I played this campaign on Hard on the
Warcraft version 1.29, i managed to finish it somehow, i did not use any cheats except for one time where i felt i couldn't progress.
I am writing all of this because i spent so much time playing this campaign, that my conscience won't rest until i say all i have to say about my experience and my thoughts, so everything i will write in this "review" even tho it sounds a bit negative, i am writing it as constructive criticism, and all of it is in good faith, because i want more people to create beautiful works of art like this one in the amazing universe that is Warcraft 3, and i want them to not only be good, but one of the best!
Where do i even begin, this custom campaign is huge.. like huuuuuuge huge

, it might actually be the biggest custom campaign ever made, and for something so big and so time consuming it must give the player a lot to work with in terms of the story, the gameplay, quests, etc.
And yes!
This custom campaign does do that, or at least it does to some degree, there have been lots of times where i was playing this and felt like i lost my purpose because i spent so much time in every single region/map, heck there are some regions where i spent many hours just exploring and fighting random creeps, having such a huge campaign can be good but to me it felt more like a negative the more time i spent playing it, it is 100% a double edged sword, like i said, for something so big, it better have a very good overall main story to keep the players engaged, focused and motivated enough to keep playing it untill the end!
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Chapter I-_____
Short thoughts of the The main story:
So basically the main story from what i got so far is this: A mysterious undead force keeps getting stronger and stronger and plans to invade the world once more like in the old days, so the human kingdom decides to secretly send messengers to find the best warriors all around Tazania to come back and defend the kingdom, so far so good, i really liked this part of the story, the only problem with it, is the fact that all of this didn't actually do anything, yes some warriors did come and one of those warriors is Adias (the player), but the story doesn't do anything with this warriors other than using them to fight in this underground, PUBG, free for all type contest (Which was indeed an interesting idea, i really liked it) the issue comes after the contest is over, all those warriors don't actually help, like... at all, the only ones who help are Adias and his friends, when it comes to actually fighting the main undead force, we are pretty much alone, i did not like that, especially when it came to the end of the chapter, where we had to fight the undead army in that huge dota style fight, i am gonna say more of it later.
_____
Overall Problems/Negatives
1. The items (permanent items) (Rant)
My biggest problem with this custom campaign must be 100% the items, oh boi, those items man! I think this is the main reason i had an overall bad experience with the whole gameplay, the majority of the items in this custom campaign are bad, but not just bad, they are legit one of the worst items i have ever seen in my life!
This was the first time when i played any game, where i felt punished for having items on my heroes, this was the first time when having items on my heroes felt like a negative thing, making my heroes weaker, like how.., why....
Now. . .I get it... it is an unique idea, items having some sort of gimmick, giving a bonus but having something to sacrifice for that bonus, is indeed a great idea, BUT not like this, not with this kind of bad balance!
You take a look at this items and tell me you want them on your hero, keep in mind tho, you are wasting precious slots in your hero inventory for this, so those items better be good!
These are most of the items i found during my gameplay:
For point of reference for the items with the hero stats, A hero at lvl 20 (that is at the half of the campaign aka end of Chapter I, after taking some tomes as well):
Adias (Main hero): 50-60 dmg , 1300 hp , 510 mana , 8 armor , 47 str , 27 agi , 34 int , Average move speed and attack speed.
His first spell, Healing Wave: costs 132 mana (lvl7) it heals 625 hp for 6 targets, also his ultimate costs 250 mana (lvl1).
(The positive stats are on the left and the negative stats are on the right)
-----Worst/Useless items:
Footman Shield: + 6 armor / - 5% move speed

(Heroes are slow by default so sure why not make them slower)
Flower trinket: + 3 int / - 2 str (good only for int heroes, but again, waste of slot, there are better low tier items, and during that time i only had 2 str heroes and i don't want negative str on them.)
Health Boots: + 40 ms and + 1 hp regen / - 1 mana regen

(Heroes have low mana regen so sure why not have 0 mana regen and have fun using spells)
Medalion of Courage: + 4 str and int / - 2 agi (kinda fair, if my heroes didn't have already issues with their attack speed)
Primal Essence: +150 hp / -5 armor (perfect example of a waste of an item slot, what even is this for)
Mask of Silence: + 30% mana regen / - 85 mana (Heroes need to use spells but they need mana to do that)
Ring of the Necromancer: + 3 str and agi, + 5 int / - 0.5 mana regen for every hero(aura)

(haha) (no mana regen for spells)
Tough Armor: + 10 armor, +1 hp regen, +200 hp / - 200 mana

(sure have 0 mana why not)
Tenebrious Armor: Reflect 30% melee dmg, +300 hp / - 350 mana

(whaaaaaaaaaaaaaat) (yes have negative mana, that would work wonders)
Vindicator's Belt: +10 str/agi / -20 int

(same problems, no mana and mana regen for spells)
Claws of attack: + 3, 6, 9, 12 dmg / -25, 50, 75, 100 mana (manaaaaa, why you hate mana so much)
Gloves of haste: +15% attack speed / -6 dmg (not worth losing so much dmg, in the early stages of the game)
Ring of regen: +2 regen / -150 hp (not worth losing so much hp)
Noxious Dagger: 10 dmg per sec / -20 dmg

(that's like losing almost 50% of the entire dmg of the hero, at the time you get this item heroes have an average of 40 - 50 dmg)
Kochura incense: +60% mana regen / -6 hp regen

(sure have negative hp regen, and one of my heroes will slowly die just from running from one place to the other, great!)
Abomination Axe: +6 dmg, +10% lifesteal / -2 hp regen (this item would be good kinda if i didn't have already the item that gives +15% lifesteal aura and if heroes had good attack speed to begin with)
Absorbing Hammer: +5 dmg, +5% to deal 300 dmg and stun for 1 sec / -15% attack speed

(Heroes have slow attack speed already, enough said)
Armor of agility: +12 agi, +5 armor / -6 str

(none of my heroes are agility, soo..)
Bleed Stone: + 13%, 26%, 40% dmg / -3, 6, 10 hp regen per second

(death! your heroes can't deal damage if they are dead, some might say)
Blood Ring: +5 hp regen per second / U take 10 extra dmg from any attack

(despite the regen you will die faster with this item on your hero during combat)
Charm of Maneater: +20 dmg / 18% to only deal 20% of dmg and -8 agility

(basically negative crit and slow attack speed from just 1 item, amazing! lol)
There was this ring you can get by crafting it similar to the Doom Gauntlets, i think it was called like Ring of greed/gold
And it gives 1 gold for every auto attack but your hero either has negative regen or receives 10 extra dmg from all attacks (something like that, you know the one) Yea it was so bad that i took a look at it for 5 seconds and i throwed it on the ground after haha
Even if this item didn't have a negative effect it would still not be worth it.
-----Bad items with no side effects:
Flute of accuracy: +10% dmg to ranged units (considering there is only 1 ranged hero in the team, this one is kinda trash, but hey, no negatives at least)
Amulet of spellshield: Blocks a negative spell every 40sec. (decent but since there aren't many enemy heroes that attack you with high dmg single target spells, this item is pretty much useless)
Thunderlizard Diamond: chain lighting that deals 100 dmg to 3 targets, 9 sec. cool down (this would be a cute item to have at the early stages of the game and NOT at the END of the GAME, where mobs have 3k hp and hero's spells deal 1k dmg! don't you agree)
Mana enhancer: +5 dmg and +8 armor for 30 seconds with no mana cost (but when you have 3 heroes with lots of spells to micro having to click on an extra item that does just that, isn't really exciting enough, it is a waste of a slot)
Spear of crystal rain: deals 250 dmg small aoe and costs 110 mana with 6 sec cool down (Everything seems nice except that mana cost, considering your hero has already a much powerful spell in his spell kit why would you want to spend so much extra mana on this one)
Staff of great lightning: deals 700 dmg to main target and 350 to a secondary target, 3 seconds casting time, costs 100 mana and has 117 sec cool down. (same problems, mana a bit too expensive, and that cool down is too high)
Staff of holy Light: + 0.5 regen per sec large aoe (not sure this works or not since there is no indication of the aura), and can cast holy light that heals for 200 hp, costs 60 mana. (now why would i use this item when i already have a much better spell Healing wave which heals a lot more and heals more targes as well)
Wand of mana Restoration: Gives 200 mana to the hero with a 210 seconds cooldown. (so i use it once then i throw it on the ground and forget about it, cuz is that bad)
These following items are the most balanced ones i have encountered, they are still bad don't get me wrong, but compared to the other ones, this ones don't feel like a punishment.
-----Decent/good items with side effects:
Royal Armor: +18 armor / -250 hp (is a must have, because heroes are weak and die fast + lots of items reduce armor)
Boots of Speed: +60 move speed / -8 armor (is a must have because heroes are slow as fuck)
Pendant of energy: +150 mana / -50hp (amazing item)
Pendant of mana: +250 mana / - 90hp (one of the best items in the game, perfect example of a balanced item)
Lion horn: +5 armor(aura) / -4 dmg (decent aura item, good early)
Frozen Core: -15% attack speed aura for all enemies / -10 armor to the user (One of the few items i like, the armor is still to much reduced tho)
Murloc's Goop: -50% attack speed to the target / -10 armor to the user (Another good item, too much armor reduced)
Omni Mask: +25% mana regen / -100 hp (one of the best items in the game, since u can buy a lot of them from the shop)
Ashthean Blade: +6 dmg, +10% attack speed and aoe dispell that also deals 500 dmg for 85 mana / -6 armor (It is a good item, but the dispell costs too much mana, 85 mana).
Catalyst of the swarm: Summons 2 zerlings , 80 mana with 2sec cd. (This is one of the most unique items in the game, BUT your hero pretty much needs to stay near a mana fountain all the time to be able to use this item, 80 mana with 2 sec cool down, too mana expensive).
Arcanite Token: Summons Arcanite golem (2k hp and 60 dmg) duration 80 sec, cool down 130 sec. (the cool down is too big, and it costs 140 mana to summon, too mana expensive)
Deep sea scepter: Summons 2 mutant murlocs (Good summoning item that sadly has the same issue like the other ones, the cool down is too high and costs a bit too much mana, 120 mana and 112 seconds cool down)
Doom Gauntlets: 600 aoe dmg, 2 sec casting time , costs 200 mana and has 138 sec cd (like always, too much mana and too long of a cool down)
Flame strike staff: 50 dmg per second, 50 mana to use but... 180 sec cool down, haha, no (is a cute item to cut some trees i guess, but what is that cool down, i am gonna go to sleep and when i wake up i get to use the item again.. yaaay!)
For some reasons there are some items that don't have any negative side effects to them, and oh boi i wonder why they seem to be one of the best items as well, hmmm i can't seem to see the reason why is that... hmmm...
-----Decent/Good items:
Wind Lace: +20 move speed (One of the best items in the game, and this says alot about the game, when one of the best items is an item like this one

