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You are Thrall, Warchief of the Horde. For many years, your people have been at war with the tyrant humans. Seeking freedom, your mind is indulged with a vision of leading the Horde to the unknown continent of Kalimdor.
Will journeying to Kalimdor allow the Horde to finally live in peace? Find out as you play through the second of Turnro’s series of alternate Warcraft III campaigns with Blizzard-like maps and fun gameplay!
New Features
14 maps, including 11 Chapters and 3 Interludes Lead the Horde through their struggle for freedom as they venture to make their home in the untamed and savage lands of Kalimdor
Numerous Heroes to Play Gain the allegiance of powerful heroes, including Rokhan the Shadow Hunter, Rexxar the Beastmaster, and Drak’thul the Stormreaver Warlock
New Hero Abilities Cast several new custom spells, from Thrall’s Earthbind Totem spell to Samuro’s Dash ability
Voice Overs for All Dialgues Includes primarily AI-generated voice overs for all cutscenes and in-game dialogues
Choose your Own Missions From facing vicious Fel Orcs to dim-witted Ogres, you will be given the choice during the campaign which missions to accomplish
New Background Music throughout Campaign
Variable Difficulty Levels, and much more!
Screenshots
Legandary Items
Find all 10 legendary items while playing Jeopardy of the Horde in Hard difficulty:
Lordaeron Grand Battlesword Increases the attack damage of the Hero by 10 when worn. Attacks also have a 20% chance to deal 2 times their normal damage.
Goldfeathered Staff Increases the mana capacity of the Hero by 150 and Intelligence by 6 when carried.
Thorns Armor Increases the Hero's armor by 5. Also gives nearby friendly units a damage shield, which deals 10% of an enemy unit's attack damage back to it.
Crown of Fallen Kings Increases the Strength of the Hero by 10 when worn. Also causes attacks against the wearer to miss 15% of the time.
Demon Cleaver Increases the attack damage of the Hero by 15 when carried. Also grants friendly nearby melee units life stealing attacks which take 15% of the damage they deal and convert it into life.
Stonemaul Bonecrusher Increases the attack damage of the Hero by 15 when worn. Also gives a 15% chance to stun the enemy.
Storm Boots Increases the Hero's Agility by 12 when worn. Also engulfs the Hero in a shield of lightning, which deals 10 damage per second to nearby enemy land units.
Gem of Rejuvenation Increases the Hero's hit point regeneration by 5 hit points per second. Also reduces Magic damage dealt to the Hero by 33%.
Granite Necklace Increases the hit points of the Hero by 300 and mana by 250 when worn.
Ring of the Elder Moon Increases the Hero's armor by 10 and Strength, Intelligence, and Agility of the Hero by 5 when worn.
Change Log
- Campaign is now compatible with Reforged (joth_reforged.w3n). However, an alternate campaign file is still available for players who have the legacy version of Warcrat III (joth_legacy.w3n)
- Added voice overs to all cutscenes and dialogues
- Added a Story difficulty option to the campaign
- Added auto-save checkpoints to all missions (Reforged only)
- Added new loading screen images for each map
- Resolved an issue where unit and spell stats would differ depending on the player's version of Warcraft III
- Resolved an issue where Sentry Wards would disappear after an in-game cutscene plays throughout the campaign
- Resolved an issue where players could acquire duplicate items by replaying certain missions
- Reduced the mana cost of Earthbind Totem spell from 60 to 50
- Increased the mana cost of Feral Spirit spell from 75 to 85
- Samuro's Mirror Images now deal 25% of the Hero's base damage
- Increased the damage of Mortal Strike from 500 to 750, and reduced the mana cost from 150 to 125
- Swapped the ultimate abilities (Mortal Strike and Bladestorm) with Samuro and Grom Hellscream
- Increased the attack speed of Grom's Frenzy ability from 15/30/45% per level to 25/50/75%. In addition, movement speed is increased by 30% across all levels
- Rexxar's Summon Misha ability now has a cooldown
- Reduced the mana cost of Summon Misha from 150 to 125
- Slightly reduced the gold cost for summoning optional heroes
- Tauren now have the Resistant Skin ability
