Defenders of the Light (Act II released)

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Current Version: 0.46

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During the making of this campaign, the game went through multiples updates. Unfortunately, with many things that happened during that time and with Reforged right now, we can't play this campaign with the newest version of the game. Defenders of the Light is now best compatible with only version 1.26, 1.27, 1.28 and 1.29. You may encounter some crashes here and there (through avoidable if you reload the save enough times) if you play with version 1.30+.

1) Download the campaign
2) Place the file into your Warcraft III/Campaigns folder, or My Documents/Warcraft 3/Campaigns for patch 1.28 or 1.29
2) Don't rename the campaign file or the map transition may not work
3) Play the campaign








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Inspired by The Founding of Durotar Campaign, yet unsatisfied by how short but fascinating the campaign was, this campaign aims to create a bigger world with more areas and various styles of gameplay. Note that the campaign follows none of the Warcraft or World of Warcraft lore. It takes place at a different world despite using the names of some of the same characters in Warcraft.
This campaign was first developed based on the idea of gameplay and exploration. Even though the Rexxar Campaign was amazing, it was kinda short for my taste. For the longest time, I have always wanted to create a campaign like that but bigger and more diverse in term of gameplay. My first thoughts were to make as many maps as possible. Therefore, more play-styles can be implemented such as regular RTS games, defense games, arena games, puzzles, MOBA, mini-games and many more, into only one single campaign. And here it is, this RPG campaign is the result of that.





Campaign Official Website


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Campaign in the style of The Founding of Durotar with many unique elements
Defenders of the Light aims to provide something beyond the experience of the original Warcraft 3 and the Founding of Durotar. It has many unique minigames and contents that you may get pleasantly surprised about. It may look like a typical Warcraft 3 campaign at the start, but the changes only show themselves gradually the deeper you dive into the campaign.

An original, beautiful and impactful storyline which was written to touch your heart
Growing up, I always love the kind of stories that realistically portrait the characters as real human beings, with goodnesses and flaws. Therefore, I created this story with the same mindset in mind. Great movies and games successfully touched my heart in the past. Great works of art always give me the experiences I could never forget. I hope Defenders of the Light will do the same thing to you.

More than 16 playable maps for Act I and more than 12 playable maps for Act II
After completing The Founding of Durotar, I was a bit disappointed of how few the maps are, and also got even more disappointed in the later Acts that the number of maps not only shrinks but the story also becomes more linear. I created this campaign not with the intention to surpass The Founding of Durotar. I only created what I wanted to play, something bigger, something I could enjoy a lot more. Unlike the map layout of The Founding of Durotar, which has one main map and some submaps around it, the maps in Defenders of the Light do not structure the same way. You'll know it when you play it.

Custom units and custom AI, adding new layers of complexity and skills on top of the original Warcraft 3
If Warcraft 3 is made simply for RTS, then the original unit attacking patterns (move, attack, cast spells) are fine with me. However, RPG formulas require the game to be more complex and compelling. Defenders of the Light starts out like any a typical Warcraft 3 campaign with normal units doing what normal units do in Warcraft 3. It gets more complicated as time goes on as it will require more control on your part. You will see the full result of my vision with custom units and AIs in the Second Act.

Many unique boss fights. Many of them are difficult yet memorable
Beside the story, the boss fights in this campaign will be the most memorable feature you'd ever experience. I was so proud of creating the bosses in the second Act. They are challenging, beautiful, phenomenal and most memorable.

Map transition system - Most maps can be traveled back and forth
This feature itself is quite rare of a feature for a custom campaign on HIVE. To me it's quite hard to find a campaign like The Founding of Durotar that utilizes the map transition system. Most campaigns have you play from one map to another without coming back to the previous maps to progress with the story. Defenders of the Light does that which makes it distinctively an RPG campaign. With this system, you can do some interesting things with it that other campaigns cannot.



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Models CreditsIcons CreditsSkins CreditsMiscellaneous Credits

HeroGlow by assasin_lord
Elder Shaman Thrall by Rubellu Sidus
Animated Grass by Sunchips
MagHar Barracks by Forgotten_Warlord
Juggernaut by HappyTauren
Leech (Yellow) by Fingolfin
Sunken by killst4r
Orb of Dragons by General Frank
RuneGem by RightField
NucExplosion (no missile) by WILL THE ALMIGHTY
Red Helmet by Remixer
Simple Tree by Grey Knight
Goblin Steamboat by kellym0,MiniMage
AnimatedFlowerBV.088 by kellym0
AnimatedCatTailBv.025 by kellym0
Grassie by HappyTauren
Bulky Human by Skipper
Barbarian Villager by Sin'dorei300
Wall by Shadow_killer
Branch by RightField
Mammoth Hurler by Skipper
Blood by SantoRayo[iP]
Birch and variations by Fingolfin
Oak and variations by Fingolfin
Pine and variations by Fingolfin
Inquisitor by FerSZ
Chaos Golem by MasterHaosis
Crate by Deolrin
Nether Ray by GhostThruster
Naga_Shield_Item by eubz
Web by Lender
Nerubian Devourer by Tarrasque
FemaleDrider by garfield
Demon Ziggurat by Ujimasa Hojo
Ice Spider by Kitabatake
Roar Caster by JetFangInferno
Blue Velvet Blossom by Remixer
Devil Pearl Rose by Remixer
Queen's Throne by Remixer
Governor's Crown by Remixer
Spear Head Mushroom by Remixer
Wooden Archway by eubz
TrollChild by ChevronSeven
TrollWitch by Uncle Fester
CastIronGolem by CryoniC
EvilWave Effect by sPy
Rune Golem by Alpain
Brigitte Abbendis by kangyun
Monk Statue by Kino
Desert Walls by Felipe Gormadoc
Desert Columns by Felipe Gormadoc
Desert Roof by Felipe Gormadoc
Medivh by Ujimasa Hojo
Templar Catapult by Direfury
HFMRock_Vale by Talavaj
RPG Villager by Tenebrae
Necrolyte by Kam, Xaran Alamas, Rommel
King's Guardian by Stefan.K
Mansion Wall by Kitabatake
Anduin Lothar by Tauer
Crystal by eubz
Bandit Champion by Sweet Oblivion
Villager Man by Aquis
Bandit Leader by Stefan.K
Maul of Strength by Thrikodius
Battleship by Illidan(Evil)X
GrommashHellscream by Tauer
Villager Orcs by Plunders
Grunt Female by Cavman
OrcChild by ChevronSeven
Watcher by frostwolf
Candlesticks by The_Silent
Gothic Window by Tranquil
Carpet 02 by Tranquil
BigPlantPot OnStand by imforfun
Piano by Eleandor
Chair1 by HappyCockroach
Fireplace by Blood Raven
Dojo Doodads by Blood Raven
Red Curtain by Ket
Stone Brick Variants by InfernalTater
FLoating fountain by Horn
Archmagi by Direfury
Paladin Judgment_Armor by Stefan.K
Orcish Berserker by supertoinkz
Sporling by Maxwell
King by Tranquil
Templar by Callahan
Watcher by Ujimasa Hojo
Orc Wolf Rider by Stefan.K
Mammoth Ravager by Skipper
Rifleman Lordaeron by Asssssvi
Orcish Spearthrower by General Frank
Villager Kid Female by Alethos
Serpent Knight by Gluma
Void Missiles by Mythic
Royal Captain by Tranquil
Parasite Worm by -Grendel
Banshee Queen by Sellenisko
Orc Warlock Hero by Dojo
Ancient Explosion SFX by WILL THE ALMIGHTY
Thrall by Lord_T
Shining Flare by Mythic

BTNWoWThrall by Sin'dorei300
BTNRedGuillotineVlll2 by San
BTNAutoRepairBots by Infinitynexus
BTNMoltenGiant by chr2
BTNSanctuary2 by Darkfang
BTNAntiMagicShell by Darkfang
BTNManaOrb by -Kobas-
BTNChaosGolem by MasterHaosis
BTNDemonZigguratby Ujimasa Hojo
BTNDemonZigguratUpgrade by Ujimasa Hojo
BTNBoarCharger by Mr.Goblin
BTNRing by ~Nightmare
BTNFlower3 by exN
BTNDragonstone by Skypsi
BTNTheOneRing by Mc !
BTNTrollWitch by Uncle Fester
BTNPT1Shield by Heinvers
BTNEmptyAmulet by PeeKay
BTNSphereOfDarkness by PeeKay
BTNRPGHeroEmblemCleric by Apheraz Lucent
BTNRPGHeroEmblemRanger by Apheraz Lucent
BTNRPGHeroEmblemDruid by Apheraz Lucent
BTNSultanCharmV2 by Apheraz Lucent
BTNRunestonePike by Blood Raven
BTNIceWand by NFWar
BTNBoots by Blaxor
BTNSpikedArmor by PeeKay
BTNGauntlet by darkdeathknight
BTNYellowCrystalBlade by NFWar
BTNScythe by Destructor [DoR]
BTNDualCutlass by Flute
BTNTItansteelShield by Hadeis
BTNAmulet by -Berz-
BTNPatrol by MortAr
BTNBouldersling by Eagle XI
BTNEntaglingSpikes by Don Valentino
BTNCarbotZergling by Carbot Animation
BTNSandOrb by Darkfang
BTNEnchantedOldAxe by Heinvers
BTNicon005 by FViral
BTNDuelistsGauntlets by NFWar
BTNCWRuneBlade by CloudWolf
BTNEssenceDrain4 by San
BTNCRwGem by CRAZYRUSSIAN
BTNGrapes by Big Dub
BTNCRgravedance by CRAZYRUSSIAN
BTNStop by viiva
BTNWex by Legal_Ease
BTNPowerHammer by NFWar
BTNPotion2 by Mr.Goblin
BTNDeath_Staff_Stave by Gwen Stefani
BTNIcyArrows by maxor_gan
BTNMaskOfSilence2 by D.ee
BTNIvoryMammoth by Stanakin
BTNVolatileWaters by Darkfang
BTNTaliaLothian by Joey Julian
BTNSkullMask by Solu9
BTNMap by The Panda
BTNSpellHover by JollyD
BTNFreedom by PeeKay
BTNCameraReset by darkdeathknight
BTNCrimsonEdge by San
BTNPlagueBell2 by [email protected]
BTNLobsterCrabBounty by Kimbo
BTNArisingLightStrike by Darkfang
BTNWarCry by PeeKay
BTNSeerStaff by PeeKay
BTNOrbVar4 by Big Dub
BTNRoyalArmor by NFWar
BTNOrcShield by Midnighters
BTNSpiderArmor by Mc !
BTNPlateArmor02 by NFWar
BTNPlateArmor by NFWar
BTNBattlemagesGuard by NFWar
BTNThunderStorm by The Panda
BTNFerealInstinct by PeeKay
BTNToxicDagger by NFWar
BTNTenebriousArmor by PrinceYaser
BTNCR_Spiked_Armor by CRAZYRUSSIAN
BTNPandaPower by NFWar
BTNserpentknight by Gluma
BTNFirekingCrown by Darkfang
BTNoverload.blp by Murlocologist

MountainGiant.blp by chr2
RazormaneChief.blp by Mr.Goblin
Magmasaur.blp by Daenar7
DarkProphet.blp by b17rider
ForestTrollChild.blp by ChevronSeven
VillagerMale.blp by Mr.Goblin
DarkSylvanas_by67chrome.blp by 67chrome