, movement is key! and this item delivers just that, it is a must have item for early stages)
Circlet of Nobility: +2 all stats (this was the item i had my hero full with at the early stages cuz all the other items were shit)
Keg of Ale: + hp/mp regen (Best item in the game? pretty close yea, shame there is only 1 of them in the whole campaign)
Orb of frost: +6 dmg frost effect (nice dmg and has orb effect that slows)
Orb of Venom: +5 dmg poison effect (can stack your heroes with it at early stages do deal some extra dmg)
Robe of the magi: +6 int (decent stats)
Transcent orb: +4 any stat you want (decent stats for early game)
Critical Stone +1 and +2: 5% to deal 2.5 dmg , 5.5% to deal 2.75 dmg (Decent item early game for some extra dmg)
(Where do i get the +3 and +4 critical stones tho? nobody knows)
Imbued Holy Light +2: 20% chance to deal 200 holy light dmg to an undead enemy (This is indeed a must have item and is one of the best items in the game as well, but where do you get the +3 one? once again, a mystery)
Staff of negation: Aoe dispell and 200 dmg to summons, with 7.5 sec cd (another good item, the problem is that it gets weaker in the late game)
Seer Staff: Reveals invisible units, it costs a bit too much mana for my liking, 110 mana for a reveal is too much, i suggest lowering it to 30 mana.
Scourge Bone Chimes: +15% lifesteal aura / -6 str (One of the best items in the game)
There were some items i did not encounter while playing this campaign, after i got the bonus challenge chapter and looked through the goblin merchant in that level, i noticed some new items.
There was this quest in the human capital, with this information guy that gives secret game tips if you give him random items, i never managed to finish this quest because i never found a hood of cunning anywhere and i did search for it, very strange! (this made me think that there must be a lot more items in the game that i just didn't find for some reason).
All the items that i did not encounter during my gameplay (Chapter I) from what i know, there might be more or maybe those items weren't even supposed to drop in the first place? who knows.
Cloak of fire ; Frostguard ; Helm of Valor ; Hood of Cunning ; Warsong battle drums ; Legion Doom-Horn ; Orb of poison ; Ring of Archmage (+3 all stats and mana regen aura) ; Abomination Axe (Chapter I) ; Critical Stone +3 and +4 ; Frozen Core (i remember getting this item but after i reloaded the game and replayed it i never got this item again, i don't even remember where i got it from in the first time) ; Imbued Holy Light +3 ; Mask of stillness.
So my thoughts on the issue with the items are these:
In this map or any other game, your heroes need to have first off, enough mana and mana regen for the gameplay to be fun and enjoyable (to use spells at a constant pace), and also their move speed and attack speed has to improve overtime, unfortunately this doesn't happen here, there is almost no sense of evolution or progress for my heroes during my gameplay, their stats, their attack speed, the move speed (barely improves), their hp/mp regen and their items (barely improves), the only thing that did improve were the spells and the ongoing story line!
~~~~~My suggestions to improve these negatives aspects of the game:
Items cannot reduce too much: the mana, mana regen and the move speed / attack speed of the hero, if they do that, then they become 100% useless, i rather have an empty slot than to have an item that does that.
Best way to improve the items is to only sacrifice armor , hp and a tiny bit of mana and hp regen, anything else is off limits, otherwise the items become useless.
You can still keep the negatives of reducing the stats for example, but the upside has to be huge.
The reason why i think is bad to have items that reduce/sacrifice mana, mana regen, attack speed and move speed is simply because that would make the gameplay much much worse! Not having mana for spells is atrocious since using spells is one of the best things in this game, also having heroes that attack and move slow is second worst thing in any game, especially in games where you have to walk long distances and where you have to fight a lot of creeps.
------Examples of improved items:
I got an idea, you can pretty much keep most of the current items as they are, but have better versions of them that can drop from very strong creeps/bosses and quests, i think that would improve the gameplay a lot! You can name them the way you named those items with +1 and +2.
Obviously for the items that are unique, you can't have more than 2, so maybe consider changing their stats slightly.
So basically we want all items to be like this one:
"Pendant of mana: +250 mana / - 90hp (one of the best items in the game, perfect example of a balanced item)"
The ">>>" means "improved" or/and "to have another different upgraded version of the item with better stats dropped at random from strong creeps/quests".
-----Worst/Useless items:
Footman Shield: + 6 armor / - 5% move speed
>> +10 armor / -40 hp and -1 agi
Flower trinket: + 3 int / - 2 str
>> +5 int / -1 str (Would be amazing if you can make it to be able to click on the item and change the stats like how that +4 stats item is, the Transcent orb) So it would be like this: +5 int / -1 str ; +5 agi / -1 int ; +5 str / -1 agi
Health Boots: + 40 ms and + 1 hp regen / - 1 mana regen
>> +60 ms and + 1 hp regen / -60 hp and -3 armor
Medalion of Courage: + 4 str and int / - 2 agi
>> +7 str and int / -2 agi
Primal Essence: +150 hp / -5 armor
>> +150 hp and + 5 str / -2 armor and -1 agi
Mask of Silence: + 30% mana regen / - 85 mana
>> +30% mana regen / -25 mana and -150 hp
Ring of the Necromancer: + 3 str and agi and + 5 int / - 0.5 mana regen for every hero(aura)
>> +5 str and agi, +10 int / - 0.5 hp regen per second aura
Tough Armor: + 10 armor, +1 hp regen, +200 hp / - 200 mana
>> +10 armor, +1 hp regen, +200 hp / -50 mana and -2 agi
Tenebrious Armor: Reflect 30% melee dmg, +300 hp / - 350 mana
>> Reflect 50% melee dmg, +300 hp / -100 mana and -3 all stats
Vindicator's Belt: +10 str/agi / -20 int
>> +10 str and agi / - 200 hp and - 5 armor
Claws of attack: + 3, 6, 9, 12 dmg / -25, 50, 75, 100 mana
>> + 3, 6, 9, 12 dmg / -25, 50, 75, 100 hp
Gloves of haste: +15% attack speed / -6 dmg
>> +30% attack speed / -5 dmg, -5 armor and - 50 hp
Ring of regen: +2 regen / -150 hp
>> +4 regen / -200 hp and -2 agi
Noxious Dagger: 10 dmg per sec / -20 dmg
>> 20 dmg per sec / -3 dmg, -5 armor, -50 hp
Greater Kochura incense: +60% mana regen / -6 hp regen
>> +60% mana regen / -2 hp regen , -3 armor and agility
Abomination Axe: +6 dmg, +10% lifesteal / -2 hp regen
>> +10 dmg, +20% lifesteal / -2 hp regen, -2 armor, -70 hp
Absorbing Hammer: +5 dmg, +5% to deal 300 dmg and stun for 1 sec / -15% attack speed
>> +5 dmg, +15% to deal 300 dmg and stun for 1 sec / -5% attack speed, -5 armor and -50 hp
Armor of agility: +12 agi, +5 armor / -6 str
>> +20 agi / -3 all stats
Bleed Stone: + 13%, 26%, 40% dmg / -3, 6, 10 hp regen per second
>> + 15%, 30%, 45% dmg / -1, -2, -3 hp regen per second
Blood Ring: +5 hp regen per second / U take 10 extra dmg from any attack
>> +7 hp regen per second / u take 7 extra dmg
Charm of Maneater: +20 dmg / 18% to only deal 20% of dmg and -8 agility
>> +40 dmg / 8% to only deal 20% of dmg and -8 armor
-----Bad items with no side effects:
Flute of accuracy: +10% dmg to ranged units
>> +50% dmg to ranged units / -150 hp, -5 str
Amulet of spellshield: Blocks a negative spell every 40sec.
>> Blocks negative spell every 5 seconds / -200 hp and -1 all stats
Thunderlizard Diamond: chain lightning that deals 100 dmg to 3 targets, 9 sec. cd
>> Chain lightning that deals 333 dmg to 5 targets, 20 sec cd / -130 hp, -3 str
Mana enhancer: +5 dmg and +8 armor for 30 seconds with no mana cost
>> +50 dmg, + 10 armor, costs 50 mana, lasts 2 minutes, 2 minutes cd / -150 hp, -5 armor and -5 agi
Spear of crystal rain: deals 250 dmg small aoe and costs 110 mana with 6 sec cool down
>> 300 small aoe dmg, costs 55 mana, 10 sec cd / -50 hp, -5 agi
Staff of great lightning: deals 700 dmg to main target and 350 to a secondary target, 3 seconds casting time, costs 100 mana and has 117 sec cool down
>> 700 dmg and 300 to main and second target, casting time still 3 sec, costs 60 mana and has 40 sec cool down. / -150 hp and -5 armor
Staff of holy Light: + 0.5 regen per sec large aoe (not sure this works or not since there is no indication of the aura), and can cast holy light that heals for 200 hp, costs 60 mana.
>> +1 hp regen per sec aura and can cast holy light that heals 500 hp for 50 mana, 10 sec cd.
Wand of mana Restoration: Gives 200 mana to the hero with a 210 seconds cooldown.
>> Gives 200 mana with a 50 sec cd.
-----Decent/good items with side effects:
Royal Armor: +18 armor / -250 hp
Boots of Speed: +60 move speed / -8 armor
>> + 120 ms / -5 armor and -2 all stats
Lion horn: +5 armor(aura) / -4 dmg
>> +7 armor (aura) / -4 dmg
Frozen Core: -15% attack speed aura for all enemies / -10 armor to the user
>> -15% enemy as / -5 armor
Murloc's Goop: -50% attack speed to the target / -10 armor to the user
>> -50% enemy as / -6 armor
Ashthean Blade: +6 dmg, +10% attack speed and aoe dispell that also deals 500 dmg for 85 mana / -6 armor
>> +10 dmg , +20% attack speed and aoe dispell for 25 mana / -6 armor
Catalyst of the swarm: Summons 2 zerlings, 80 mana, 2 sec cd
>> 2 zerlings for 20 mana, 2 sec cd
Arcanite Token: Summons Arcanite golem (2k hp and 60 dmg) duration 80 sec, cool down 130 sec.
>> cool down reduced to 50 sec.
Deep sea scepter: Summons 2 mutant murlocs , 120 mana and 112 seconds cool down.
>> 2 murlocs, 100 mana and 40 sec cd.
Flame strike staff: 50 dmg per second, 50 mana to use but... 180 sec cool down.
>> 50 dmg per sec, 50 mana and 30 sec cd.
Doom Gauntlets: 600 aoe dmg, 2 sec casting time , costs 200 mana and has 138 sec cd
(This is an unique crafted item that is very hard to make as well, so considering that it has to be good enough so you don't think of throwing it on the ground for something else right)
>> 600 aoe dmg, 2 sec casting time , costs 50 mana and has 30 sec cd
Ring of greed/gold: +1 gold for every attack / negative regen or +10 extra dmg from all attacks
>> +11 gold for every attack / -11 hp, - 1 hp regen per second, -1 armor and -1 all stats
Robe of the magi: +6 int
>> +9 int / -2 str and -2 agi
Transcent orb: +4 any stat you want
>> +8 any stat you want / -4 armor and -40 hp
2. The stats of the heroes
The stats of the heroes are somehow changed, for the worse, beside heroes getting less stats for each level up, they also get and have reduced hp/mp regen and attack speed, not sure what is up with that one, perfect example of this is when my Panda (Chen) was lvl 38 with 58 agility and he still has average attack speed somehow, at lvl 10 he had average attack speed with 20 agi and now with almost 60 agi has the same attack speed... i am not sure why since each agi points are supposed to increase attack speed, but for some reason that doesn't happen here.
When i take an item that increases agility, the attack speed seems to improve since the writing becomes green and the speed goes from grey Average to green Average to Fast
As you can guess this is pretty damn annoying, since taking 100000 agi tomes on my heroes will not make them attack any faster, the only way is with items it seems.
3. Glitches/bugs/other small nitpicks
- Orb of corruption doesn't actually reduces armor
- I can't destroy all trees with flamestrikes, for some reason most trees in this custom campaign have infinite hp, pretty dumb
- Why do heroes have such a slow attack speed overall.
- Why is Arthas (an agility hero) having SLOW attack speed by default lol.
- The agility main stats of heroes doesn't actually increases attack speed, only the green stats of items does, the white base stats do not, so u can have infinite base stats agility and your hero will still have average attack speed.
- The bleed stone +2 item has a small bug, the item itself says in the tooltip that it gives +26% dmg but when i hover the mouse over the aura, it says it gives +30% dmg.
- All the items that have effects, like the ones that restore mana or increase damage after the hero uses a spell, are kinda broken.
Because the effect of the item will only work after the hero uses the spell and doesn't cancel the animation, spells that do not have casting animation aren't affected by this, but the spells that do have animations are.
- During some of the cutscenes the music cuts and is dead silence.
- Chen's spell "Drunken Fury" has the tooltip wrong, on the upgrade tooltip of the spell it says that it increases attack speed by 120%, 125%, and so on until 150%
But on the actual spell it says is only 20%, 25%, and so on until 50%, the speed seems to coincide with this one since i would have noticed the drastic increase if it was the 100% ones, for example, on lvl 5 it should have been 140% increase but the actual increase is 40%.
_____Talking about the areas in the campaign
I am now gonna talk a bit about each zone/map/region/level and say my thoughts about them:
Home
I liked the market prices minigame, i think it was pretty cool and fun to do, what i did not like were the rewards, basically the only good reward was the critical stone, all the other items are useless!
