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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 No longer updated !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:
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Coinblin
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PROXY
Mechanical Man
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Icons:
Blizzard Entertainment
Uncle Fester
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SkriK
CRAZYRUSSIAN
Darkfang
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67chrome
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PrMosquito
INSEKT
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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 19
Joined
Jul 2, 2011
Messages
2,162
Hi there Shar Dundred

I've completed 3 or so missions on this campaign and I appreciate the work put into the game.

It makes it feel professional and yet at the same time brings up a lot of topics I never realised before.

"The undead, kill them"

"We are already dead you fools, but I will show you the true meaning of dead"

How ever!

Even though the game is flawless as far as I can tell, I have one serious complaint

The game is not memorable.

I can as soon as forget a mission straight after I receive it and end it!

but....

I think the simplest solution is to amp up the amount of power a Hero has.

The game is already very difficult, why not have powerful heroes.

When you have a powerful hero it makes a player invest in improving them to feel like a god on earth!

Hopefully that will help you =)

_____

O I did notice one error type thing

The Eater hero, his spells aren't set right

His butcher knife says

'Does 0 damage and stuns for 0 seconds'
 
Level 2
Joined
Dec 16, 2014
Messages
12
Hi,

Nice campaign,good as other 2 campaigns.I just want to tell that i enjoyed in playing this camapign and i was so pissed off in chapter 8,i really hate those dwarfs,they are just so annoying,it was so difficult for me,i broke them after 3 hours of playing that chapter.But i expected heavy last chapter but i beat demons easily,also i crushed orcs with all 4 of my heroes with units,and they just once came to my base and they didn't scratch ziggurats.Anyway i will give 4/5 for campaign and keep it up,i expect more goods campaigns in second books. :thumbs_up:
 
Level 29
Joined
Mar 28, 2015
Messages
2,678
Version 1.12 released


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

I like that you make these updates, for real, but seriously: every time I replace my current version, I have to begin the campaign right from the beginning.

I replayed the first missions:
-Comparing Krom and Aridon, Krom possesses higher hit points, damage and armor while Aridon is only superior in terms of mana points, which is weird considering that Aridon is the supreme leader of the undead and considered as one of the most powerful beings on Arkain. Rahandir has practically the same stats as his master, excluding the fact that he possesses the Dragonslayer upgrade, which makes him have higher stats than Aridon then. Aridon should have higher intelligence points at least.
-So I finished the first mission and Krom ends up on level 3, carrying the Spider Ring and the Hood of Cunning and his attack rate is classified as 'Fast'. But when he returns in third mission, his attack rate is considered as 'Average'.
-In the opening cinematic of the third mission, the commander orders the firemage to go back into his position, but when I attacked the outpost, the firemage was exactly where he was.
-In the fith mission what is the job of those shrines? And what about a message saying that you just picked a part of the artifact?
-In the eighth mission the dwarves never recruit warriors, only bear riders, mortars and riflemen. The only dwarven warriors I face are the ones that are already at the beginning. Also, Lord Ross, before I possessed him, had level 3 upgrades but after I possessed he had level 2. And in terms of logic shouldn´t posessing the imperial outpost, with all upgrades already, grant me also the upgrades?
 
Last edited:
Level 11
Joined
Mar 28, 2015
Messages
632
It's a great Campaign like the previous ones but it is a bit shorter in my experience but that doesn't deter the fact its fun to play.

Possible Bugs: First mission, I destroyed the Orc base before activating all the Nexuses, This ends the mission immediately by giving a quest I had undiscovered, this wasn't intentional but I went to very far methods to destroy my aggressor before dealing with the rest of the Nexus's (I understand you were supposed to claim the nexuses first but I thought the base as a optional attacker, this also made me miss out on the Nerubian side quest.

Not related to quest/Cheated exlusions: Its not really related to anything at all really but the Orc attackers on the human defences all go the same path due to two of your triggers force the units to go to the same spot the at the "North & South" Checkpoints, I think it was intended to be positioned on the human side so the north and south spawn worked their way to the Bloodelf Lieutenant. To be fair you could just ignore this but I'd like the idea that you had to destroy the demons before the Orcs finished off the human defences as they would then march on you/Demons are then unhindered on the "Border"
Feedback delving the "Harder" difficulties I noticed it was things like "XP handicap" and adding Hardened Skin to every red unit? (On chapter 9 that is anyway)
I understand this might make it... Slightly more difficult but I hope you will find different ways to make harder difficulties a bit more of a AI improvement (Perhaps on hard Orange actually attacks you?)

