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First Undead Book of Arkain (Patch 1.29.2 or newer!)

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
arkain_2020_x200-png.369838

! No longer updated !
Check out the
True Story of Arkain for updates!


full


A Campaign Series made by Shar Dundred

! Requires Version 1.29.2 or newer !
You are not allowed to publish any edited version of any Arkain map! This includes but is not limited to Reforged edits!

Story

The Undead have never before interfered directly in the matters of the mortals. Their great leader, Aridon the Watcher, always manipulated events from a great distance without being spotted.
But times change. Aridon has seen that manipulations won't be enough in this war. The Undead have to join the war in order to restore the balance
Take control of Aridon and his deadly armies to punish both the mortals and the Demons for their flaws. Only the Undead can bring back the balance to the continent and prevent absolute chaos.


Campaign Series Info

The Legends of Arkain is a campaign series which takes place on the world Arkain.
The races of Arkain fight against the demon invaders, who try once again to enslave every being on Arkain. The Humans, the Orcs and the Undead will have to make a stand against them... or face complete annihilation or enslavement by the Demons.
This campaign series will consist of actually three different series. There will be a Human, an Orc and an Undead campaign series. They will all run in the same timeline but will present three different stories and outcomes. When they are all finished, it's completely up to you, who wins this conflict.
Those, who win the war, will write the history.

You like the campaign?
Click here to see the progress of the series!

Click here for the First Human Book!
Click here for the First Orc Book!


Click here for the Second Human Book!
Click here for the Second Orc Book!
Click here for the Second Undead Book!

Let's Play made by @Jayborino!

Features

- Three different storylines/campaign series
Take control of one of the three factions, the proud Humans of the Empire, the plundering and strong Orc Clans or the mysterious Undead Nexus and their endless army of the dead, and face the demonic invasion as well as other struggles that await you.
- New units
Command units, you already know, as well as completely new units with new upgrades and abilities.
- Decide the fate of Arkain
At some points of the campaigns, you'll have the opportunity to decide things, that affect the storyline, characters and sometimes even the chapters you play or how you have to play them. By doing or, well, not doing certain side quests, you can also affect the campaign.
- Three difficulties
You can play the campaign in either easy, normal oder hard difficulty, just like in the original WC3 campaigns. It will impact on the AI difficulty and scripting as well as other minor changes.
In easy version, for example, the AI won't rebuilt lost buildings.

- Full Jass AI
In this campaign series, every single AI is written in Jass instead of being created with the AI editor. This makes the AI more intelligent.
- Universal Hero hotkeys
All hero abilities use the QWER hotkeys.

Factions

The Human Empire
There have always been Humans on Arkain. The Human kingdoms and their allies, the Elves and Dwarves, have fought the Demons for centuries while also being attacked by orc pillagers. They had no chance against the demons and were already close to annihilation, when the Empire showed up.
They came over the Great Sea in the west and saved the kingdoms, who immediately joined the Empire in return. The Humans still fight the Demons and more and more of them join the fight against their old suppressors.
The Humans already tried to get rid of the Demons for good, but they failed. However, they continue fighting and won't stop until there are no humans or enemies of humanity anymore.
The current Emperor is Theodor the Second.

The Orcish Clans

Legends say that the Orcs hail from another continent and then spread all over the kingdoms. But not even the oldest Orcs can tell, if that's the true or the Orcs have been here all the time, just like the other races.
But it is known that the united clans attacking absolutely everything and everyone they met and conquered a large territory. It did work for a while, but not long. The other races, especially the Demons, who were very angry about that insult, brought the fight to them and massacred half of the green skins.
The Orcs had to retreat and lost much of their territory. The only reason, why half of them are still there, is that their enemies fought among each other as well.
The Orc Clans allied with the Trolls, to increase their strengh, but still didn't manage to gather an army, that was comparable to their old numbers. Since they weren't able to begin their another huge conquest, the clans stopped working together and some old rivalries amongst the clans became important again.
Still, they managed to raid the other races and remain an annoyance for the other factions. There are still many Orcs left, which could prove to be a strong force, if they'd be united under a strong leader.