The trueshot aura flute gives increase dmg to ranged units, but the main bulk of the game the player does not have any ranged units/heroes and even if he did, +10% is not good enough anyway.
The gloves of haste would have been decent if not for the negative damage and at this stage in the game when players see that -6 dmg and their hero having such low dmg, they will never pick that one unless they do it by mistake and when they see how bad the item is they will throw it on the ground and most likely restart the level to get the better item which is the critical stone... like i did
Amulet of spellshield sounds good in practice, but this ain't a melee game, there are no enemies with single target spells almost anywhere, and usually this kind of items that don't give stats are the worst, especially at early stages.
~My suggestion would be of course to improve all items similar to the info i already wrote on the items category, or put better items there to pick from. Because the way the mini-game is as of now, It Does not reward the player for trying to get a good score and remain with lots of money since the rewards are bad to begin with.
- There was this tip where if i sell items to Dave Munshi he will actually buy them with a higher price than anywhere else, but i am not sure that is working, all the items i sold to him sell with the exact same price as in any other shop.. so...yea...
Little Village
Not much to say about this region, I liked the quests and the region looks nice, this was also the first appearance of the flashbacks for Adias (which at the time i had no idea what they were and i was a bit confused, i think after each time Adias gets these flashbacks when he walks on a field with the talia flowers, a tome of knowledge should pop up in the middle of the flowers after the cinematic ends, this is to indicate to the player that this place with flowers and this flashbacks are important to the story, so the tome will motivate the player to look after the talia flower fields in the future).
There is also this hidden quest with the dog, after killing 10 dogs and getting this invulnerable dog that doesn't do anything...
~I suggest to implement a hidden place where only the dog can enter and after he enters and attacks a lever in the room, that will make a secret murloc spawn in the village (a mini boss type murloc) and after he is defeated, he will drop a tome.
Shimmer Coastal
This was the first region that actually made me feel i was playing something unique here, it made me feel i am on an actual adventure in this mysterious world, i really liked it!
- The creeps were more than cool, there were the average mobs like the crabs, and even better some hydras, that actually had a hydra mini boss as well on a mini island (i remember farming this one for the orbs of venom lol), how can i forget about the secret hydra behind the trees, see! this is why all trees need to be destructible, it is waay more fun like that.
But the creeps that really blew my mind were those Colossal Sea Turles, the first time i played this region and sailed with the ship i legit got a mini heart attack when i saw this huge angry turtle coming to get me haha

, it was great, because the turtle was so fast and big as well, it made her seem really scary, especially since i couldn't really fight her with having my heroes in this boat, there is that feeling of dread when you know you cannot fight the enemy and the only thing you can do is to run away as fast as possible!
But alas i did manage to find those mini earth patches and drop my heroes out to fight the beast, it was one of the best moments in the whole campaign, it was sure a highlight!
There was also this Death Revenant mini boss, that drops an unique but extremely weak item, +2 dmg and + 2 armor or something, yea... that item needs to be buffed for sure lol.
- In this region there was also the first blacksmith type character that can craft some unique and mysterious item, which in this case was the greed ring that also needs buffed, i liked the whole thing tho, it just the item being too weak.
- We also get to see our third party member in this region, I really loved the whole Darak story-line, with finding and sadly fighting and killing his other orc friend, all was good . . until . . . the fight with that damn kraken . . . . .
- That Kraken fight, long story short, the fight is a mess, probably because i was playing on hard but still tho, it is legit impossible to beat the kraken with keeping both grunts alive, i did try a few times, the only way i actually managed to win was using the strategy of staying with only 1 grunt and letting the other one die, this way i could take advantage of the fact that the tentacles kept spawning on the other side of the boat so i could just snipe them one by one from a distance and keep using chain lighting on them for maximum efficiency, it was still hard, because of those random small creeps that spawned as well on the boat, and having to kill the bigger monsters that show up at the final stage of the fight was as well super hard, in my opinion those big ones have too much hp.
So my suggestion for the kraken fight with Darek:
- Reduce the hp of the big kraken boys that show up in the final stage
- Make the grunts be on the same team with Darak, so when the grunts get the last hit the gold won't go into the nomans-land and instead it will go to the player, this way the player will want to protect both grunts even more since they are on the same team and they can get you gold by killing tentacles and monsters.
Lonely Island
This region was such a headache, on one hand it is a very interesting region, even the entrance to this island is somewhat hidden/out of place, maybe some players won't even get to find it in the first place, so in a way it is rewarding players that actually check every corner/unexplored space on their minimap, But on the other hand this region is quite the mess.
- I liked the terrain, it was cool, especially this part:
- The creeps in this region are interesting, we get to see new types of monsters, most of them are pretty tough like the Makrura abominations and the Nazca warlocks, actually beside the normal crabs (which some of them were strong as well) all the creeps in this region are strong.
I am conflicted with the creeps that patrol the water in this region, even tho i loved the big turtles in the previous level, in this region the turtles and the hydras that patrol the water are kinda hard to deal with, since there are no easy spots to unload my heroes from the boat and fight the creeps, i did manage to find some small landing spots near the center island and killed a few hydras and turtles, but they did not drop anything so that was that.
- I did scout the entire map and to my surprise there was no other places of land beside the one in the top right corner of the map, that was weird since there were so many hydras patrolling the top left corner of the map, you would think there would be something hidden there that those monsters are guarding, but nope, nothing at all...
There were also those unique trap type red auras that were patrolling the waters, which will slow down the boat if you pass through them, i thought that was kinda neat, i liked it, the problem is that there was no other land spots like i said, so i am not sure what was the purpose of those slow traps being there, once again, patrolling the waters in the left and top left corner of the map, where nothing is there.
- I liked the murlocs bit, nothing bad to say about it, it was fun and the boss actually drops a decent item, i also liked how he tries to run away when he is low hp.
- There is this weird warlock on the island that talks gibberish and i have no idea what is the deal with him, i tried to repeat his words in chat but nothing happened soo i am clueless, this was just strange.
- There is a random Armor of agility on the ground in the middle of the island near some trees, i thought that was kinda weird, why is this item here on the ground, it felt like another player found it, looked at it, saw how bad the item is for his heroes and then discarded it on the ground haha

, well i know that's what i would do, hmmm, maybe. . . this campaign has some time travel issues, and future me played this same campaign, found this item and decided to troll me by going back in time and throwing it here, yea.. maybe not...
- And now talking about the main thing in this region and that is the main island and that stupid puzzle.
I did somehow manage to find the answer to one of the gates (the south gate), based on what some creeps said when they died, i mean sure, i get the idea behind the puzzle, it is indeed a very unique type of puzzle, where the player has to first figure out how to get the password to open those doors and after that the player has to farm lots of creeps to find out all the letters, and after that he has to combine them in a specific way to get the secret word that will open the 2 doors, that is indeed unique, but my god is it badly made.
I killed lots of creeps, from what i got, there were like 5 sets of 2 letters that some showed up over the creeps that die, not all of them showed those letters tho, it was kind rare.
Now, my main problem with this whole puzzle is the fact that i have to put all those sets of 2 letters in a specific combination to get the correct password, but that is madness, it took me too much work to find out just 1 password for the gate near the sea giants.
The second gate i couldn't even get it, i tried all the combinations and it didn't work, it was such a headache.
In my opinion i suggest to cut out 2 sets of letters, so there would only be 3 sets of 2 letters in total that can be found by killing random mobs on the island, this way the player doesn't have to try over 100 different combinations of words just to open this stupid doors, otherwise this is pure insanity my friend
And now get this, even tho i did not manage to find the password to open the second gate, i did a little bit of brain storming and i managed to find a way to solve the puzzle, i used Chen's ultimate (Storm, earth and fire) while standing very close near the door and after many tries i managed to get 1 of the 3 pandas to pop out and fly over the door, haha, yes i know, genius!

Example
After that, i killed the other 2 mini pandas that were on this side so the 1 that flew over the other side can spawn as Chen, because the way Chen's ultimate works is, Chen will always spawn back with his main body as the last mini panda (usually he spawns always on the Earth panda, but since i couldn't get the earth panda over the door, i just killed the earth panda and the fire one, so i know for sure the storm panda on the other side of the door spawns as Chen)
After that, i went killed those warlocks that were there and finally managed to solve the puzzle and opened the big door! Mission completed!
- And now . . . after i have done all of that puzzle nonsense, i got to another headache lol, this statue of hunger minigame, i must say, i was impressed and surprised, i did not expect to find a mini-game in the middle of the island, after i played the mini game i noticed immediately that my hero surprise surprise. . . is too slow, so i had to go back and buy myself some boots of speed, the ones that reduce mana.
OK, so now with the boots and with doing all the upgrades for the statue as well (just to be sure i beat this), i started to play the mini-game, and after some tedious and hard 8 minutes of playing this game and trying to keep these statues alive, i finally managed to beat it! it felt nice i must say, since i first got to this island i wondered what kind of secret treasure is hidden in the middle of this island, i had my expectations pretty high, especially after i have done all of this work to get to this. . . . . . .
. . . and the reward for all the things i have done to get here, after solving the puzzles, after beating the mini-game... the reward....
WAS JUST A FUCKING +1 stat TOME!!

WHAAAAAAT
as you can tell, i was pissed!

and no, i was not gonna replay this mini-game again just to keep farming those little 1 stat tomes, this is even more insane than the previous puzzles for the gates!
~My suggestion for this region:
- The Mini-game:
Besides the tomes, there should be an actual reward after the player manages to beat the game and survive 8 minutes, i thought of a cool item, how about this:
Scepter of hunger: increases all stats by 10 and gives the ability to devour magic in a small area, it costs 30 mana with a 10 sec. cool down.
The mini-game should also be a 1 time done kinda thing, once you beat the mini game, you cannot replay it again, you can play it and fail as many times as you want tho, and you can get those stupid tomes, BUT there needs to be this big reward for the people that actually beat the whole thing! Otherwise this whole Island is just an epic fail, a big waste of time for the player.
~ Also put some small land patches in the top left corner of the map, that has some tomes at least, so those hydras are actually guarding something, u can do the same for all 4 corners, that would be great.
Dark Wood