- Increased the damage of Searing Arrows from 10/20/30 to 12/24/36 per level
- Thorns Aura now grants +1/2/3 armor per level
- Reduced the duration of Curse from 120 to 60 seconds
- Voodoo Lounges are now available for construction in Chapter 3
- Losing the arena fight to Kor'gall in Chapter 5 will once again lose the mission for the player
- Replaced the Troll Witch Doctor with a Troll Berserker in Chapter 6
- Resolved a bug where destroying the Human bases would not always win the mission for the player in Chapter 7
- The trees blocking the path to the Circle of power are no longer invulnerable in Chapter 9
- Increased the starting Gold Mine amount on Normal difficulty in Chapter 9
- Made "The Alternative Route" quest optional in Chapter 9
- Resolved an issue where Frenzy would cost mana for summoned Quilboars in Chapter 9
- Peons no longer require food for the AI to train in Chapter 10
- Replaced Archers and Hipporgryph Riders with Lunar Archers and Riders in Chapter 10
- Reduced the mana capacity bonus from the Goldfeathered Staff from +150 to +125
- Reduced the stun duration of the Stonemaul Bonecrusher against enemy heroes from 2 seconds to 1
- Reduced the bonus armor from the Ring of the Elder Moon from +10 to +8
- Added a Story difficulty option to the campaign
- Legendary items now have a different model to set them apart from regular items
- Fixed numerous spelling and grammar errors
MAIN CHANGES
Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
Updated all cinematics for widescreen support
Optional Heroes can now be summoned from the Altar of Storms in missions where the player controls a base. In most cases, this means that the player will no longer automatically start off with optional Heroes at the beginning of the map. This change applies to the following Heroes (Grom Hellscream, Rexxar, Rokhan, Drak'thul)
HERO CHANGES
Reduced the area of effect range of Earthbind Totem from 800 to 600
Drek'Thar now has a new ability: Earth Shield, which increases the armor and hit point regeneration rate of a friendly unit
Removed Brilliance Aura from Drek'Thar
Reduced Cairne's collision size from 48 to 32, as well as increased his base movement speed from 250 to 270
Reduced the damage of Samuro's Mortal Strike from 750 to 500
Increased the base movement speed of Araj the Summoner from 240 to 270
Fixed a bug where the player could summon more than one Misha
GENERAL CHANGES/IMPROVEMENTS
Fixed a bug in Chapter 1 where the player's units will freeze after unloading them from the boat at the end of the mission
Changed the armor type of all Human buildings to Heavy armor in Chapter 1
Peons are no longer available to train in Chapter 2. Instead, the player will receive all their structures after completing 'The Lost Cargo' quest
Potion of Restoration removed from 'The Stolen Artifact' quest in Chapter 2
Player starts off with 500 additional gold in Chapter 3
Cured fountains in Chapter 3 now provide health or mana regeneration
Nearby enemies must now be killed before corrupted fountains can be claimed in Chapter 3
Removed the Fountain near the Centaur Khan in Chapter 3, reducing the number of fountains from 5 to 4
Renamed the undead AI players in Chapter 3 to have distinct names
The path to the purple and green Undead bases in Chapter 3 are no longer blocked off by trees
The path to Rokhan in Chapter 3 is once again blocked off by trees
Removed the Fountain of Health in Chapter 4
Replaced the rescuable Kodo Beast with a Grunt in Chapter 4 due to trigger conflicts with units affected by Devour
Removed the Orb of Lightning from the Voodoo Lounge in Chapter 4
Lowered the starting level of Drek'Thar in Chapters 4, 5a and 8
Increased the hit points of Fel Orc Berserkers from 535 to 600
Players will no longer lose the mission in Chapter 5b at Korgall's Arena. Instead, the arena will reset and the player must try again
The outpost now has a Stronghold instead of a Great Hall in Chapter 5b
Troll Batriders are no longer available to train in Chapter 5b
Fixed a bug in Chapter 6 where the player is not able to complete 'The Goblins' optional quest
Gazlowe now has additional items to allow him to tank better in Chapter 6
The fountain in Chapter 7 will now restore both health and mana once the 'Mystical Fountain' quest is completed
