So, what if Warcraft III had a second expansion?
I had this idea lying around for years, and since I kinda went back into W3 during the confinement, I decided to give it another shot. That didn't last for long though, since I tried to make my own W3 map with a few of these changes, and predictably proceeded to hard-crash into the good old limitations of the World Editor. Eventually, I also found better things to do anyway, so I almost never got to finish it. But at long last, here it is.
Hope you like reading, because there's a lot of it. Feel free to rewrite parts of it, or just write a whole new thing altogether. My goal is to have an interesting "what if" discussion, so the more ideas the better.
And hey, if someone wants to try implementing these changes into the game, through a map or a mod, you're welcome.
-----
Premise: The year is 2003. Warcraft III: Reign of Chaos released a few months ago. Its first expansion pack, Warcraft III: The Frozen Throne, has just released. The game has been successful enough to guarantee production for a second expansion, and you're in charge.
Requirements: Expand the four playable races with new heroes and units, respecting the original themes as much as possible, and develop a new narrative that expands the scope of the Warcraft universe, introducing new characters and locations.
Notes: Neither World of Warcraft nor any of the novels released after 2003 do exist. You might take ideas from them, but there is no need to respect their established canon.
-----
Features
Warcraft III: Reign of Chaos
Campaign
Human Alliance
The two previous installments put the spotlight on humans and blood elves respectively, so I went with dwarves for the third, following a monster hunting theme. The human campaign would be a bonus episode, much like The Founding of Durotar, where you would accompany Brann Bronzebeard (Sharpshooter) and his party of hunters across southern Azeroth. Eventually, the story would progress into a conspiracy plot involving the return of Lord Prestor, the black dragon Deathwing on disguise, following a similar plot to that of Lady Katrana Prestor and Onyxia in World of Warcraft. Jaina Proudmoore (Archmage) would return as a playable character, having been imprisoned during a diplomatic mission to Stormwind, together with new characters such as Vereesa Windrunner (Ranger), Bolvar Fordragon (Paladin), and Magni Bronzebeard (Mountain King). Journey across Azeroth, Khaz Modan, and Lordaeron to find the truth about the mysterious noble trying to take over the throne of Stormwind.
New units
Orcish Horde
All three orc campaigns so far have dealt with the orcs of the New Horde, so I chose to move away from them and focus on the trolls and their fallen empires instead. The troll campaign would be the second episode of the expansion's trilogy, and herald the return of Zul'jin (Troll Warlord), the famous forest troll who made his debut on Warcraft II. After the events of the undead campaign, the trolls of Zul'Aman would abandon their ancestral homeland, following an ancient prophecy that would lead them into the lost kingdom of Zandalar, where legend says a new emperor would rise to lead all troll races. Zul'jin would meet other characters in his journey, including Vol'jin (Shadow Hunter), chieftain of the Darkspear tribe from the New Horde, whom he would recruit and mentor, trying to lure him away from the treacherous orcs, plus Anub'arak (Crypt Lord), commander of the Scourge forces, surrounded on one side by the ice trolls and on the other by the servants of the Old Gods, who would form an uneasy alliance with the warlord. In the wake of the final ascension, greed would overcome Zul'jin, and Vol'jin would take the mantle of emperor instead, leading the trolls to a final battle against the aqir.
New units
Undead Scourge
The undead campaign kicks off as the first episode of the expansion's trilogy, continuing the story of Warcraft III: The Frozen Throne. The Forsaken forces led by Sylvanas Windrunner (Dark Ranger) and Varimathras (Dread Lord) have surrounded Kel'Thuzad (Lich) and his Scourge forces in Stratholme. Far too fortified for a mere frontal assault, strange whispers lead her to find a new ally among the prisoners, an undead nerubian by the name of Xal'atath (Apothecary), who suggest an alternative strategy. Moving into the ruins of Quel'Thalas to flank the city from the north, Sylvanas meets the blood elf resistance, led by prince Kael'thas Sunstrider (Blood Mage) and her very own sister, Vereesa Windrunner (Ranger). Joining forces, they assault Straholme by land, sea, and air. Victory at her grasp, the blood elves betray her, their prince having formed a secret pact with the demons. Kel'Thuzad escapes, and Sylvanas is saved by Xal'atath, who carries her damaged body to an ancient sanctum deep beneath Tirisfal Grove. There, fueled by rage, she pleads loyalty to the Old Gods, and rises to lead a new army of nerubians reborn into aqir, marching back into her ancient homeland and slaughtering what little remained of her own former people. However, right before the final act of vengeance, her old self fights against the new whispers and takes back control, sacrificing her new life to save her sister and other elven renegades, who had fled after opposing Kael's demonic pact. Xal'atath is amused by the betrayal, for it was foretold by his masters. The swarm now moves east, to the homeland of his people's ancient enemy, the trolls.