This is another region i really liked, the theme is really strong in this one, when you enter in this region you can really sense the other-wordly aura, you can almost smell the putrefied odor of the undead in the air, the whole region is done very well. There are 2 different parts of this region, i am gonna say my thoughts about each one.
Dark Wood Part 1
- The creeps were great, lots of ghouls, abominations, ghosts, zombies, skeletons, etc. this region has lots of variety of monsters.
Lots of strong creeps and mini bosses as well scattered around the place, i loved that!
The main event in this area was of course the big Undead Base in the middle of the map, i really liked it, it felt like i was fighting against a living undead ai/player, they did feel like a real threat.
Some of the undead buildings dropped some tomes, that was nice.
- Talking about the quests, loved those as well, especially the whole story line with Assan the acolyte, that was beautiful!
That hold at the fountain of mana against the hordes of undead was pretty fun, infinite army of zerlings let's gooo!
I have nothing negative to say about this first part of Dark Wood, other than this small zone, i never managed to open the gate here, i have no idea what is the deal with this one:
- And the whole thing with the moving Statue, i thought it was interesting how this statue kept moving, i remember walking in the capital and getting one of the villagers to say something about a moving statue, i thought that was kinda cool.
The thing is, i am not sure there was actually something to do with the moving statue or not, maybe it was related to that gate? no idea.
- Oh and how can i forget about the other craftsman, "capitan" in this first part, he is the one that crafts the doom gauntlets, that was pretty cool.
Dark Wood Part 2
This region is very similar to the first one, the creeps get stronger here, and there are lots of those invisible ghosts monsters that are pretty op lol, i lost my heroes many times because of those ghosts, their auto attacks hit hard and their spells hit even harder, i thought there were cool tho, in this region is a must to have some dust or that staff that reveals invisible units.
- In this region we meet some orcs as well, i liked the quests from them, especially the whole fighting against the ghosts of the fallen heroes of the past, fighting against Ghost Rexar, Uther and the other heroes was pretty cool, they also gave lots of experience, you can farm a lot of xp with this pvp fights.
Talking about creeps there is also the quest with the mini boss Rune Golem, i liked it, he looks pretty badass, he has some insane damage reduction so there needs to be lots of physical damage in your party to take him out, and his aoe spell is nice as well, mini starfall.
- There is also the whole mini quest with Brown the acolyte and his weird tree friend

, you better believe i saved and tried both things, 1 to take the item and the other to kill him and see what is up, it was worth it, i even killed the tree and then i felt bad after and reloaded the game to keep him alive lol.
I liked it, what i did not like was the item he gives when you choose to spare him.
- And last thing, is that all abyss stuff with the darkness in bottom left corner of the map, i thought it was cool, there were even some hidden pots in the darkness, i wish there were some tomes as well tho.
Glowing Cave
This cave is sooooo dark, i liked it tho, once again something unique in custom campaigns, an entire region where there is next to no light, i liked the overall design of the cave, especially those small patches of light on the ground that guides the player and when the player moves out of the light trails and goes into the darkness, there are lots of monsters that attack you, cool concept.
- I like how u put some hidden tomes, gold coins and other items in the darkness.
- I also liked the guardians of the door, Each lever being guarded by unique monsters and the only way to use the lever is to kill the guardians, loved it.
- The main event in this region is of course the fight with kaleo

which was a splendid fight! One of the best.
And since i was playing on the highest difficulty it was also a hard fight as well, i had to restart the fight a few times before i got an idea of how to beat him.
The fight was done very well, from the whole small arena/room, to the skeleton hordes that kept spawning and sometimes attacking Kaleo, that was kinda funny

, to his awesome spells, which were pretty difficult to dodge especially with all those skeletons blocking my heroes lol, Overall it was a great boss fight! and the reward was interesting as well, even tho i wish we could have done more with it than just crafting 2 items in total.
Shimmer Wood
This is another big region, lots of creeps and quests, i spent a lot of time here, what can i say, i liked all the quests and mini bosses, there was also that easter egg/refference to the Rexar campaign with the little bear pet, pretty cute.
- Lots of secret paths and roads through the trees, liked it.
- There are the mercenary camps as well, that i also liked!
~I wish the ghost could posses higher level creeps tho, i think that would have been a cool thing to have, to wonder and search the region for the strongest creep and posses him, there were a few, of course bosses should not be able to be possessed, like the corruptor and the big murloc boss.
~There was also this semi-hidden marine in the town near the barracks,
i thought of an idea, how about make him become a quest, for example, When the player gets close to him, He will ask you for help, lets say because his marine costume got out of power and he cannot move anymore, and because he doesn't want to leave his costume behind he asks for the help of the heroes to bring him a brand new Power belt to recharge his costume, he also says this belt can have a different name in this world, so the player has to think a bit for this quest, to find out where to get this belt item from, and of course the quest item is the "Vindicator's Belt" from the town shop, so the player has to buy the belt to give it to the marine.
After that the marine will become a temporary mercenary for the player in this region!
So what do you think of my idea?
Den of the Murlocs
I liked this region a lot, another region with a cool theme, this time a murloc/amphibien theme.
- This is also the region where we see for the first time that there are different ranks of creeps, normal ones, alpha and beta versions which are much stronger, pretty cool idea.
- I liked the composition of the creeps, some of them were casters as well, at this time i was playing with Adias and Buri so i used a lot mana siphon on those ones to get my mana back.
- Lots of secret and hidden places by killing the trees, after i came back to check the map again for the review i noticed some places that i missed after i used 'iseedeadpeople' and i know why, like i said in the items category, the fire staff's cooldown is too long, so because i didn't want to wait so much to use it on all the trees i just left.
- It's good i did use it on some trees, since there was also that hidden zone on the right with the Murloc Emperor and those annoying little poison murlocs, they did so much dmg with that poison lol, and the boss kept running away like a coward, giving more time to the poison murlocs to hit me and stack that poison dmg, pretty clever i must say
Edenvale City
Oh yes, the main city of the story, the big capital of the human kingdom, another beautiful region with tons of quests and shops.
- There aren't many creeps, but i guess that makes sense since this is supposed to be an area inhabited mostly by humans, there are only some crabs, hydras and 2 turtles on the beach, and of course that one boss crab on the mini island in the south west.
- The Big Crab boss fight was cool, it had a nice gimmick with the big crab becoming invulnerable when the little crabs attack, so the player has to kill the little ones to damage the big crab, i liked it, now in terms of a reward, since Adias and Chen got teleported on the other side of the land, the only reward was only a small xp tome from the ranger, yea... that felt bad, there should have been a bigger reward for this optional quest.
- The main quests in this region were nice, i liked the riddle in that one quest, and the whole bandits story line was great.
- Talking about optional quests, there are quite a few here, i am gonna say my thoughts about each one:
1. Precious imformation:
I really loved this quest, having to trade items for secret information and game tips is a splendid idea, my problem with it is of course that i couldn't complete it since i could not find a hood of cunning anywhere in the whole campaign...
2. See the ship?:
I think i already told you what the problem with this quest is in my first comment a long time ago, having to select the green sheep on a green background is legit nightmare, yea maybe there are some people with exceptional eyesight that can complete this quest, but most people like myself just can't, the correct green sheep that we have to click on is barely noticeable!
~My suggestion is to simply change the background under the sheep, from that green grass to literally any other background that has a different color other than green!
Btw i tried, like i always do, to cheat the game, and to kill most of the sheeps, so this way i can spot the correct green one more easily

But to my surprise this time my problem solving skills let me down unfortunately, since i pretty much broke the whole mini-game/quest by doing that, the green sheep stopped showing up so i couldn't complete the quest now even if i wanted to
3. Weed Collector:
Another strange quest that i didn't manage to complete, and i did try, those weeds just don't spawn fast enough for me to collect them, the time runs out and i can barely collect like 5 or 6 weeds, i have no idea if i just suck at this one or is the quest glitched somehow, either way rip.
4. The Mathematician:
This quest was haaard, i would say impossible maybe?, the time to solve the math problems is a bit too short, if i had to do it normally this quest would have been impossible to complete for me...
But of course! i did what any good guy at a math test would do! CHEAT! Muhahaha
The way i did it was pretty simple, each time the math problem showed up i just paused the game, did the problem on my calculator slowly since i had all the time in the world, then un-paused the game, inserted the correct number and baaang, perfect score baby!
Now, even tho i completed this quest by going waay over the records of 15 on normal and 20 on hard mode, i am not sure i received any reward, so that was that, There have to be rewards for quests man!!!
5. Unit Testing System:
This is a big one, it is indeed a very interesting and unique gimmick, being able to fight against various creeps from all around Tazania and even making them fight each other, cool idea.
Now my problem with this quest is as always, no reward, after completing the quest, there was no reward, and it costs money to be able to fight those creeps between 50 and 100 gold, so is not like the player can farm gold or anything, you actually lose gold by fighting creeps.
And this is probably a known issue, but when you enter the arena to fight a creep, even tho you enter with only 1 hero at the beginning, the other hero can still help by using spells from outside the arena, behind the trees.
~So my suggestion for this quest is to simply reward the player for:
1. completing the quest by giving him some stats tomes.
and
2. to reward the player if he managed to fight and kill each and every unit in the barracks.
If the player manages to defeat each unit in the first barracks (alpha creeps) he gets 1 tome of knowledge.
If the player managed to defeat each unit in the second barracks (beta creeps) he gets 2 tomes of knowledge.
This seems fair don't you think? this way the player will also have a reason to test his metal against all the creeps in the barracks.
6. The Gimmy Shade
Cool little hidden quest, having to use 2 heroes to force the shade to blink from one spot to another then to catch it and kill it.
- One last thing i liked in this region, was the fact that we could interact with the heroes that we were about to fight in the dungeon, i thought that was pretty cool.
The Royal Palace
This must be one of the most beautiful levels i have ever seen in any custom campaign, The Royal Palace is the highlight of the campaign in terms of terrain design and just overall beauty!
Everything in this place looks immaculate and extravagant, i spent a lot of time just admiring the beauty of this level.
So many paintings on the wall as well, from different war3 campaigns and some other war3 and wow related characters, loved it.
There are some random ones from other media, pretty funny, especially the one with Reiner from Attack on Titan
Here are some cool gifs i made:
All praise Adias the new King!
- There ware a few quests as well, that were decent, the archer and the piano one.
- Usually i always say to give rewards for any quest but damn, the piano quest might be one of the only quests in the whole campaign that already gives the player a good reward and that is the beautiful music that comes from it!
