unit model to avoid certain crashes or gameplay bugs with 1.30+
Map4A Reduced base hp of Sunken Monster to 1400 (from 2000)
Map16 Increased base hp of Fire Demon to 15590 (from 14173)
Map16 Fire Demon and nearby minions gain temporary armor if player casts Storm, Earth and Fire
Map16 Fire Demon now correctly targets Storm, Earth and Fire if they are summoned
Map16 Feral Spirits, Storm, Earth and Fire only deal half of their damage when summoned against the Fire Demon
Map16 Fel Stalkers no longer has mana
Map17 Fel Stalkers no longer has mana
Map20 All Mercernaries' abilities are not binded with QWERTY
Map26 Quillboar Ritualists no longer randomly lose health during battle
Map26 Mammoth Ravagers should now chase Sira indefinitely
Map27 Improved AI, moveset and attack pattern of Spider Monster
Map28 Most summons only deal half of their damage when summoned against the Giant Magnataur
Map28 Giant Magnataur now correctly targets Storm, Earth and Fire if they are summoned
Map28 Reika now correctly targets Storm, Earth and Fire if they are summoned
Map28 Corrected buff's name of Nerubian Deathcaller to Slow Aura
Map28 Improved the AI of the Arachnathids during the holdout section
Map30 Increased base hp of the Guardian to 23220 (from 18574)
Map30 The Guardian now correctly targets Storm, Earth and Fire if they are summoned
Map30 Most summons only deal half of their damage when summoned against the Guardian
Map30 The Guardian can no longer be targeted by Storm's Cyclone
Map30 Refined The Guardian's triggers so that it no longer bursts out random attacks, hopefully
Map31 Slightly improved the AI of the boss
Map31 Improved the boss' dash effect
Map40 Increased base hp of Serpent Knight to 19500 (from 15000)
Map40 Most summons only deal half of their damage when summoned against the Serpent Knight
Map40 Increased Spell Damage Reduction of Serpent Knight to 60% (from 50%)
MapC1 The Guardian should no longer bug out trying to cast spells from afar
MapC4 Fixed MidGlaive move of the Guardian
Item Changes/Fixes
Map20 Fixed item stacking
Map26 Fixed item stacking
New Item Blue Flame Staff
New Item Cerulean Talisman
New Item Deep Gem
New Item Dual Crusader
New Item Exo Joint
New Item Emerald Gem of Health
New Item Fading Scarab
New Item Fel Eye
New Item Fireland Trinket
New Item Gem of Regeneration
New Item Harvestor
New Item Holy Armor
New Item Hydra Ring
New Item Invisibility Cloak
New Item Kaleo's Power Fists
New Item Mammoth's Gem of Power
New Item Misty Ring
New Item Orb of Dankness
New Item Oriental Talisman
New Item Poison Dagger
New Item Rock Slinger
New Item Sacred Rune Blade
New Item Scepter of Caquilus
New Item Shaman Totem
New Item Shield of Retribution
New Item Silver Hammer
New Item Soul of the Damned
New Item Soulborne Talisman
New Item Staff of Closure
New Item Staff of Solitude
New Item Steel Hammer
New Item Talisman of the Sun
New Item Teandre's Armor Core
New Item Viridian Medallion
New Item Weed Charm
New Item Young Grass Dew
Item Barbossa's Lullaby increased drop rate to 4% (from 2.5%)
Item Bleed Stones fixed the items' buff description
Item Catalyst of the Swarm increases casting mana to 90 (from 80)
Item Claws of Attack +3 now decreases maximum mana by 20 (from 25)
Item Claws of Attack +6 now decreases maximum mana by 40 (from 50)
Item Cloak of Flames now reduces 1hp/s
Item Cloak of Fire now reduces 2hp/s
Item Cloak of Blaze now reduces 4hp/s
Item Crown of the Deathlord fixed item description
Item Deadman's Chest increased drop rate to 4% (from 2.5%)
Item Edken Amulet increased mana cost to 140 (from 120) and cooldown to 40s (from 30s)
Item Flame Strike Staff decreases cooldown to 145 (from 180)
Item Frontliners now reduces mana regeneration to 2mana/s (from 3mana/s)
Item Frost Spear added item description
Item Headdress now increases hit point regeneration for nearby allied units by 4 (from 2)
Item Healing Wards now only comes with 1 charge (from 3)
Item Health Boots decreased mana drain to 0.5mana/s (from 1mana/s)
Item Killmaim now reduces armor by 30 (from 40)
Item Life Leech now reduces damage by 40 (from 50)
Item Maneater's Finger increased drop rate to 4.5% (from 3%) and no longer reduces Agility by 5
Item Mammoth Belt now decreases Intelligence by 10 (from 12)
Item Magic Ivory now decreases Intelligence by 12 (from 15)
Item Makrura Emblem now decreases Strength by 10 (from 12)
Item Makrura Magic Shell now decreases Strength by 2 (from 3)
Item Noxious Dagger now deals 20 damage (from 10) per second for 50 seconds and now effects non-organic and hero units
Item Orb of Darkness +1 now drains mana for 0.7 mana/s
Item Orb of Darkness +2 now drains mana for 1.4 mana/s
Item Seimos' War Axe fixed stunning duration of its bash 10s(units)/5s(heros) (from 5s/10s)
Item Shard of Lightning now restores mana when Darak starts, instead of finishing, casting Chain Lightning
Item Scroll of the Monster updated icon
Item Sundering Glaive reduced casting mana to 280 (from 300)
Item Steel Dust now restores 38 mana (from 35)
Item Steel Crown now activates when Adias starts, instead of finishing, casting Storm Bolt
Item Steel Dust now activates when Adias starts, instead of finishing, casting Storm Bolt
Item Tempering Glaive reduced casting mana to 189 (from 200)
Item Tenebrious Armor now decreases mana regen by 1.7 mana/s instead of reducing 350 maximum mana
Item Tough Armor now decreases mana regen by 1.2 mana/s instead of reducing 200 maximum mana
Item Void Stone decreases mana regeneration to 0.6mana/s (from 1.0) and its purchase is limit to 2
Item Zero Eclipse now increases ranged damage by 35% (from 25%), reduces mana capacity by 200 (from 400) and decreases mana regen by 1mana/s (from 4mama/s)
- Fixed a major transition problem caused by entering Abyssal Swarm.
- ACT II PUBLIC RELEASE!