New units
Night Elf Sentinels
The third and final episode of the expansion's trilogy narrates the journey of Shandris Feathermoon (Priestess of the Moon) as she leads the Sentinel army into the southlands of Kalimdor, following the trail of an ancient evil. During her campaign, she will meet the night elves of Eldre'Thalas, a group of kaldorei who survived the Sundering, lead by none other than Shandris's own first love, the famous commander Jarod Shadowsong (Highlord). Tensions won't take long to arise, for these night elves still clench to the ancient ways of their people, wielding the same arcane magic that once nearly doomed the world. Lady Vashj (Sea Witch) and her naga pull the strings from the shadows, planning to bolster their ranks with the addition of these crafty elves. Even their own commander will falter, for her own sister (Maiev Shadowsong, Warden) is still alive, and hostage to the naga. Meanwhile, the ancient aqir city of Ahn'Qiraj lies south, dormant, waiting for someone to awaken the horrors within. In the final battle against the Old Gods, the night elves would join the trolls and defeat the ancient enemies of their people together.
New units
Neutral
New heroes
Well, there goes my take, hope you liked it!
EDIT: Naga update, check it out!
I had this idea lying around for years, and since I kinda went back into W3 during the confinement, I decided to give it another shot. That didn't last for long though, since I tried to make my own W3 map with a few of these changes, and predictably proceeded to hard-crash into the good old limitations of the World Editor. Eventually, I also found better things to do anyway, so I almost never got to finish it. But at long last, here it is.
Hope you like reading, because there's a lot of it. Feel free to rewrite parts of it, or just write a whole new thing altogether. My goal is to have an interesting "what if" discussion, so the more ideas the better.
And hey, if someone wants to try implementing these changes into the game, through a map or a mod, you're welcome.
-----
Premise: The year is 2003. Warcraft III: Reign of Chaos released a few months ago. Its first expansion pack, Warcraft III: The Frozen Throne, has just released. The game has been successful enough to guarantee production for a second expansion, and you're in charge.
Requirements: Expand the four playable races with new heroes and units, respecting the original themes as much as possible, and develop a new narrative that expands the scope of the Warcraft universe, introducing new characters and locations.
Notes: Neither World of Warcraft nor any of the novels released after 2003 do exist. You might take ideas from them, but there is no need to respect their established canon.
-----
Features
Warcraft III: Reign of Chaos
- Ten units per race, summoned units not included.
- Three heroes per race.
- Between nine and ten buildings per race, upgrades not included.
- Thirteen tilesets.
- Two new units per race, emphasizing magic users and flying movement, for a total of twelve units per race.
- One new hero per race, plus eight (five at release) neutral heroes, recruited from a new neutral building, the tavern.
- One new building per race, providing a race-exclusive item shop service.
- Five new tilesets: Black Citadel, Icecrown, Outland, Ruins of Dalaran, and Sunken Ruins.
- Three new units per race, emphasizing cavalry and large creatures, for a total of fifteen units per race.
- One new hero per race, plus four new neutral heroes.
- Between zero and one new buildings per race, for a total of eleven buildings per race.
- Ten new tilesets: Burning Steppes, Eldre'Thalas, Hinterlands Summer, Hinterlands Winter, Khaz Modan Summer, Khaz Modan Winter, Quel'Thalas, Silithus, Stranglethorn, and Tanaris.
Campaign
- Episode 1: Crown of Thorns - Undead Scourge
- Episode 2: The Veiled Empire - Orcish Horde
- Episode 3: Blood of the Forgotten - Night Elf Sentinels
- Bonus Episode: The Black Prince - Human Alliance
Human Alliance
The two previous installments put the spotlight on humans and blood elves respectively, so I went with dwarves for the third, following a monster hunting theme. The human campaign would be a bonus episode, much like The Founding of Durotar, where you would accompany Brann Bronzebeard (Sharpshooter) and his party of hunters across southern Azeroth. Eventually, the story would progress into a conspiracy plot involving the return of Lord Prestor, the black dragon Deathwing on disguise, following a similar plot to that of Lady Katrana Prestor and Onyxia in World of Warcraft. Jaina Proudmoore (Archmage) would return as a playable character, having been imprisoned during a diplomatic mission to Stormwind, together with new characters such as Vereesa Windrunner (Ranger), Bolvar Fordragon (Paladin), and Magni Bronzebeard (Mountain King). Journey across Azeroth, Khaz Modan, and Lordaeron to find the truth about the mysterious noble trying to take over the throne of Stormwind.