The Undead Nexus

The Undead are the most mysterious race of Arkain. Of course, necromancers and necrolytes are not unknown and have always summoned some undead servants to do their bidding, but the Undead as a complete race are a mystery to all creatures.
Once, a group of mighty necromancers, who became insane because of their immense power, believed they could rule the world with an army of the Living Dead. However, only days after they began attacking the Human kingdoms, they simply vanished. Their armies were gone and only the remains of the corpses were proof, that they ever existed.
What no mortal and no Demon knows, is, that a powerful Archlich, Aridon the Watcher, self-proclaimed guardian of Arkain, took care of them. He has the ability to take control of every Undead, he wants to control. He uses this power only, to make sure, that besides him is no one, who can form a real army of Undead. He always made the Undead kill their masters and reanimated them as his loyal servants.
The only mighty Undead, not currently living on the Dead Mountain, are guarding old temples and ruins, which contain artifacts, not meant to fall in the hands of neither mortals nor Demons. Still, they all call Aridon their master.
Aridon and his Undead live on the so called Dead Mountain, which lies within the Human kingdoms. Every sent expedition on this mountain never returned, so the Humans decided to simply ignore it and built a garrison to watch over the only entrance to the mountain.
Aridon claims to be as old as the world itself and has seen the rise and fall of races and nations. His goal is to maintain the balance of the world - or at least, what he sees as balance. He stayed out of every conflict and only watched for millenia.
But recent events force Aridon to end his idleness and take action himself instead of only manipulating others. He'll have to make the world know about the Undead - and give reason to fear them.

The Demon Legions

If there are any creatures besides the Undead Lord Aridon, who are as old as Arkain itself, than it must be the Demons. These creatures have been the bane of Arkain for a long, long time. If their history contains anything else than attacking and enslaving other races, than only the Demons know about it.
Every Demon Legion is lead by its most powerful Dreadlord. Who is the one, who commands all Legions, is unknown to every non-demon.
The Demons' realm lies in the East of the continent and is seperated by a bottomless rift, the so called Void. No one, except for Demons and their slaves, has ever been on the other side of the Void. The Void is so heavy fortified by the Demons, that they managed to block every attack there. The Void is also the place where the Imperial Army was defeated during their Great Attack.
Now, the Demons seem to begin another great offensive against the other races. And this time, they are determined to be victorious and won't show any mercy.



Characters

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Aridon the Watcher
Aridon is the most mysterious creature on all Arkain – also the most unknown. No one but the Demons even knows of Aridon's existance and the archlich intends to keep it that way as long as possible. It's unknown for how long he has existed, but he has always been there He's even older than all the oldest Demons together. It's also unknown who or what he used to be before – if he has ever been anything else before. He calls himself the humble Watcher of Arkain who ensures that the balance isn't disturbed by the other races. The Demons and the mortals alike often tend to threaten this balance with their actions and Aridon has often interfered in the actions of the mortals – but from the shadows without being noticed. He has seen the future and has known centuries ago that in this conflict, manipulations won't be enough and prepares for a full scale war. It's time for the Undead to fix the flaws of the other races.
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Largoth
The Dreadlord Largoth is one of the few Demons who don't belong to the Legions anymore. He abandoned his people a long time ago and for the other Demons, he's nothing but a traitorous renegade who has to be killed on sight. He joined Aridon for unknown reasons – most likely one reason was that Aridon had the power to hold the Demons off. In exchange for Aridon's mercy, the Dreadlord uses his powers to support the Undead's cause. They've been working together for a long time to fight the Demons because if the Demons win, both Largoth and Aridon are on their target list.
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Rahandir Drakeskull
Rahandir's history is legendary in the Kingdoms. There's no one who has never heard of the Dragon Slayer and Demon Hunter who died in battle a long time ago, but no one knows the truth of his death. No one knows that Rahandir and his men were betrayed by their mad king who sent them to their deaths. No one knows that Rahandir came back as a lich and killed the king before he joined Aridon out of free will. Rahandir is still as intelligent and sarcastic as he used to be in his living days but he became... cold. Still, he remains a powerful spellcaster, ready to hunt his old enemies again.
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Saphira Whisperwind
Saphira used to be a loyal servant of the Elven Kingdom. She has trained together with Salana Woodhunter, who is now the best diplomat of her people and the right hand of the Queen. Saphira was outmatched by Salana as a diplomat, but she was the better ranger of the two. However, when she was sent on a mission to acquire an artifact for the Queen, she and her allies were defeated by the Deathbreeze Clan. Saphira managed to escape, but was caught by Rahandir Drakeskull instead, who killed her easily and took her body with him to Aridon who wished to reanimate her for his cause. Now, being an Undead, Saphira has only two things in her mind: Serving her master and taking revenge.
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Krom the Immortal
Krom was among the first to serve Aridon. It's unknown who or what he was before, but now he serves as Aridon's merciless executor who kills everyone his master wishes to see dead. Krom can shoot better than any other living or dead creature and never misses his target. He doesn't care much for the fate of the other races, but is happy when he gets to kill someone. Still, Krom is no brainless brute, he has a cruel and cunning personality. He might prefer the forceful solution, but he often makes a malicious plan to make it most effective.