Now the first 3 songs are good, they are classics, but what in the world is that forth mysterious song, it's called "Piano improv 003" and damn man... i think i listened to it more than 20 times, it's soo good, i wish i could have kept listening to it while playing the next levels of the campaign with this song in the background lol, it is amazing!
Hmmm, i just checked youtube out of curiosity just to see if i find the song and there it is, haha, did you actually play on the piano yourself? it is uploaded on your youtube channel from what i can see, if yes then wow, props to you, it is a great song!
Bonus, i just discovered a bug last second, this is pretty funny
Little Timmy The Storm Panda
Edenvale Dungeon
This is one of my favorites levels in the campaign!
- Not only the dungeon/prison theme is strong, but there are so many interesting challenges like the blue fire and the power generator puzzles, i really liked those.
- I was not the biggest fan of the elevators challenge parts, the ones with the stones going up and down, that was more luck based and just time consuming, i did like the archers tho, they were annoying but an interesting aspect of the challenge.
- I liked the secret parts of this level as well, with the ring zone.
- The creeps were fine, i am not the biggest fan of spell immune units tho, like the spell breakers and all the iron golems, having to kill those with just auto attacks was such a boring thing to do...
~ I highly suggest to change them with some other units that can be affected by spells, maybe not all, but some of them, replace some golems and spell breakers with prison guard units.
Obviously the big golems that are like a mini boss, they can stay the same, it is an interesting challenge for the player to be able to kill that one, in this level/region is necessary to have your ultimate on Adias, otherwise is pretty much impossible to get past some of the units/golems.
- I liked the constant flame strikes that kept happening in some areas in the dungeon, i always wondered who was casting those, maybe some hidden sorcerers, that would be a nice idea.
~There should be like 3 fire mages that keep casting the flame strikes, and the player has to find and kill them to stop them from casting them, what do you think.
- One of the best aspect of this level were of course the encounters with the enemy heroes, since this was supposed to be like a grand free for all arena type game, it was sure interesting to fight them, even tho the fights weren't anything special, but they were decent i guess.
- I very much liked how the blue fire can also damage enemy units and not only the player, that enhanced the fights a bit!
Talking about the blue fire traps, there were also those blue ghosts that teleports your hero when they auto attack you, i remember dying 1 time because they teleported me in the fire haha
King of Edenvale
This was an interesting small level, the fight wasn't anything amazing, but it was ok i guess.
- It seems there is an achievement if the player beats Arthas without saving, but there is no reward for it.
- I liked the cinematic tho, it was beautiful.
- Also, i like how the minimap looks like that symbol with the lion head, nice touch!
~My suggestion for the fight, on hard at least, Arthas should be able to call more reinforcements when he gets low hp, this will make the fight more fun.
Also the arena is quite big and there is no reason really to run around it or anything, the fight is short and takes place pretty much in one spot.
~So i suggest to implement some sort of flame strikes like in the previous level/region to make Adias run around and dodge a bit, to make use of that big arena space, maybe add some blue fires as well, to me the fight was too stale and short for such a cool looking arena!
- After i defeat Arthas, i go back to the dungeon, the door to the Royal palace opens and i go in, now usually the player is supposed to just move forward right? well... one time i choose to go back, so i went back to the dungeon, but when the map loaded, guess what? Adias is nowhere to be seen, he just vanished, it looks like he didn't load with the map somehow, yea..that was kinda bad.
The Barrows
Ahh the Quillboar level!
- I liked this region, lots of fighting against strong creeps, fighting against the thunder lizards was pretty fun since you can group them up and use aoe spells on them, what i did not like were those insanely strong Barrows Fel Stalkers, holy shit are they op, without a doubt they are the strongest units in the game (excluding the big zombie titans at the end of the game).
- Those Barrows Fel Stalkers are such a pain in the ass to fight against and mainly because of that annoying poison, Their hp and damge is already pretty good and they also have that mana burn that is super annoying, but . . . that poison from their auto attacks is just ridiculous

, not only it lasts forever (i think for 30 seconds), but the poison itself slows down my heroes and makes them totally useless, they can barely move and attack

I think i lost my heroes more than 5 times just because of those Barrows fel stalkers.
I guess their weakness is the fact they are kinda blind so the trick is to try to avoid them at all costs, but. . . easier said than done.
- I liked the full out war with the quillboars where we had to defend the dwarfs, that was pretty cool, Having to defend multiple sides and then having to kill the boss to stop the war.
The boss looked cool but he didn't have any cool spells.
- In terms of quests, there were only 2.
The fel warlocks quest was by far one of the best quests i have encountered so far, having to kill 3 rogue warlocks that are hidden in the forest, each of them having unique abilities, 1 of them even transformed into a fel stalker lol, i see even those warlocks know which is the most op unit in the game
The other quest from the Far seer, with having to find some eggs or something, it took me a long time to find it, and the reward was just a potion, to be fair it was a very strong potion, but still tho, it was pretty bad, i ended up using it against lizards, i wish he would have given a better reward.
Longpass Valley
What would a campaign be without having an escort mission
- This mission was great, it very much reminded me of the Kael mission from the og campaign, lots of similarities!
- I liked how we could choose one of the heroes to control and the other hero stays with the main escort group.
- I also liked how the Undead army in the area kept attacking the wagons besides the constant attack of the small undead waves, that was pretty fun, the AI did a good job, and because the way the forest and the trees were made, they always showed up out of nowhere to ambush the wagons and the escort, i thought that was really clever, letting small gaps in the forest for that to happen.
- I liked the blacksmith, to upgrade the units that escort the wagons, in my first playthrough of this mission i upgraded the units a lot, but i am not sure it was that worth it, the second time i didn't do any upgrades and it was fine without them.
- Lots of secrets in this region, the golem secret passage was pretty cool.
And what is this, a cute little wolf named Eren lol, the Reiner picture and now this unit called Eren, someone must be a fan of Attack on Titan

I mean who isn't really?
- A small glitch:
There is a devotion aura in this area but there is no hero that has the aura, makes me believe there is a trigger where either Arthas or the other hero remained here but they are invisible somehow, from the ending cutscene of this level.
Stormhaul
Damn, this mission was hard, because i didn't really get what i needed to do, basically we just need to survive for a few minutes until the reinforcements arrive, which i did, no problem, but after that i assumed we had to destroy the undead base, well... actually no.. we didn't have to destroy anything, i just had to move 1 of my heroes on that line in the top left corner to finish the mission... that was kinda dumb.
The problems i had with this mission:
1. The undead Unrelenting towers are too op!
What is that hp regen lol, i really don't get it why the undead special towers are stronger than the human ones, it should be the other way around since the undeads are the ones that are attacking the humans, they started the invasion, so the humans had time to prepare strong defensive towers, while the undead should not even have defensive towers to begin with!
I liked the whole design of the map, kinda dota-esc style map, but those special undead towers just ruined the fun of the map for me with their stupid op regen.
2. The reinforcements are useless!
So in my mind i had "hopes" that when the reinforcements arrive, then the entire battle will turn around and the humans will have some sort of advantage, well . . . nope!
The reinforcements we got were only 1 extra gryphon rider for each lane and some very confused red orcs AI that didn't really know what were doing most of the times.
And how can i forget about the main dish of the "Reinforcements", that being the heroes!
1 Strong Mounting King and strong 1 Far Seer with some op items, hmm what? that sounds pretty good you might say? well. . . . .
They weren't actually helping much you see, instead of attacking, those 2 heroes decides to just take a break and be afk for the rest of the fight in their base, yea that sounds quite nice indeed, the funny thing is that their base is waay behind the towers and the human main base, so they aren't even getting attacked, pretty funny!
There were 3 optional quests in this mission:
1. Mana Starvation:
Was cool, i liked the quest, having to kill some water elementals to make the broken mana fountain in the base work again, i mean sure, it sounds decent enough, even tho it isn't that much of a help since is right near the human main base and there is already another mana fountain in the middle of the map, sooo. . .
2. War Machines:
Oh yes, "War Machines" if i can even call them that, they are those weak ass punny arcanite golems that you get for bringing back to this engineer some quest items.
My problem with the quest items was not the fact that there were pretty hidden around the map in the ruined city, but the fact that the quest item itself actually takes an inventory slot, so this forced me to abandon some of my items in those awkward spots, and getting them back was a real headache, but in my mind i though what i was doing will be worth it, haha, unfortunately that wasn't the case at all.
Those "War" golems were so weak and useless they were focused by the undead and their towers and they were dying in a few seconds!
Even with the "upgrade" they were still getting focused and killed easily by the towers, i ended up losing all of them because they were so bad, i was wasting all my healing spells to keep them alive and for what, they didn't even do that much dmg to begin with...
~i highly suggest to buff those Arcanite golems, making them way tankier, giving them more hp, damage and armor! Otherwise that optional quest is 100% a waste of time!
3. Hide and Seek:
This one is pretty simple and kinda unique, i found it funny actually, having to hide from Arthas during the war because you broke up from the prison.
But. . . after i completed the quest. . . you guessed. . . nothing happened, no reward, nothing!
- Overall this mission looked cool at first, but the more i played the more tedious it got and when i found out i could just walk and ignore the entire undead base and just walk on that line and finish it all, it felt bad!
- One thing i did like about this mission were of course the zombie titans, another highlight of the campaign, i had a lot of fun fighting them, they were pretty op, insane hp and insane dmg, on top of that most of them got charm as a spell.
I liked how the titans came in different colors and having different stats as well, i thought that was pretty cool!
I also liked how we had vision of the titans at all time, making them feel even more intimidating and like a time bomb, giving that feeling of impending doom if you don't go and stop them.
- Another thing i liked was the enemy undead hero, the Dreadlord, i liked how he just teleports away when he is low hp, so the player has to nuke him to make sure he dies.
Also lots of tomes in this mission, good, if only all the other missions/regions had as many tomes.
~I suggest to make it in such a way the player can't just b-line towards the finish line in the top left corner of the map and simply win the mission, Make him destroy like half the undead base and maybe some portals, i know the portals were invulnerable, but that would make more sense and make the overall mission better, having to destroy at least half of the undead base and portals will signal that is alright to just move to the next mission without having to worry about the state of the battle, doesn't that sounds logical?
Bugs:
After i did the mana fountain side-quest, the gold glitched, i stopped getting gold from kills, my allies stopped getting gold from kills or even from their goldmines, but they kept building units.
Glaring Shore
Finally the last mission! and what a mission indeed, i loved it!
- So the player has to kill this Grand Undead Monster called Akiba that has the skin of a dreadlord for some reason, i thought it looked kinda goofy at first but i started to like it.