New units
- Ballista: New baseline siege weapon unit. Specially effective against large creatures, ground or flying.
- Mountaineer: Axe-throwing dwarf ram rider. Can climb cliffs up and down. Specially effective against air units.
- Oliphant: Crew of two humans armed with longspears, riding an oliphant atop a palanquin. The Oliphant can use the Rampage skill to charge at enemies, swinging its tusks. Specially effective against cavalry.
- Sharpshooter: Dwarf agility hero armed with an advanced hunting rifle. These stalwart defenders of Ironforge roam the mountains of Khaz Modan, using camouflage to ambush their targets. They're accompanied by a loyal raccoon pet, able to scout and carry items for them, and use various traps to immobilize their targets.
- The original Footman skill, Defend, can now be used by Militia and Spell Breakers as well.
- The Peasant transformation into Militia is no longer temporary, and can remain active for as long as you want. Move your unit to a nearby town hall to turn it on and off.
- The Knight can now transform into a Crusader, swapping his damage type from normal to siege. Move your unit to a nearby Barracks to turn the transformation on and off.
- The Spell Breaker now follows an adept/master training like the rest of the spellcasting units. Control Magic is unlocked upon research of the adept training, and Magic Sentry, a new skill which provides visibility of a target enemy unit, is unlocked upon research of the master training.
- The Flying Machine has been renamed back to the Gyrocopter.
- The Mortar Team can now transform into an Engineer Team, losing its ranged attack in exchange of an enhanced repair ability. Move your unit to a nearby Workshop to turn the transformation on and off.
- The Siege Engine has been renamed back to the Steam Tank, and has been redesigned into a powerful endgame unit, able to attack both ground and air targets effectively. Steam Tanks can now transport units as well.
- The Barracks now trains Footmen, Riflement, Knights, and Ballistas.
- The Gryphon Aviary has been renamed to the Royal Menagerie, and now trains Mountaineers, Oliphants, Dragonhawk Riders, and Gryphon Riders.
- The Blacksmith has been redesigned as a support building, and can now repair nearby mechanical units.
- The original tower upgrade, Magic Sentry, has been removed.
- The Arcane Tower now requires an Arcane Sanctum to be built, and gains invisible unit detection upon research of Spell Breaker Adept Training.
- The original Arcane Tower skill, Reveal, has been removed.
- The original Mortar Team skill, Flare, can now be used by the Cannon Tower as well.
- The Scout Tower can now be upgraded to the Signal Tower, a new support building with greater sight range and no visibility penalties at night. Requires a Royal Menagerie to be built.
Orcish Horde
All three orc campaigns so far have dealt with the orcs of the New Horde, so I chose to move away from them and focus on the trolls and their fallen empires instead. The troll campaign would be the second episode of the expansion's trilogy, and herald the return of Zul'jin (Troll Warlord), the famous forest troll who made his debut on Warcraft II. After the events of the undead campaign, the trolls of Zul'Aman would abandon their ancestral homeland, following an ancient prophecy that would lead them into the lost kingdom of Zandalar, where legend says a new emperor would rise to lead all troll races. Zul'jin would meet other characters in his journey, including Vol'jin (Shadow Hunter), chieftain of the Darkspear tribe from the New Horde, whom he would recruit and mentor, trying to lure him away from the treacherous orcs, plus Anub'arak (Crypt Lord), commander of the Scourge forces, surrounded on one side by the ice trolls and on the other by the servants of the Old Gods, who would form an uneasy alliance with the warlord. In the wake of the final ascension, greed would overcome Zul'jin, and Vol'jin would take the mantle of emperor instead, leading the trolls to a final battle against the aqir.
New units
- Blade Guard: Male troll raptor rider armed with a polearm and a shield. Can leap forward, jumping over small units and cliff gaps. Specially effective against ranged units. Can be upgraded to Temple Guard.
- Brutosaur: Gargantuan longneck saurian, armed with a palanquin full of heavy troll firearms. His height and size makes it vulnerable to aerial and siege attacks. Can transport units.
- Blood Serpent: Flying unit ridden by a female troll blood fanatic. Gets stronger when nearby units receive damage.