Either way good Campaign and hardly many noticeable bugs. (And sorry for opening your Campaign map, I just get curious as I used to mapmake myself way back when.)

Update/2nd Playthrough: Actually this probably needs fixing, I didn't notice it earlier but there is dialogue with the humans gradually losing their front lines and Grennan dying when he is quite clearly still alive, At first I thought this was an irrelevant error but it might take a bit out of the feel for Chapter 9, depends on the player wanting to explore though.
Difficulty: There is no change between Easy & Normal, The "Easy Handicap" on health isn't there, Either that or the handicap is different I have currently not seen any change in making it easier than Normal.
Decision/Side Quests, I havn't really noticed as much "choices" as the other two Campaigns, I've noticed the Nerubian in the last chapter but otherwise thats about it, What did destroying the caves do? Possessing Sir Roy.. Royy*? Does he return later? (did I miss him?) Not fullfilling side quests didn't change much, The only one I completed was the Nerubian and I saw no difference by Chapter 9, At the most I was missing a few items, was this intended? Air Superiority - Changed nothing? They don't even attack the imperials anyway so I presume its just for the item? My problem with just the item isn't really a rewarding feeling, I liked the idea that "If I don't kill these people here now then later I will have a positive/Negative effect on the world.

Another problem I have with the Undead is this "Working behind the scenes" agenda, I understand that they don't want to be noticed but in the other campaigns the Orcs were pretty aware of the undead, Even the humans were surely, They met Rahandir in the caves. Even the Guy (forgot name he's supposed to be the Protagonist of the 2nd human book apparently) must know the undead exist. I understand its supposed to be 'humans are ignorant' but losing a few Outpost and Armies constantly and nobody investigates or considers "Why the eff are these places disappearing nvm we got ordered to the front we can't deal with this now" Regardless its your campaign so I'll presume its how you intended or how Aridon knew exactly where to attack and to cause the least amount of suspicion.

2nd playthrough Glitches: Fleshtearer Splitting spell doesn't have damage showing in the tooltip on Chapter 9 (Unknown if this is the same on previous chapters) "Veteran Walkyrie" Is this the actual name of it Valkyrie? unsure. Fist of Ice Level 2 and 3 Has too many spaces inbetween the Number and Meteor on the Level up screen text.

Might be one time but losing your DK hero didn't return the items at Chapter 9, I litterally have no idea what might of caused this but they re-appeared when I restarted the mission, might be worth noting though if others experience this.

Chapter 9: Demonlord didn't have the death animation, it just stood in a sort of T-pose, again with no idea how this happened as it came back when killing the next one. There seems to be some random "Suddenly day/night time" thing happening every so often, I'll see a flash of daylight and suddenly BOOM night time! Either that or its a really bright light that randomly illuminating the entire world. Progaderas reward is another +15 claw of attack, A bit underwhelming considering you get another one on the previous cave mission of chopping through about 500 trees to kill those Hostile demons.

Beyond the difficulty of the start of the map once you have gotten past that there is little difficulty in fighting the demons, I gradually just wore down their spawns by focusing the portals and then my ally literally steam rolled the "Final boss" he stood no chance as soon as the other heroes charged forwards. Maybe the attacks should be spaced out more with wait times such as 20 seconds between? So it starts with a few smaller ones and then has a much larger attack, The only real late concern is the Demonlords coupled with the heroes completely wrecks everything, but most of the time you won't encounter them all together. I recommend removing the Sleep spell from the Final Boss, him spamming it takes away a lot of his combat potential, like he just flails it around everywhere making him vulnerable as he attacks very little.

You can put a trigger to make brown an enemy but share vision, If its there I think we should be able to see the orcs/humans fighting against eachother otherwise Orange/blue/brown can be completely ignored, the first time I didn't even deal with orange when I found out he didn't attack me. I just went full force on red with production so I never really saw anything else. It wasn't untill I went back and thought "I wonder whats in the rest of this map" I doubt everyone is going to do that so I feel you should at least show off some more of the map so it isn't just 'wasted'

Apologies for the HUUUUUUUUUUGE wall of text.