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- Initial release


General:
- Reworked Dark Arrow ability
- Fixed Fist of Ice tooltip
- Removed stun from Splitting and increased damage instead

Chapter Two:
- Improved terrain
- Wrath and Lust are classified as Undead now
- All player units' hit points have been reduced

Chapter Three:
- Added sky
- Made some of the walls invulnerable
- Improved dialogue

Chapter Four:
- Added trees


Chapter Six:
- Player can see enemy ships now

Chapter Seven:
- Portals got Resistant Skin
- Added some Runes of Healing

Chapter Nine:
- Destroyer can no longer be trained in the Slaughterhouse
- Fixed Fleshtearer issue
- Fixed issue that made the Souleater Legion look like they're just a few Dreadlords


General:
- Fixed Splitting ability
- Fixed Spirit Legionnaire's Resistant Skin


Epilogue:
- Fixed Epilogue


General:
- AI heroes now gain additional levels on Hard difficulty when they are supposed to
- High level Demon units can no longer be charmed
- Demon units don't take any damage from Holy Light anymore
- Demon units now take damage from Death Coil
- Activated latest melee patch for all maps that were still not up to date
- Blen's Neccessary Meassures spell was replaced with Imperial Edict
- Nerfed Giant Skeleton Warrior by removing Resistant Skin and Hardened Skin
- Increased damage of Destructors by 3
- Changed Armor Type of Eredar Warriors, Eredar Wrathguards and Eredar Grandmasters from Medium to Large
- Several model changes
- Decreased range of Dragon Lancers from 800 to 700
- Decreased Warlord damage by 3
- Replaced Largoth's Death Pact with Dark Spirits (new spell)
- Since Largoth doesn't have access to his full powers (or simply doesn't want to use them), he no longer has any ultimate spell

Chapter One:
- Replaced the models of all Orc buildings to something fitting the map theme

Chapter Two:
- Added new dialogue

Chapter Three:
- Added Defend for the Footmen attacking the base
- Footmen attacking the base get upgrades once Krom arrives
- The Iron Gate in the outpost can no be destroyed
- Increased the defense of the outpost
- The Firemage is now gone after the Prologue

Chapter Four:
- Added four new Pitlords
- Added attacking wave from Saphira

Chapter Six:
- All Demon units now belong to the Blooddrinker Legion
- Added Pitlord
- Added dialogue
- Dialogues are no longer triggered by Shades
- Added another scene to the epilogue

Chapter Eight:
- Koridun the Overseer is now level 9

Chapter Nine:
- Replaced Soul Burn of Progaderas with Mass Soul Burn
- Progaderas now has Spell Immunity
- Fixed the Imperial lines
- Added two more Pitlords
- Increased the power of Ornasions Rain of Chaos
- Increased the number of Orcs attacking the Imperials


General:
- The Skeletons raised by Aridon are now permanent, but have a limit of 5
- Increased Aridon's stats to make him fit his position as ultimate leader of the Undead


General:
- Various fixes


General:
- Various fixes

Chapter Nine:
- Players can now see the Imperial Border Guard
- Fixed Orc attack waves
- Added an initial orc assault on the Imperials

General:
- The campaign no longer uses the latest melee patch due to several balance changes messing up things, a few unit changes still apply to the campaign however

Prologue:
- Fixed an issue where the prologue would crash in version 1.30.1

Chapter Six:
- Changed the name of the mission to A Rotten Breeze

General:
- Upkeep reworked: Low Upkeep now gives you 8 instead of 7 gold and High Upkeep now gives you 6 instead of 4 gold
- Furbolgs are now correctly named Bearmen

General:
- New model for Duke Redfist (courtesy of @Rhapsodie)

General:
- Fixed triggers that would not be working anymore after loading in newer versions of the game

Chapter One:
- Renamed the Inactive Nexus factions to:
* Inactive Zirr Nexus
* Inactive Rohir Nexus
* Inactive Scarec Nexus
* Inactive Ardoz Nexus
- Changed the color of the Inactive Zirr Nexus to Blue
- Changed the color of the Inactive Rohir Nexus to Teal
- Changed the color of the Inactive Scarec Nexus to Snow
- Gave the Nerubian Overlord his proper name: Haran'tel-kazor

Chapter Two:
- Added a black fog effect

Chapter Three:
- Changed the color of the Imperial Elite to Dark Green
- Renamed the Imperial Army to Bull Regiment
- Changed the color of the Bull Regiment to Teal
- Changed the color of the Royal Defenders to Blue
- Changed the color of the Imperial Garrison to Grey