- Troll Warlord: Troll strength hero armed with a pair of axes. Natural leaders of the troll tribes, they are able to fire a stream of hatchets at their enemies right before engaging in melee combat. Nearby allies are boosted with their powerful aura, driving them to slaughter his enemies. The eldest warlords are able to tame and ride a ravasaur in combat, an imposing bipedal monstrosity who can chomp lesser saurians in half.
- Tauren have been renamed to Tauren Braves.
- Witch Doctors can now be upgraded to Voodoo Priests.
- Wind Riders have been renamed back to Wyvern Riders.
- The Barracks now trains Grunts, Troll Headhunters, Tauren Braves, and Demolishers.
- The original Troll Headhunter upgrade, Berserker Upgrade, has been renamed to Blood Rites, and now affects Witch Doctors and Blade Guards as well.
- The original Bestiary has been split in two: The Bestiary and the Aviary.
- The Bestiary now trains Raiders, Blade Guards, Kodo Beasts, and Brutosaurs.
- The Aviary trains Troll Batriders, Wyvern Riders, and Blood Serpents.
- The Tauren Totem has been redesigned as a support building, providing an aura effect to nearby allied units and buildings.
Undead Scourge
The undead campaign kicks off as the first episode of the expansion's trilogy, continuing the story of Warcraft III: The Frozen Throne. The Forsaken forces led by Sylvanas Windrunner (Dark Ranger) and Varimathras (Dread Lord) have surrounded Kel'Thuzad (Lich) and his Scourge forces in Stratholme. Far too fortified for a mere frontal assault, strange whispers lead her to find a new ally among the prisoners, an undead nerubian by the name of Xal'atath (Apothecary), who suggest an alternative strategy. Moving into the ruins of Quel'Thalas to flank the city from the north, Sylvanas meets the blood elf resistance, led by prince Kael'thas Sunstrider (Blood Mage) and her very own sister, Vereesa Windrunner (Ranger). Joining forces, they assault Straholme by land, sea, and air. Victory at her grasp, the blood elves betray her, their prince having formed a secret pact with the demons. Kel'Thuzad escapes, and Sylvanas is saved by Xal'atath, who carries her damaged body to an ancient sanctum deep beneath Tirisfal Grove. There, fueled by rage, she pleads loyalty to the Old Gods, and rises to lead a new army of nerubians reborn into aqir, marching back into her ancient homeland and slaughtering what little remained of her own former people. However, right before the final act of vengeance, her old self fights against the new whispers and takes back control, sacrificing her new life to save her sister and other elven renegades, who had fled after opposing Kael's demonic pact. Xal'atath is amused by the betrayal, for it was foretold by his masters. The swarm now moves east, to the homeland of his people's ancient enemy, the trolls.
New units
- Crypt Horror: Undead nerubian armed with bladed appendages. Specially effective against ground units.
- Crypt Vizier: Undead nerubian spellcaster. Can infest either allies or enemies with parasites, summoning maggots upon death of the target.
- Terrormaw: Gigantic undead siege wurm. Can store corpses, and consume them to attack at range. Specially effective against ground units and buildings.
- Apothecary: Undead nerubian agility hero, his body upgraded with limbs and other parts collected from his experiments. Sorcerers of the Spider Kingdom in life, the apothecaries are the original craftsmen of the Scourge, and seldom appear in battle, preferring to use their creations in combat instead. Discontent with the biddings of the new Lich King, some of them have found a new master, one who could revert undeath and restore their ancient empire.
- Acolytes no longer need to interact with a Sacrificial Pit to transform into Shades, and can now transform automatically after researching the new Sacrificial Daggers upgrade.
- Crypt Fiends can now be transformed into Crypt Horrors after researching the new Putrid Chrysalis upgrade.
- The original Crypt Fiend skill, Burrow, can now be further upgraded to allow underground movement, and can now be used by Crypt Viziers and Terrormaws as well. Burrowed units now gain fortified armor.
- The original meat wagon upgrade, Exhume Corpses, now affects Terrormaws as well.
- The original Necromancer skill, Raise Dead, has been renamed to Raise Skeleton Warriors.
- The original Necromancer upgrade, Skeletal Mastery, has been removed.
- The original Necromancer skills, Unholy Frenzy and Cripple, have been replaced by two new skills, Raise Skeleton Archers and Raise Skeletal Mages. The two previous skills have been moved into the Crypt Vizier.
- The attack type of Skeletal Mages has been changed from Piercing to Magic.