Feedback delving the "Harder" difficulties I noticed it was things like "XP handicap" and adding Hardened Skin to every red unit? (On chapter 9 that is anyway)
I understand this might make it... Slightly more difficult but I hope you will find different ways to make harder difficulties a bit more of a AI improvement (Perhaps on hard Orange actually attacks you?)

I think that due to technical reasons its a lot more difficult to change the ai than it would seem, however I've seen various campaign do lots of things to make the game more difficult on hard as compared to normal, such as:

1) making the enemy attack more frequently
2) giving enemy hero extra items, for instance item with powerful aura abilities
3) adding more creep units
4) giving you less reinforcements
5) reducing starting resources (gold and lumber, as well as units)
6) reducing your research level
7) making certain units unbuildable
8) changing the composition of attack waves, making them harder to defeat
9) decreasing your hero's level
10) giving you a time limit
11) making the hero un-reviveable, giving u a game over if he/she is killed
12) making someone who was neutral on normal your enemy
13) giving extra hit points to enemy units
14) having you to take longer paths than in normal(destroying certain bridges)
15) lowering your food limit
16) giving the enemy heroes spell resistance
17) giving the enemy an additional base
18) upgrading the abilities of enemy units (for instance healing)
19) changing the armor of the enemies towers to fortified
20) making the enemy units have all chaos attacks

so there are lots of things which can make the mission much more challenging without having to mess with the ai which may be difficult in some instances...
 
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Level 3
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Aug 26, 2012
Messages
34
I have been experiencing this series from the first chapter, and if there's anything I can say about this campaign, then that is "It lacks the entertaining element". And the reason? It's the difficulty level that drive you insane :week:

& Don't worry, I'll start my complaining right now. Though we've already known that there are 3 different stories so far, I can just summarize what is about this campaign: Most of the time, the player will face their most extreme battles, like: :ah:

Facing 3-4-5-6 enemies at the same time, they keep sending their army, and their hero to attack you, which will make defending your base is the most often activity in any campaign you ever played, also leave u only a very little... little time to go through another well-fortified base. :mwahaha:

-Facing far more advanced units: The enemy always have all the units that will make you say: "Damn, why don't I get any of that". The typical exam would be the "Elite" force - where a soldier alone can take on your own hero. If I remember correctly, none of the chapter ever played that allow me to train a single "Elite" unit (the extra received from reinforcement doens't count ok? They just don't "resurrect"). What are they? A force made only for AIs? :hohum:

-Facing super narrow way when charging: Well, that's ... you know what I'm talking about :slp:

And so, let the battle begin, oh, wait, there's still something to talk about - It's your own force, let's see, what we got here are:

-Super weak units: Oh yeah, though I must admit not all of the chapters have only weak units, but in all of the hardest chapters, they DO. And yes, you will also have the WEAKEST hero in your team, like Sarogram in the Siege of Kome, and Krom the immoral in this campaign's chapter 8 as well. Now you are prepared for battle, with the most unequal teams ever. :wwink:

Now back to the "entertaining element", seriously I just feel to be disrespectful from the maker team, asking the same question: Why I got these sh** while my enemy got those? What is good in a fight like that? If you remember in Blizzard's original campaign, when Arthas had to fight 2 bases at the same time, he got Frostmourne , when Illidan fought Tichondrius, he got the Skull of Gul'dan; when Grom fought legendary Cenarius, he received strength from Pitlord - and that's what I call the "encouraging element" in that situation. In this series, I received none of that, even a little bit. So I fought a very long way through many enemies only to receive a short cinematic, no good item or "Elite" units compensated... In short, no "Trophy" :ogre_frown:

You may say this campaign is good because of its "Tactical element", it may seem true at the beginning: Learn the enemy's way, pick up your proper unit, defend your home and choose the right time to strike, destroy enemy's main and other unit producing structures as fast as possible. But no, because when you realize the key to your victory, the WHOLE GAME turns into a "Test of Patience", it tests how many times you will save/load the game, how many hours u'll spend to play a day, and how much can you take from your stress & anger, cuz you have to re-train your army after an attack wave from the enemy, and then repeat that cycle again, as long as it takes. Am I wrong if I say you have been keeping playing that same "Style" since the first Human book, later the Orc book & now the Undead book? There are many other ways you can do to make your campaign last longer, but you choose this - the easiest way, to make the player spend 80% of their time doing the same thing in every chapter, instead of spending more time to invest in other "Fun element" for your campaign. Because if you want to make the playing even harder, I'm pretty sure I can give you a hand with that. Btw, I'll give my credit to Karshin, the chief tester, have no idea how much time he spent to make the game difficulty "Appropriate" :thumbs_up:

I'll get back to the plot a little bit before ending my complaint, though the narrator, and so the main charaters as well (would be Aridon in this case) always seem (or pretend) to be mysterious in their speaking, I see the way that things going around is extremely predictable, 2 sides fighting while there's another 3rd "mysterious" force try to manipulate "things" - I'm not sure how many time but I've seen at least a movie & a comic with that same plot. All the cunning characters tend to have a conspiracy in their minds, but their plans, their actions prove to be "normal". In short, I think it will take more in order for u to make me shock hearing about a "dark secret" to be revealed, is that your intention in the first place when your story telling always be like "There's surely another thing behind the curtain but that will be realved in the next chapter - to be continued..." ?

And that would be all, if my post is too long, just read this: I think your campain is a really hard one, but I wouldn't note that down to my "Fun campaign or Worth playing again" list. If you can't reduce the difficulty in some way, then give me something worth fighting & worth my time because at the moment, I only receive cinematics :grin:
 
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In the sixth mission, if I manage to destroy both the fleets and the bases practically at the same time, will it change anything in the plot at at all? It could be like 'getting rid' of all witnesses.
 
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excute me, in chapter one, how can i have wood? Or is it in the quest?
Both the begin-ghouls and just-bought ghoul can not take wood from trees :goblin_jawdrop:
 

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Deleted member 238589

Acolytes harvest both gold and lumber in this campaign.
 
Level 29
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excute me, in chapter one, how can i have wood? Or is it in the quest?
Both the begin-ghouls and just-bought ghoul can not take wood from trees :goblin_jawdrop:

Shar changed that part. The acolytes are now the ones responsible for gathering both gold and lumber.
 
Level 2
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Chapter 9: Killing the north commander says the text to the south commander and vise versa (Also the south one says Sir Lerrig dies when he isn't even in the map o_0)
 
In the sixth mission, if I manage to destroy both the fleets and the bases practically at the same time, will it change anything in the plot at at all? It could be like 'getting rid' of all witnesses.

Practically impossible in field show. That's the logic of how scripts works.

Though that would be cool ^^
 
Level 29
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Practically impossible in field show. That's the logic of how scripts works.

Though that would be cool ^^

Just imagine. I destroy one base and then a fleet completely. After almost completely destroying the other two, I send two enormous forces. I destroy a base and seconds later I destroy the fleet.
In terms of strategy that would make far more sense. The undeads destroyed the imperial base next to Dead Mountain and removed everything, so why would let either the fleets or the commanders that saw their fleets alive? they would say to their superiors 'Hey dudes there is a large undead armada on the seas!'

I noticed in the last mission that the undead don´t use the Sign of Life, even though Ornassion previosly said it could be very useful to them. The artifact has offensive abilities or has another kind of magic? And the fact that Margazzar doesn´t appear is in order for the demons never to realize his status as double-agent, right?
 
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Shar Dundred

Community Moderator
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Just imagine. I destroy one base and then a fleet completely. After almost completely destroying the other two, I send two enormous forces. I destroy a base and seconds later I destroy the fleet.
In terms of strategy that would make far more sense. The undeads destroyed the imperial base next to Dead Mountain and removed everything, so why would let either the fleets or the commanders that saw their fleets alive? they would say to their superiors 'Hey dudes there is a large undead armada on the seas!'

I totally see your point, but it's just not possible ingame. Also, it would kinda destroy the choice, wouldn't it? :)

I noticed in the last mission that the undead don´t use the Sign of Life, even though Ornassion previosly said it could be very useful to them. The artifact has offensive abilities or has another kind of magic?

Aridon has special plans with the Sign of Life. I don't think you'll be disappointed. ;)
 
Level 29
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I totally see your point, but it's just not possible ingame. Also, it would kinda destroy the choice, wouldn't it? :)

There is never just two options. Why not take both options? Why kill just one? Why not kill both? Unless once I do one,the rest of the enemy flees. And shouldn´t the fleets be fighting instead of some occasional aerial attacks?