"Elwynn Forest" by Jason Hayes
"Laurence, the First Vicar" by Tsukasa Saitoh
"Don't Turn Back" by CO.AG Music
"Far Horizons" by Jeremy Soule
"The Ancient Dragon" by Motoi Sakuraba
"Gothic Dolls" by Derek & Brandon Fiechter
"2Volt" by Hiroyuki Sawano
"Come On!" by Yoko Shimomura
"Firelink Shrine" by Motoi Sakuraba
Arceus Battle Theme Remix by Luigigigas
Jaina Theme by Neal Acree & Russell Brower
"Darklurker" by Motoi Sakuraba
"Lady Maria of the Astral Clocktower" by Yuka Kitamura, etc.
"Dalaran Halls" by Neal Acree & Russell Brower
"Holy Warriors Oath" by Neal Acree & Russell Brower
"ət'æk 0N tάɪtn" by Hiroyuki Sawano
"Nashandra" by Motoi Sakuraba
"Haunted" by Tales Of The Forgotten & Steph Kowal
"Oblivion" by Baptiste Thiry
"Dependent Weakling" by Keiichi Okabe
"XL-TT" - Hiroyuki Sawano
"Gehrman, The First Hunter" by Ryan Amon, etc.
"偽書ト世界" by Keiichi Okabe
"鏖殺ノ予感" by Keiichi Okabe
"Mourning" by Keiichi Okabe
"False Knight" by Christopher Larkin
"The Sound of the End" by Keiichi Okabe
"Gods Bounded by Rules" by Keiichi Okabe
"Dispossession (Piano)" by Keiichi Okabe
"Sir Alonne" by Yuka Kitamura
"Faltering Prayer" by Keiichi Okabe
SFX Boing2 from Mario and Luigi: Superstar Saga
SFX Monster Growl by thecheeseman
SFX NotEnoughMineral from Starcraft II
SFX Toxic Goo by Mike Koenig
SFX GehrmanAttack01 from Bloodborne



Special Thanks
They were this campaign's testers. I learned that campaign testing is not only about bug finding and bug fixing. They have done a lot more than that. They contributed a lot of suggestions and ideas to develop the campaign greatly. The scripts of the campaign were also rewritten and improved greatly by them. If you see the version of this campaign when it first came out in the Map Developement section in 2017, you may be surprised of the big difference between that version and the version you have now. All I'm saying is that without their help and you guys' support, this campaign may not have happened. I could never have done this by myself. Thanks to all, it is finally here. Thank you very much.

Changelog

v0.46 04/04/2021

v0.45 03/25/2021

v0.41 01/08/2020

v0.39 12/23/2019

v0.34 04/12/2019

v0.33 10/26/2018

v0.32 08/23/2018

v0.31 08/19/2018

v0.30 07/21/2018

v0.29 07/16/2018

v0.28 07/15/2018

v0.16 08/12/2017

v0.14 08/02/2017

v0.11 07/27/2017

v0.10 07/26/2017


- Fixed a major transition problem caused by entering Abyssal Swarm.

- ACT II PUBLIC RELEASE!

General Changes/Fixes
  • Stashes are now automatically available in most maps
  • Many fixes and changes in items
  • Fixed and spawning and reinforcements in Act I final boss

ACT I Changes/Fixes
  • Map3 Merc Camps now only have lower leveled units available
  • Map3 Chen and Darak are no longer moved at strange locations after Loss Cinematic
  • Map4A Synchronized cinematic with music
  • Map5 Stash is now available at ResurrectionStone
  • Map5 Removed True Sight from Shade Firecallers
  • Map5 Fixed Necromancers can't raise dead ver1.29+
  • Map6 Stash is now available at outpost
  • Map6 Fixed Necromancers can't raise dead ver1.29+
  • Map6 Removed True Sight from Shade Firecallers
  • Map10 Other heroes now raised level to 10 (from 5)
  • Map13 Stash is now available at ResurrectionStone
  • Map14 Stash is now available at ResurrectionStone
  • Map21 Fixed Necromancers can't raise dead ver1.29+
  • Map23 The number of Unholy Titans in phase 2 should always be higher than 0
  • Map23 Litmitd the number of reinforcement units available at a time
  • Map23 Synchronized final cinematic with music

ACT II Changes/Fixes
  • Map16 Reduced damage of some allied units by 30%
  • Map17 Improved the Northern terrain
  • Map17 Reduced Health of Resurrected Barrows Fel Stalker
  • Map17 Added Food to Rescue Cargo units
  • Map17 Thunder Lizards' Slam ability are scaled to their appropriate levels now
  • Map17 Changed Mina's name to Liz
  • Map19 Stash is now available at ResurrectionStone
  • Map19 Added a Warning before the mission
  • MAP20 NEW MAP! (Act II)
  • Map25 Stash is now available at ResurrectionStone
  • Map26 Stash is now available at ResurrectionStone
  • Map26 Sira Upgrades quest complete prior to completion fix
  • Map26 Sira Health starts with 1800 Each upgrade adds 150
  • Map26 Rebalanced Chen, Darak and Adias sections
  • Map26 Fixed no talky on Mathong after pickaxe
  • Map26 Made allies invulnerable
  • Map27 Stash is now available at ResurrectionStone
  • Map28 Stash is now available at the outpost
  • Map28 Increase Attack dmg of Polar Bear to about 200
  • Map29 Stash is now available at ResurrectionStone
  • Map29 4 golem holdout are replaced to be hp balanced
  • Map29 Removed RunedGolem in CineBoss Victory Cinematic
  • Map29 Boss2 now boss summons skeleton instead
  • Map29 Blade Challenge 02, removed Locust ability
  • Map29 Fixed HealthDrainArea
  • Map29 Turned Off GiantChaosGolemDies, remove Cast Iron Token item
  • Map29 Replaced Golem Patrols with instakill Glaives
  • Map29 PatrolGlaives (left) removed 2. ended up 2 instead of 4
  • Map29 Added NPCs and Optional Quest(s)
  • Map29 Improved Boss01End Cinematic
  • Map29 New Boss and new area
  • Map30 Stash is now available at ResurrectionStone
  • Map40 Stash is now available at the outpost
  • MapC4 Removed Mana and Increase cooldown of Fan of Knives

Unit Changes/Fixes
  • Adias Avatar of Judgement reduced attack range to 900 (from 1000)
  • Adias Avatar of Judgement Increased Cooldown for AOE Ability to 8s (from 5s)
  • Adias Increased Cooldown of Holy Order to 280s (from 220s)
  • Adias Adjust Avatar of Judgement's dmg in ability's description
  • Adias Avatar of Judgement reduced speed to 280 (from 320)
  • Darak Reduced damage scaling of Spirit Wolves in the later levels

Item Changes/Fixes
  • Item New Item Swordman's Crest
  • Item New Item Frost Spear
  • Item New Item Killmaim
  • Item New Item Tempering Glaive
  • Item New Item Manathirst Wand
  • Item New Item Frontliners
  • Item New Item Shamanic Armor
  • Item New Item Rune of Strenth
  • Item New Item Mammoth Belt
  • Item New Item Makrura Emblem
  • Item New Item Makrura Magic Shell
  • Item New Item Maneater's Finger
  • Item New Item Deadman's Chest
  • Item New Item Barbossa's Lullaby
  • Item New Item Zero Eclipse
  • Item New Item Steel Dust
  • Item New Item Steel Crown
  • Item Removed Ring of Greed from Hard difficulty
  • Item Wraith Band Reduces Int and Str Buff to 2 (from 3)
  • Item Warrior's Bracer Reduced Agi and Int Buff to 2 (from 3)
  • Item Null Talisman Reduced Str and Agi Buff to 2 (from 3)
  • Item Arcanite Token now costs 140 mana to use
  • Item Greater Kochura Incense Increases Mana Reduction to 450 (from 350)
  • Item Scroll of Speed Increased duration to 45s (from 10s)
  • Item Khadgar's Pipe of Insight is now available in Map20
  • Item Khadgar's Gem of Health is now available in Map20
  • Item Gloves of Haste now reduces attack damage by 6 (from 3)
  • Item Bladebane Armor now reduces Int by 2
  • Item Crown of Kings now reduces hp and mana by 150
  • Item Medallion of Courage now reduces Agi by 2
  • Item Warsong's Battle Drum now reduces wearer's dmg by 5
  • Item Primal Essence now reduces armor by 5
  • Item Soul Redemption now reduces Intelligence by 8
  • Item Deep Sea Sceptor now costs 120 mana to cast (from 85)
  • Item Pendant of Energy now reduces health by 50
  • Item Pendent of Mana now reduces health by 85
  • Item Royal Armor reduced armor increasement to 18 (from 20)
  • Item Rusty Mining Pick reduced chance of stun to 10% (from 15%)
  • Item Charm of Maneater now has 18% to deal 20% normal damage and reduces agility by 8
  • Item Health Boots now reduces mana regen by 1 mana per second
  • Item Headdress Increase Hit point regen to +2 -5 (from 1)
  • Item Seimos' War Axe only stuns Heroes for 5 seconds (from 10)
  • Item Firehand Guantlets now reduces damage by 10
  • Item Wand of Mana Regeneration no longer provides 100 mana bonus
  • Item Limit Seimos' War Axe to 1
  • Item Limit Arcanite Shield to 1
  • Item Ashborn Flower Change description
  • Item Life Sucker change name to Life Leech
  • Item Cleansing Shield now increases mana by 100 (from 200)
  • Item Flame Strike Staff now costs 50 mana to cast
  • Item Crown of the Deathlord now reduces Intelligence by 6
  • Item Helm of Battlethirst no longer increases strength by 4
  • Item Murloc's Goop now slow enemy's attack for only 3s (from 20s) and reduces armor by 10
  • Item Ring of the Necromancer reduced mana regeneration for nearby units to 0.5mana/s (from 0.25mana/s)
  • Item Ring of the Necromancer reduced Intelligence bonus to 5 (from 8)
  • Item Kochura Incense now increases mana regen by 30% but decreases hp regen by 3hp/s
  • Item Greater Kochura Incense now increases mana regen by 60% but decreases hp regen by 6hp/s
  • Map7 Replaced Manual of Health Ground Pickup with Manual of Health +20
  • Map9 Replaced Manual of Health drop with Manual of Health +20
  • Map11 Replaced Tome of Strength drop with Rune of Restoration
General Changes/Fixes
  • Act II Intro Map is available
  • Increased time before creeps respawn on most maps
  • Implemented Novels
  • Map25 Decreased Help Room Chance
  • Map28 Edit Terenas Cinematic
  • Map31 Increased Blink mana cost to 35 (from 25)
  • Map31 Updated Credits

Unit Changes/Fixes
  • Adias Reduced Avatar of Judgement base damage to 47/81/121 (from 78/135/202)
  • Sira model no longer has long ears
  • Map26 Create appropriate colors for Power Generators Green/Yellow

Item Changes/Fixes
  • Item New Item Phoenix's Blue Feather
  • Item New Item Sundering Glaive
  • Item New Item Novel: Seimos
  • Item New Item Sacred Rune Blade
  • Item New Item Stout Shield
  • Item Reduced Wraith Band, Warrior's Bracer, Null Talisman's bonus stats to 3 and 5 (from 3 and 7)
  • Item Removed Health Booth from Zheidland Armory
  • Item Replaced Crown of Kings from Moka Quest with Stout Shield
ACT I and General
General Changes/Fixes