General Changes/Fixes
Stashes are now automatically available in most maps
Many fixes and changes in items
Fixed and spawning and reinforcements in Act I final boss
ACT I Changes/Fixes
Map3 Merc Camps now only have lower leveled units available
Map3 Chen and Darak are no longer moved at strange locations after Loss Cinematic
Map4A Synchronized cinematic with music
Map5 Stash is now available at ResurrectionStone
Map5 Removed True Sight from Shade Firecallers
Map5 Fixed Necromancers can't raise dead ver1.29+
Map6 Stash is now available at outpost
Map6 Fixed Necromancers can't raise dead ver1.29+
Map6 Removed True Sight from Shade Firecallers
Map10 Other heroes now raised level to 10 (from 5)
Map13 Stash is now available at ResurrectionStone
Map14 Stash is now available at ResurrectionStone
Map21 Fixed Necromancers can't raise dead ver1.29+
Map23 The number of Unholy Titans in phase 2 should always be higher than 0
Map23 Litmitd the number of reinforcement units available at a time
Map23 Synchronized final cinematic with music
ACT II Changes/Fixes
Map16 Reduced damage of some allied units by 30%
Map17 Improved the Northern terrain
Map17 Reduced Health of Resurrected Barrows Fel Stalker
Map17 Added Food to Rescue Cargo units
Map17 Thunder Lizards' Slam ability are scaled to their appropriate levels now
Map17 Changed Mina's name to Liz
Map19 Stash is now available at ResurrectionStone
Map19 Added a Warning before the mission
MAP20 NEW MAP! (Act II)
Map25 Stash is now available at ResurrectionStone
Map26 Stash is now available at ResurrectionStone
Map26 Sira Upgrades quest complete prior to completion fix
Map26 Sira Health starts with 1800 Each upgrade adds 150
Map26 Rebalanced Chen, Darak and Adias sections
Map26 Fixed no talky on Mathong after pickaxe
Map26 Made allies invulnerable
Map27 Stash is now available at ResurrectionStone
Map28 Stash is now available at the outpost
Map28 Increase Attack dmg of Polar Bear to about 200
Map29 Stash is now available at ResurrectionStone
Map29 4 golem holdout are replaced to be hp balanced
Map29 Removed RunedGolem in CineBoss Victory Cinematic
Map29 Boss2 now boss summons skeleton instead
Map29 Blade Challenge 02, removed Locust ability
Map29 Fixed HealthDrainArea
Map29 Turned Off GiantChaosGolemDies, remove Cast Iron Token item
Map29 Replaced Golem Patrols with instakill Glaives
Map29 PatrolGlaives (left) removed 2. ended up 2 instead of 4
Map29 Added NPCs and Optional Quest(s)
Map29 Improved Boss01End Cinematic
Map29 New Boss and new area
Map30 Stash is now available at ResurrectionStone
Map40 Stash is now available at the outpost
MapC4 Removed Mana and Increase cooldown of Fan of Knives
Unit Changes/Fixes
Adias Avatar of Judgement reduced attack range to 900 (from 1000)
Adias Avatar of Judgement Increased Cooldown for AOE Ability to 8s (from 5s)
Adias Increased Cooldown of Holy Order to 280s (from 220s)
Adias Adjust Avatar of Judgement's dmg in ability's description
Adias Avatar of Judgement reduced speed to 280 (from 320)
Darak Reduced damage scaling of Spirit Wolves in the later levels
Item Changes/Fixes
Item New Item Swordman's Crest
Item New Item Frost Spear
Item New Item Killmaim
Item New Item Tempering Glaive
Item New Item Manathirst Wand
Item New Item Frontliners
Item New Item Shamanic Armor
Item New Item Rune of Strenth
Item New Item Mammoth Belt
Item New Item Makrura Emblem
Item New Item Makrura Magic Shell
Item New Item Maneater's Finger
Item New Item Deadman's Chest
Item New Item Barbossa's Lullaby
Item New Item Zero Eclipse
Item New Item Steel Dust
Item New Item Steel Crown
Item Removed Ring of Greed from Hard difficulty
Item Wraith Band Reduces Int and Str Buff to 2 (from 3)
Item Warrior's Bracer Reduced Agi and Int Buff to 2 (from 3)
Item Null Talisman Reduced Str and Agi Buff to 2 (from 3)
Item Arcanite Token now costs 140 mana to use
Item Greater Kochura Incense Increases Mana Reduction to 450 (from 350)
Item Scroll of Speed Increased duration to 45s (from 10s)
Item Khadgar's Pipe of Insight is now available in Map20
Item Khadgar's Gem of Health is now available in Map20
Item Gloves of Haste now reduces attack damage by 6 (from 3)
Item Bladebane Armor now reduces Int by 2
Item Crown of Kings now reduces hp and mana by 150
Item Medallion of Courage now reduces Agi by 2
Item Warsong's Battle Drum now reduces wearer's dmg by 5
Item Primal Essence now reduces armor by 5
Item Soul Redemption now reduces Intelligence by 8
Item Deep Sea Sceptor now costs 120 mana to cast (from 85)
Item Pendant of Energy now reduces health by 50
Item Pendent of Mana now reduces health by 85
Item Royal Armor reduced armor increasement to 18 (from 20)
Item Rusty Mining Pick reduced chance of stun to 10% (from 15%)
Item Charm of Maneater now has 18% to deal 20% normal damage and reduces agility by 8
Item Health Boots now reduces mana regen by 1 mana per second
Item Headdress Increase Hit point regen to +2 -5 (from 1)
Item Seimos' War Axe only stuns Heroes for 5 seconds (from 10)
Item Firehand Guantlets now reduces damage by 10
Item Wand of Mana Regeneration no longer provides 100 mana bonus
Item Limit Seimos' War Axe to 1
Item Limit Arcanite Shield to 1
Item Ashborn Flower Change description
Item Life Sucker change name to Life Leech
Item Cleansing Shield now increases mana by 100 (from 200)
Item Flame Strike Staff now costs 50 mana to cast
Item Crown of the Deathlord now reduces Intelligence by 6
Item Helm of Battlethirst no longer increases strength by 4
Item Murloc's Goop now slow enemy's attack for only 3s (from 20s) and reduces armor by 10
Item Ring of the Necromancer reduced mana regeneration for nearby units to 0.5mana/s (from 0.25mana/s)
Item Ring of the Necromancer reduced Intelligence bonus to 5 (from 8)
Item Kochura Incense now increases mana regen by 30% but decreases hp regen by 3hp/s
Item Greater Kochura Incense now increases mana regen by 60% but decreases hp regen by 6hp/s
Map7 Replaced Manual of Health Ground Pickup with Manual of Health +20
Map9 Replaced Manual of Health drop with Manual of Health +20
Map11 Replaced Tome of Strength drop with Rune of Restoration
General Changes/Fixes
Act II Intro Map is available
Increased time before creeps respawn on most maps
Implemented Novels
Map25 Decreased Help Room Chance
Map28 Edit Terenas Cinematic
Map31 Increased Blink mana cost to 35 (from 25)
Map31 Updated Credits
Unit Changes/Fixes
Adias Reduced Avatar of Judgement base damage to 47/81/121 (from 78/135/202)
Sira model no longer has long ears
Map26 Create appropriate colors for Power Generators Green/Yellow
Item Changes/Fixes
Item New Item Phoenix's Blue Feather
Item New Item Sundering Glaive
Item New Item Novel: Seimos
Item New Item Sacred Rune Blade
Item New Item Stout Shield
Item Reduced Wraith Band, Warrior's Bracer, Null Talisman's bonus stats to 3 and 5 (from 3 and 7)
Item Removed Health Booth from Zheidland Armory
Item Replaced Crown of Kings from Moka Quest with Stout Shield
ACT I and General
General Changes/Fixes
MapIntro Fixed some grammar mistakes
Map3 Removed Lots of Tomes of Intelligence/Strength/Agility
Map3 Solaire now drops any items he carries after completing the quest
Map4 Add stash into Shimmer Coastal for purchase and use
Map5 Removed some Tomes of Intelligence/Strength/Agility
Map9 Make Ghostmage invulnerable
Map11 Chen uses Breath of Fire when his hp is less than 40% instead of 30%
Map11 Mini Bosses and Voidwalkers no longer respawn
Map11 FlameStrike areas are off after unlocking the final doors
Map14 Remove summons for Staff of Teleportation exploit
Map15 Remove victory cinemtic if the quillboar defense game is replayed
Map15 Kodo beast cost no gold
MapC1 Button is now visible after activation
Unit Changes/Fixes
Adias' Judgement Strike buff now has the right icon
Chen Changed name of Berserk to Drunken Furry
Chen Drunken Furry reduced base mana to 65-100 (from 85-130)
Unit Fel Stalker removed Mana Burn ability and change attack type to Normal (from Chaos)
Insurgent Changed model
Item Changes/Fixes
Item Primal Essence can only be obtained twice in Act I and once in Act II now
Item Vindicator Belt can only be obtained once in Act I now
Item Cloak of Fire can only be obtained once in Act I now
Item New Items Small/Medium/Large Health Elixir
Item Scroll of the Beast now increases Attack Damage by 50% and lasts 30s, AOE Area is 400 (from 500)
Item New Item Scroll of the Monster
Item New Items Small/Medium/Large Mana Elixir
Item Blood Ring has a new icon
Item Piercing Armor fixed description
Item Spear of Crystal Rain Increased Mana Cost to 110 (from 65)
Item Murloc Staff now costs 85 mana (from 0) to cast
ACT II
General Changes/Fixes
Map16 Fixed An Uninvited Guest quest with questreq and discover
Map16 Fixed Demon run somewhere else in cinematic
Map16 Change Items Sold from Reiner's Shop
Map17 Add Stash as reward after completing Thrall's quests
Map17 Reduce number of Stalkers in the initial packs
Map17 Adjust allied heroes' stats, item and hp
Map17 Remove rock chunks blocking way to Mold Valley
Map17 Turn on Mold Valley transitioning
Map17 Choose the right items for Camp Shop
Map17 Reduced hit points and damage of Quest Rescue's unit
Map17 Added Shaman, Footman, Knight and Priest into Barracks with better description
Map19 Earth, Storm, Fire now disabled and enabled properly for quest
Map19 Mammoth 2nd and 3rd fight has no more unrelated cinematic
Map26 Remove Optional quest rescued unit going into Sira's session
Map26 Designate custom respawn for supporting units in Adias' session
Map28 Removed Tome of Intelligence and Tomes of Strength
Map29 Fixed platform puzzle bug
Map29 Fixed some pathing issues
Map31 Replaced Light Strike effect with Mythic's one
Map34 New Map Added
Map40 Added Cloak of Blaze crafting quest
Map40 Fix boss loses color after restart
Map40 Make player treat creeps as neutral during cinematic
Unit Changes/Fixes
Unit Giant Magnataur increased base health to 22000 (from 18000)
Map28 Increased Magnataur Normal War Stomp to 650 (from 400)
Map28 Increased Magnataur Hook War Stomp to 450 (from 150)
Map28 Increased Reika's Surrounding Wave to 500/620/740 (from 500/580/660)
Item Changes/Fixes
Item Cloak of Flames can only be obtained once in each shop in Act II, but can be dropped from enemies
Item Changed Life Sucker's description
Item New Item Magic Ivory
Item New Item Life Sucker
Item New Item Belt of Power
Item New Item Blue Tearstone Ring
Item New Item Kaleo's Magic Shield
Item Enchanted War Axe changed name to Seimos' War Axe
Item Medallion of Darkhaven decreased life bonus to 400 (from 500)
Item Belt of Power Change stats 6% (from 5%) and 1000hp random dmg (from 450hp)
Item Cloak of Flames can only be obtained once in each shop in Act II, but can be dropped from enemies
General Changes/Fixes
Revamped Level Cap system
Map1 Removed awkward long pause in cinematic
Map2 Fixed Buri can't activate quests
Map3 Ancient Sasquatch now drops Tome of Agility instead of Tome of Knowledge
Map4A Now can skip long cinematic
Map9 Fixed Buri not activate some minigames
Map11 Removed awkward long pause in cinematic
Map11 Added some more rewards into Memory Circles minigame
Map14 Fixed Buri can't activate contraptions
Map14 Makrura Abomination's ability now works on Buri
Map23 Now can skip long cinematic
MapC1 Added Spiky Plate, Tenerious Armor and Noxious Blade to Item Shop
Unit Changes/Fixes
Hero Chen Earth's Spell Immunity is replaced with Hardened Skin with IgnoredDmg: 12/22/30
Hero Chen now has a new ability Bererk - boosting attack speed but Chen takes more damage
Hero Chen Drunken Brawler now only has 8 levels
Item Changes/Fixes
- Item Frozen Core now reduces wearer armor by 10
General Changes/Fixes
Heroes gain only 25% experience from kills after one of them reaches lv22.