Chapter Four:
- Changed the color of the Demon Slaves factions to Peanut

Chapter Six:
- Changed the color of the Deathbreeze Clan to Emerald
- Renamed the Imperial Army factions to Bull Regiment and Falcon Regiment
- Changed the color of the Knights of Kome to Peach

Chapter Eight:
- Renamed the Stonebreaker Dwarves to Stonelord Dwarves
- Changed the color of the Stonelord Dwarves to Brown
- Renamed Bor Stonebreaker to Bor Stonelord

Chapter Nine:
- Changed the color of the Darkmind Clan to Navy
- Increased the number of Darkmind Clan units attacking the Humans
- Added Wyvern spawns for the Darkmind Clan to attack the Humans until the quest is completed
- Minor dialogue adjustments
- Renamed the Imperial Border Guard to Bear Regiment


Models & Skins:
Blizzard Entertainment
67chrome
epsilon
Wandering Soul
infrenus
Tauer
AndrewOverload519
Mephestrial
Dojo
PrMosquito
Hawkwing
Em!
dickxunder
acagnip
Uncle Fester
Frankster
Mc !
IamMclovin
AhhFreshWeeD
Sin'dorei300
Elenai
Kuhneghetz
CloudWolf
alreadyused
Dark Hunter1357
Dmitry Rommel
Kitabatake
Shar Dundred
RazorClawX
Uljimasa Hojo
eXciTe
Sellenisko
frostwolf
-Grendel
Skipper
Deolrin
gookywooky
Callahan
BlinkBoy
Hueter
Coinblin
supertoinkz
SuPa-
Tarrasque
Power
Afronight_76
Direfury
PROXY
Mechanical Man
DarkEvil
Infrisios
Hueter


Icons:
Blizzard Entertainment
Uncle Fester
CloudWolf
xylign
SkriK
CRAZYRUSSIAN
Darkfang
GreyArchon
67chrome
Fjury
PrMosquito
INSEKT
Muoteck
dickxunder
Frankster
CloudWolf
Kuhneghetz
Elenai
Heinvers
Shar Dundred
Uljimasa Hojo
SinisterX
Darkfang
Hemske
Palaslayer
NFWar
Hellx-Magnus
Justicebringer
Sin'dorei300
sigelang
Mr.Goblin
Mythic
antihero
Sellenisko
-ToasT
jigrael
Just_Spectating
APproject
Pins
Eagle XI


Campaign Preview Screen:
Heinvers

Campaign Logo:
Mythic

Campaign Chief Development Tester and Grammar Genius:
Kasrkin

Everything else made by:
Shar Dundred

First Supporters:
Theoden of KoMe
Chen
youness
Kasrkin
kakuzu
BandolXD
Heinvers
Imperator
Veritas 117
PlankingWolf



Please contact me via PM if I forgot to give you credit for your resource!



To Blizzard Entertainment for this great game.
To Turnro whose great campaigns inspired me to revive this old project.
To Jayborino for his enjoyable let's play projects of the Arkain series!
To all who supported this project.
And very many special thanks to Kasrkin, who supported the creation of this project in many ways!



Feel free to post your suggestions, opinions and questions!
Please report any bugs!


Here you can find the old 1.27 version of the campaign.
Keep in mind that it is no longer being maintained!

Keywords:
Arkain, Legends, Legends of Arkain, LoA, campaign, series
Contents

Legends of Arkain First Undead Book (Campaign)

Reviews
StoPCampinGn00b 22:13, 9th May 2015 Map Moderated - Legends of Arkain First Undead Book Comment - Imperator's Review Verdict - Approved, 4/5 Other [TR]Map Submission Rules Staff Contact The Hive's StaffMap Reviewers Description Tutorials

Pick your favorite character


  • Total voters
    206
Level 10
Joined
Feb 21, 2015
Messages
363
It's really good, and i like the way that we get to play the race that manipulates all the events that happen on Arkain. It gives you a feeling of power and authority in Arkain, aside from being manipulated in Orc and human books
5/5
 
Level 20
Joined
Feb 23, 2014
Messages
1,264
I know I'm a bit late to the party, but... here's my early review :)