- The fight was awesome, having to destroy those two obelisks at the same time to damage Akiba, a similar concept to the power generators from the dungeon level, this way the player is already familiar with the concept and it won't be an issue of not knowing what to do, cool.
- Akiba spawning Zombie Titans and infernals was nice, made the fight epic, i ended up ignoring the titans most of the times tho, since killing them takes a lot of time and Akiba keeps spawning them pretty frequently.
- I also liked how some human reinforcements arrived from time to time, but i was already familiar with how bad reinforcements are in this campaign from the previous mission so i didn't have my hopes high about them helping me
Well is not like there were totally useless, they at least were driving a lot of attention from the infernals and titans towards them and giving me more time to focus on the obelisks, so they were alright.
- I am not sure if the Super Demolisheres were helping at all tho, all their attacks had 99% chance to miss the enemy since the targets always move and the demolisher range (8k range) is too big for the projectiles to hit anything other than the ground
- Overall it was an ok last fight tho, the cinematic as always was epic!
The Abyss
"Unknown, unheard of. Nothing is known about this place."
Indeed. . .
- The first time i entered in this region i fought and eventually i died, but to my surprise my heroes didn't revive so i waited and waited but nothing happened, so i had to reload from my last save, yea...
- Because of that first time when my heroes didn't revive i ended up not trying to go inside the portal again, i wonder what is up with it, from what i have seen you just kill those shadow mobs that keep spawning and there is a counter for the kills, could there be like a thing where if you get to 1000 kills you maybe get a reward or something? it better be
- It turns out when i tried again later it did work, after my heroes died the game changed maps and my heroes returned to the shimmer wood, interesting, i didn't try to go for a high score tho, since i just tested it out of curiosity for this review only.
That level that reenacts the final mission of The Rexar Campaign
Ok, what even, and i thought the abyss was mysterious and hidden but this must be the most mysterious thing in the whole campaign, there was this ghostly Archmage in Edenvale city near the beach area
that i encountered at random, i don't even remember what i was doing at the time, i spotted him out with the corner of my eye while i was just running around from a mission to the other.
We talked and i remember him saying he was some sort of time traveling being, and he gave me the opportunity to go back in time in another reality to reenact one of the greatest battles that took place in this exact place.
And of course i accepted!. . . my mind has been blown! when i noticed he just teleported me in the last level of the Rexar campaign with the Horde attacking the Human Navy main base of Admiral Proudmoore, i was legit in awe, i couldn't believe it.
This one random hidden quest/level is without a doubt the coolest thing in the whole campaign.
It was even funnier to me cuz i did not realize that the layout of Edenvale city is literally the same one where that epic fight took place, it really blew my mind
The mission itself was pretty epic, i liked the new items at the shops and the new creeps to buy as well.
~Some suggestions for this level:
- Admiral Proudmoore was too strong, he had like 5k hp and between 200 and 500 dmg? someting ridiculous, and because he had those other 2 heroes near him, the Archmage and the Paladin, the Admiral was pretty much unkillable, even after all the human forces and their buildings were destroyed by the horde, the orcs still couldn't kill the Admiral from what i saw, so my suggestion is to nerf the admiral stats a bit.
- The orc heroes seem to have a very small revive time, they revive pretty much instantly, so i suggest to increase their revive time to 30 seconds.
- There doesn't seem to be an overall quest in this level, there should be something like:
~{Optional Quest} Rewrite history and change the fate of the Admiral by defeating the horde army! Destroy all 3 orc bases.
Reward = 3 tomes of knowledge and An item that gives endurance aura similar to what the Shadow Hunter enemy hero has in this level.
_____-
Chapter II-_____
I am not gonna spend to much time on Chapter II, because i didn't really like it that much, compared to the previous one, this chapter just doesn't feel right, the entire thing with Zheidland wasn't on my liking at all, first off, the cinematics were too long, there was so much explaining in them that was unnecessary, is better that the player himself explores and finds out what is up with this new land rather than getting a big exposition dump in these huge cutscenes.
- One thing that Chapter II did much better than Chapter I were the bosses, more boss fights and better boss fights, that's for sure.
- The terrain and the units were fine, i loved all the new units, but since my heroes are still weak because of the lack of good items, each fight against those strong creeps felt a bit too tedious.
- My main issue with chapter II is that i felt even more hopeless/unmotivated about the main story, and that is to take revenge over the Fire Demon, it is such a simple and powerful mission to do, but somehow the game dragged it out so much with all those extra quests.
For example: We just found out that the Fire Demon is now somewhere near Zheidland since he just attacked that outpost, so what exactly are our heroes doing? well instead of chasing after him, they decide to let him escape and go back to the main city to do more extra quests for Thrall to earn his trust? not sure why that was necessary since he already knows how much of a threat the Fire Demon is to his own people because of that destroyed outpost, After we do a lot of extra quests we decided that we need to go to the Oracle to find out where the demon is i assume, but here we go again, in order to go to the oracle we have to do even more extra quests to get some weird 2 extra medals that will somehow make us worthy of letting us pass the guards that guard the entrance to the Oracle. . .
It just felt like i was going anywhere with this story, it felt like i was doing no progress towards the end goal and i just wanted to end it.
A few thoughts on each area:
Stalker valley
Great! more of those annoying fel stalkers, despite the annoying creeps, this region was ok, i liked the whole story line with the 3 orcs and their issues.
- I also liked the boss fight with the Barrows Farsight Fel Stalker, i liked how the fight went, it was done well.
- The main event in this region was of course the boss fight with the Fire Demon himself, i loved the fight and the cinematics, this was also the first time the player could see how strong this mysterious fire demon actually is, and his stats were insane indeed, he must be one of the strongest beings in the whole world/campaign.
- I liked the mini quest with the bandits and how they actually fought the fire demon along side the heroes, 1 of them died during the fight and that was kinda sad not gonna lie.
- Something i did not like about this region were those Lost Naga units, there were just there, they felt like they were something special but nope, there was nothing special about them, no quest, no drops, nothing.
~There should be a quest to them similar to the crab quest, When you kill 1 of the Lost Nagas a quest should pop up that says:
"Some strange beasts from a very far away land showed up in the Stalker Valley, They seem to disrupt the natural habitat of the lands, they need to be put down!"
~Also, i think they should be enemies with the Fel stalkers and not on the same side, it feels more natural that way since the Nagas are not from these lands, the first time i put my eyes on a Lost naga i saw him being surrounded by 3 fel stalkers and i thought to myself, wow, this looks like a cool quest/concept if they were to fight, but nope, they didn't. . .
So that's why they should be enemies, it will make for a great concept.
~The Lost Naga should have some sort of passive spell that deals extra damage to all units from the Valley, to make them win fights easily and feel more like a threat to the region habitat!
- After coming back to test the maps for review, i noticed the strange portal in this level that teleports the player to that riddle in the middle of the map, but i have no idea how to get to that, it felt impossible to get to the gate/portal.
Zheidland
When i entered in this region i made the mistake of following the left road and enter the canyon in the south west side of the map, in my mind i thought there will be something at the end of it, but to my surprise it was nothing, the whole walk to the end was a waste of time and was also annoying because of the barrows fel stalkers, actually now that i think about it, this whole region felt tedious because of them.
~ There should be a mini boss at the end of the canyon so players don't feel like they wasted their time by exploring the canyon!
Edit: after i went back and scouted the whole area i noticed i somehow skipped a quest, from Mulong, and yes this quest is for that empty area in the canyon, well this sucks, i suggest making Mulong quest a bit less hidden so players don't just miss him like i did.
- In this canyon was this Monument as well with some barrels, in one of the barrels was this new item that continues the trend of useless items from Chapter I
"Frontliners" = +12 ranged dmg, + 200 hp and + 3 hp regen / - 3 mana regen (as i already stated, any items that have negative mana regen are the worst, - 1 mana regen would be already extreme but 3? you must be kidding me!, If this item gave 50 dmg and 3000 hp i would still not take it because of the negative mana regen! is that simple.
- Another bad thing that happened to me in Zheidland was the fact that at one point when i returned to Thrall after doing a quest he didn't actually say anything even tho he had the ! above him, i think it glitched out, after reading some of your info on the map i saw that some quests can overlap and this will break the whole main storyline quest, yea that indeed sucks.
- Also another known issue which is not really an issue in my eyes, is the fact that i can use transfer mana from Adias's ultimate (the Avatar) to Moka the bear to get the rewards.
- There is this puzzle with light orbs where the player has to move them and do something with them, but since the game doesn't give any tips of how to solve the puzzle i just tried for 2 minutes and then left and never came back for it again.
~ There needs to be a tip for how to solve this puzzle
- There was this optional quest from Kil Nadak with the phoenix, it didn't really feel rewarding at all, and the way Kil Nadak talked pissed me off a lot, i wish there was a choice to be able to challenge him to a fight and shut his mouth, his arrogance was annoying.
- The way those murlocs look at that item you would think it would have some godly stats
Well. . . not so much...
Boots of Der'thama = + 10 ms and + 10 agility / - 10 dmg (I already have the best ms item Boots of speed, and the agility would be cool to have if not for the fact that i would lose so much dmg)
>> +200 ms and + 30 agility / - 1 hp regen , - 200 hp and - 10 armor
- The item that we get from the bear quest, Medallion of Darkhaven: +400 hp / - 200 mana, it's totally useless, why would i want just some base hp and trade it with mana?
>> +20 all stats / -200 mana and -200 hp
- There were a few zones, for example in the left of the orc town (where you go to iron bark) and most of the zone with the Nomad Destroyers, that were pretty empty, i thought for sure there will be some sort of quest related to them but nope.
- Also the Nomad Destroyers were pretty hard to kill similar to the mammoth Ravagers and they don't drop anything, they should drop at least 1 tome the first time the player kills them so they don't fight them for nothing.
Things i liked in Zheidland were:
- Some tomes can be bought from the shops
- Moka the bear mini quest (if i had to finish this quest the normal way it would have taken me eons, the quest itself is flawed because of that, but because i could use mana transfer it worked nice)
~ my suggestion is to increase the amount of mana the bear gets from items from 20 mana to 50 mana, this would make the quest less tedious since gathering those plants is not that easy, they are pretty rare and they hold precious inventory slots.
- Mercenary units are nice, using them is a must since the heroes are weak and the mobs so strong.
- There was also the Pack beast in the shop, the idea is there but the execution lacks with this one, having to control an extra units to carry your items with all of those strong monsters in the area is annoying at best, there needs to be a proper backpack system.
- The side quests were decent.
- Lots of new powerful creeps.
- Liked the riddles, there should be more of them!
- Liked the crab mini quest, even tho i don't remember what reward it gave and if i don't remember that means it gave a bad reward or none.
- There were also 3 items in this region that i liked and weren't useless for once:
The Arcanite Shield = 50% reduce piercing dmg and +5 armor
Shield of Honor = +10% dmg aura and +8 armor / - 8 str (perfect example of a balanced item, even tho i would trade the +8 armor with another 10% in dmg)
Battlemage Armor = +8 armor, +1 mana regen and +100 mana / - 300 hp (great item)
- After i went back to scout the whole area for the review i noticed the new quest, Antique Shop, it was a nice quest.
The items from the shop are all useless except the keg of ale, there was also a calamity ring in there, not sure why since there are no uses for such an item in Chapter II from what i have seen.
Amigo
I am gonna be short with this one.
Things i hated in this map:
- The camera both in the boat view and the hero, camera being locked, was bad, having to orientate myself on this map was more than a headache, even tho i manage to finish the mission in the end.
- Those annoying nerubians that spit venom and make weird sounds, similar to the Barrows fel stalker venom, this one slows you down too much and i had a glitch where the venom lasted for like 10 minutes on my hero once, it seems when you attack those nerubians you get poisoned, it is a cool concept, if only the poison didn't last that long and it wasn't this powerful.
The one thing that i liked in this map was the final boss fight for that flower, the fight was pretty hardcore and epic, i did not expect such a fight in this region.
~ Also the reward for this entire endeavour was i think a potion haha, Nangul had some pretty sweet items on her inventory, i wish i could choose one of those rather than getting a useless pot!
Mold Valley
I loved this region, this is a highlight of Chapter II in terms of gameplay, it's so unique, killing those kobolds with spells is so satisfying!
- In this region there is this shop, where we get the next new strong item of Chapter II and that is the Void Stone (+1 mana regen per sec and no negatives), i think i got 4 stones on Adias, 3 on Darak and 2 on Chen, by far the best item in the game that i can have multiple of (compared to the other ones).
- The main quest in this level besides the phoenix one is the Safe haven quest which i really liked, the way it ended was pretty dark.
My problems with this quest:
Some of the deserters were invisible, they didn't have a skin
When i went to each place to find the deserters some of them were not only invisible but when i got to them the camera moved instantly towards this area for some reason, this happened 3 times i believe, must be something wrong with the triggers for this quest.
Edit: after replaying this exact quest, the camera didn't do that thing where it moves to that area, but i noticed something else, after the deserters finish what they have to say and the cassette appears with the Yes and No choice, my mouse cursor disappears, i can just press enter for the yes choice but still, it is weird that the mouse cursor doesn't show up during this time.
And the last thing was how the quest ended, at the end of the quest after i gathered all the deserters and i go back to that lady, that madman kills all of them and then teleports away when i attack him, the issue is that the game doesn't really make it clear where exactly he teleported, i had to take an educated guess and say he went back in the first place i found him, indeed he was there, my point is that the game should give the player a tip of where this rogue madman has gone on the map, so the player doesn't have to search the entire map for him.
Also after we fought and killed him, he dropped this mysterious item "Blunt weapon" that reduces dmg by 20, once again, there are no tips of what exactly am i supposed to do with this item, so i just ended up throwing it on the ground.
- I loved the mercenary camp, those 2 units are pretty op especially in this level against the kobolds, that was pretty fun.
The problem i had with it was the fact that i discovered the mercenary camp only after i have already done and explored the entire region, yea. . . .
~My suggestion is to make it somehow less hidden, so the player will not miss it.
- The boss fight with the Keeper was nice, but kinda short.
- And there is this weird Way Gate that doesn't work, i have no idea what's with it.
Abyssal Swarm
This was another fun map to play, the creeps got even stronger in this level, i liked them all except the poison murlocs, there were annoying but i guess it is by design.
Also in this level we get 2 items that give aoe mana regen for some reason, if only i had 1 of them in a previous level. . .
Mindstaff that i think dropped from a quest or creep and khadgar's pipe of insight from the shop.
I think they both give the same mana regen i am not sure, but it is weird to have 2 items in the same level that have the same ability.
- There was also the big Spirit Walker boss with his 2 bodyguards corrupted ancient protectors, that fight was epic, i liked it.
- The other part of the map, the water part, on the left side of the map was nice as well, my problem with was the reward at the end, To be honest i do not remember the exact stats of that item, but as u can imagine, it was so bad i left it on the ground somewhere and forgot about it.
- There is this unique item "Steel Dust" that Restores 35 mana for Adias after he uses Storm Bolt , and gives +2 int but - 3 str.
This is a cute little item that would be nice to have at the early stages of the game and not at the very end of the game where both spells and items are pretty much very strong.
Also the way the item works is kinda flawed, after i use storm bolt and move my hero or do any other action the mana won't actually restore, for the mana to restore i need to use the spell and then let Adias do his entire animation and only after that the mana restores, kinda bad.
~So my suggestion would be to either change the place where this item drops aka in early stages (Chapter I) OR upgrade the item
>> Restores 100 mana and gives + 15 int / - 3 str, - 100 hp
- I liked all the puzzles and the unique way to kill some creeps, having to kill all of them at the same time or else they revive (similar to the Chapter I skeleton guardians)
And last thing is the small cave in top right corner of the map, where it dwells the best item in the whole universe kappa
Killmaim: +20 dmg and +15% lifesteal / - 40 armor
Should i really say why this item is bad? i think it's obvious
The way to improve it would be this >>>> +100 dmg and +30% lifesteal / -40 armor
Major bug: i am not 100% sure about this one but, after i went in that cave my main quest glitched, when i returned to Zheidland and tried to go to Ironbark from there, that orc town in the north of the region wasn't destroyed by the Fire Demon and the soldiers that guard the path to Iron Bark are still there, you can actually get past them but the transition to the next region(Iron Bark) doesn't happen.
So i got stuck, The Main quest i had at the time said "to head to Mukrow" which i think is the orc town in the north of Zheidland but nothing happens when i get there, because of that i had to go back to my previous save which was kinda a long time ago and that sucked.
I ended up skipping the whole region with Abyssal Swarm just because i didn't have the motivation to do the entire region again so i went straight to iron bark, because of that i missed out on the mana regen aura item
Alzhardar
I liked this region, it was interesting.
- The whole mini game at the beginning with the creator and his monologue about the game was unique, but i also have mixed feelings about it, it felt a bit too long and also because of that it ruined a bit the immersion of the game by breaking the 4th wall so much and for so long.
- I liked the way our heroes had to split in some groups and scout for the undead, even tho some of the paths were easier than others, I remember having troubles with the Panda group, having to kill the Mammoth Ravager with just the Panda hero and those weak units was pretty impossible since the Mammoth always does that annoying spell and replenishes his entire hp in a few seconds, in the end i had to use cheats to kill him, My Panda didn't do enough dmg to stop the mammoth from activating that spell.
- The Other path that i didn't like was with Darak and not because of the units but because of those extra flashbacks, they felt very unnecessary to me, not related to the current story at all and they were too long and too many, i ended up skipping them to be honest.
- The path with Sira tho, now that was great! i didn't expect to play with Sira at all, i was pleasantly surprised by how awesome her spells were, the whole gameplay with Sira was amazing, it felt very fresh to be able to fight those strong mosters with a new and unique hero unit, her mana regen being so fast made her pretty op.
There was this extra optional quest with her path, to gather those upgrades for her spells, i feel like the game should put a bigger accent on this quest and maybe make it a main quest instead of an optional one, since i choose to ignore it and skip to the final fight, i did search a bit for those upgrades but i only found like 2, in retrospect i should have used Sira to scout more of the map since i missed a few secret places but like i said, i didn't scout because that quest was optional and the upgrades themselves were pretty hidden which made me give up fast on searching them.
The boss fight at the end of Sira's path was amazing tho.
It took me a while to understand how to move and dodge the spells of the Lich but in the end i did it, it was a great fight with cool mechanics with the orbs!
- The missing girl quest was decent i guess, wasn't such a big fan of it, mainly because of that puzzle with the obelisks, i didn't quite get how to solve it so i just ended up pressing them at random until i got them in the correct order

I liked how the quest went tho, it was pretty grim at first only to find out everything was alright at the end and the girl was alive.
- There was also Reiner and his shop quest, the rewards from his shop were bad tho, the items from the other shop at the human camp were also bad, except the cloak (for the other crafting quest) and the battlemage armor.
- And lastly there was the 4th and last craftsman (Midir) which crafts i think the item that deals lighting strikes on autoattacks, but i already left it on the ground somewhere since it was pretty weak, especially at this stage of the game, another reason to have backpack on the hero, that way i would have kept the item.
- There is this Shamanic Armor on the ground in the human camp
It gives +12 ranged dmg , +12 armor / -4 int , nice item for Darak IF it didn't reduce int
>> +12 ranged dmg , +12 armor and + 6 int / - 6 str
Widow Cave
Lots of spiders in this level, it was a good level.
- I liked the puzzles, having to step in a specific order on those stones to solve it without going back on the same stones, it was good.
- I liked the Hungry Hungry Lizard, another homage to the original war3 campaigns, and this one was even better since the lizzard dropped a strong item as well.
That Spell blade, gives the hero 200% dmg for 6 seconds after using a spell, from what i have tested, the effect works only after the hero finishes the casting animation of their spells fully, if you cast a spell and slightly interrupt the animation then the effect will not proc.
Also there is another glitch, If i use Adias's War cry spell and then use Chen's drunken fury (with the spell blade on Chen) the spell blade effect of +200% dmg will replace the War cry buff and last for 45 seconds instead of 6 seconds, pretty cool glitch
- There is this big arena like room in the middle of the map which i am not sure what it's for, it was nothing there when i got there for the first time, it felt strange for such a big place to be so empty.
- Speaking of arenas, in this region we had that whole quest story-line with the half human - half spider monster and karim, What can i say, it was beautiful, the story was very sad and in combination with that sad music, damn, it was very well made, the cutscene felt a bit too long in my opinion tho, but that's just me.
The reward from the fight was an unique class specific item, Shard of Lightning, that restores 50 mana after Darak uses Chain Lightning, at this stage of the game such an item like the other ones for Adias that also restored mana are simply too weak and they are a joke, here is my suggestion to make the item decent.
>> Restores 150 mana after Darak uses Chain Lightning and increases int by 15.
- There is also the extra quest "Mourning" to bring flowers to the grave of the monster, it would be nice if the quest gave a reward in terms of a tome so the player didn't do that for nothing. The little flashback with Adias and Talia was nice tho, i liked that.
Fugikana
Another interesting region.
- I liked the whole story with the friendly abomination, it was kinda cute.
- Also this region has some pretty epic fights:
The Magnataur fight was cool, even tho his spell with the chains that grabs heroes and stuns them was a bit too op, the stun duration is too long, before the stun runs out he just does the spell again and perma stun locks my heroes.
The fight against Reika was also badass, it took me a while to understand her attack pattern but once i did the fight became pretty easy.
Very well made fight design!