Buri’s Banish ability has been replaced by Holy Heal – a self-heal ability which works like Clarity Potion.
The terrain of Longpass Valley has been improved. It looks prettier now.
Detailed Changes/Fixes
Map1 Sellers, Paul and Reiner are now invulnerable
Map2 Buri and other heroes should be able to give the Vial
Map4 Grunt no longer decays when he dies in cinematic
Map5 Disable Chen dialogues if he's not there
Map6 Cairne now has Reincarnation
Map6 Thrall now can summon wolves
Map6 Increased creep respawn time to 200s (from 110s)
Map7 Disabled Invisible Bridge
Map9 Make Sheep invulnerable
Map9 Fix Buri bug in Unit Testing System
Map9 Increased the difficulty of Bandit Quest
Map9 Delicious Meat is now stored as variables instead of item
Map9 Chamber Key and Musical Core are now stored as variables instead of items
Map9 The game now clears text messages for Spider Crab meat updates
Map9 Extended the time Ghostly Archmage appears till 10:00PM (was 9:00PM)
Map9 Make Neutral heroes invulnerable
Map11 Fixed Karim+Boss Door bug
Map11 Double doors to secret item are now invulnerable
Map14 Increased rate of password drop
Map14 Decreased minigame upgrade cost to 300/300/300/200 (from 600/600/600/400)
Map14 Gargantuan Sea Turtle in middle of map can now cast Frost Armor
Map14 Lock camera during Egg Minigame
Map14 Make the whole room visible during Egg Minigame
Map14 Expanded reward roster for Phoenix Egg Minigame to 46 (from 25)
Map15 Blocked walkable paths
Map15 Increased creep respawn time to 240s (from 170s)
Map21 A Stash will be available at the end of the map
Map21 The Undead base now treat Neutral Hostiles as Neutral
Map22 Unrelenting Towers now give 150 gold each
Map22 Gryphon Riders no longer require Castle
Map22 Gryphon Riders increased max hp to 1600 (from 1300)
Map22 Gryphon Riders increased gold cost to 280 (from 250)
Map23 Artilleries can no longer hit Obelisks
Act II Improved final boss fight - final phase
Rum for Friend and Broken Music no longer appear in every map
Unit Changes/Fixes
Hero Buri Reduced Flame Strike's FullDmgDealt to 15/22.5/30 (from 15/26.67/36.67)
Hero Buri Reduced Flame Strike's AOE to 160 (from 200)
Hero Buri Reduced Mana Siphon's ManaDrained to 20/30/40 (from 25/50/75)
Hero Buri Reduced Mana Siphon's ManaTransferredPerSec to 30/60/90 (from 45/90/120)
Hero Buri Increased Mana Transfer's ManaTransferRatio to 1.0/1.3/1.6 (from 1.0/1.2/1.4)
Hero Buri Replaced Banish with Holy Heal
Hero Adias has a new icon
Map3 Remove Alpha/Beta after Mercs' name
Item Changes/Fixes
Item Cloak of Flames/Cloak of Fire no longer deal damage to neutral units
Item New Item Tenebrious Armor
Item New Item Spiky Plate
- Public Release
General Changes/Fixes
Map2 Quest givers now have exclamation mark on their heads
Map2 Empty Vial can be removed from any hero's inventory for quest
Map3 Replaced a Rune of Lesser Resurrection with Rune of Spirit Link
Map3 Removed some boulders for shortcut
Map7 Removed occlusion from some tree
Map13 Added Hint about Lever Keepers
Map15 Shamans are now recruitable during Quillboar Quest
Map15 Added a new cinematic
Map22 Removed Castle requirement for Gryphon Rider Upgrades
Map23 Use no bleed models for Adias, Darak, Chen
Unit Changes/Fixes
Map1 Changed name of Gnoll Hut to Forest Troll Hut
Primal Essence Reduced mana and HP increment of to 150 (from 200)
New Item Defense Charm
New Item Armor of Agility
New Item Piercing Armor
New Item Tough Armor
New Item Battlemage Armor
New Item Cleansing Shield
General Fixes/Changes
- GAME Reduced enemy scaling at Adias lv1/8/17/30/48 from x1/x2/x4/x6/x8 to x1/x2/x2.9/x4.2/x6.1
1X,2X,3D,4D,5D,6D,7D,8D,9D,10X,11D,13D,14D,15D,21D,22X,23X
- GAME Reduced enemy scaling at Adias lv1/17/30/50 with x2/x4/x6/x8 to lv1/28/36/44 with x2.8/x3.7/x4.4/x5.0
16D,17D,18X,19O,20X,25X,26D,27X,28D,29X,30X,31X
Map0 The path to the Resurrection Stone is more visible
Map0 Add difficulty concept
Map3 Replace Fountain of Mana with Fountain of Restoration in the town
Map3 Create shortcut after defeating the Biggest Murloc
Map4 Make the trees/Rocks tighter so that players cannot get through to Tojara
Map5 Make destructibles vulnerable
Map5 The path right below the death knight that we have to kill for the optional quest should be expanded
Map6 Fix Item made with potion, potion doesn't go away but turn infinite use
Map7 Murloc Huntsman now can cast Ensnare on heroes
Map9 Give Chen Delicious Seafood after teleport in Friend quest
Map11 Make destructibles vulnerable
Map11 Replace Fountain of Mana with Fountain of Restoration
Map12 Fix Mana Enhancer now provides 30 armor and 5 bonus damage on Arthas
Map13 Improve Kaleo AI, HP, Damage
Map13 Heroes should be revived at the correct point now
Map14 Remove some trees around the Fountain of Health
Map14 Make it that you would be able to buy boats without having heroes nearby shipyards.