  • MapIntro Fixed some grammar mistakes
  • Map3 Removed Lots of Tomes of Intelligence/Strength/Agility
  • Map3 Solaire now drops any items he carries after completing the quest
  • Map4 Add stash into Shimmer Coastal for purchase and use
  • Map5 Removed some Tomes of Intelligence/Strength/Agility
  • Map9 Make Ghostmage invulnerable
  • Map11 Chen uses Breath of Fire when his hp is less than 40% instead of 30%
  • Map11 Mini Bosses and Voidwalkers no longer respawn
  • Map11 FlameStrike areas are off after unlocking the final doors
  • Map14 Remove summons for Staff of Teleportation exploit
  • Map15 Remove victory cinemtic if the quillboar defense game is replayed
  • Map15 Kodo beast cost no gold
  • MapC1 Button is now visible after activation

Unit Changes/Fixes
  • Adias' Judgement Strike buff now has the right icon
  • Chen Changed name of Berserk to Drunken Furry
  • Chen Drunken Furry reduced base mana to 65-100 (from 85-130)
  • Unit Fel Stalker removed Mana Burn ability and change attack type to Normal (from Chaos)
  • Insurgent Changed model

Item Changes/Fixes
  • Item Primal Essence can only be obtained twice in Act I and once in Act II now
  • Item Vindicator Belt can only be obtained once in Act I now
  • Item Cloak of Fire can only be obtained once in Act I now
  • Item New Items Small/Medium/Large Health Elixir
  • Item Scroll of the Beast now increases Attack Damage by 50% and lasts 30s, AOE Area is 400 (from 500)
  • Item New Item Scroll of the Monster
  • Item New Items Small/Medium/Large Mana Elixir
  • Item Blood Ring has a new icon
  • Item Piercing Armor fixed description
  • Item Spear of Crystal Rain Increased Mana Cost to 110 (from 65)
  • Item Murloc Staff now costs 85 mana (from 0) to cast


ACT II
General Changes/Fixes

  • Map16 Fixed An Uninvited Guest quest with questreq and discover
  • Map16 Fixed Demon run somewhere else in cinematic
  • Map16 Change Items Sold from Reiner's Shop
  • Map17 Add Stash as reward after completing Thrall's quests
  • Map17 Reduce number of Stalkers in the initial packs
  • Map17 Adjust allied heroes' stats, item and hp
  • Map17 Remove rock chunks blocking way to Mold Valley
  • Map17 Turn on Mold Valley transitioning
  • Map17 Choose the right items for Camp Shop
  • Map17 Reduced hit points and damage of Quest Rescue's unit
  • Map17 Added Shaman, Footman, Knight and Priest into Barracks with better description
  • Map19 Earth, Storm, Fire now disabled and enabled properly for quest
  • Map19 Mammoth 2nd and 3rd fight has no more unrelated cinematic
  • Map26 Remove Optional quest rescued unit going into Sira's session
  • Map26 Designate custom respawn for supporting units in Adias' session
  • Map28 Removed Tome of Intelligence and Tomes of Strength
  • Map29 Fixed platform puzzle bug
  • Map29 Fixed some pathing issues
  • Map31 Replaced Light Strike effect with Mythic's one
  • Map34 New Map Added
  • Map40 Added Cloak of Blaze crafting quest
  • Map40 Fix boss loses color after restart
  • Map40 Make player treat creeps as neutral during cinematic

Unit Changes/Fixes
  • Unit Giant Magnataur increased base health to 22000 (from 18000)
  • Map28 Increased Magnataur Normal War Stomp to 650 (from 400)
  • Map28 Increased Magnataur Hook War Stomp to 450 (from 150)
  • Map28 Increased Reika's Surrounding Wave to 500/620/740 (from 500/580/660)

Item Changes/Fixes
  • Item Cloak of Flames can only be obtained once in each shop in Act II, but can be dropped from enemies
  • Item Changed Life Sucker's description
  • Item New Item Magic Ivory
  • Item New Item Life Sucker
  • Item New Item Belt of Power
  • Item New Item Blue Tearstone Ring
  • Item New Item Kaleo's Magic Shield
  • Item Enchanted War Axe changed name to Seimos' War Axe
  • Item Medallion of Darkhaven decreased life bonus to 400 (from 500)
  • Item Belt of Power Change stats 6% (from 5%) and 1000hp random dmg (from 450hp)
  • Item Cloak of Flames can only be obtained once in each shop in Act II, but can be dropped from enemies
General Changes/Fixes
  • Revamped Level Cap system
  • Map1 Removed awkward long pause in cinematic
  • Map2 Fixed Buri can't activate quests
  • Map3 Ancient Sasquatch now drops Tome of Agility instead of Tome of Knowledge
  • Map4A Now can skip long cinematic
  • Map9 Fixed Buri not activate some minigames
  • Map11 Removed awkward long pause in cinematic
  • Map11 Added some more rewards into Memory Circles minigame
  • Map14 Fixed Buri can't activate contraptions
  • Map14 Makrura Abomination's ability now works on Buri
  • Map23 Now can skip long cinematic
  • MapC1 Added Spiky Plate, Tenerious Armor and Noxious Blade to Item Shop

Unit Changes/Fixes
  • Hero Chen Earth's Spell Immunity is replaced with Hardened Skin with IgnoredDmg: 12/22/30
  • Hero Chen now has a new ability Bererk - boosting attack speed but Chen takes more damage
  • Hero Chen Drunken Brawler now only has 8 levels

Item Changes/Fixes
- Item Frozen Core now reduces wearer armor by 10
General Changes/Fixes
  • Heroes gain only 25% experience from kills after one of them reaches lv22.
  • Buri’s Banish ability has been replaced by Holy Heal – a self-heal ability which works like Clarity Potion.
  • The terrain of Longpass Valley has been improved. It looks prettier now.

Detailed Changes/Fixes
  • Map1 Sellers, Paul and Reiner are now invulnerable
  • Map2 Buri and other heroes should be able to give the Vial
  • Map4 Grunt no longer decays when he dies in cinematic
  • Map5 Disable Chen dialogues if he's not there
  • Map6 Cairne now has Reincarnation
  • Map6 Thrall now can summon wolves
  • Map6 Increased creep respawn time to 200s (from 110s)
  • Map7 Disabled Invisible Bridge
  • Map9 Make Sheep invulnerable
  • Map9 Fix Buri bug in Unit Testing System
  • Map9 Increased the difficulty of Bandit Quest
  • Map9 Delicious Meat is now stored as variables instead of item
  • Map9 Chamber Key and Musical Core are now stored as variables instead of items
  • Map9 The game now clears text messages for Spider Crab meat updates
  • Map9 Extended the time Ghostly Archmage appears till 10:00PM (was 9:00PM)
  • Map9 Make Neutral heroes invulnerable
  • Map11 Fixed Karim+Boss Door bug
  • Map11 Double doors to secret item are now invulnerable
  • Map14 Increased rate of password drop
  • Map14 Decreased minigame upgrade cost to 300/300/300/200 (from 600/600/600/400)
  • Map14 Gargantuan Sea Turtle in middle of map can now cast Frost Armor
  • Map14 Lock camera during Egg Minigame
  • Map14 Make the whole room visible during Egg Minigame
  • Map14 Expanded reward roster for Phoenix Egg Minigame to 46 (from 25)
  • Map15 Blocked walkable paths
  • Map15 Increased creep respawn time to 240s (from 170s)
  • Map21 A Stash will be available at the end of the map
  • Map21 The Undead base now treat Neutral Hostiles as Neutral
  • Map22 Unrelenting Towers now give 150 gold each
  • Map22 Gryphon Riders no longer require Castle
  • Map22 Gryphon Riders increased max hp to 1600 (from 1300)
  • Map22 Gryphon Riders increased gold cost to 280 (from 250)
  • Map23 Artilleries can no longer hit Obelisks
  • Act II Improved final boss fight - final phase
  • Rum for Friend and Broken Music no longer appear in every map

Unit Changes/Fixes
  • Hero Buri Reduced Flame Strike's FullDmgDealt to 15/22.5/30 (from 15/26.67/36.67)
  • Hero Buri Reduced Flame Strike's AOE to 160 (from 200)
  • Hero Buri Reduced Mana Siphon's ManaDrained to 20/30/40 (from 25/50/75)
  • Hero Buri Reduced Mana Siphon's ManaTransferredPerSec to 30/60/90 (from 45/90/120)
  • Hero Buri Increased Mana Transfer's ManaTransferRatio to 1.0/1.3/1.6 (from 1.0/1.2/1.4)
  • Hero Buri Replaced Banish with Holy Heal
  • Hero Adias has a new icon
  • Map3 Remove Alpha/Beta after Mercs' name

Item Changes/Fixes
  • Item Cloak of Flames/Cloak of Fire no longer deal damage to neutral units
  • Item New Item Tenebrious Armor
  • Item New Item Spiky Plate
- Public Release

General Changes/Fixes
  • Map2 Quest givers now have exclamation mark on their heads
  • Map2 Empty Vial can be removed from any hero's inventory for quest
  • Map3 Replaced a Rune of Lesser Resurrection with Rune of Spirit Link
  • Map3 Removed some boulders for shortcut
  • Map7 Removed occlusion from some tree
  • Map13 Added Hint about Lever Keepers
  • Map15 Shamans are now recruitable during Quillboar Quest
  • Map15 Added a new cinematic
  • Map22 Removed Castle requirement for Gryphon Rider Upgrades
  • Map23 Use no bleed models for Adias, Darak, Chen

Unit Changes/Fixes
  • Map1 Changed name of Gnoll Hut to Forest Troll Hut
  • Map3 Made 2 Bears (Level 1) Can Raise, Does Decay
  • Map3 Almost all Murlocs now can swim (Done)
  • Map3 Reduced Centaur Firecaller's Slow Aura MoveSpdFactor to -0.4 (from -0.6)
  • Map9 Reduced Centaur Firecaller's Slow Aura MoveSpdFactor to -0.4 (from -0.6)
  • Map9 Alad and Maranda are now invulnerable
  • Map21 Jimmy now drops something
  • Map22 Priests are now fully upgraded
  • Map22 Increased Arthas and Musko's health
  • Hero Chen Fix Ultimate Tooltip
  • Hero Chen Fix Breath of Fire Tooltip

Item Changes/Fixes
  • Item Claws of Attack now reduces mana while equipped
  • Item Boots of Speed now reduces 8 armor while equipped
  • Item Gloves of Haste now reduces attack damage by 3
  • Item Greater Kochura Incense now reduces mana cap by 350 (from 400)
  • Item Frost Wyrm Skull Shield reduces Spell Damage Reduction to 20% (from 33%)
  • Item Frost Wyrm Skull Shield Hero takes extra 8 damage from melee attacks
  • Item Ankh of Reincarnation now revives heroes with 1200 hp
  • Item Frozen Core reduced price to 1700 (from 1900)
  • Item Frozen Core now reduces wearer armor by 5
  • Item New Item Noxious Dagger