1. Terraining - 3/10.

Unfortunately, the terrain could really use some love. Most of the time the maps feel really empty as if we were playing a map located on some sort of barren wasteland surrounded by a ton of forest and cliffs. That said, the general use of tiles is fine, what I feel is really lacking are doodads. Another thing I'd like to see changed is widening some narrow choke points and ramps leading into enemy bases (which so far seems to be a recurring theme) - I totally get their strategic importance, but they could be a bit wider just to make attacking a bit more enjoyable. And finally, in each map I've seen so far, there's a ton of unused terrain - perhaps you should consider adding something to it :)

2. Story & writing - 9/10.

I will start off by the player choices - the concept is pretty amazing, but I'd like there to be some sort of clearer indication as to which choices affect the rest of the campaign. Other than that... Generally, the story is very enjoyable. The characters are well written and the plot is intruiging. No real issues here. What I do have a tiny issue with is the writing - particularly the "deal with" part. I don't think there was a cinematic where someone didn't deal with something at least once :) It might be a minor thing, but I would recommend looking for some synonyms. Other than that, while some dialogues could be more interesting, the story and writing (a bit less so, but overall it's still good) are definetely a strong side of this campaign.

P.S. The mission where you are inside the mind of a human leader was one of the most amazing concepts I've ever seen :)

3. Cinematics - 2/10.

They are... quite boring. Most cinematics consist of just a couple of heroes standing somewhere and talking. The terrain really doesn't help here - quite ofen the cinematic area feels pretty empty and uninteresting. There's very little camera movement or jumping, not a lot of animations, unit actions, etc. Overall, there's not much going on in the cinematic and sadly, if you just displayed the dialogue on a black screen and waited a few minutes, it wouldn't make a considerable difference.

I fully understand that with the amount of dialogue you want to include, it's hard to have a ton of things going on at the screen as it would simply interfere with the player reading the text. However, I feel you should consider adding some "breaks", i.e. moments, where something happens and there is no dialogue, so that the player can take a breath and just watch something instead of reading. Adding some minor things going on in the background and/or more camera movements would be nice too. Oh, and music/sounds would be great to have as well :)

Some transmissions are also badly timed - either too short or too long. I also don't like the fact that if you skip a cutscene you can see camera moving quite a lot - I'd recommend using fading to hide the screen and instantly applying the camera during it. And finally... Often there's quite a lof of dialogue, quest pop-ups and other stuff happening immidiately after the cinematic ends. That's understandable, but I think you should consider spreading it out a bit (and maybe integrating some dialogues into the cinematic itself). I say so, because showing so many things at once creates information clutter and basically makes it unable to read without going to the log - which, in my opinion, the player shouldn't really be forced to do bar a few cases where he misses something or wants to revisit some old information.

4. AI & Difficulty - 10/10.

Not really much to say here. The AI you have (or wrote) for this campaign is simply amazing and the difficulty feels great - challenging, but not frustrating. Overall, well done.

5. Gameplay - 8/10.

So far I've encountered two types of maps - either micro or purely macro. I hope there's more types of maps included in this campaign - some hold-outs, timed maps, dota-style maps (i.e. you use only heroes and the armies are controlled by the AI) or some other unique concepts.

Micro maps are pretty straight-forward - just take your units and kill everything. I hope there are some suprises going forward, like having to run from something or being able to use some traps against enemies, being subjected to traps yourself, having some choices that affect gameplay, more tactical encounters (bosses, fights that require specific tactic, etc.) joining hostile factions fighting each other, etc.

Macro maps are... well, they're pretty fun because of the AI. I really like that you removed supply cost on workers and provided the player with a lot of resources (gold, wood), so that it's not only possible, but required to expand. Another thing that I liked is that in chapter I, while it was still a macro map, you slowly build up your forces and one of the enemy bases was pretty much a trap as without an extra mine/unit types, it was very hard if not impossible to take it. Other than that, they're your typical macro maps - just build up and survive until you kill your opponent.

6. Events & triggers - 3/10.

My main issue is that there's not a lot of them. Most triggered actions are simply comments about something or units just spawning. What I'd like to see is more stuff like some levers that open gates, preplaced enemies moving around the map or towards you as you come close (because they were ordered to before you even saw them), rescuable units (for example from cages), scripted events (for example, as you enter an area, the enemies don't just stand there - they are spawned, with some animations to make it more shiny), etc.

7. Custom units & imported content - 5/10

I like that there are some imported models. I also like that they are mixed with the good, old W3 stuff. However... While their models look great, the heroes and units feel pretty... well, not as awesome as I'd like. I wish there was more custom abilities for new units and heroes, not just mostly repeating or very slightly tweaking what's already there. And some new upgrades for the classic units (doesn't need to be anything major, but for example - an upgrade that makes Abominations spawn 2 Ghouls on death isn't that hard to make and it would still make the unit feel a tiny bit different).