Map15 Increase creep respawn time to 170 (from 110)
Map15 Replace Taurens with Berserkers
Map15 Make destructibles vulnerable
Map15 Make Shamans/Witch Doctors recruitable
Map21 Remove Night Elves
Map22 Add portals on the other side of the map
Map22 After reinforcement, teleport heroes to ReturnSpots
Hero Adias Adjust Mana Cost of Ultimate 200/350/500 to 250/350/460
Hero Darak Adjust Mana Cost of Ultimate 200/350/500 to 200/310/430
Hero Chen Adjust Mana Cost of Ultimate 200/400/600 to 200/280/360
Hero Adias Fix misleading tooltip the number of times Healing Wave bounces
Hero Avatar of Judgement Adjust Mana Cost of Mana Shield 50 to 180/290/405
Hero Avatar of Judgement Fix Tooltip for Mana Shield
Hero Avatar of Judgement Adjust HalfDamage of Judgement 60/120/240 to 20/40/80
Hero Avatar of Judgement Adjust HalfDamageInterval of Judgement 1s to 0.33s
Hero Avatar of Judgement Adjust HeroDuration of Judgement 4s to 0.33s
Hero Buri New icon for Flame Strike
Hero Buri's Flame Strike should no longer work on trees. Change color to blue flame.
Hero Musko Change Frost Armor to Frost Armor (Autocast)
Hero Musko Adjust ArmorBonus of Frost Armor 3/5/7 to 12/20/28/36
Hero Musko Adjust ArmorBonus of Devotion Aura 1.5/3/4.5 to 6/12/18/24
Hero Arthas Adjust ArmorBonus of Devotion Aura 1.5/3/4.5 to 6/12/18/24
Hero Arthas Adjust AmountHealed/Dmged of Holy Light 200/400/600 to 200/400/600/800
Item Fixes/Changes
Item Added tooltip for Blood Ring
Item Fixed Spelling "Sceptor" to "Scepter"
- Act I Closed-Testing Phase B Released
Major Fixes/Changes
The Reliving History event in Edenvale City no longer destroys player's Stash and gold.
Before this update The Abyss and Glowing Cave lose their 'darkness' after a game is loaded, not anymore.
Traversing through the portal in Shimmer Wood should no longer send the player to the campaign menu screen.
Fixed many cinematic bugs in Edenvale City.
Recreated the whole intro sequence of the first map with a new intro quest.
Recreated the quest system for Little Village, Shimmer Wood, Edenvale City. Bringing all of them to Blizzard standard.
Minor Fixes/Changes
Re-organized all import files of the campaign, made it easier to look up a particular file in the imported resources.
Glowing Cave now plays its ambient sound as music instead.
Improve the terrain of Little Village.
Add a new optional quest to Little Village and Edenvale City.
Unholy Titan should continue spawning after reinforcment, until you finish the later map.
Changed food cost of Thunder Lizard Beta in Edenvale City to 1 (from 5).
Recreated the targeting system of Fel Orc Warlock in Lonely Island.
Fixed some typos in the puzzle of Fel Orc Warlock in Lonely Island.
Major Changes
Fixed Hero couldn't gain XP after cinematics for all maps. (caused by the last update)
Fixed over-spawn issue for all maps.
Added loading screen description for all maps.
Created a basic quest-sync system for the main quest.
Added quest logs to several maps.
Improved terrain for maps: Home, Shimmer Wood and Dark Wood (1).
Fixed several dialog/cinematic mistakes.
Added a new mini-boss, quests, a grand puzzle and a mini-game to Lonely Island.
Changed the name of the campaign to 'Defenders of the Light' (was 'Breath of the Light').
Minor Changes
Improved the wraith event in Dark Wood.
Increased the hit points of Dungeon Gates in Den of the Murlocs.
Fixed the uncontrollable stash in Edenvale City.
Preplace some villagers and increase the number of villagers in Edenvale City.
Added some hints, lore and decorations to Edenvale Dungeon.
Fixed the unopenable side-quest door in Edenvale Dungeon.
New SFX boing2 and the song Come On! from Mario and Luigi: Superstar Saga was added to the game.
Fixed the walkable trees in Longpass Valley, players shouldn't be able to walk on top of the trees anymore.
Fixed production buildings not given to player in Stormhaul.
Adjusted enemy level-scaling across all maps.
Unit Changes
Adjusted the size of Centaur Outrunner, Impaler, Firecallers and their derivatives.
Increase the difficulty of the final boss of Edenvale Dungeon.
Nazca Warlocks' Holy Light now heals for 1200 hit points (from 200).
Added proper shadow to Makrura Abominations.
Increased the damage of Faceless One Terror in Glowing Cave.
Increased the ability cooldown of Unholy Titan Controller from 5s to 8s.
Added new upgrades to Advance Gryphon Riders and Super Demolishers in Stormhaul.
Item Changes
Lower the price of Shimmerglaze Roast to 65 (from 100).
Change name of Boots of Speed (3) to Boots of Speed +3.
New item: Rune of War Stomp.
New item: Ring of the Necromancer.
Reduce cooldown of Tome of Experience to 10s (from 30s).
- Heroes revive instantly for cinematic sequences if they are dead.
The humming-lady events now work properly in the Dark Wood maps.
The Barrows is now accessible from the start except from the main quest.
Fixed Den of the Murlocs map-transition issue, players can now go back to where they came from.
- Act I BETA released
General Issues
Don't rename the campaign file longer than it was downloaded (shorter is fine) or the map transition may not work
Keep your save file names short to ensure the map transition works smoothly
Transitioning to another map with at least one of your hero being revived will crash the game.
Sometimes enemies spawn behind trees and rocks. Not all of them can be fixed but many of them can be. Just let me know where the spawns specifically are so that I can fix them in future updates.
Sometimes you would see units' shadows on the map without any unit there. They are the unintended by-products from the spawn system. Just ignore them.
Map Specific Issues
In Blood Feather, the Circle of Power may disappear (visually) after a game is loaded.
In Dungeon of Edenvale, game was reported to crash at the end of the dungeon for game version 1.29+ before. If the cinematic at the end is skipped, the crash is negated.
In Glaring Shore, the game may crash if all of your heroes die. I'm not sure if this bug is caused by patch 1.30 or not.
In Zheidland, bugs may occur due to how much contents the map has. Events may overlap on one another which causes bugs. I'd recommend not to rush and activate too many quests/events at once when you are in this map to prevent bugs from occurring
Patch Issues
Version 2.00 introduced some unexpected bugs that we hadn't encountered before, though none are particularly severe. The most noticeable issue involves invisible enemies occasionally replacing existing ones during map transitions. This appears to result from the game failing to load certain unit models properly upon loading a new map. Another issue is the inconsistent scaling of some units in 2.00, causing them to appear either smaller or larger than their intended size.
They were this campaign's testers. I learned that campaign testing is not only about bug finding and bug fixing. They have done a lot more than that. They contributed a lot of suggestions and ideas to develop the campaign greatly. The scripts of the campaign were also rewritten and improved greatly by them. If you see the version of this campaign when it first came out in the Map Developement section in 2017, you may be surprised of the big difference between that version and the version you have now. All I'm saying is that without their help and you guys' support, this campaign may not have happened. I could never have done this by myself. Thanks to all, it is finally here. Thank you very much.
It is not recommended that you read this section due to spoilers. You should only see this section once you have completed the main game. Please stop reading this part if you haven't played the game, it would just be a disservice to yourself.
About Me
Donate
Item Database
Characters
Hello, I'm Tim, also known as ThinhHo on the HIVE workshop. I'm a Mechanical Engineer. Video game has been a part of my life and I take great joy in making my own contents. Red Alert 2, Starcraft were some of my childhood games that defined who I am as a gamer today. I made Starcraft custom maps for quite some time before getting into making Warcraft 3 maps in 2015. Back then I was fascinated by how lovely the graphics of Warcraft 3 were. I dreamt of how cool it would be to make an RPG world out of its editor, yet I was intimidated by how complicated the programming and triggering process worked. Not until I tried picking it up and opening up the maps of the Founding of Durotar...
Defenders of the Light started out as only some customizations of the Founding of Durotar campaign. New units were added, along with new quests, new events, new enemy scaling, etc. The trickiest things to learn were learning to putting together the spawning system and the transition system. Having to figure out everything by yourself with no background in computer science made the hours of trails and errors quite a challenging but very enjoyable process. Hours and hours of iteration led me to being quite skilled in using the World Editor of Warcraft 3
After several simple maps were made with the transition system, I started to think of making a campaign. The story was developed from there. Now we are here, to enjoy this work of art. I hope you will enjoy playing it as much as I enjoyed making it.
You probably have played and watched many works of art that touched your heart and made you lost in thoughts for days, weeks or even months just like I do. Many widely appreciated contents are usually those that make players/viewers contemplate on the true meanings behind their stories. Good games and movies bring along values that make you grow deeper and wiser as a person. I truly hope Defenders of the Light really gives you, even when it's only you, something to think about, to value and to remember just like how other artworks did to you. If this campaign was worth your time and it was something that brought value to your soul, feel free to support me in creating this piece of art by donating here.