Known Issues
  • Sometimes you'll notice unit's shadows on some maps, ignore them.
  • Sometimes enemies spawn behind trees
Patch 1.30 Known Issues
  • Although some cinematics are not meant to be skipped, skipping some skippable cinematics may not work properly or may break the game.
  • Some tooltips are not fully displayed.
General Changes/Fixes
  • Improved all dialogues in the campaign
  • Distributed Kaleo Quest for Act I and its Quest Sync
  • Distributed Kaleo Quest Progress for Act I Export/Import
  • MapC1 Added
  • Credits map added
  • Map3 Reterrained
  • Map3 Created final Buri event
  • Map3 Made Rock Chunks near the Force Wall invulnerable
  • Map3 Fixed ToCity cinematic
  • Map3 Added critters
  • Map3 Created a small area of visibility at Barracks when Hinting at it
  • Map4 Fixed opens between trees which heroes can pass through
  • Map4 Rewards are created at heroes locations after killing the Colossal Turtles instead
  • Map4 Fixed Darkwood Totem keeps showing up even though the map is unlocked
  • Map4 Colossal Sea Turtle now drops Circlet of Nobility instead of Claws of Attack +9
  • Map4 Added critters
  • Map4 Added Pack13
  • Map6 Fixed Heroes go through buildings
  • Map6 Paused the other heroes while one hero is in Dark Souls battle
  • Map6 Fixed Talky Effects for quest givers
  • Map6 Changed Achievement into legit quest with quest reqs
  • Map8 Changed enemies' models and names
  • Map9 Reterrained
  • Map9 New Quest Precious Information
  • Map9 Remade Info Man event
  • Map9 Fixed Buri not in cinematics
  • Map9 Removed Koron after the fight so that he doesn't show up in cine
  • Map9 history event fixed quest completion message. Give them Quest Reqs as well
  • Map11 Improved Terrain
  • Map13 Fixed lighting
  • Map13 Disabled Shade of the Deep event
  • Map14 Disabled Staff of Teleportation
  • Map14 Blocked certain pathways
  • Map14 Increased password drop rate
  • Map15 Reterrained
  • Map15 Fel Orc Warlocks now only drop tomes +1
  • Map15 Removed exceeding Murlocs
  • Map15 Added critters
  • Map23 Fixed game crash upon losing

Unit Changes/Fixes
  • Hero Avatar of Judgement increased Mana Transfer ratio to 1.8 from 1.5
  • Hero Avatar of Judgement increased mana regen rate to 4/5/6 (from 4/4/4)
  • Hero Avatar of Judgement decreased mana cost for Mana Shield to 40/40/40 (from 180/290/405)
  • Hero Avatar of Judgement Mana Shield lasts 20s with each cast and has 25s cooldown
  • Hero Avatar of Judgement increased ManaPerHitpoint to 3/5/7 (from 3/3/3)
  • Hero Avatar of Judgement now starts with mana 25/50/75
  • Hero Adias Storm Bolt lv8 can no longer target allies
  • Hero Adias Increased ultimate cooldown to 220 (from 180)
  • Hero Chen Increased Cooldown of Ultimate to 220 (from 180)
  • Hero Chen Increased Armor of Earth to 20 (from 5)
  • Hero Chen Increased Armor of Storm & Fire to 12 (from 2)
  • Hero Chen Decreased Mana Cost of Ultimate to 160/220/280 (from 200/280/360)
  • Hero Darak created new model for ultimate
  • Hero Darak decreased DamageInterval of Ultimate to 0.5/0.5/0.5 from 1.5/1.3/1.3
  • Hero Darak decreased DamageDealt of Ultimate to 48/83/140 (from 100/175/300)
  • Hero Darak decreased Duration of Ultimate to 20 (from 30)
  • Hero Darak decreased AreaOfEffect of Ultimate to 760 (from 900)
  • Hero Darak increased Cooldown of Ultimate to 210 (from 180)
  • Unit Feral Spirit Decreased MovementSpeed to 280 (from 350)
  • Unit Feral Spirit Decreased ArmorBase to 0 (from 0-10)
  • Unit Feral Spirit Removed Critical Strike
  • Unit Feral Spirit Added new abilities: Fury Dash, Feral Predator, Feral Fury
  • Hero Musko fixed tooltip number of healing bounces
  • Hero Buri Flame Strike buff now has the right icon
  • Map3 Changed the name of Elven Towers to Magical Guard Towers
  • Map3 The Biggest Murloc got a new skin
  • Map7 Replaced Murloc Emperor with Murloc Emperor
  • Map9 Thrall should be lv15 with items
  • Map10 Arthas and Musko's Devotion Aura now have been fixed across all maps
  • Map13 Astral Arachnathids no longer scale
  • Map14 Reduced Sight Range of Shipyard to 500 (from 900)
  • Map14 Spider Crab Behemoth now scale with heroes' lv
  • Map14 Spider Crab Leviathan now scale with heroes' lv
  • Map15 Adjusted damage of Thunder Lizards
  • Map15 Replaced Troll Headhunter with Troll Berserker in shops
  • Map15 Improve AI of Fel Orc Warlock (South)
  • Map15 Changed Berserker tooltip
  • Map17 Makrura Socerers now have Feedback
  • Map22 Increased Unholy Titan 08's Bloodlust to 100% atkSpd (from 75%)
  • Map22 Changed Unholy Titan 07's Armor Type to Medium (from Normal)
  • Map22 Increased Unholy Titan 07's cleaving damage to 50% (from 40%)
  • Map22 Stormhaul Towers improve model
  • Map23 Akiba improve model
  • Map23 Increased HP of titans, ghouls

Item Changes/Fixes
  • Critical Stone +2 Fixed tooltip
  • Primal Essence Reduced mana and HP increment of to 150 (from 200)
  • New Item Defense Charm
  • New Item Armor of Agility
  • New Item Piercing Armor
  • New Item Tough Armor
  • New Item Battlemage Armor
  • New Item Cleansing Shield
General Fixes/Changes
- GAME Reduced enemy scaling at Adias lv1/8/17/30/48 from x1/x2/x4/x6/x8 to x1/x2/x2.9/x4.2/x6.1
1X,2X,3D,4D,5D,6D,7D,8D,9D,10X,11D,13D,14D,15D,21D,22X,23X
- GAME Reduced enemy scaling at Adias lv1/17/30/50 with x2/x4/x6/x8 to lv1/28/36/44 with x2.8/x3.7/x4.4/x5.0
16D,17D,18X,19O,20X,25X,26D,27X,28D,29X,30X,31X
  • Map0 The path to the Resurrection Stone is more visible
  • Map0 Add difficulty concept
  • Map3 Replace Fountain of Mana with Fountain of Restoration in the town
  • Map3 Create shortcut after defeating the Biggest Murloc
  • Map4 Make the trees/Rocks tighter so that players cannot get through to Tojara
  • Map5 Make destructibles vulnerable
  • Map5 The path right below the death knight that we have to kill for the optional quest should be expanded
  • Map6 Fix Item made with potion, potion doesn't go away but turn infinite use
  • Map7 Murloc Huntsman now can cast Ensnare on heroes
  • Map9 Give Chen Delicious Seafood after teleport in Friend quest
  • Map11 Make destructibles vulnerable
  • Map11 Replace Fountain of Mana with Fountain of Restoration
  • Map12 Fix Mana Enhancer now provides 30 armor and 5 bonus damage on Arthas
  • Map13 Improve Kaleo AI, HP, Damage
  • Map13 Heroes should be revived at the correct point now
  • Map14 Remove some trees around the Fountain of Health
  • Map14 Make it that you would be able to buy boats without having heroes nearby shipyards.
  • Map15 Increase creep respawn time to 170 (from 110)
  • Map15 Replace Taurens with Berserkers
  • Map15 Make destructibles vulnerable
  • Map15 Make Shamans/Witch Doctors recruitable
  • Map21 Remove Night Elves
  • Map22 Add portals on the other side of the map
  • Map22 After reinforcement, teleport heroes to ReturnSpots
  • Map23 Centralize (kinda) the arena
  • Map26 Greater Thunder Phoenix Increase Spell Damage Reduction to 45% (from 35%)

Unit Fixes/Changes
  • Hero Darak abilities now show mana cost
  • Hero Chen abilities now show mana cost
  • Hero Chen Add Hotkey in Tooltip of Ultimate
  • Hero Darak Fix misleading tooltip for the number of times Chain Lightning bounces
  • Hero Avatar of Judgement Set Judgement ability so that it doesn't damage allies
  • Hero Darak Fix tooltip for Acid Bomb
  • Hero Darak Adjust Damage of Ultimate 50/100/200 to 100/175/300
  • Hero Darak Adjust AreofEffect of Ultimate 1000/1100/1100 to 900/900/900
  • Unit Change title of Akiba to Guardian (from The Guardian)
  • Unit Change title of Kaleo to Guardian
  • Unit Change title of Sira to Guardian

Item Fixes/Changes
  • Item New Item Royal Armor
  • Item New Item Orc Shield
  • Item New Item Footman Shield
  • Item New Item Seer Staff
  • Item New Item Light Bullet
  • Item Add detail to Imbued Chain Lightning description
  • Item Reduce cost of Mana Stone to 600 (from 800) and mana regen to 15% (from 25%)
  • Item Greater Kochura Incense now decrease to 400 mana (from 500)
  • Item Add detail to Thunderlizard Diamond

Known Issues
  • Map4A Circle of Power disappears after game load
  • GAME Game crashes if transitioning when at least one hero is reviving
General Fixes/Changes
  • Map1 Don't set Healing Wave as a pre-learned skill
  • Map1 Set Tents Vulnerable
  • Map9 Set Tents Vulnerable
  • Map1 Don't set map black after emissary
  • Map2/4 Fix Hint about exploration/boat
  • Map3 Implement Buri into bandit/wizard cine
  • Map3 Add Resistant Skin to Solaire
  • Map3 Solaire costs 1 food to 0 food
  • Map9 Added Portrait for Burma
  • Map9 Destructibles are no longer invulnerable
  • Map9 Stash disappears after departure cinematic, need check (Found Nothing)
  • Map14 Fix Resurrection Stone belongs to Hostile Player
  • Fix Buri transition activation at every transitioning zone
1D,2D,3D,4D,5D,6D,7D,8X,9D,10D,11D,13D,14,15,21X,22X,23X

Unit Fixes/Changes
  • Hero Adias Adjust Mana Cost of Ultimate 200/350/500 to 250/350/460
  • Hero Darak Adjust Mana Cost of Ultimate 200/350/500 to 200/310/430
  • Hero Chen Adjust Mana Cost of Ultimate 200/400/600 to 200/280/360
  • Hero Adias Fix misleading tooltip the number of times Healing Wave bounces
  • Hero Avatar of Judgement Adjust Mana Cost of Mana Shield 50 to 180/290/405
  • Hero Avatar of Judgement Fix Tooltip for Mana Shield
  • Hero Avatar of Judgement Adjust HalfDamage of Judgement 60/120/240 to 20/40/80
  • Hero Avatar of Judgement Adjust HalfDamageInterval of Judgement 1s to 0.33s
  • Hero Avatar of Judgement Adjust HeroDuration of Judgement 4s to 0.33s
  • Hero Buri New icon for Flame Strike
  • Hero Buri's Flame Strike should no longer work on trees. Change color to blue flame.
  • Hero Musko Change Frost Armor to Frost Armor (Autocast)
  • Hero Musko Adjust ArmorBonus of Frost Armor 3/5/7 to 12/20/28/36
  • Hero Musko Adjust ArmorBonus of Devotion Aura 1.5/3/4.5 to 6/12/18/24
  • Hero Arthas Adjust ArmorBonus of Devotion Aura 1.5/3/4.5 to 6/12/18/24
  • Hero Arthas Adjust AmountHealed/Dmged of Holy Light 200/400/600 to 200/400/600/800

Item Fixes/Changes
  • Item Added tooltip for Blood Ring
  • Item Fixed Spelling "Sceptor" to "Scepter"
- Act I Closed-Testing Phase B Released
Major Fixes/Changes
  • The Reliving History event in Edenvale City no longer destroys player's Stash and gold.
  • Before this update The Abyss and Glowing Cave lose their 'darkness' after a game is loaded, not anymore.
  • Traversing through the portal in Shimmer Wood should no longer send the player to the campaign menu screen.
  • Fixed many cinematic bugs in Edenvale City.
  • Recreated the whole intro sequence of the first map with a new intro quest.
  • Recreated the quest system for Little Village, Shimmer Wood, Edenvale City. Bringing all of them to Blizzard standard.