8. Stability - 10/10

It's really hard for me to judge this after only having played through 3 maps, but it seems like the maps are pretty bug-free and everything seems to be working as intended. Well done :)

VERDICT - average score: 6,25/10, rating: 3/5.

In terms of story and overall gameplay, it's definetely a well made and enjoyable campaign, however it lacks quite a bit in terms of presentation (mainly terraining and cinematics). If you would add more shinies, this would certainly be one of the best campaigns I've ever played.

---

I'm sorry if I sounded a bit too critical - I genuinely like your campaign, but as someone who tried working on a campaign, I feel that while approval and praise is definetely nice, some constructive criticism that I've tried to provide will be more beneficial to your project(s). Good luck :)
 

X59

X59

Level 3
Joined
Sep 16, 2010
Messages
44
Warning Review Will Contain Spoilers!

This was a great campaign and I really enjoyed seeing how it connected with the orc and imperial books. I especially liked the greater insight into the undead's actions and how the Imperial Decision to hold the Mountain wasn't due to demonic influence like I suspected it was. Now there is something that I am confused on.... What's the deal with the undead Vanessa in the last mission? Was the real Vanessa killed by the Imperials and replaced with a fake during the Orc Book or something?


While I didn't experience any bugs during the campaign I do have a suggestion. In chapter 1 I think it would be a good idea to create a hint about the acolytes being able to harvest lumber. After all it is a departure from ghouls being the lumber gatherers in the game proper and other custom campaigns.
 
Warning Review Will Contain Spoilers!

This was a great campaign and I really enjoyed seeing how it connected with the orc and imperial books. I especially liked the greater insight into the undead's actions and how the Imperial Decision to hold the Mountain wasn't due to demonic influence like I suspected it was. Now there is something that I am confused on.... What's the deal with the undead Vanessa in the last mission? Was the real Vanessa killed by the Imperials and replaced with a fake during the Orc Book or something?


While I didn't experience any bugs during the campaign I do have a suggestion. In chapter 1 I think it would be a good idea to create a hint about the acolytes being able to harvest lumber. After all it is a departure from ghouls being the lumber gatherers in the game proper and other custom campaigns.
Undead Vanessa is due to how the story is parallel to the other book (she died in the siege instead of get rescued). If you notice, the naval war has different result in other books as well.
 

X59

X59

Level 3
Joined
Sep 16, 2010
Messages
44
Undead Vanessa is due to how the story is parallel to the other book (she died in the siege instead of get rescued). If you notice, the naval war has different result in other books as well.

The Undead always win the naval battle with at least one human boat remaining so that the quest to the demonic shard can be carried out. So neither the orcs or humans have the massive fleet that they did, which doesn't prevent the orc clans from going off and rescuing Vanessa. The epilogue of the orc book even gives weight to if Vanessa's advice was carried out or not showing that her rescue is canon and could have merit in the second orc book.

So I thank you attempting to lessen my confusion but the above facts contradict your explanation.
 

X59

X59

Level 3
Joined
Sep 16, 2010
Messages
44
The books are NOT one storyline, they are three storylines with three alternate timelines.
Some events are similar/the same (like the Undead crushing all other fleets), other events (like Vanessa not being saved in time) are different.

Thanks for explaining that the books are different timelines of the over all story.
 
Level 1
Joined
Nov 9, 2017
Messages
5
Gameplay:
The melee type missions in this campaign although the AI is incredible, they become a little too hard, specially when the attacks from different bases join up, and it happens often and in ver short periods of wait time, this makes some of the missions like the chapters 3 and 4 a little overwhelming and it takes a lot of time and reloads to overcome this maps specially if you don't have a good micro-management. On the 4th it could be useful if your ally did something during the defense at least.​
Heroes:
  • I liked the abomination hero a lot, a quite fun kit but the cleave throw skill doesn't have an animation (or at least a clear one) it just click and bam does damage, no projectile, nothing, you could add a slow effect or even a mini stun to make it useful to interrupt. And it would be more fun if Veringar had other type of skills beside the standard DK skills.
  • Krom is one that was interesting but it felt lacking, specially the slowing skill, its single target, not that interesting, almost every fight he is involved is a melee so I would change it to a volley of frost/fire/poison arrows or something like that, it would make him even more utility/support based or give him some DoT AoE damage which would make him more or a dps hero, it makes more sense for an expert archer to have that kind of skill. The healing one is quite straight foward and makes him solely an utility support kind of hero since its a powerful AoE heal, but it makes his other skills almost non important. I literally dump all of Krom's mana in his heal. For kiting I would use a hero with aoe cc or something like that but not the agility based marksman, maybe put some thought in his skill kit.
  • Aridon and Rahandir are wonderful, they are mostly utility based, with the stuns, frost armor and summoning skills they have which makes heroes like Krom even more irrelevant since he's not so damage focused.
  • Saphira is also pretty straight foward, but I always loved the Death Ranger skills so no complaints there.
Story:
I totally loved the story, the lore involved, the personality of the main characters and their development. Makes the campaign even more interesting and fun to play. A campaign without a good story is simply boring.​