Thank you.
Compilation of most items and custom items used in Defenders of the Light
Because of how items are formulated in Defenders of the Light, with both positive and negative stats, it creates a vast possibility of how many custom items can exist in the game. This beautiful visual compilation does not show details of where to obtain the items in the game. It only shows what the item looks like and what stats they have. All items from common, uncommon to legendary are included in here without certain order. Feel free to enjoy yourself with this wall of colorful items.
Information about the major characters in Defenders of the Light.
This information is supplemental and it is written in a way to avoid spoilers in the campaign. Below is the collection of some of the characters in Defenders of the Light. I put so much thoughts into creating them. Their life, their past, their future, their fear and their desires have been developed for a long time until this day. This section should only be seen by people who seek to know more about the world of Defenders of the Light. Please avoid reading through these if you haven't played the campaign.
dark8118 (Youtuber)
I'd appreciate any bug reports, suggestions and tips!
This was the start of the review i wanted to write for the map, but i stopped writing it after i got crashes with the panda cutscene in the dungeon mission, beeing unable to progress the campaign i just gave up on it, i hope it will help u a bit. (i played on the latest patch 1.31+)
Thanks a lot for writing a detailed review like this. I really appreciate it. As you may have known, the bugs you encountered were caused by the new patch. I'm sorry for the inconvenience by the way, even though I really want you to see what this whole campaign offer. You'll have to play the rebuilt version of the campaign in the future though. I'll start rebuild the campaign after completing Act II.
An awesome campaign! Two questions regarding to shimmering coast:
1. There is some trace of blood on an island in the center of the map, yet I wasn't able to find anything nearby even with seer staff. Is there a trigger or just some decorations?
2. Is there a way to destroy the trees? Brui's Flame Strike doesn't work the way Melee maps do. I was attacked by a hydra and troll behind the trees.
Sorry for the late response, I wonder if you have completed the campaign since you posted on the thread. Both of your questions can be answered by following the main quests.
The campaign works better with older patches. Thanks for letting me know the bugs btw. I'll rebuild the campaign for the newer patches once Act II is complete.
Pay the man, he is a genius. Beautiful campaign! I must confess my heart skipped a beat at the moment of Buri's departure. Now, I have one big problem: after the duel with Chen, my game basically freezes, I have used the iseedeadpeople cheat, might this be causing the issue?
Now, I have one big problem: after the duel with Chen, my game basically freezes, I have used the iseedeadpeople cheat, might this be causing the issue?
Part of the cheat may have caused the issue. The biggest factor must be the game patch. The new patches are not compatible with the campaign. As for this crash that you're experiencing, UkyoKuonji figured out how to get pass it before. Maybe you can try what he did. I can't guarantee that it'd work though.
I stop playing warcraft for a few hours refresh my computer several times and play again..I think the game crashes because too many spell casted when fighting chen thats cause the game to lag then crash.. Fortunately I can quickly defeated chen and skip all the cinematic
The campaign just got updated. There are not many changes in this update. However, for Act I, some changes were made to address some issues the campaign has.
1. Most people get stuck in Edenvale Dungeon due to crash and I still don't know why. My suspicion is that triggers which have timers or repeating timers cause those crashes. Therefore, I disabled those events after players reach certain points in the map. Hopefully, this will reduce the crash possibility for this map.
2. After the campaign was published for almost one year, I realized that the trigger used to activate the challenge map was wrongly configured, leaving many players unable to play the Challenge map at all. With this update, you should be able to play the challenge map after unlocking it in the campaign screen.
Here's the changelog for Version 0.39 if you are interested in reading it.
ACT I and General General Changes/Fixes
- MapIntro Fixed some grammar mistakes
- Map3 Removed Lots of Tomes of Intelligence/Strength/Agility
- Map3 Solaire now drops any items he carries after completing the quest
- Map4 Add stash into Shimmer Coastal for purchase and use
- Map5 Removed some Tomes of Intelligence/Strength/Agility
- Map9 Make Ghostmage invulnerable
- Map11 Chen uses Breath of Fire when his hp is less than 40% instead of 30%
- Map11 Mini Bosses and Voidwalkers no longer respawn
- Map11 FlameStrike areas are off after unlocking the final doors
- Map14 Remove summons for Staff of Teleportation exploit
- Map15 Remove victory cinemtic if the quillboar defense game is replayed
- Map15 Kodo beast cost no gold
- MapC1 Button is now visible after activation
Unit Changes/Fixes
- Adias' Judgement Strike buff now has the right icon
- Chen Changed name of Berserk to Drunken Furry
- Chen Drunken Furry reduced base mana to 65-100 (from 85-130)
- Unit Fel Stalker removed Mana Burn ability and change attack type to Normal (from Chaos)
- Insurgent Changed model
Item Changes/Fixes
- Item Primal Essence can only be obtained twice in Act I and once in Act II now
- Item Vindicator Belt can only be obtained once in Act I now
- Item Cloak of Fire can only be obtained once in Act I now
- Item New Items Small/Medium/Large Health Elixir
- Item Scroll of the Beast now increases Attack Damage by 50% and lasts 30s, AOE Area is 400 (from 500)
- Item New Item Scroll of the Monster
- Item New Items Small/Medium/Large Mana Elixir
- Item Blood Ring has a new icon
- Item Piercing Armor fixed description
- Item Spear of Crystal Rain Increased Mana Cost to 110 (from 65)
- Item Murloc Staff now costs 85 mana (from 0) to cast
ACT II General Changes/Fixes
- Map16 Fixed An Uninvited Guest quest with questreq and discover
- Map16 Fixed Demon run somewhere else in cinematic
- Map16 Change Items Sold from Reiner's Shop
- Map17 Add Stash as reward after completing Thrall's quests
- Map17 Reduce number of Stalkers in the initial packs
- Map17 Adjust allied heroes' stats, item and hp
- Map17 Remove rock chunks blocking way to Mold Valley
- Map17 Turn on Mold Valley transitioning
- Map17 Choose the right items for Camp Shop
- Map17 Reduced hit points and damage of Quest Rescue's unit
- Map17 Added Shaman, Footman, Knight and Priest into Barracks with better description
- Map19 Earth, Storm, Fire now disabled and enabled properly for quest
- Map19 Mammoth 2nd and 3rd fight has no more unrelated cinematic
- Map26 Remove Optional quest rescued unit going into Sira's session
- Map26 Designate custom respawn for supporting units in Adias' session
- Map28 Removed Tome of Intelligence and Tomes of Strength
- Map29 Fixed platform puzzle bug
- Map29 Fixed some pathing issues
- Map31 Replaced Light Strike effect with Mythic's one
- Map34 New Map Added
- Map40 Added Cloak of Blaze crafting quest
- Map40 Fix boss loses color after restart
- Map40 Make player treat creeps as neutral during cinematic
Unit Changes/Fixes
- Unit Giant Magnataur increased base health to 22000 (from 18000)
- Map28 Increased Magnataur Normal War Stomp to 650 (from 400)
- Map28 Increased Magnataur Hook War Stomp to 450 (from 150)
- Map28 Increased Reika's Surrounding Wave to 500/620/740 (from 500/580/660)
Item Changes/Fixes
- Item Cloak of Flames can only be obtained once in each shop in Act II, but can be dropped from enemies
- Item Changed Life Sucker's description
- Item New Item Magic Ivory
- Item New Item Life Sucker
- Item New Item Belt of Power
- Item New Item Blue Tearstone Ring
- Item New Item Kaleo's Magic Shield
- Item Enchanted War Axe changed name to Seimos' War Axe
- Item Medallion of Darkhaven decreased life bonus to 400 (from 500)
- Item Belt of Power Change stats 6% (from 5%) and 1000hp random dmg (from 450hp)
- Item Cloak of Flames can only be obtained once in each shop in Act II, but can be dropped from enemies
Just so you know. We haven't started the bug-fixing or rebuilding process for the campaign tailored to Warcraft 3: Reforged just yet. Like I said before, Act II must be published first before I can start doing so. Secondly, Warcraft 3 Reforged is quite unstable at the moment. Every new patch Blizzard pushed out in the past year broke something. It seems to be happening for Reforged as well. Even after release, I believe they'll have a lot of fixes to work on. I'll wait until the game is stable before I can start working on fixing the bugs for the newer versions of the campaign.
=========================================
=========================================
We've put tremendous amount of work into Act II in the past couple months so there are more changes/updates for Act II than Act I. The changelog only reflects a portion of changes for Act II (document-able changes) but not all of them. Act II is not far away.