Aridon has special plans with the Sign of Life. I don't think you'll be disappointed. ;)

I hope so, because if not then he is not the Cunning and Diabolical Mastemind I think he is. And i want to see his backup plan in case of Largoth betrays him.
 
Level 5
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Jun 5, 2015
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178
I like this campaign,I think you must work better on the Terrains.Quite straightforward and fun missions.especially in the Boss "Heinvers",wow,that's great.I really sad when Lord Veringar killed by Largoth.however,this is my favorite in the Legends of Arkain series.Keep up your good work!
P.S: iin the last chapter I was shocked when I run into a group of Fire Golem and a very annoying Firelord
In chapter 6,Banshees CAN Posses the Queen of Suffering and The Eredar Warlock?? Then I use the Queen of Suffering to charm the Nether Dragons.is this a bug?
Edit : in Chapter 10,Saphira's Charm can targets Nether Dragons too.
 
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Level 1
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Jun 30, 2015
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9
I am new to this forum thing but i been using this site for years if the campaign creator reading this comment please add legends of arkain demon
or legends of arkain second book or something don't stop i love your campaigns!
 
Level 2
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this campaign was to hard for my liking i stopped playing it after 3rd or 4th mission,pretty stupid
 
Level 1
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It's a great campaign tbh, the only thing that baffles my mind is who is this Kakuzu Orc Champion character in your campaign series?
 

deepstrasz

Map Reviewer
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Jun 4, 2009
Messages
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Well, like the other books, this is pretty much a ripoff of Warcraft in that the races were kept almost exactly as they are in the original game.

Some things to mention:
-choices don't really have effect on other Arkain books.

chap1:
-Aridon boasts to the Nerubian even after it died

chap2:
-after the second cinematic (when the first troops appear) the water becomes normal instead of black. Might it be because I've loaded the game?

chap3:
-from where did the reinforcements suddenly spawn? I mean the place where they spawn is pretty much like a "peninsula" enclosed by trees and cliffs.
-when the skeleton hero comes from the north east cavern there is no way to defend the incoming green squad (knights, elite, captains, chaplains..). I had to run with what troops I could in the main base
-if a Shade goes near the paladin sir in the north (green base) he starts talking and Rahandir answers back...
-after a while the brown base in the left down corner is uncovered and the Footmen still get into the Way Gate instead of normally going out and attacking the nearest enemy

chap4:

-are those Dreadlords too in the demon army? How is Largoth one of the undead?
-the Abomination hero's first spell says it deals 0 damage in the spell description (under the Move button) but shows the correct damage in the red plus box
-the purple undead base does not defend itself against enemy aerial attacks unless the enemy is near the purple units
-lord Ianus talks when a Shade gets near him so does Gogonnash

chap 6:
-again, mention the upgrades that apply for ships
-the same, Shades trigger hero conversations

interlude after chap 7 and chap 8:
-Lord Vengar destroyed the tunnels. Why are they still there?

chap 8:
-i don't know if this campaign has a difficulty setting but if it does this chapter is hard on Easy (Switched from Normal)
-well in the Orc Book, Vanessa wasn't turned into an undead. At least there was nothing to mention that apart form the encounter on the mountain (which wasn't really explicit). But afterwards she fought for the orcs

-after that i just cheated to finish the campaign quicker

This one seemed a bit harder than the Human and Orc books. I think the Human Book was the most balanced.

As for the other books, this campaign is for near hardcore players, not casual as I am. But people should try it out especially if they played the other two books since this one explains some things left in mystery.

The Hive doesn't let me to give you +rep right now. I'll come back later for that.

Edit: forgot to mention (for the other books too) that i liked the economy system (workers not requiring food) and the fact that most secondary quests gave rewards upon finishing them.
 
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Level 1
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Sep 8, 2015
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1
First of all, thanks for your work. I had a lot of fun doing the human and orc book, and undead up to chapter seven. I love those mass battle with lot of armies and allies. However, I have critics about Chapter Seven of the Undead book. I'm not saying this to rant, I'm saying this because I really liked your campaign and I only want them to get better.