Minor Fixes/Changes
  • Re-organized all import files of the campaign, made it easier to look up a particular file in the imported resources.
  • Glowing Cave now plays its ambient sound as music instead.
  • Improve the terrain of Little Village.
  • Add a new optional quest to Little Village and Edenvale City.
  • Unholy Titan should continue spawning after reinforcment, until you finish the later map.
  • Changed food cost of Thunder Lizard Beta in Edenvale City to 1 (from 5).
  • Recreated the targeting system of Fel Orc Warlock in Lonely Island.
  • Fixed some typos in the puzzle of Fel Orc Warlock in Lonely Island.
Major Changes
  • Fixed Hero couldn't gain XP after cinematics for all maps. (caused by the last update)
  • Fixed over-spawn issue for all maps.
  • Added loading screen description for all maps.
  • Created a basic quest-sync system for the main quest.
  • Added quest logs to several maps.
  • Improved terrain for maps: Home, Shimmer Wood and Dark Wood (1).
  • Fixed several dialog/cinematic mistakes.
  • Added a new mini-boss, quests, a grand puzzle and a mini-game to Lonely Island.
  • Changed the name of the campaign to 'Defenders of the Light' (was 'Breath of the Light').

Minor Changes
  • Improved the wraith event in Dark Wood.
  • Increased the hit points of Dungeon Gates in Den of the Murlocs.
  • Fixed the uncontrollable stash in Edenvale City.
  • Preplace some villagers and increase the number of villagers in Edenvale City.
  • Added some hints, lore and decorations to Edenvale Dungeon.
  • Fixed the unopenable side-quest door in Edenvale Dungeon.
  • New SFX boing2 and the song Come On! from Mario and Luigi: Superstar Saga was added to the game.
  • Fixed the walkable trees in Longpass Valley, players shouldn't be able to walk on top of the trees anymore.
  • Fixed production buildings not given to player in Stormhaul.
  • Adjusted enemy level-scaling across all maps.

Unit Changes
  • Adjusted the size of Centaur Outrunner, Impaler, Firecallers and their derivatives.
  • Increase the difficulty of the final boss of Edenvale Dungeon.
  • Nazca Warlocks' Holy Light now heals for 1200 hit points (from 200).
  • Added proper shadow to Makrura Abominations.
  • Increased the damage of Faceless One Terror in Glowing Cave.
  • Increased the ability cooldown of Unholy Titan Controller from 5s to 8s.
  • Added new upgrades to Advance Gryphon Riders and Super Demolishers in Stormhaul.

Item Changes
  • Lower the price of Shimmerglaze Roast to 65 (from 100).
  • Change name of Boots of Speed (3) to Boots of Speed +3.
  • New item: Rune of War Stomp.
  • New item: Ring of the Necromancer.
  • Reduce cooldown of Tome of Experience to 10s (from 30s).
- Heroes revive instantly for cinematic sequences if they are dead.
  • The humming-lady events now work properly in the Dark Wood maps.
  • The Barrows is now accessible from the start except from the main quest.
  • Fixed Den of the Murlocs map-transition issue, players can now go back to where they came from.
- Act I BETA released


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General Issues
- Transitioning to another map with at least one of your hero being revived will crash the game.
- Sometimes enemies spawn behind trees and rocks. Not all of them can be fixed but many of them can be. Just let me know where the spawns specifically are so that I can fix them in future updates.
- Sometimes you would see units' shadows on the map without any unit there. They are the unintended by-products from the spawn system. Just ignore them.

Map Specific Issues
- In Blood Feather, the Circle of Power may disappear (visually) after a game is loaded.
- In Glaring Shore, the game may crash if all of your heroes die. I'm not sure if this bug is caused by patch 1.30 or not.
- In King of Edenvale, the opponent hero sometimes just freezes and does nothing.
- In Fallen Lords, one of the bosses sometimes just freezes and does nothing.
- In Zheidland, bugs may occur due to how much contents the map has. Events may overlap on one another which causes bugs. I'd recommend not to rush and activate too many quests/events at once when you are in this map to prevent bugs from occurring

Patch Issues
Due to the instability of the newer patches, there are a lot of bugs caused by the patches which I'm not all aware of. If possible, I would suggest you to play the campaign with patch 1.29 and below. The campaign is most compatible with patch 1.26 and 1.27.



It is not recommended that you read this section due to spoilers. You should only see this section once you have completed the main game. Please stop reading this part if you haven't played the game, it would just be a disservice to yourself.

About Me

Donate

Item Database

Characters


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Hello, I'm Tim, also known as ThinhHo on the HIVE workshop. I'm a Mechanical Engineer. Video game has been a part of my life and I take great joy in making my own contents. Red Alert 2, Starcraft were some of my childhood games that defined who I am as a gamer today. I made Starcraft custom maps for quite some time before getting into making Warcraft 3 maps in 2015. Back then I was fascinated by how lovely the graphics of Warcraft 3 were. I dreamt of how cool it would be to make an RPG world out of its editor, yet I was intimidated by how complicated the programming and triggering process worked. Not until I tried picking it up and opening up the maps of the Founding of Durotar...


Defenders of the Light started out as only some customizations of the Founding of Durotar campaign. New units were added, along with new quests, new events, new enemy scaling, etc. The trickiest things to learn were learning to putting together the spawning system and the transition system. Having to figure out everything by yourself with no background in computer science made the hours of trails and errors quite a challenging but very enjoyable process. Hours and hours of iteration led me to being quite skilled in using the World Editor of Warcraft 3 :)


After several simple maps were made with the transition system, I started to think of making a campaign. The story was developed from there. Now we are here, to enjoy this work of art. I hope you will enjoy playing it as much as I enjoyed making it.

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You probably have played and watched many works of art that touched your heart and made you lost in thoughts for days, weeks or even months just like I do. Many widely appreciated contents are usually those that make players/viewers contemplate on the true meanings behind their stories. Good games and movies bring along values that make you grow deeper and wiser as a person. I truly hope Defenders of the Light really gives you, even when it's only you, something to think about, to value and to remember just like how other artworks did to you. If this campaign was worth your time and it was something that brought value to your soul, feel free to support me in creating this piece of art by donating here.

Thank you.

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Compilation of most items and custom items used in Defenders of the Light
Because of how items are formulated in Defenders of the Light, with both positive and negative stats, it creates a vast possibility of how many custom items can exist in the game. This beautiful visual compilation does not show details of where to obtain the items in the game. It only shows what the item looks like and what stats they have. All items from common, uncommon to legendary are included in here without certain order. Feel free to enjoy yourself with this wall of colorful items.


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Information about the major characters in Defenders of the Light.
This information is supplemental and it is written in a way to avoid spoilers in the campaign. Below is the collection of some of the characters in Defenders of the Light. I put so much thoughts into creating them. Their life, their past, their future, their fear and their desires have been developed for a long time until this day. This section should only be seen by people who seek to know more about the world of Defenders of the Light. Please avoid reading through these if you haven't played the campaign.





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I'd appreciate any bug reports, suggestions and tips!
Contents

Defenders of the Light (Campaign)

Reviews
deepstrasz
Would have been much better if this were an original story than an altering of Warcraft III's... It's not too late to change names... places already have different ones. Many sparks of genius; a solid max rating from me. [/spoiler] Approved. EDIT...
Level 9
Joined
May 13, 2017
Messages
119
This was the start of the review i wanted to write for the map, but i stopped writing it after i got crashes with the panda cutscene in the dungeon mission, beeing unable to progress the campaign i just gave up on it, i hope it will help u a bit. (i played on the latest patch 1.31+)
Thanks a lot for writing a detailed review like this. I really appreciate it. As you may have known, the bugs you encountered were caused by the new patch. I'm sorry for the inconvenience by the way, even though I really want you to see what this whole campaign offer. You'll have to play the rebuilt version of the campaign in the future though. I'll start rebuild the campaign after completing Act II.
An awesome campaign! Two questions regarding to shimmering coast:
1. There is some trace of blood on an island in the center of the map, yet I wasn't able to find anything nearby even with seer staff. Is there a trigger or just some decorations?
2. Is there a way to destroy the trees? Brui's Flame Strike doesn't work the way Melee maps do. I was attacked by a hydra and troll behind the trees.
Sorry for the late response, I wonder if you have completed the campaign since you posted on the thread. Both of your questions can be answered by following the main quests.
I dont know if that is helpful
I m playing with the latest patch, should i switch to 1.29?
The campaign works better with older patches. Thanks for letting me know the bugs btw. I'll rebuild the campaign for the newer patches once Act II is complete.
 
Level 2
Joined
Jan 7, 2018
Messages
9
Pay the man, he is a genius. Beautiful campaign! I must confess my heart skipped a beat at the moment of Buri's departure. Now, I have one big problem: after the duel with Chen, my game basically freezes, I have used the iseedeadpeople cheat, might this be causing the issue?
 
Level 9
Joined
May 13, 2017
Messages
119
Pay the man, he is a genius. Beautiful campaign! I must confess my heart skipped a beat at the moment of Buri's departure.
I'm happy to hear that you are touched by the story.

Now, I have one big problem: after the duel with Chen, my game basically freezes, I have used the iseedeadpeople cheat, might this be causing the issue?
Part of the cheat may have caused the issue. The biggest factor must be the game patch. The new patches are not compatible with the campaign. As for this crash that you're experiencing, UkyoKuonji figured out how to get pass it before. Maybe you can try what he did. I can't guarantee that it'd work though.
I stop playing warcraft for a few hours refresh my computer several times and play again..I think the game crashes because too many spell casted when fighting chen thats cause the game to lag then crash.. Fortunately I can quickly defeated chen and skip all the cinematic
 
Level 9
Joined
May 13, 2017
Messages
119
Version 0.39 Update for Defenders of the Light

Hello everyone,

The campaign just got updated. There are not many changes in this update. However, for Act I, some changes were made to address some issues the campaign has.

1. Most people get stuck in Edenvale Dungeon due to crash and I still don't know why. My suspicion is that triggers which have timers or repeating timers cause those crashes. Therefore, I disabled those events after players reach certain points in the map. Hopefully, this will reduce the crash possibility for this map.
2. After the campaign was published for almost one year, I realized that the trigger used to activate the challenge map was wrongly configured, leaving many players unable to play the Challenge map at all. With this update, you should be able to play the challenge map after unlocking it in the campaign screen.

Here's the changelog for Version 0.39 if you are interested in reading it.