For everyone who has played Act I. Here's the important-and-maybe-not-important roster of characters that you may want to take a look at again. If you haven't played Act I, please don't spoil yourself by opening it. It's a sin to spoil yourself from a good story.
And lastly, enjoy the end of the year with your family and
Hello guys,
Such a great campaign.
I wanna ask. When i was in glowing cave, i found power rune (or anything i forgot it's name) near the big door after i open it after turn off the three levers.
Then, i read some comment in this forum and i got news that in these place i can summon wolf.
How can i summon? & what will i get in this cave?
Thankyou
I wanna ask. When i was in glowing cave, i found power rune (or anything i forgot it's name) near the big door after i open it after turn off the three levers.
Then, i read some comment in this forum and i got news that in these place i can summon wolf.
How can i summon? & what will i get in this cave?
The summon wolf method is just a way to get pass the door without hitting the levers. The door is already open for you so you don't have to worry about it.
Are you talking about this Circle of Power here? If you step on it, it should take you somewhere.
Hello again, i noticed that you update the map so i have tried but still have the same problem as before.
In the dungeon after fight with arthas then i ended behind the locked gate again and must play through the dungeon again before i reach the right door of arthas' fight. After that i'm out from palace but i but not see the pandaren coming together an i tried to go out from palace but no tranfering and stuck there. My warcraft 3 is the old version of 1.24 patch. Maybe you have suggestion for me?
I just started it and I can't buy item from Reiner at the start, the item just appeared under the hero and sink in the ground after cliking on it :'( I'm on last patch
Hello again, i noticed that you update the map so i have tried but still have the same problem as before.
In the dungeon after fight with arthas then i ended behind the locked gate again and must play through the dungeon again before i reach the right door of arthas' fight. After that i'm out from palace but i but not see the pandaren coming together an i tried to go out from palace but no tranfering and stuck there. My warcraft 3 is the old version of 1.24 patch. Maybe you have suggestion for me?
Hello, if I remember correctly, they made a lot of big changes from patch 1.24 to patch 1.26 especially some changes with the save folder. Those changes are essential for this campaign to save your progress for the maps you've been through. Without this system from version 1.26 and above, your game can't remember the maps you've been through which forces you to restart those maps. I think your version is really old that's why your game can't run the campaign properly.
I just started it and I can't buy item from Reiner at the start, the item just appeared under the hero and sink in the ground after cliking on it :'( I'm on last patch
You can see here the item being suck into the ground, just after buying it. I played like 45min after that, everything worked but I noticed that a lot of side quest npc dialogue are missing or dont start.
Edit: Just met the 2nd Reiner, I can buy both shield but the Dark wood totem went into the ground too.
Hello everyone,
This is just a minor update for the campaign. Not any bugs are fixed. The only changes I made are:
1. I increased the respawning time for enemies in most maps. They take longer to respawn now.
2. The intro map for Act II is available!! Only take a look at the map if you have completed Act I of the campaign before. I don't want you to spoil yourself yeh. Or you can just wait until Act II is published to play the whole thing.
Here's the changelog for Version 0.41 if you are interested in reading it.
General Changes/Fixes
- Act II Intro Map is available
- Increased time before creeps respawn on most maps
- Implemented Novels
- Map25 Decreased Help Room Chance
- Map28 Edit Terenas Cinematic
- Map31 Increased Blink mana cost to 35 (from 25)
- Map31 Updated Credits
Unit Changes/Fixes
- Adias Reduced Avatar of Judgement base damage to 47/81/121 (from 78/135/202)
- Sira model no longer has long ears
- Map26 Create appropriate colors for Power Generators Green/Yellow
Item Changes/Fixes
- Item New Item Phoenix's Blue Feather
- Item New Item Sundering Glaive
- Item New Item Novel: Seimos
- Item New Item Sacred Rune Blade
- Item New Item Stout Shield
- Item Reduced Wraith Band, Warrior's Bracer, Null Talisman's bonus stats to 3 and 5 (from 3 and 7)
- Item Removed Health Booth from Zheidland Armory
- Item Replaced Crown of Kings from Moka Quest with Stout Shield
You can see here the item being suck into the ground, just after buying it. I played like 45min after that, everything worked but I noticed that a lot of side quest npc dialogue are missing or dont start.
This is an issue by the new patches. I got this issue came in with different forms either in items or abilities from the tester team as well. The new patches did something with the default order and number of abilities/units/buffs/items that it messes with the custom items I created in the campaign. After I have rebuilt the campaign, this issue will be fixed.
Hi @ThinhHo
1) I´m enjoying this campaign a lot, but i´m stuck.!! Can´t seem to find the answers in here, so here goes.
I´m in lonely island, and i can´t seem to be able to get in the CENTER room, and i don´t get any "hints" in game. i´ve read all of the comments in here, and i´m wondering if i´m even supposed to be where i am with my two heroes??
2) I´m encountering this Fel Orc Warlock, but i can´t kill it, it just says a lot of gibberish.?
3) I´ve found a blue mushroom, but it doesn´t trigger anything. Maybe it isn´t supposed to, but it seems out of place
4) Lastly, there doesn´t seem to be any way to get out of this world (?), so therefor the "stuck" part..
1) I´m enjoying this campaign a lot, but i´m stuck.!! Can´t seem to find the answers in here, so here goes.
I´m in lonely island, and i can´t seem to be able to get in the CENTER room, and i don´t get any "hints" in game. i´ve read all of the comments in here, and i´m wondering if i´m even supposed to be where i am with my two heroes??
You're not supposed to go this far with only two heroes like this. This map was designed for late game. You'll have to come back another time to do it. To get out of this map, you just need to buy a boat, or hop on your boat (if you still have it) to go back.
You're not supposed to go this far with only two heroes like this. This map was designed for late game. You'll have to come back another time to do it. To get out of this map, you just need to buy a boat, or hop on your boat (if you still have it) to go back.
Decoding him is not easy. It's a puzzle but it's not for everyone.
Am i not "supposed" to, or not "able" to? I cleared the whole map (no cheats) with the two heroes. I was able to open the door to the center area without leaving any heros behind. From what i gather on here, maybe that shouldn't´t be possible? Maybe a glitch?
Am i not "supposed" to, or not "able" to? I cleared the whole map (no cheats) with the two heroes. I was able to open the door to the center area without leaving any heros behind. From what i gather on here, maybe that shouldn't´t be possible? Maybe a glitch?
I really like this campaign! It feels different from most campaigns I've played. I really like that I have to think about what to spend gold on & which items to put on my heroes. The difficulty in the optional areas feels nice and challenging.
I like the variety in the story.
I like the variety in the gameplay with minigames and puzzles and cool boss fights. I'm regularly pleasantly surprised.
Thank you so much for making this campaign!
I found 1 bug in the Lonely Island optional map minigame. When I make it to the end of the timer, it does not spawn any reward, but if I make it to within 1 minute of the timer, it does spawn a reward.
I found this bug on 1.26
I played all of the campaign. Its fun.
The story has issues like a deus ex machina and events that are not properly explained such as the dungeon but its still better than the story of most custom campaigns thus its excellent lorewise.
5 out of 5.
I really wanted a campaign like the foundation of durotor too. thank you for making this campaign. although I noticed a bug in the third map. there is a place for hiring mercenaries on the right side of the map, south of the undead area. if you hire units, they will spawn in some trees and can't get out.
@ThinhHo can you please add a list of all the quests available at every map? Reason i am asking is because it is difficult to track how many totals quests are in a map when there's no undiscovered quest slots for each quest. Most of the quests i did was coz i was lucky to have been at the right place at the right time. I am not even sure how many quests i might have missed because of this. Just a simple quest text explaining why you need to do the quest and how/if it adds up to the region's story should be nice. For things such as easter eggs, etc which cannot be put into a quest maybe make an achievement table which people can look up with a simple command?
Hi @Priyam Mitra, in this campaign, you are not meant to discovered all of the quests. I know that in many Warcraft 3 campaigns, quests are made clear so that people can complete them all and many people are used to playing Warcraft 3 like that. However, I created this campaign with the mindset and the philosophies of games like Dark Souls in mind. You are not meant to discovered everything and things that are found are for the ones who actually look. There will be certain things you'll definitely miss. Sometimes, doing certain things open the possibilities for certain quests but close the doors for others. I know listing all the quests would be convenient for players. However, that would go against the philosophy of this campaign. Furthermore, my editor is not working. I can't open the campaign to edit or to see what contents I put in it, which I don't remember all of them.