- Gargoyles are now considered mechanical while Stone Form is active, and can thus be repaired.
- The Crypt now trains Ghouls, Crypt Fiends, and Meat Wagons.
- The Slaughterhouse now trains Abominations, Obsidian Statues, and Terrormaws.
- The Temple of the Damned now trains Necromancers, Banshees, and Crypt Viziers.
- The Boneyard now trains Gargoyles and Frost Wyrms.
- The Sacrificial Pit has been redesigned as a support building, and can now consume a nearby unit, recovering part of its initial cost.
- The Ziggurat can now be upgraded to the Plague Tower, a new defensive building equipped with a magical censer and armed with siege attacks.
- The original meat wagon and abmination upgrade, Disease Cloud, now affects Plague Towers as well.
Night Elf Sentinels
The third and final episode of the expansion's trilogy narrates the journey of Shandris Feathermoon (Priestess of the Moon) as she leads the Sentinel army into the southlands of Kalimdor, following the trail of an ancient evil. During her campaign, she will meet the night elves of Eldre'Thalas, a group of kaldorei who survived the Sundering, lead by none other than Shandris's own first love, the famous commander Jarod Shadowsong (Highlord). Tensions won't take long to arise, for these night elves still clench to the ancient ways of their people, wielding the same arcane magic that once nearly doomed the world. Lady Vashj (Sea Witch) and her naga pull the strings from the shadows, planning to bolster their ranks with the addition of these crafty elves. Even their own commander will falter, for her own sister (Maiev Shadowsong, Warden) is still alive, and hostage to the naga. Meanwhile, the ancient aqir city of Ahn'Qiraj lies south, dormant, waiting for someone to awaken the horrors within. In the final battle against the Old Gods, the night elves would join the trolls and defeat the ancient enemies of their people together.
New units
- Rooksguard: Male night elf heavy warrior armed with a spear and a shield. Can kneel to hold position more efficiently. The long reach of his spear allows him to attack through other units. Specially effective against melee ground units.
- Druid of the Antler: Female night elf spellcaster armed with a bow. Can blind enemy units, shield against ranged projectiles, and transform into a stag. Ranged attacks on night elf form, and melee attacks on stag form. Specially effective against ranged ground units.
- Chimaera Rider: Chimaera mounted by a Rooksguard. Capable of attacking other flying units. Specially effective against large creatures and buildings.
- Highlord: Male night elf strenght hero armed with a spear and a shield. Commanders of the kaldorei armies during the fabled reign of Queen Azshara, their role al but vanished upon the rise of the Sentinels. The tradition was well preserved among the halls of the hidden city of Eldre'Thalas, and the highlords rise once again to reclaim their lost glory. Highlords carry a latent greatsword at their back, which they can choose to wield once they grow powerful enough.
- The original night elf skill, Shadow Meld, can now be used by Rooksguards as well.
- The Ancient of Lore now trains Druids of the Talon, Druids of the Claw, and Druids of the Antler.
- The item shop service of the Ancient of Wonders has been moved into a new building, the Barrow Den.
- The Ancient of Wonders has been renamed to the Ancient of Earth, and now trains Dryads, Rooksguards, and Mountain Giants.
- The Ancient of Wind now trains Hippogryphs, Faerie Dragons, and Chimaeras.
- The Chimaera Roost has been renamed to the Skyward Haven, and has been redesigned as a support building which provides air visibility at a great sight range.
Neutral
New heroes
- Arcanist: Female night elf intelligence hero armed with a grimoire. These spellcasters served as the royal archivists of the ancient Kaldorei Empire. Nowadays only a few of them remain, in charge of the libraries of Eldre'Thalas. Specializes in mana restoration and support.
- Elder Sage: Male draenei agility hero armed with two sickles. Based on Akama from The Frozen Throne. Specializes in stealth and guerrilla warfare.
- Inquisitor: Female human intelligence hero armed with a greatstaff. With the advent of paladins, these priestesses moved on to lead the now neutral Church of the Holy Light. Nowadays, they're tasked with finding demonic elements infiltrated in mortal societies. Specializes in healing and support.
- Warlock: Male eredar intelligence hero. Based on Archimonde from Reign of Chaos. Specializes in heavy damage, and can also mass teleport allied units towards his position.
Well, there goes my take, hope you liked it!
Feeling bored, so I decided to revisit my TFT naga idea and adapt it into the second expansion model:
Revisited list of buildings and the units they can produce:
List of buildings with no unit production:
- Temple of the Tides / Sanctum of the Tides / Throne of the Tides: Mur'gul Slave.