ACT I and General
General Changes/Fixes
- MapIntro Fixed some grammar mistakes
- Map3 Removed Lots of Tomes of Intelligence/Strength/Agility
- Map3 Solaire now drops any items he carries after completing the quest
- Map4 Add stash into Shimmer Coastal for purchase and use
- Map5 Removed some Tomes of Intelligence/Strength/Agility
- Map9 Make Ghostmage invulnerable
- Map11 Chen uses Breath of Fire when his hp is less than 40% instead of 30%
- Map11 Mini Bosses and Voidwalkers no longer respawn
- Map11 FlameStrike areas are off after unlocking the final doors
- Map14 Remove summons for Staff of Teleportation exploit
- Map15 Remove victory cinemtic if the quillboar defense game is replayed
- Map15 Kodo beast cost no gold
- MapC1 Button is now visible after activation

Unit Changes/Fixes
- Adias' Judgement Strike buff now has the right icon
- Chen Changed name of Berserk to Drunken Furry
- Chen Drunken Furry reduced base mana to 65-100 (from 85-130)
- Unit Fel Stalker removed Mana Burn ability and change attack type to Normal (from Chaos)
- Insurgent Changed model

Item Changes/Fixes
- Item Primal Essence can only be obtained twice in Act I and once in Act II now
- Item Vindicator Belt can only be obtained once in Act I now
- Item Cloak of Fire can only be obtained once in Act I now
- Item New Items Small/Medium/Large Health Elixir
- Item Scroll of the Beast now increases Attack Damage by 50% and lasts 30s, AOE Area is 400 (from 500)
- Item New Item Scroll of the Monster
- Item New Items Small/Medium/Large Mana Elixir
- Item Blood Ring has a new icon
- Item Piercing Armor fixed description
- Item Spear of Crystal Rain Increased Mana Cost to 110 (from 65)
- Item Murloc Staff now costs 85 mana (from 0) to cast


ACT II
General Changes/Fixes
- Map16 Fixed An Uninvited Guest quest with questreq and discover
- Map16 Fixed Demon run somewhere else in cinematic
- Map16 Change Items Sold from Reiner's Shop
- Map17 Add Stash as reward after completing Thrall's quests
- Map17 Reduce number of Stalkers in the initial packs
- Map17 Adjust allied heroes' stats, item and hp
- Map17 Remove rock chunks blocking way to Mold Valley
- Map17 Turn on Mold Valley transitioning
- Map17 Choose the right items for Camp Shop
- Map17 Reduced hit points and damage of Quest Rescue's unit
- Map17 Added Shaman, Footman, Knight and Priest into Barracks with better description
- Map19 Earth, Storm, Fire now disabled and enabled properly for quest
- Map19 Mammoth 2nd and 3rd fight has no more unrelated cinematic
- Map26 Remove Optional quest rescued unit going into Sira's session
- Map26 Designate custom respawn for supporting units in Adias' session
- Map28 Removed Tome of Intelligence and Tomes of Strength
- Map29 Fixed platform puzzle bug
- Map29 Fixed some pathing issues
- Map31 Replaced Light Strike effect with Mythic's one
- Map34 New Map Added
- Map40 Added Cloak of Blaze crafting quest
- Map40 Fix boss loses color after restart
- Map40 Make player treat creeps as neutral during cinematic

Unit Changes/Fixes
- Unit Giant Magnataur increased base health to 22000 (from 18000)
- Map28 Increased Magnataur Normal War Stomp to 650 (from 400)
- Map28 Increased Magnataur Hook War Stomp to 450 (from 150)
- Map28 Increased Reika's Surrounding Wave to 500/620/740 (from 500/580/660)

Item Changes/Fixes
- Item Cloak of Flames can only be obtained once in each shop in Act II, but can be dropped from enemies
- Item Changed Life Sucker's description
- Item New Item Magic Ivory
- Item New Item Life Sucker
- Item New Item Belt of Power
- Item New Item Blue Tearstone Ring
- Item New Item Kaleo's Magic Shield
- Item Enchanted War Axe changed name to Seimos' War Axe
- Item Medallion of Darkhaven decreased life bonus to 400 (from 500)
- Item Belt of Power Change stats 6% (from 5%) and 1000hp random dmg (from 450hp)
- Item Cloak of Flames can only be obtained once in each shop in Act II, but can be dropped from enemies

Just so you know. We haven't started the bug-fixing or rebuilding process for the campaign tailored to Warcraft 3: Reforged just yet. Like I said before, Act II must be published first before I can start doing so. Secondly, Warcraft 3 Reforged is quite unstable at the moment. Every new patch Blizzard pushed out in the past year broke something. It seems to be happening for Reforged as well. Even after release, I believe they'll have a lot of fixes to work on. I'll wait until the game is stable before I can start working on fixing the bugs for the newer versions of the campaign.
=========================================
full
=========================================
We've put tremendous amount of work into Act II in the past couple months so there are more changes/updates for Act II than Act I. The changelog only reflects a portion of changes for Act II (document-able changes) but not all of them. Act II is not far away.

For everyone who has played Act I. Here's the important-and-maybe-not-important roster of characters that you may want to take a look at again. If you haven't played Act I, please don't spoil yourself by opening it. It's a sin to spoil yourself from a good story.

full
full
full
full
full
full
full
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And lastly, enjoy the end of the year with your family and

-----------------!!! MERRY CHRISTMAS !!!-----------------
 
Level 1
Joined
Nov 5, 2019
Messages
6
Hello guys,
Such a great campaign.
I wanna ask. When i was in glowing cave, i found power rune (or anything i forgot it's name) near the big door after i open it after turn off the three levers.
Then, i read some comment in this forum and i got news that in these place i can summon wolf.
How can i summon? & what will i get in this cave?
Thankyou
 
Level 9
Joined
May 13, 2017
Messages
119
I wanna ask. When i was in glowing cave, i found power rune (or anything i forgot it's name) near the big door after i open it after turn off the three levers.
Then, i read some comment in this forum and i got news that in these place i can summon wolf.
How can i summon? & what will i get in this cave?
The summon wolf method is just a way to get pass the door without hitting the levers. The door is already open for you so you don't have to worry about it.
Are you talking about this Circle of Power here? If you step on it, it should take you somewhere.

full

Did it work for you?
 
Level 1
Joined
Oct 5, 2019
Messages
5
Hello again, i noticed that you update the map so i have tried but still have the same problem as before.
In the dungeon after fight with arthas then i ended behind the locked gate again and must play through the dungeon again before i reach the right door of arthas' fight. After that i'm out from palace but i but not see the pandaren coming together an i tried to go out from palace but no tranfering and stuck there. My warcraft 3 is the old version of 1.24 patch. Maybe you have suggestion for me?
 
Level 1
Joined
Dec 26, 2019
Messages
2
Hi there,

I just started it and I can't buy item from Reiner at the start, the item just appeared under the hero and sink in the ground after cliking on it :'( I'm on last patch

Sorry I left English class many years ago..
 
Level 9
Joined
May 13, 2017
Messages
119
Hello again, i noticed that you update the map so i have tried but still have the same problem as before.
In the dungeon after fight with arthas then i ended behind the locked gate again and must play through the dungeon again before i reach the right door of arthas' fight. After that i'm out from palace but i but not see the pandaren coming together an i tried to go out from palace but no tranfering and stuck there. My warcraft 3 is the old version of 1.24 patch. Maybe you have suggestion for me?
Hello, if I remember correctly, they made a lot of big changes from patch 1.24 to patch 1.26 especially some changes with the save folder. Those changes are essential for this campaign to save your progress for the maps you've been through. Without this system from version 1.26 and above, your game can't remember the maps you've been through which forces you to restart those maps. I think your version is really old that's why your game can't run the campaign properly.

I just started it and I can't buy item from Reiner at the start, the item just appeared under the hero and sink in the ground after cliking on it :'( I'm on last patch
That's strange. Nobody reported this bug before. Have you played more? Did you encounter any bugs after that?
 
Level 1
Joined
Dec 26, 2019
Messages
2
upload_2019-12-27_13-49-13.png


You can see here the item being suck into the ground, just after buying it. I played like 45min after that, everything worked but I noticed that a lot of side quest npc dialogue are missing or dont start.
Edit: Just met the 2nd Reiner, I can buy both shield but the Dark wood totem went into the ground too.
 
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Level 9
Joined
May 13, 2017
Messages
119
Version 0.41 Update for Defenders of the Light

Hello everyone,
This is just a minor update for the campaign. Not any bugs are fixed. The only changes I made are:

1. I increased the respawning time for enemies in most maps. They take longer to respawn now.

2. The intro map for Act II is available!! Only take a look at the map if you have completed Act I of the campaign before. I don't want you to spoil yourself yeh. Or you can just wait until Act II is published to play the whole thing.

Here's the changelog for Version 0.41 if you are interested in reading it.

General Changes/Fixes
- Act II Intro Map is available
- Increased time before creeps respawn on most maps
- Implemented Novels
- Map25 Decreased Help Room Chance
- Map28 Edit Terenas Cinematic
- Map31 Increased Blink mana cost to 35 (from 25)
- Map31 Updated Credits

Unit Changes/Fixes
- Adias Reduced Avatar of Judgement base damage to 47/81/121 (from 78/135/202)
- Sira model no longer has long ears
- Map26 Create appropriate colors for Power Generators Green/Yellow

Item Changes/Fixes
- Item New Item Phoenix's Blue Feather
- Item New Item Sundering Glaive
- Item New Item Novel: Seimos
- Item New Item Sacred Rune Blade
- Item New Item Stout Shield
- Item Reduced Wraith Band, Warrior's Bracer, Null Talisman's bonus stats to 3 and 5 (from 3 and 7)
- Item Removed Health Booth from Zheidland Armory
- Item Replaced Crown of Kings from Moka Quest with Stout Shield


full

You can see here the item being suck into the ground, just after buying it. I played like 45min after that, everything worked but I noticed that a lot of side quest npc dialogue are missing or dont start.
This is an issue by the new patches. I got this issue came in with different forms either in items or abilities from the tester team as well. The new patches did something with the default order and number of abilities/units/buffs/items that it messes with the custom items I created in the campaign. After I have rebuilt the campaign, this issue will be fixed.
 
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Level 1
Joined
Jan 28, 2020
Messages
4
Hi @ThinhHo
1) I´m enjoying this campaign a lot, but i´m stuck.!! :) Can´t seem to find the answers in here, so here goes.
I´m in lonely island, and i can´t seem to be able to get in the CENTER room, and i don´t get any "hints" in game. i´ve read all of the comments in here, and i´m wondering if i´m even supposed to be where i am with my two heroes??

2) I´m encountering this Fel Orc Warlock, but i can´t kill it, it just says a lot of gibberish.?

3) I´ve found a blue mushroom, but it doesn´t trigger anything. Maybe it isn´t supposed to, but it seems out of place :)

4) Lastly, there doesn´t seem to be any way to get out of this world (?), so therefor the "stuck" part..
light1.png light2.png light3.png
 
Level 9
Joined
May 13, 2017
Messages
119
1) I´m enjoying this campaign a lot, but i´m stuck.!! :) Can´t seem to find the answers in here, so here goes.
I´m in lonely island, and i can´t seem to be able to get in the CENTER room, and i don´t get any "hints" in game. i´ve read all of the comments in here, and i´m wondering if i´m even supposed to be where i am with my two heroes??
You're not supposed to go this far with only two heroes like this. This map was designed for late game. You'll have to come back another time to do it. To get out of this map, you just need to buy a boat, or hop on your boat (if you still have it) to go back.