This level has many design flaw for the final encounter. The map in overall is difficult, but doable. I was disappointed that I could not heal my unit. I mean, I have a mana fountain, but rarely do I even need it. It get pretty easy when my Ranger hero gets her ultimate; Charm.

However, the final encounter killed it. I stopped playing the campaign then and won't come back.
- First attempt, the boss killed my ranger in two hit, nothing I could do.
- When those portal start opening, things get so confused I don't even see where are my heroes and where is the boss.
- When I try to get those restoration rune, I ofter target the portals since they overlap a little.
- With no healing capabilities, there's no coming back if one hero gets too many hit. This is too unforgiving.
- Only one hero out of four can use its level four spell for that fight.
- If I try to nuke the boss, I often lose him or confuse him for one of my liches when he teleports all my unit in one spot. I think he simply does not stand out enough.

I didn't lose one unit during the level and I charmed half the map (two full stack of unit without the heroes). Again, don't take this as rant, but as critics to better your work. I certainly won't switch to an easier mode or use cheat. Your player shouldn't end up being frustrated while playing your maps. Have a good day!
 
Level 8
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Apr 22, 2015
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426
The legends of Arkain :the first book its awesome as a story ,but the terrain is not that bad
but still exist betwen the others campaign and a youtube video game exist so is not that bad.
The difficulty is hard i recommend when you play this first book be very shifty.
 
Level 1
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reply

Played first 4 missions,very fun.
Considering i am playing on Hard it is very challenging and i love it!
Finally a challenge to test my mentally unstable Undead strategy skillz!
Thank you for making this campaign,i shall forever play your campaigns or die trying.
 
Level 28
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Aug 7, 2015
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602
I'm not sure what you mean. Are you telling me you destroyed the items or what exactly is the matter?

Aren't there's a chapter that you were supposed to find the 3 sign of life? The place where the shades are standing, there should be a sign of life, right? But every time one of them disappeared and I got to waste a lot of time finding it but I failed, so I had to skip that chapter
 
Level 20
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Aren't there's a chapter that you were supposed to find the 3 sign of life? The place where the shades are standing, there should be a sign of life, right? But every time one of them disappeared and I got to waste a lot of time finding it but I failed, so I had to skip that chapter

If it is the chapter with the three huge demon slave armys and dredlords whome you have to hunt down...If you use cheats such as whoseyourdaddy or warpten there is a chance that one of the sign of life won't appear...
 
Level 2
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Jan 10, 2012
Messages
6
Really good campaign! However I feel that you should add more powerful units early on (like that ice revenant) in chapter 4. Defeating the multiple demon bosses at the end was pretty hard
 
Level 1
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Mar 29, 2015
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3
Just ye old review

Hello :), I would like to rate your map and I have some questions. I personally do not care about terrain and how well the characters act. I like the openness of maps and that in each mission that there are more than one thing to do. I feel like you did a fantastic job with this and that in each mission there is a lot to explore and I don't have to do the main quest without having to restart and devote more time into destroying a base. I feel almost all maps are balanced and you just need to find the right way to build up your base. I also like the lots of cut scenes and the talks between characters. I find that each character does have their own story. And I love learning about characters and finding out how they got to where they are. But anyway, i find that each map is well constructed. I did like in the cave level you had a bunch of extra things to do like kill the random heroes in there.

I have played your other 2 books and i highly enjoyed them. (but i feel like i always make the wrong choice xD). I can't really compare them because I don't remember a lot from them.

My questions are:

When will you start to make the second books or are they just going to add-on to the original campaign?
I know someone already commented about this that in chapter 4 the trees by your base on the right hand side, and that the enemy troops just walk right in. I find that you cant harvest and of the trees there because then there is a path for them to walk through. So the problem was fix by your patch notes, but i don't think it was fixed efficiently. I am no expert in the editor and I do not have the skills to make a map like these, but I don't know if you can remove the trees and just replant them.
In chapter 8 (this is where i raged and just stopped) I don't know how to even start, the first wave of enemies comes right after you start and there is no time to prepare. I also feel like that the waves come way too fast. having to deal with (I think it was 4 factions) them is really difficult, and that the resources you are given are not well suited to what you are faced with. On a side note I don't think it makes much sense that you wouldn't have those upgrades. If you were starting a rebellion and you had the upgraded weapons at the time then you should have them when you play. Now i do like the idea that you have to take the mine to even upgrade things, but at least give us the first level of the upgrades. Then I feel like that even if you managed to survive the waves then you don't have enough troops to face the first pack of elites right outside your base. So i guess my question would be how do i even start so i can make a strong foothold?