With that being said, just enjoy the campaign with all you have. I put 3 years with my heart and soul making this campaign, I hope you enjoy the story and the gameplay it has to offer. If you can discuss the campaign in details or if you have questions, you can always message me personally.
@ThinhHo can you please add a list of all the quests available at every map? Reason i am asking is because it is difficult to track how many totals quests are in a map when there's no undiscovered quest slots for each quest. Most of the quests i did was coz i was lucky to have been at the right place at the right time. I am not even sure how many quests i might have missed because of this. Just a simple quest text explaining why you need to do the quest and how/if it adds up to the region's story should be nice. For things such as easter eggs, etc which cannot be put into a quest maybe make an achievement table which people can look up with a simple command?
If you are a little familiar with triggers, you can go and look at them in the trigger editor. I think there was a list of all of them there. Don't modify anything tho. It might destroy the whole campaign.
@ThinhHo can you give some hints on how to decode the puzzle of the fel orc warlock speaking ancient orcish in lonely island? i am not even sure where to start(if i need to unscramble the words or if they are supposed to mean anything in english after u unscramble them or if those words are not supposed to mean anything at all and i need some sort of item to translate the orcish? its too confusing)
can you give some hints on how to decode the puzzle of the fel orc warlock speaking ancient orcish in lonely island? i am not even sure where to start(if i need to unscramble the words or if they are supposed to mean anything in english after u unscramble them or if those words are not supposed to mean anything at all and i need some sort of item to translate the orcish? its too confusing)
Write down the warlock's phrases and put them through an affine cipher decoder. ( You may need to make some adjustments to the decoding to get the correct text. I haven't played in a while and don't remember what they exactly were.)
When the encoded text appears on screen, write the decoded counterpart.
Hello people, i recently downloaded the campaing and gotta say its very good but i encounter a problem in the Lonely Island area, i see other got problems there yet the problem seems to be different for everyone so ill tell mine...
I found in the island a series of gates that cannot be destroyed, "they tell" you that you have to tell the password but i dont know where to find it or how to "say it", also found a "blue mushroom" passing an "unkillable" warlock that damage you that again dont know how to deal with him... so please help me to resolve the clues...
BTW only after i get tired of exploring the only cheat code that im using right now its the invicibility/oneshot cheat code, thats all...
Hi Axmand, the pieces of passwords for the gates are dropped by the enemies in front of them. For each password, you just need to piece them together in a certain order. The Warlock is another puzzle. It is a code-related puzzle.
Hi Axmand, the pieces of passwords for the gates are dropped by the enemies in front of them. For each password, you just need to piece them together in a certain order. The Warlock is another puzzle. It is a code-related puzzle.
Hello and thanks for the reply, sorry if im being dumb but i dont get what you say about the password, you say that "dropped by the enemies in front of them", that's mean i have pull and "take" them to the gates to release the password? also, after doing that how i "put" the password?...
Hello and thanks for the reply, sorry if im being dumb but i dont get what you say about the password, you say that "dropped by the enemies in front of them", that's mean i have pull and "take" them to the gates to release the password? also, after doing that how i "put" the password?...
Texts sometimes appear on the heads of dying enemies when they die. This means you meed to farm for bit before you can get all the pieces. Once you think you’ve got all the pieces, type them (in the right order) in the message box (after hitting enter) in front of the door, after they ask you what the password is.
yep, someone gave the solution earlier and thanks to your review I know the purpose of the maiden of pain.
I'm drawing near the end of the campaign and I don't want to miss anything, also with the amount of hidden optional quests, this campaign really needs a walkthrough.
Not sure if this has been answered before, but do you actually fight some mini boss in that Abyss area in the Dark Wood Region or was it just there for that bit of exposition from Adias on the Abyss?
I consider this secret the biggest and hardest secret to find in this entire campaign. The campaign has been out for a while so I guess giving out the answer wouldn't hurt. The spirit only appear during a certain period of time of a day. It will be somewhere outside and near the middle entrance of the city. Also it only appears when you have 3 heroes with you.
Not sure if this has been answered before, but do you actually fight some mini boss in that Abyss area in the Dark Wood Region or was it just there for that bit of exposition from Adias on the Abyss?
No, it's not a mini boss. It's way bigger and more important than that. I hope you can make it through the end of this map, hehe. Heroes level 20+ recommended.
No, it's not a mini boss. It's way bigger and more important than that. I hope you can make it through the end of this map, hehe. Heroes level 20+ recommended.
Just to clarify, I'm not talking about the lava giant (What a fight tho). I was talking about that little strip of area in the region with Assan and The Living Tree. There's a little area of the Abyss in the bottom-left part, I expected something to happen for 2-3 minutes but moved on after nothing did.
That aside, in the region before Edenvale city (Where we killed the Corruptor and the later tragedy), I managed to somehow (No, seriously, how did that happen? I just went there a long while after I tried the first time with my three heroes being lv 23 and it just opened, for some reason) get to that little area that had a portal to the Abyss. Is there any kind of reward if kill a certain amount of creeps? Or is that region just a literal dead end? With you killing as much as you can before you're heroes die?
EDIT:
Also, any chance there's an achievement for beating the Horde in the mission the Edenvale City spirit initiates? I just did and man, that was tough shit to pull off
I was talking about that little strip of area in the region with Assan and The Living Tree. There's a little area of the Abyss in the bottom-left part, I expected something to happen for 2-3 minutes but moved on after nothing happened.
get to that little area that had a portal to the Abyss. Is there any kind of reward if kill a certain amount of creeps? Or is that region just a literal dead end? With you killing as much as you can before you're heroes die?
Also, any chance there's an achievement for beating the Horde in the mission the Edenvale spirit initiates? I just did and man, that was tough shit to pull off
I should have put an achievement there right? It was definitely a challenge. But you made that achievement for yourself. I also did that challenge myself and lord it was fun to destroy them all. That section is basically just a huge easter egg. It also helps you obtain some unique items you can't find anywhere else in the campaign.
Man, reading your comment really makes me want to play the campaign again.
See, that's the thing and why I asked that question in the first place, maybe it's some kind of bug I stumbled on but when all of my heroes died there they didn't revive, no revive timer, nada. I just assumed that it was following a narrative angle of "Once in the Abyss, never out of the Abyss. Thus you're very dead or will be very soon". In spite of the revival monolith being there and when I was exploring the area (First manually be walking and then using the fog of war removal cheat) I saw no exit.
Thinho said:
I should have put an achievement there right? It was definitely a challenge. But you made that achievement for yourself. I also did that challenge myself and lord it was fun to destroy them all. That section is basically just a huge easter egg. It also helps you obtain some unique items you can't find anywhere else in the campaign.
Man, reading your comment really makes me want to play the campaign again.
Hmm, fair enough I guess, beating it myself was plenty of an achievement already but the usual bit of ego boost from it being an actual in-game achievement would have been nice . Even if I probably could have been a decent bit more efficient at beating the Horde there. Agreed, it was pretty fun to be on a different side in this battle for a change (Especially since I've always been more of an Alliance fan. My sincere apologies, Rexxar, my man. You, Cairne and Rokhan were supreme troopers and lads).
Yeah, that easter egg definitely firmly sold me to this campaign, despite some of my grievances about it so far (Mainly the way the heroes in this campaign were nerfed/weakened stats-wise along with armor compared to the regular WCIII heroes and armor. The item tradeoff was something I would have been entirely fine with if it wasn't for the first two points. That said, I could have done without the RNG/Gambling parts in Lonely Island. The words and later the Statue Feeding part. I also feel making the gates stay open permanently instead of having 2 out of 3 heroes having to be left there doing nothing would have been the better idea.)
Moving on, I'm going to assume I can only get those unique items during the Theramore Battle itself? Since they weren't there when I checked after the fact. And yeah, the campaign is quite good and lends itself to a decent deal to replayability.
EDIT:
For some reason, in Stormhaul after the cinematic where Muradin and Drek'thar arrived I stopped getting gold for killing units. While I did get those golden numbers after killing something, It didn't actually get added to my total gold in the upper right corner. Picking up coins, however, does add to my total gold supply.
Hmm, I have to say, while I've had some problems with the story (Mainly the whole Edenvale Dunngeon and Throne Room parts along with Adias himself) what happened in the cinematic felt way too "convenient"/deus ex machina to me.