2) I´m encountering this Fel Orc Warlock, but i can´t kill it, it just says a lot of gibberish.?
Decoding him is not easy. It's a puzzle but it's not for everyone.
 
Level 1
Joined
Jan 28, 2020
Messages
4
You're not supposed to go this far with only two heroes like this. This map was designed for late game. You'll have to come back another time to do it. To get out of this map, you just need to buy a boat, or hop on your boat (if you still have it) to go back.


Decoding him is not easy. It's a puzzle but it's not for everyone.

Am i not "supposed" to, or not "able" to? I cleared the whole map (no cheats) with the two heroes. I was able to open the door to the center area without leaving any heros behind. From what i gather on here, maybe that shouldn't´t be possible? Maybe a glitch?
 
Level 9
Joined
May 13, 2017
Messages
119
Am i not "supposed" to, or not "able" to? I cleared the whole map (no cheats) with the two heroes. I was able to open the door to the center area without leaving any heros behind. From what i gather on here, maybe that shouldn't´t be possible? Maybe a glitch?
You should not be able to and It shouldn’t have been possible. Must be a glitch.
 
Level 6
Joined
Jul 9, 2006
Messages
203
I really like this campaign! It feels different from most campaigns I've played. I really like that I have to think about what to spend gold on & which items to put on my heroes. The difficulty in the optional areas feels nice and challenging.

I like the variety in the story.

I like the variety in the gameplay with minigames and puzzles and cool boss fights. I'm regularly pleasantly surprised.

Thank you so much for making this campaign!


I found 1 bug in the Lonely Island optional map minigame. When I make it to the end of the timer, it does not spawn any reward, but if I make it to within 1 minute of the timer, it does spawn a reward.
I found this bug on 1.26
 
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Level 1
Joined
Feb 19, 2018
Messages
4
I played all of the campaign. Its fun.
The story has issues like a deus ex machina and events that are not properly explained such as the dungeon but its still better than the story of most custom campaigns thus its excellent lorewise.
5 out of 5.
 
Level 1
Joined
Apr 26, 2020
Messages
1
At the memory test in edenvale dungeon the circles of power don't light up. Is there any way i can fix this or is there a way to skip and go further?
 
Level 1
Joined
Apr 15, 2020
Messages
1
Hi, when I buy a Dark Wood Totem in The Barrows, it does not appear in my inventory. Help, please.
 
Level 3
Joined
May 26, 2020
Messages
69
I really wanted a campaign like the foundation of durotor too. thank you for making this campaign. although I noticed a bug in the third map. there is a place for hiring mercenaries on the right side of the map, south of the undead area. if you hire units, they will spawn in some trees and can't get out.

Edit= south of the undead area, not north.
 
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Level 2
Joined
Oct 4, 2019
Messages
7
@ThinhHo can you please add a list of all the quests available at every map? Reason i am asking is because it is difficult to track how many totals quests are in a map when there's no undiscovered quest slots for each quest. Most of the quests i did was coz i was lucky to have been at the right place at the right time. I am not even sure how many quests i might have missed because of this. Just a simple quest text explaining why you need to do the quest and how/if it adds up to the region's story should be nice. For things such as easter eggs, etc which cannot be put into a quest maybe make an achievement table which people can look up with a simple command?
 
Level 9
Joined
May 13, 2017
Messages
119
Hi @Priyam Mitra, in this campaign, you are not meant to discovered all of the quests. I know that in many Warcraft 3 campaigns, quests are made clear so that people can complete them all and many people are used to playing Warcraft 3 like that. However, I created this campaign with the mindset and the philosophies of games like Dark Souls in mind. You are not meant to discovered everything and things that are found are for the ones who actually look. There will be certain things you'll definitely miss. Sometimes, doing certain things open the possibilities for certain quests but close the doors for others. I know listing all the quests would be convenient for players. However, that would go against the philosophy of this campaign. Furthermore, my editor is not working. I can't open the campaign to edit or to see what contents I put in it, which I don't remember all of them.

With that being said, just enjoy the campaign with all you have. I put 3 years with my heart and soul making this campaign, I hope you enjoy the story and the gameplay it has to offer. If you can discuss the campaign in details or if you have questions, you can always message me personally.
 
Level 3
Joined
May 26, 2020
Messages
69
@ThinhHo can you please add a list of all the quests available at every map? Reason i am asking is because it is difficult to track how many totals quests are in a map when there's no undiscovered quest slots for each quest. Most of the quests i did was coz i was lucky to have been at the right place at the right time. I am not even sure how many quests i might have missed because of this. Just a simple quest text explaining why you need to do the quest and how/if it adds up to the region's story should be nice. For things such as easter eggs, etc which cannot be put into a quest maybe make an achievement table which people can look up with a simple command?

If you are a little familiar with triggers, you can go and look at them in the trigger editor. I think there was a list of all of them there. Don't modify anything tho. It might destroy the whole campaign.
 
Level 2
Joined
Oct 4, 2019
Messages
7
@ThinhHo can you give some hints on how to decode the puzzle of the fel orc warlock speaking ancient orcish in lonely island? i am not even sure where to start(if i need to unscramble the words or if they are supposed to mean anything in english after u unscramble them or if those words are not supposed to mean anything at all and i need some sort of item to translate the orcish? its too confusing)
 
Level 20
Joined
Apr 9, 2017
Messages
1,630
can you give some hints on how to decode the puzzle of the fel orc warlock speaking ancient orcish in lonely island? i am not even sure where to start(if i need to unscramble the words or if they are supposed to mean anything in english after u unscramble them or if those words are not supposed to mean anything at all and i need some sort of item to translate the orcish? its too confusing)
Write down the warlock's phrases and put them through an affine cipher decoder. ( You may need to make some adjustments to the decoding to get the correct text. I haven't played in a while and don't remember what they exactly were.)
When the encoded text appears on screen, write the decoded counterpart.
 
Level 3
Joined
Sep 25, 2018
Messages
49
Hello people, i recently downloaded the campaing and gotta say its very good but i encounter a problem in the Lonely Island area, i see other got problems there yet the problem seems to be different for everyone so ill tell mine...

I found in the island a series of gates that cannot be destroyed, "they tell" you that you have to tell the password but i dont know where to find it or how to "say it", also found a "blue mushroom" passing an "unkillable" warlock that damage you that again dont know how to deal with him... so please help me to resolve the clues...

BTW only after i get tired of exploring the only cheat code that im using right now its the invicibility/oneshot cheat code, thats all...
 
Level 9
Joined
May 13, 2017
Messages
119
Hi Axmand, the pieces of passwords for the gates are dropped by the enemies in front of them. For each password, you just need to piece them together in a certain order. The Warlock is another puzzle. It is a code-related puzzle.
 
Level 3
Joined
Sep 25, 2018
Messages
49
Hi Axmand, the pieces of passwords for the gates are dropped by the enemies in front of them. For each password, you just need to piece them together in a certain order. The Warlock is another puzzle. It is a code-related puzzle.


Hello and thanks for the reply, sorry if im being dumb but i dont get what you say about the password, you say that "dropped by the enemies in front of them", that's mean i have pull and "take" them to the gates to release the password? also, after doing that how i "put" the password?...
 
Level 9
Joined
May 13, 2017
Messages
119
Hello and thanks for the reply, sorry if im being dumb but i dont get what you say about the password, you say that "dropped by the enemies in front of them", that's mean i have pull and "take" them to the gates to release the password? also, after doing that how i "put" the password?...

Texts sometimes appear on the heads of dying enemies when they die. This means you meed to farm for bit before you can get all the pieces. Once you think you’ve got all the pieces, type them (in the right order) in the message box (after hitting enter) in front of the door, after they ask you what the password is.
 
Level 2
Joined
Nov 13, 2019
Messages
19
yep, someone gave the solution earlier and thanks to your review I know the purpose of the maiden of pain.
I'm drawing near the end of the campaign and I don't want to miss anything, also with the amount of hidden optional quests, this campaign really needs a walkthrough.

The purpose of maiden of pain? What is it? I don't kill her because she is not attacking me
 
Level 4
Joined
Jul 5, 2017
Messages
24
Not sure if this has been answered before, but do you actually fight some mini boss in that Abyss area in the Dark Wood Region or was it just there for that bit of exposition from Adias on the Abyss?
 
Level 9
Joined
May 13, 2017
Messages
119
I can't find the spirit in edenvale city
I consider this secret the biggest and hardest secret to find in this entire campaign. The campaign has been out for a while so I guess giving out the answer wouldn't hurt. The spirit only appear during a certain period of time of a day. It will be somewhere outside and near the middle entrance of the city. Also it only appears when you have 3 heroes with you.

The purpose of maiden of pain? What is it? I don't kill her because she is not attacking me
Just kill her.

Not sure if this has been answered before, but do you actually fight some mini boss in that Abyss area in the Dark Wood Region or was it just there for that bit of exposition from Adias on the Abyss?
No, it's not a mini boss. It's way bigger and more important than that. I hope you can make it through the end of this map, hehe. Heroes level 20+ recommended.
 
Level 4
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Jul 5, 2017
Messages
24
ThinhHo said:
No, it's not a mini boss. It's way bigger and more important than that. I hope you can make it through the end of this map, hehe. Heroes level 20+ recommended.

Just to clarify, I'm not talking about the lava giant (What a fight tho). I was talking about that little strip of area in the region with Assan and The Living Tree. There's a little area of the Abyss in the bottom-left part, I expected something to happen for 2-3 minutes but moved on after nothing did.

That aside, in the region before Edenvale city (Where we killed the Corruptor and the later tragedy), I managed to somehow (No, seriously, how did that happen? I just went there a long while after I tried the first time with my three heroes being lv 23 and it just opened, for some reason) get to that little area that had a portal to the Abyss. Is there any kind of reward if kill a certain amount of creeps? Or is that region just a literal dead end? With you killing as much as you can before you're heroes die?

EDIT:
Also, any chance there's an achievement for beating the Horde in the mission the Edenvale City spirit initiates? I just did and man, that was tough shit to pull off
 
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Level 9
Joined
May 13, 2017
Messages
119
I was talking about that little strip of area in the region with Assan and The Living Tree. There's a little area of the Abyss in the bottom-left part, I expected something to happen for 2-3 minutes but moved on after nothing happened.
Oh there's actually nothing in that little area. It just shows what the abyss looks like, a glimpse into the abyss.

get to that little area that had a portal to the Abyss. Is there any kind of reward if kill a certain amount of creeps? Or is that region just a literal dead end? With you killing as much as you can before you're heroes die?
And here is the Abyss itself. Yes this map is just for farming money and experience. Also to see how many enemies you can kill before your heroes die.

Also, any chance there's an achievement for beating the Horde in the mission the Edenvale spirit initiates? I just did and man, that was tough shit to pull off
I should have put an achievement there right? It was definitely a challenge. But you made that achievement for yourself. I also did that challenge myself and lord it was fun to destroy them all. That section is basically just a huge easter egg. It also helps you obtain some unique items you can't find anywhere else in the campaign.
Man, reading your comment really makes me want to play the campaign again.
 
Level 4
Joined
Jul 5, 2017
Messages
24
Thinho said:
And here is the Abyss itself. Yes this map is just for farming money and experience. Also to see how many enemies you can kill before your heroes die.