Bug: Each time my heroes died and the fight restarted this happened
The orc units including Thrall doubled each time the fight reseted
- Even tho in Chapter II the story wasn't that great, in this region the whole story with Adias going a bit rogue and that epic stand on the hill, coming back to save and fight alongside Chen in the end, that was pick story telling right there, i loved that.
- Some items i got in this region that i liked:
Firehand Gauntlets: +5 armor and +20% attack speed / - 10 dmg
is a better version of gloves of haste, in my eyes i think it should give a bit more attack speed tho.
>> +5 armor, +40% attack speed / -5 dmg , -100 hp
Duelist's Gauntlets: +8 dmg , +1 mana regen / - 100 mana
Lots of gauntlets in the region ha, well, this one is kinda weak, again, we are close to the end and i still get weak ass items somehow.
>> +40 dmg, +1 mana regen / - 100 mana and - 100 hp
Iron bark
This region is a mess! This is the level that made me quit playing for a while, i ended up coming back to finish the campaign tho, but still.
- I liked the puzzles in this level, they were cool.
- The first fight with Sira in the level was werid, she didn't really use her spells that much, i think she blinked 3 times and that's it.
- i liked the optional quest with martin, kinda sad at the end.
- There was also this gate guarded by a fire golem hidden somewhat on that long road, it has a riddle "What is the last name of one of the 7 Guardians" and i have no clue what that name is, at first i thought it must be Akiba but nope, then i tried Sira and that didn't work at all, it must be one of the names from those monuments that i found during my gameplay in the previous missions, but. . . i can't remember their names!
~ I think you should change this riddle like this:
"What is the name of the last Guardian" and the answer is Sira, i think this would have had a greater impact on the game and the story.
- The revive stones most of the times don't work, especially when we have to fight the mini bosses, like the golems with Sira and against the multiple Reika, every time my heroes die during those fights, they will not revive and i have to reload from a previous save.
- Also near the end, in the finale challenge where 1 hero has to cast the spell to open the gate and the other 2 heroes have to protect him by killing the 3 golems, the first time i did this i put Chen to channel the spell and defend with Adias and Darak, after i killed the 3 golems nothing happened, i waited for 20 sec and then i reloaded (at this moment i was making a new save every 10 seconds cuz i was tired of the game glitching out on me and i was right to do so lol).
After i reloaded, i tried putting Adias to channel, and this time i killed the golems faster, and this time it worked, after i killed the 3 golems the door opened.
I think i know what might have caused the glitch, the first time i didn't kill the fire golem fast enough and the ice one spawned while the fire golem was still alive, maybe this caused the whole fight triggers to glitch out.
- The whole story with Sira felt a bit strange, the game didn't really explain why Sira suddenly changed from friend to foe, she just saved the life of Adias from that Strong Lich a few missions ago and now she wants to kill Adias? kinda weird.
Forinate Dungeon
Another unique mini-game type level similar in concept to the one from Chapter I with the hungry statues, i very much liked the concept of this one, the way the hp and mp regen don't work inside the Dungeon, My problem with it is also the same with the other mini-game, the reward is again just 1 tome and is not worth it, i ended up using cheats to get quick to round 100 just to see if there are any rewards and there aren't any, kinda sad, there should be a cap on rounds, at 70 maybe, and the player should get a strong item and like 7 tomes if he manages to win, since it takes so long to get to this round.
~It should be like this: u get 1 extra tome for every 10 rounds u manage to beat.
The hints from the inquisitor of what might be on each side are a cool idea but they aren't really that precise and they just end up being random things, so i just ended up always picking the right cave and not click on the inquisitor for his insight, i liked his insight and his jokes/personality but it felt unnecessary, so i skipped it.
The mini game with the hungry bear is also very annoying, sometimes the bear gets stuck and doesn't want to move in some directions.
Guardian
We start this final mission strong with another glitch
After all my heroes died and the mission reloaded, i couldn't click on my heroes or anything for that matter, i could not select anything.
Good i quick saved before the fight started with f6.
Turns out the game didn't restart when i did that which was interesting.
So second try, now i know how to fight, i kept my distance from her at all times and since i took the scrolls and potions from the previous map this time i won easily, the fight was cool, this might be my favorite fight from the entire campaign, even tho it felt a bit too short and a bit too easy!
~ My suggestion to make the fight a bit harder, Since the strategy is to maintain distance and use spells on her, i think she should be able to summon some units as well to attack the heroes, maybe some shadow units and when she gets low hp even some golems.
~ Another thing would be to make her blink and use aoe spells more often when she gets lower hp.
- The reward for this fight is an interesting item, Sundering Glaive, i like the concept of the item with the elf theme from Sira, what i do not like is how much mana it costs, 300 is a bit too much, 150 would be better.
Also i think this item would have been even cooler if it worked against the king, just an idea.
The Oracle
Well well well, interesting, the story took a turn indeed.
- It seems the fight won't start unless i take the blink item from the ground, even if i try to summon the avatar and then i take the item, the avatar vanishes hmmm.
- The king is immune to spells, great . . .
- After 9 tries . . . after i died 8 times to this Undead King, i finally did it!
This was the hardest boss fight in the entire campaign by far, The king's spells were so fast, so many and did so much dmg, it was insane!

But i did it!

Such an epic way to end it all, even tho the story is anywhere near finished!
- I also liked how we couldn't save at all during this final fights, made them even more hardcore then they usually would have been!
Bug: It said at the end that i unlocked a bonus challenge map called "One Woman army" but when i went back to check it, it wasn't there in the campaign menu.
_____
Overall Positives:
1. The heroes
The heroes and their spells were great, i loved how the level cap is higher than 10 but for such a big campaign it was necessary.
- All the spells were amazing, obviously they weren't anything unique since most of them were pretty much the normal war3 spells but slightly enhanced with the extra levels.
- There were the new spells like Adias's ultimate which was pretty awesome, it was like having an extra hero, the spells from that Avatar of light were also well made to work well as a support/damage dealer, the avatar pretty much filled the gap that Buri left with his spells, that mana transfer spell was a must to have, it sure made the gameplay a lot more fun!
- The ultimate from Darak on the other hand was kinda weak compared to the other ultimates, the aoe damage was too low in my opinion, in my second gameplay i didn't even skill his ultimate and only focused on his 3 main spells because they were so much better.
- By far the strongest spell in the game besides Adias's ultimate were the wolves from Darak, i really loved how the wolves started to get newer spells with most level ups, Darak and his wolves were doing like 70% of the entire dps of the party which was insane, i loved the wolves!
2. The Stories and the dialogue
- It goes without saying that the story and the dialogue in this custom campaign is by far one of the best, even tho the main story line wasn't anything special, the other story lines like the whole story with Adias and his daughter were by far the highlight of the campaign, i loved how you did them, starting with the mysterious flower fields and the flashbacks to the realization at the end that she was actually killed by a demon.
- Most of the times it felt like i was watching a movie, it was that good.
- The dialogues between characters is also what makes this campaign very different from the others, The dialogue feels so unique and so real, giving the feeling that this characters and this world are real and not just a game.
3. The items (consumables)
Even tho i hated the permanent items in this game, their counterpart, the non-permanent consumable items were all great, this is another reason why i hated the permanent ones so much, it was because i kept noticing how the consumables were actually better to provide help with the fights, to deal damage and to heal.
- The most unique one is that bullet item, i thought it was cool.
- Most of the items like the rod of necromancy and the lighting rod were all upgraded versions of the original item, that was nice.
- The fact that we could stack most of them was nice and was also another reason to pick consumables over permanent items.
4. The Terrain/level design
The terrain and level design is also one of the best, each region comes with it's almost unique theme and is just great.
Every region felt like i was going on a real adventure in some new mysterious fantastical lands!
5. The music
During the campaign the music is usually just the standard war3 music, but there are some parts of the campaign where the music is new and it was great!
______~Overall Suggestions~
- After playing through this campaign i noticed the lack of a backpack, i always had to leave items on the ground so i can come back later to get them and to either save them or sell them and this costed me a lot of time spent on just running like a headless chicken for this items all the time, it is quite annoying. So my suggestion would be to either implement a backpack for Adias from the start of the game, or have the player be able to buy such a backpack from a shop or to get it through a quest, either way it is 100% a must have in my opinion, especially since this is a campaign and a big one, focused on lots of running and adventuring, so what kind of adventurer doesn't have a backpack right?
- Change the main stat of Chen the Panda from strenght to agility!
This is mainly for having a hero for each stat, Adias (strenght), Darak (intelligence) and Chen (who should be agility instead of strenght)
This way the tomes will fit perfectly for each hero as well, and lots of items won't be so useless anymore, the items that give agility, this will help the overall gameplay a lot!
And i think it fits Chen to be agility since his race characteristics are based on the agile kung fu type fighting style, so is not that out of character for him to have agi as main stat. (you did it for Arthas after all so why not for Chen as well)
- There needs to be more tomes scattered all around the place in every region, for such a big campaign there weren't that many tomes, each region should have at least 7 tomes hidden.
- Quests and side-quests need to give proper rewards, since most of them either give no reward at all or they just give something meaningless like 100 gold, which is an insult to the player because he can make that much money in 20 seconds killing creeps.
Better rewards like stat tomes or other unique items.
- All Bosses and mini bosses should drop items or tomes! Most of the bosses and mini bosses i killed did not drop anything.
- There is an unspoken and unwritten rule where in every custom campaign or map all crates, barrels, cages, huts and any other destructible thing has to drop something half of the times, so all of them need to have like a 50% chance to drop something after being destroyed.
A barrel and a crate need to drop 50% of times potions, items and tomes.
A cage has to drop 50% of the times some sort of unit (human,animal,monster) that will become your ally and fight with you after you freed him.
A hut or house has to drop 50% of the times some sort of item/tome or even better, an angry monster/human/animal that was living inside it that wants to take revenge and kick your ass.
Most Barrels, crates and huts/houses don't have anything inside sadly, and when they do have something is most likely some weak ass potion that i just leave there (because my inventory is already full, aarrrhmm Backpack arhrmmm), the more barrels, crates and huts i destroyed the more i started to believe i was wasting my time.
- ALL TREES need to be destructible! (beside the ones that are used for a specific trigger)
Because it doesn't make any sense why shouldn't they be!
When the trees can be destroyed it gives the player a sense of adventure and wonder of what could there be behind any tree, maybe a secret treasure or even better, maybe making a shortcut through the trees since some regions can get pretty huge!
.-Overall Score of the Campaign
-.
The Stories, Characters, Dialogues, cinematics = S The Gameplay = A
Final Verdict = .- A+
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