Overall I give this campaign a 4/5
 
Level 3
Joined
Apr 16, 2018
Messages
69
copied: Especially thank you for making Undead race, dont know if i like the game itself, but just for this 5/5 from me, i will gladly play for them.
 
Level 2
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Aug 4, 2013
Messages
14
If you destroy the main enemy base in the first level, the level ends, even if you haven't completed the other main mission.
Maybe you already know this, but just as a heads up :)
 
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Level 11
Joined
Dec 16, 2018
Messages
365
Chapter four. I discovered that with a good amount of gargoyles (two dozens, approximately) you can attack the leaders in the least defended place (the small place on the top left). I do not know if it is not on purpose, or if you want to remove it, but, in my opinion, it adds a good complement of technique to the level, and balances the error of the gap in the trees of the base (by the way, wide enough for the step of enemy warriors, narrow enough for the one of abominations).
That's not the problem. The point is that, having finished with the paladin and the archmage, and being able to take the objects, the ranger never went to this same place, and in fact, I can not find it anywhere, except attacking and defending the base (in none of these cases release the fragment, and kill it 5 times)
I'm not sure if it's intentional or if the ranger really has the third fragment, but it has all the resemblance to a bug
 
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Level 29
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Mar 28, 2015
Messages
2,678
What's the consequence of destroying the tunnels or not in chapter 5?

The consequences will most likely only appear in the Second Undead Book once it comes out, because I don't recall them talking about that decision during this campaign aside from the Epilogue.
 
Level 1
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Jun 5, 2019
Messages
4
I'm having an issue with missing campaigns. I can see chapters 1, 3, 4, 5. I completed 5 yesterday but 6 isn't showing. And chapter 2 is not showing either

Also lots of the item and unit icons are messed up and not displaying correctly

I sound like a complainer but I just love the campaign so I want to play keep playing it unhindered
 
Level 1
Joined
Jun 5, 2019
Messages
4
Do you own a legal copy of the game? And what is your game version?
If you use 1.31, you should downgrade to 1.29.2.
The 1.3X versions are known to be extremely buggy, especially when it comes to custom maps.
I'm using a legal copy running the latest version.

How can I downgrade?
 
Level 1
Joined
Apr 30, 2019
Messages
8
Hi please i don't know why the level don't want to be finished even thought i've killed everyone and destroyed everything
 

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Level 5
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Sep 16, 2019
Messages
80
Hello. I have started book undead and in the 4th map
(Slaves of the demons) i didnt get the 3rd part of the sign. I get only 2 drops. I got one from Karier the Mad and One from Morganur i think (balanar). I played it twice with the same result
 
Level 29
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Mar 28, 2015
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Hello. I have started book undead and in the 4th map
(Slaves of the demons) i didnt get the 3rd part of the sign. I get only 2 drops. I got one from Karier the Mad and One from Morganur i think (balanar). I played it twice with the same result

Did you kill the Mage, the Paladin and the Dreadlord which were holding the three parts?
 
Level 3
Joined
Mar 6, 2015
Messages
11
First of all, I love the series overall. I realize second parts come out I wanted to play them with continuous storyline. However, I lost my savefiles so I played 3 campaigns on easy difficulty again. I am not sure but I think starting on easy is not working (or me trying to pass some missions with cheatcodes changed something since I didn't wanna play grindy missions again from scratch). I am also sure I started the campaigns on easy difficulty (if it's not too hard maybe you can add difficulty choice at the beginning). AI kept rebuilding on easy and playing against humans are really annoying even on easy since they are generally fully upgraded and with high armor. I am not very skillful but last undead mission on easy shouldn't be that hard or most of the undead. In last mission of undead if I don't join the fight the demons shouldn't push through in a minute that easily. We have 2 more difficulties for appropriate playing. I enjoy optional quests or main quests to have choices more than optional quest being do this then that choice changing something crazy.

Also I just saw someone mentioning the gap between trees in fourth mission. That was really annoying.
 