See, that's the thing and why I asked that question in the first place, maybe it's some kind of bug I stumbled on but when all of my heroes died there they didn't revive, no revive timer, nada. I just assumed that it was following a narrative angle of "Once in the Abyss, never out of the Abyss. Thus you're very dead or will be very soon". In spite of the revival monolith being there and when I was exploring the area (First manually be walking and then using the fog of war removal cheat) I saw no exit.

Thinho said:
I should have put an achievement there right? It was definitely a challenge. But you made that achievement for yourself. I also did that challenge myself and lord it was fun to destroy them all. That section is basically just a huge easter egg. It also helps you obtain some unique items you can't find anywhere else in the campaign.
Man, reading your comment really makes me want to play the campaign again.

Hmm, fair enough I guess, beating it myself was plenty of an achievement already but the usual bit of ego boost from it being an actual in-game achievement would have been nice :grin:. Even if I probably could have been a decent bit more efficient at beating the Horde there. Agreed, it was pretty fun to be on a different side in this battle for a change (Especially since I've always been more of an Alliance fan. My sincere apologies, Rexxar, my man. You, Cairne and Rokhan were supreme troopers and lads).

Yeah, that easter egg definitely firmly sold me to this campaign, despite some of my grievances about it so far (Mainly the way the heroes in this campaign were nerfed/weakened stats-wise along with armor compared to the regular WCIII heroes and armor. The item tradeoff was something I would have been entirely fine with if it wasn't for the first two points. That said, I could have done without the RNG/Gambling parts in Lonely Island. The words and later the Statue Feeding part. I also feel making the gates stay open permanently instead of having 2 out of 3 heroes having to be left there doing nothing would have been the better idea.)

Moving on, I'm going to assume I can only get those unique items during the Theramore Battle itself? Since they weren't there when I checked after the fact. And yeah, the campaign is quite good and lends itself to a decent deal to replayability.

EDIT:
For some reason, in Stormhaul after the cinematic where Muradin and Drek'thar arrived I stopped getting gold for killing units. While I did get those golden numbers after killing something, It didn't actually get added to my total gold in the upper right corner. Picking up coins, however, does add to my total gold supply.

Hmm, I have to say, while I've had some problems with the story (Mainly the whole Edenvale Dunngeon and Throne Room parts along with Adias himself) what happened in the cinematic felt way too "convenient"/deus ex machina to me.

Maybe it was cuz my heroes were lv 31 (And that my build/MO in terms of items were mana regen, damage and health) at that point but first of all, I'm calling BS on the Infernals and Titans being as much of a problem as shown in the cinematic. Before Arthas arrived I killed the Infernals literally 10-15 seconds after they appeared and then sent the wolves to deal with 1 of the 2 wards/staves (So I wouldn't separate the 3 heroes and sent the 3 to off the other ward) and the Titans were easy enough to take out even when they were grouped in two...without the army even factoring in the equation (With them, it was even easier and quicker).

And second, Arthas dying here in the manner he did felt way, way too forced. Ignoring the convenient way 2 of the Titans just so happened to spawn next to him...he has Divine Shield...Divine Bloody Shield man. All he had to do was get that up in the few moments he had before the Titans hit him and he wouldn't have died (Seriously, I literally saved him that way myself a few times during the caravan mission when he was on like 200-300 hp or lower). This makes it feel like he intentionally allowed himself to be killed, which clashes horribly with the calculating, if somewhat, arrogant character you'd built up up till that point, prophesy or no prophesy (Hell, Lother in-game even says that Arthas ain't to listen all that much to that kind of shit anyways).

Lothar appearing in the last moment the way he did wouldn't have felt so much like an asspull/deus ex machina if the situation itself had been different.

Maybe, and this is just a suggestion - you can flat-out ignore this part if you want, instead of having Arthas die in such a forced way you can make the situation something like this:

Arthas and Musko arrive to assist the 3 heroes (Who'd been doing well so far but have started feeling the begging toll of the battle) with the Edenvale army after an indeterminate amount of fighting later - at least half (Or even far less) of the army is dead and Adias, his companions and some of the army remnants are fighting several Infernals and Titans while Arthas, Musko and the rest of the remnants are fighting 1-3 Titans and several infernals nearby and within sight. What happens here is that Musko could be the one to die instead. Either by managing to take a deathblow in Arthas' place (An old classic) or plain old just being the first of the heroes to go down, just that he was unfortunate to actually be dead. This could still lead to either the majority of the Talia flashback or another flashback with a similar impact between Adias and Musko instead. To be entirely honest, I feel that Musko being the one who dies would be the option that might breed more character conflict (In this case, between Arthas and Adias) and would lead to Adias still sounding so (Or even more) revenge driven make a bit more sense.

Following all of that, then you can have Lothar appearing in the exact manner he did, along with some Horde and Edenvale last-minute reinforcements. Furthermore, if you want you can have Lothar be the casualty by making it so that he takes out a good deal of the current enemy at his arrival and then engaging the Guardian by himself and taking the thing down with him. That, I think, would be a more lighthearted and fortunate outcome compared to either Arthas or Musko dying.

Or, you could still just have Arthas be the casualty and leave the rest of the ending cinematic proceed as in the campaign, this (I feel) would just be a better and more in line with his character way to perish.

Alright, leaving aside my above grievances, I enjoyed the gameplay, lore, storytelling and overall feel of the campaign greatly my friend. It can be easily felt that you've put a large amount of work, effort and (most importantly) love into this campaign and anyone saying otherwise would be very wrong. I'll be eagerly awaiting the full release of Act II :thumbs_up:.

Man, I was pretty convinced that Insurgent would end up being Talia (Now that'd be a painful twist for Adias). But after watching the Act II Cinematic it's pretty obvious that Ling is Insurgent. I'm curious if she'll be entirely on the side of the Undead/Legion or if she'll try to help Adias as much as she can. What we've seen of her indicates that the latter has some decent bit of possibility
 
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Level 9
Joined
May 13, 2017
Messages
119
I'm going to assume I can only get those unique items during the Theramore Battle itself? Since they weren't there when I checked after the fact.
Every time you kill an enemy hero, a unique item will appear in one of the shop in the city. That's how you can obtain them.

Maybe it was cuz my heroes were lv 31 (And that my build/MO in terms of items were mana regen, damage and health) at that point but first of all, I'm calling BS on the Infernals and Titans being as much of a problem as shown in the cinematic.
You are super over-leveled buddy LOL. The minimum level for the final map is 18 and I expected the maximum level is 24. The level restriction was put in place so that players don't overlevel themselves. To reach level 31, you must have played this campaign A LOT. I felt like you exhausted all of the little things this campaign has to offer. That was an insane dedication I never expected to see. Many props to you my friend. If you ever get to play the campaign again, try the final map with heroes level 18-20. You will feel the challenge, even with the map prior to the final one.

As for the suggestion of story change, Act II has already been made, leaving the suggested changes inapplicable. Though I appreciate that you care enough for the story to give detailed suggestions like that.

hello any news about act 2, the wait is killing us.
The wait is killing me as well.
Act II is basically completed. The finalization step is the final step that needs to be done. However, the older versions of the editor have stopped working on my computer for some reasons. Therefore, I have been unable to finalize the campaign and publish it here.
The new editor works but currently the game doesn't support campaign editing. I'm waiting for an update from Blizzard so that I can start working on the campaign again.

The sad thing is that we don't know when that update would ever come. Blizzard has been going downhill in recent years and Warcraft 3 Reforged has received little to no support from the company.
So I'm waiting, just like you.

I hope, in the near future, the update will come and you all can play the amazing, insane and unique things that are waiting for you Act II.
Defenders of the Light Act II will give you some of the fights you'll never forget.
 
Level 4
Joined
Jul 5, 2017
Messages
24
ThinhHo said:
Every time you kill an enemy hero, a unique item will appear in one of the shop in the city. That's how you can obtain them.

I know that bit. It's just, after I completed the Theramore battle, I went to all three marketplaces to check if the items were still there (I wasn't gonna buy any of them since my build was pretty much set but I was curious nonetheless) and they weren't. I wasn't sure if that was intentional or a bug, thus why I asked.


ThinhHo said:
You are super over-leveled buddy LOL. The minimum level for the final map is 18 and I expected the maximum level is 24. The level restriction was put in place so that players don't overlevel themselves. To reach level 31, you must have played this campaign A LOT. I felt like you exhausted all of the little things this campaign has to offer. That was an insane dedication I never expected to see. Many props to you my friend. If you ever get to play the campaign again, try the final map with heroes level 18-20. You will feel the challenge, even with the map prior to the final one.

Well, bottom line, I'm the kind of Warcraft player that tries to explore all of the campaign maps and quests I encounter. Plus, one of the things I really liked and enjoyed about the Durotar campaign was how much more there was to explore outside the main storyline and how rewarding it was (Granted, the last bit is kinda diminished with the inconsistent quest rewards of this campaign, but I suppose we can't have everything) and since this campaign is inspired by it I did the same thing.

Granted, that actually properly happened after I finished the Dungeon and Arthas showdown parts and then shortly after getting the third hero. I think the biggest reasons why I was so overleved was because I decided to do the Theramore battle and win it and that later when I got to the final map I decided to destroy every single bit of the of the Undead base (Believe me, overleveled as I was, pulling both the former and the latter off wasn't as easy I would've liked, especially when I stopped getting gold from killing the enemy units after Drek'thar and Muradin arrived in the final map. Then again, I'd have probably been even more overleved if my patience hadn't run out a bit past the halfway point and I decided to use the gold resource cheat to get the rest of the unit upgrades which sped things up a good deal). Otherwise, I'd have probably been somewhere around level 24-26 at most (around 28 if I still decided to raze the Undead base). I think the only things I didn't complete were the Edenvale city subquests, the Statue Feeding subquest and not managing to figure out where the Mask of Silence was located. I really hope I'll be able to port over my current heroes in Act II, I think I might even cry a bit if that doesn't end up being the case :xxd:.


ThinhHo said:
As for the suggestion of story change, Act II has already been made, leaving the suggested changes inapplicable. Though I appreciate that you care enough for the story to give detailed suggestions like that.

Aw man, guess I should've just carried on playing the rest of the campaign when I first played it around....an year ago? I think? Might have managed to change your mind during that period. Oh well, nothing more I can really do there.

That said, I'm going to firmly hold my stance that Arthas shouldn't have died so easily because he has divine shield. That thing should only take a second or two at most to activate which I'm certain he had. Maybe you can just change the skill into a different one? Maybe a "Holy Slam" (AKA, Muradin's W skill) or some such cc skill? Or maybe a different support skill?


ThinhHo said:
The wait is killing me as well.
Act II is basically completed. The finalization step is the final step that needs to be done. However, the older versions of the editor have stopped working on my computer for some reasons. Therefore, I have been unable to finalize the campaign and publish it here.
The new editor works but currently the game doesn't support campaign editing. I'm waiting for an update from Blizzard so that I can start working on the campaign again.

The sad thing is that we don't know when that update would ever come. Blizzard has been going downhill in recent years and Warcraft 3 Reforged has received little to no support from the company.
So I'm waiting, just like you.

I hope, in the near future, the update will come and you all can play the amazing, insane and unique things that are waiting for you Act II.
Defenders of the Light Act II will give you some of the fights you'll never forget.

Well, there's this map maker called SharDundred who's currently making his "The True Story of Arkain" campaign (That's an awsome campaign btw) combining his previous campaigns' storylines into a single "main" storyline/timeline. Maybe you can ask him either how he still has his editor working or if he can send you a copy of it?
 
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