Maybe it was cuz my heroes were lv 31 (And that my build/MO in terms of items were mana regen, damage and health) at that point but first of all, I'm calling BS on the Infernals and Titans being as much of a problem as shown in the cinematic. Before Arthas arrived I killed the Infernals literally 10-15 seconds after they appeared and then sent the wolves to deal with 1 of the 2 wards/staves (So I wouldn't separate the 3 heroes and sent the 3 to off the other ward) and the Titans were easy enough to take out even when they were grouped in two...without the army even factoring in the equation (With them, it was even easier and quicker).
And second, Arthas dying here in the manner he did felt way, way too forced. Ignoring the convenient way 2 of the Titans just so happened to spawn next to him...he has Divine Shield...Divine Bloody Shield man. All he had to do was get that up in the few moments he had before the Titans hit him and he wouldn't have died (Seriously, I literally saved him that way myself a few times during the caravan mission when he was on like 200-300 hp or lower). This makes it feel like he intentionally allowed himself to be killed, which clashes horribly with the calculating, if somewhat, arrogant character you'd built up up till that point, prophesy or no prophesy (Hell, Lother in-game even says that Arthas ain't to listen all that much to that kind of shit anyways).
Lothar appearing in the last moment the way he did wouldn't have felt so much like an asspull/deus ex machina if the situation itself had been different.
Maybe, and this is just a suggestion - you can flat-out ignore this part if you want, instead of having Arthas die in such a forced way you can make the situation something like this:
Arthas and Musko arrive to assist the 3 heroes (Who'd been doing well so far but have started feeling the begging toll of the battle) with the Edenvale army after an indeterminate amount of fighting later - at least half (Or even far less) of the army is dead and Adias, his companions and some of the army remnants are fighting several Infernals and Titans while Arthas, Musko and the rest of the remnants are fighting 1-3 Titans and several infernals nearby and within sight. What happens here is that Musko could be the one to die instead. Either by managing to take a deathblow in Arthas' place (An old classic) or plain old just being the first of the heroes to go down, just that he was unfortunate to actually be dead. This could still lead to either the majority of the Talia flashback or another flashback with a similar impact between Adias and Musko instead. To be entirely honest, I feel that Musko being the one who dies would be the option that might breed more character conflict (In this case, between Arthas and Adias) and would lead to Adias still sounding so (Or even more) revenge driven make a bit more sense.
Following all of that, then you can have Lothar appearing in the exact manner he did, along with some Horde and Edenvale last-minute reinforcements. Furthermore, if you want you can have Lothar be the casualty by making it so that he takes out a good deal of the current enemy at his arrival and then engaging the Guardian by himself and taking the thing down with him. That, I think, would be a more lighthearted and fortunate outcome compared to either Arthas or Musko dying.
Or, you could still just have Arthas be the casualty and leave the rest of the ending cinematic proceed as in the campaign, this (I feel) would just be a better and more in line with his character way to perish.
Alright, leaving aside my above grievances, I enjoyed the gameplay, lore, storytelling and overall feel of the campaign greatly my friend. It can be easily felt that you've put a large amount of work, effort and (most importantly) love into this campaign and anyone saying otherwise would be very wrong. I'll be eagerly awaiting the full release of Act II .
Man, I was pretty convinced that Insurgent would end up being Talia (Now that'd be a painful twist for Adias). But after watching the Act II Cinematic it's pretty obvious that Ling is Insurgent. I'm curious if she'll be entirely on the side of the Undead/Legion or if she'll try to help Adias as much as she can. What we've seen of her indicates that the latter has some decent bit of possibility
Maybe it was cuz my heroes were lv 31 (And that my build/MO in terms of items were mana regen, damage and health) at that point but first of all, I'm calling BS on the Infernals and Titans being as much of a problem as shown in the cinematic.
You are super over-leveled buddy LOL. The minimum level for the final map is 18 and I expected the maximum level is 24. The level restriction was put in place so that players don't overlevel themselves. To reach level 31, you must have played this campaign A LOT. I felt like you exhausted all of the little things this campaign has to offer. That was an insane dedication I never expected to see. Many props to you my friend. If you ever get to play the campaign again, try the final map with heroes level 18-20. You will feel the challenge, even with the map prior to the final one.
As for the suggestion of story change, Act II has already been made, leaving the suggested changes inapplicable. Though I appreciate that you care enough for the story to give detailed suggestions like that.
The wait is killing me as well.
Act II is basically completed. The finalization step is the final step that needs to be done. However, the older versions of the editor have stopped working on my computer for some reasons. Therefore, I have been unable to finalize the campaign and publish it here.
The new editor works but currently the game doesn't support campaign editing. I'm waiting for an update from Blizzard so that I can start working on the campaign again.
The sad thing is that we don't know when that update would ever come. Blizzard has been going downhill in recent years and Warcraft 3 Reforged has received little to no support from the company.
So I'm waiting, just like you.
I hope, in the near future, the update will come and you all can play the amazing, insane and unique things that are waiting for you Act II.
Defenders of the Light Act II will give you some of the fights you'll never forget.
I know that bit. It's just, after I completed the Theramore battle, I went to all three marketplaces to check if the items were still there (I wasn't gonna buy any of them since my build was pretty much set but I was curious nonetheless) and they weren't. I wasn't sure if that was intentional or a bug, thus why I asked.
ThinhHo said:
You are super over-leveled buddy LOL. The minimum level for the final map is 18 and I expected the maximum level is 24. The level restriction was put in place so that players don't overlevel themselves. To reach level 31, you must have played this campaign A LOT. I felt like you exhausted all of the little things this campaign has to offer. That was an insane dedication I never expected to see. Many props to you my friend. If you ever get to play the campaign again, try the final map with heroes level 18-20. You will feel the challenge, even with the map prior to the final one.
Well, bottom line, I'm the kind of Warcraft player that tries to explore all of the campaign maps and quests I encounter. Plus, one of the things I really liked and enjoyed about the Durotar campaign was how much more there was to explore outside the main storyline and how rewarding it was (Granted, the last bit is kinda diminished with the inconsistent quest rewards of this campaign, but I suppose we can't have everything) and since this campaign is inspired by it I did the same thing.
Granted, that actually properly happened after I finished the Dungeon and Arthas showdown parts and then shortly after getting the third hero. I think the biggest reasons why I was so overleved was because I decided to do the Theramore battle and win it and that later when I got to the final map I decided to destroy every single bit of the of the Undead base (Believe me, overleveled as I was, pulling both the former and the latter off wasn't as easy I would've liked, especially when I stopped getting gold from killing the enemy units after Drek'thar and Muradin arrived in the final map. Then again, I'd have probably been even more overleved if my patience hadn't run out a bit past the halfway point and I decided to use the gold resource cheat to get the rest of the unit upgrades which sped things up a good deal). Otherwise, I'd have probably been somewhere around level 24-26 at most (around 28 if I still decided to raze the Undead base). I think the only things I didn't complete were the Edenvale city subquests, the Statue Feeding subquest and not managing to figure out where the Mask of Silence was located. I really hope I'll be able to port over my current heroes in Act II, I think I might even cry a bit if that doesn't end up being the case .
ThinhHo said:
As for the suggestion of story change, Act II has already been made, leaving the suggested changes inapplicable. Though I appreciate that you care enough for the story to give detailed suggestions like that.
Aw man, guess I should've just carried on playing the rest of the campaign when I first played it around....an year ago? I think? Might have managed to change your mind during that period. Oh well, nothing more I can really do there.
That said, I'm going to firmly hold my stance that Arthas shouldn't have died so easily because he has divine shield. That thing should only take a second or two at most to activate which I'm certain he had. Maybe you can just change the skill into a different one? Maybe a "Holy Slam" (AKA, Muradin's W skill) or some such cc skill? Or maybe a different support skill?
ThinhHo said:
The wait is killing me as well.
Act II is basically completed. The finalization step is the final step that needs to be done. However, the older versions of the editor have stopped working on my computer for some reasons. Therefore, I have been unable to finalize the campaign and publish it here.
The new editor works but currently the game doesn't support campaign editing. I'm waiting for an update from Blizzard so that I can start working on the campaign again.
The sad thing is that we don't know when that update would ever come. Blizzard has been going downhill in recent years and Warcraft 3 Reforged has received little to no support from the company.
So I'm waiting, just like you.
I hope, in the near future, the update will come and you all can play the amazing, insane and unique things that are waiting for you Act II.
Defenders of the Light Act II will give you some of the fights you'll never forget.
Well, there's this map maker called SharDundred who's currently making his "The True Story of Arkain" campaign (That's an awsome campaign btw) combining his previous campaigns' storylines into a single "main" storyline/timeline. Maybe you can ask him either how he still has his editor working or if he can send you a copy of it?
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.