First of all, I love the series overall. I realize second parts come out I wanted to play them with continuous storyline. However, I lost my savefiles so I played 3 campaigns on easy difficulty again. I am not sure but I think starting on easy is not working (or me trying to pass some missions with cheatcodes changed something since I didn't wanna play grindy missions again from scratch). I am also sure I started the campaigns on easy difficulty (if it's not too hard maybe you can add difficulty choice at the beginning). AI kept rebuilding on easy and playing against humans are really annoying even on easy since they are generally fully upgraded and with high armor. I am not very skillful but last undead mission on easy shouldn't be that hard or most of the undead. In last mission of undead if I don't join the fight the demons shouldn't push through in a minute that easily. We have 2 more difficulties for appropriate playing. I enjoy optional quests or main quests to have choices more than optional quest being do this then that choice changing something crazy.

Also I just saw someone mentioning the gap between trees in fourth mission. That was really annoying.

If this campaign uses the default campaign difficulty system that comes with Warcraft III: The Frozen Throne (you choose the difficulty in the screen where you choose the campaign), then it is bugged. That difficulty resets after each map to Normal, and if you think you are playing on Easy, you are in fact playing on Normal. It might help, if you rechoose the difficulty after each map again, but I'm not sure. We had to implement a custom difficulty system to Gnoll Campaign because of that. We just added a dialogue box at the beginning of the first map. Then, you just need to save the difficulty in the game cache and load it from there. We had to implement that system also to Dwarf Campaign, which used the default system for a long time, and was bugged for over a decade. On the positive side, the custom difficulty system allowed us to have four difficulty levels in the campaign, as well as rechoose the difficulty at the start of each map.
 
Level 2
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Jun 6, 2020
Messages
13
Hi, I'm new to this forum and would try to play this campaign on my Warcraft TFT 1.27b. It works on it or there is any version i can get to try this?
 

Shar Dundred

Community Moderator
Level 72
Joined
May 6, 2009
Messages
5,862
Version 3.00 released!
This update is hopefully the last major update for this campaign for the time being.
It also includes some hints at some future changes in the "True Story of Arkain" which I will work on after the Second Books are all done.
More information on this can be found here.

General:
- Fixed triggers that would not be working anymore after loading in newer versions of the game

Chapter One:
- Renamed the Inactive Nexus factions to:
* Inactive Zirr Nexus
* Inactive Rohir Nexus
* Inactive Scarec Nexus
* Inactive Ardoz Nexus
- Changed the color of the Inactive Zirr Nexus to Blue
- Changed the color of the Inactive Rohir Nexus to Teal
- Changed the color of the Inactive Scarec Nexus to Snow
- Gave the Nerubian Overlord his proper name: Haran'tel-kazor

Chapter Two:
- Added a black fog effect

Chapter Three:
- Changed the color of the Imperial Elite to Dark Green
- Renamed the Imperial Army to Bull Regiment
- Changed the color of the Bull Regiment to Teal
- Changed the color of the Royal Defenders to Blue
- Changed the color of the Imperial Garrison to Grey

Chapter Four:
- Changed the color of the Demon Slaves factions to Peanut

Chapter Six:
- Changed the color of the Deathbreeze Clan to Emerald
- Renamed the Imperial Army factions to Bull Regiment and Falcon Regiment
- Changed the color of the Knights of Kome to Peach

Chapter Eight:
- Renamed the Stonebreaker Dwarves to Stonelord Dwarves
- Changed the color of the Stonelord Dwarves to Brown
- Renamed Bor Stonebreaker to Bor Stonelord

Chapter Nine:
- Changed the color of the Darkmind Clan to Navy
- Increased the number of Darkmind Clan units attacking the Humans
- Added Wyvern spawns for the Darkmind Clan to attack the Humans until the quest is completed
- Minor dialogue adjustments
- Renamed the Imperial Border Guard to Bear Regiment
 
Level 1
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Jun 26, 2020
Messages
4
I believe that I found a problem in chapter seven. After trying for 2-3 hours killing this last annoying as hell boss (Raszar) I finally did it, but now I dont know why the victory doesn't triggers, it just stays all the same. Just to mention, as I don't know if it affects it or not, I reloaded many times right after the cinematic between the heroes and the boss to try finish this chapter, I also didn't went after the human base. I killed the boss 3 times already (I finally learned how to defeat him) and it stays the same.
More one thing, I found another bug, sometimes when Raszar teleports himself and the entire team some units are kicked out of the square, and more rarely, even the entire team along with him gets teleported out of the square, with the portals and the enemy creeps inside and everybody out, I dont know if it is intended or not, probably not, that's why i'm reporting.
 
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