Now even though i haven't played through the entire campaign and I can't comment fully, I feel like other than what i stated I think your campaign is great and that it does offer variety compared to the Blizzard Campaign. And i do like that there are some similarities to it too.

This is my first Post i have ever made and i don't plan on making more just because I don't like to have negativity and because i feel like that everything that someone creates is special, it is made to their liking, and to their tastes. Each person has spent a lot of time and effort into making a map for others to enjoy. But just so you know I will be lurking and forever watchful. Even though this is my first post i have played a bunch of other campaigns and i can say yours might be the most enjoyable. So thanks (if you do read this) for taking your time to read my comments on your campaign, and i hope you don't take any of this in a negative way but in a more constructional way. Then again I could just be a terrible War Craft player and not know what the hell i'm doing but I have played this in the past and I remember not being able to finish the Undead Blizzard campaign until way later when i was older. But I will continue to try and finish this book but you know i might just get too mad. So I hope you have a good rest of your day and that may you continue to do great in future campaigns, i look forward to be able to play them :).
 
Level 7
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Jun 9, 2015
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there are several things that can help you, IF you know where to look
(goldmine north from your base, already mentioned spirit-possession rush on Ross, defensive tower spam )
have a look onto -Let's Play made by Flour!- on the front page of the first undead book
there is shown how you can easily get ross and his forces out of the way
 

Shar Dundred

Community Moderator
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Messages
5,869
Version 2.00 released!
Here we go, guys, the last big update!
Enjoy!
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
 
Level 7
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Jun 9, 2015
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237
Progaderas now has spell immunity - permalock no longer an option :D
shame veringar didnt see more action - as much as i liked fleshtearer,
veringars ultimate was a counterversion of flame golem

other than that, decent changes
especially saphira´s attack wave in chapter 4

however i have one note :
could you think first mission over?
players need to fortify just one side and dont give a crap about others
could y script some nerubians to attack other sides as well, while lowering orc´s attack frequency?
 
Level 29
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Mar 28, 2015
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I replayed the second mission and I am now thinking: Shouldn´t the optional sin be Hatred or Anger rather than Wrath? The wrath claims that he HATES Blen. His feelings are more similar to hatred than wrath. I found this on a site:
Anger is not hate, but hate requires anger, fear or any sense of injury to develop. Anger passes over time; hate, on the other hand, stays and eats up man’s rational thoughts.
 
Level 29
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I called it Wrath because:
1. It's a Wrathguard. ;)
2. Wrath is defined as fierce anger or the drive for vengeance as consequence of said anger. I considered this more fitting. :)

Okay thanks.:thumbs_up:
By the way why there is Fury, Wrath and Hatred? One could be Deceit, since he hides his resentment towards Blen, or Racism (or maybe that is included in Hatred) or Sloth.
And could you please improve Aridon's stats, because both Krom and Rahandir have higher stats than their so-called master?
 
Level 29
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Mar 28, 2015
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Damnit, I hoped this would've been the last update. ;p

The sins summoned by Largoth aren't just --
Okay, I gotta be honest, I gave them abilities and combat role first and the names fitting their abilities afterwards. :xxd:

I am truly sorry.:vw_sad:
 

Shar Dundred

Community Moderator
Level 72
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May 6, 2009
Messages
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Absolutly nothing to be sorry about, I honestly never expected this to be an issue at all. :xxd:
Also, without feedback, there's no way to improve, is there? ;)
About Aridon: I will check his stats, I think I replaced his strength and other stats with Intelligence back then. Perhaps I should simply have given him the power fitting his rank.
 
Level 11
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Mar 28, 2015
Messages
632
I considered changing the first chapter that way, yes, but I decided not to as it's not supposed to be THAT hard. ;)

Btw, something I forgot to mention: I highly recommend to play Chapter Six again to see the new addition to its epilogue.

hmmm...so the leader of the souleater legion is instructing Ebira to watch over Largoth...what could this mean?
 
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