- Royal Armory: Mur'Gul Reaver, Naga Myrmidon, Sea Giant.
- Spawning Grounds: Snap Dragon, Dragon Turtle, Hydra [Elver Spawn].
- Shrine of Azshara: Makrura Lurker, Naga Siren, Sea Revenant.
- Hanging Gardens: Couatl, Reef Walker, Leviathan [Kraken Spawn].
- Altar of the Depths: Naga Beast Keeper (Strength), Makrura Queen (Agility), Tidelord (Agility), Mur'gul Ritualist (Intelligence), Naga Sea Witch (Intelligence).
Few notes about the new units:
- Coral Bed: Farm role, provides a passive buff to nearby buildings, which makes them work faster. This affects building construction, unit training, and upgrade research.
- Tidal Guardian: Tower role, gains a defensive buff while it's not engaged in combat. Specially useful when it's under attack but can't retaliate.
- Highborne Gallery: Upgrade role.
- Reliquary of the Queen: Shop role.
- Labor Camp: Wood+Special role, has a special ability which lets it damage the health of nearby Mur'Gul Slaves in exchange of a temporary gold+wood gather speed boost.
Few notes about the new heroes:
- Elver Spawn: Inspired by electric eels and W3's tidal guardians. They attack by zapping and stunning nearby enemies at melee range.
- Reef Walker: Inspired by jellyfishes and WoW's spore walkers. They're flying units, who don't attack directly, damaging ground units who walk across their hanging tentacles instead.
- Leviathan: Directly inspired by WoW's krakens, except they can fly. They have an AoE smoke screen ability that destroys projectiles.
- Kraken Spawn: Directly inspired by WoW's Merciless Ones. They can't attack, but have a suicide ability that lets them take temporary control over enemy units (same restrictions as banshees).
- The Sea Dragon has been removed.
Revisited general notes:
- Naga Beast Keeper: Inspired by W3's naga royal guards and WoW's naga lords. His elite skill summons a gargantuan siege crab.
- Makrura Queen: Makrura broodmother, swapped from intelligence into agility.
- Tidelord: Water version of the Firelord, inspired by Neptulon.
- Mur'gul Ritualist: Spiritual leaders of the mur'guls, performs dark feral rituals.
- Farstrider: High elf ranger, inspired by the scrapped hero unit. Replaces the Naga Sea Witch in the neutral tavern roster. Visual cues to distinguish her from the Dark Ranger might be necessary. Represents those high elf survivors who didn't join the blood elves.
- The Naga Sea Witch has been removed from the neutral tavern roster.
- The Eredar Warlock has been removed from the naga roster. He's still available through the neutral tavern roster.
Hope you liked it!
- All the ground units are amphibian. The Sea Revenant floats above the water, and the Tidelord moves over it (just like Illidan). The other playable races would need something of their own to compensate for this huge perk, or this ability could be disabled altogether (for the record, the Naga Sea Witch is not amphibian on melee, so the precedent exists).
- Mur'Gul Slaves, Mur'gul Reavers, and Dragon Turtles have a special ability where they can turn into an immobile spiky ball to defend themselves, kinda like a hedgehog (or a sea urchin). This can be useful to surround and block enemy unit movement too.
- Hydras and Leviathans have a special ability where they split into new units upon death, three Elver Spawns for the Hydra, and three Kraken Spawns for the Leviathan. These new units can be merged back into their original forms, said option becoming available a while after the original unit's death.
- Mur'Gul Reavers, Makrura Lurkers, and Eel Spawns have a special ability where they can emit light at night.
- Mur'gul Slaves are cheaper and weaker than the workers of other races, and can be eaten alive in exchange of health by Tidal Guardians, Sea Giants, Dragon Turtles, Hydras, Reef Walkers, and Leviathans. Mur'gul Slaves are also ideal to be used as friendly fire targets by the Naga Sirens and their skills.
- Mur'gul Slaves will sacrifice (and kill) themselves once they begin construction of a building. Buildings are summoned automatically, with no further worker input once the building has been placed. Building construction can be cancelled, but the sacrificed Mur'gul won't be restored.
- All naga buildings repair themselves for free, at a slow rate. The buff from the Coral Beds boosts this repair speed. Workers cannot repair neither buildings nor mechanical units. Workers from other races can repair naga buildings, but they have to pay resources.
EDIT: Naga update, check it out!
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