Fixed a bug in Chapter 7 where items on the ground would permanantly disappear after a cinematic plays
Summoned undead humans by the player in Chapter 7 now have +3 weapon and armor upgrades
Removed the Vials of Mana item in Chapter 7
The 'Protect Santron' quest in Chapter 8 has been changed so that the player must now defend the city for 12 minutes
Updated the Death to the Invaders to list the bases that need to be destroyed in Chapter 8
Replaced the Fountain of Health with a Fountain of Mana in Chapter 8
Player now starts off with an Altar of Storms in Chapter 9
Added additional enemy Heroes to the Night Elven bases in Chapter 9
The trees to the final Night Elf base in Chapter 9 are now invulnerable
Reinforced Defenses is now automatically researched on Hard difficulty in Chapter 10
Slightly changed the items for purchase at the Goblin Merchant in Chapters 9 & 10
Scrolls of Restoration have been replaced by Scrolls of Healing at the Voodoo Lounge in Chapter 10
Replaced the Fountain of Power with a Fountain of Health in Chapter 10
Azgalor is now immune to magic in Chapter 10
Fixed a bug in Chapter 10 where the player would not lose the mission if all of their buildings were destroyed
Rebalanced the enemy AI in Chapters 3, 5a, 7, 8, 9 & 10 on Hard difficulty
Removed the damage and hit points increase for enemy players in Chapters 9 & 10
Reset the hotkey for the Build command back to B
Changed the hotkey for upgrading the Great Hall/Stronghold to Z
Command hotkeys (such as Build, Attack, etc) can now be overwritten by the player's custom hotkey settings
Updated Tyrande's model to the same used in Malfurion's Quest
Made slight background music changes across the campaign
Unique models have now been given to Potions of Invisibility, Scrolls of the Beast and Scrolls of Resurrection
Items are no longer dropped by destroying creep buildings
Runes are now color coordinated, making them easier to identify for the player
Made numerous item changes throughout the campaign
Fixed the tooltip description for Drek'Thar's Firked Lightning ability
The player will now correctly lose Chapter 9 if all of their buildings are destroyed
Fixed a bug in Chapter 4 where Scrolls of Town Portal would cause the player's heroes to teleport at the start of cinematics
Fixed a bug in Chapter 6 where Samuro's Dash ability would cost no mana on level 2. In addition, this spell has had its mana cost reverted to 70 throughout the campaign
Enemy heroes in Chapter 7 no longer possess Potions of Greater Healing on hard difficulty. Instead, they have items that permanently increase their health
Satyr Hellcallers and Shadowstalkers can now attack air units in Chapters 9 & 10
Fixed a bug in Chapter 10 where the AI Peons would not rebuild Great Halls when they are destroyed
Fixed a bug in Chapter 10 where the light blue Night Elves would not send their first attack wave on hard difficulty
Reduced the cooldown of Azgalor's Reign of Chaos ability in Chapter 10 on hard difficulty
The entire campaign has been polished. This includes, not not limited to, changes to terrain, cinematics, story, and in-game events
A new interlude has been added titled 'Conflicts of the Past'. This interlude plays after completing Chapter 2
The hotkeys for units, buildings, spell, etc, have been changed around the QWER composition. However, most of these hotkeys will have no effect on the game if Custom Hotkeys are enabled through the user’s profile
New items have been added throughout the campaign. Some of these are legendary items, which can only be found on Hard difficulty
Added new custom music throughout cinematics and gameplay
Fixed a problem with the AI where waves sent to attack the player would retreat back to base once they had killed a single unit/structure
The player will now lose the current mission if they use the 'WhosYourDaddy' cheat on Hard difficulty
All appropriate buffs will now be removed from all units during cinematics
Pressing the spacebar will now bring the player to quest-specific locations on the map
Fixed a bug where using Animate Dead would allow creeps/enemy units to drop the same item more than once
Fixed a bug in Chapter 5 'The Problem with Ogres' where the player could acquire Rexxar after losing the quest to save him
Fixed a bug in Chapter 6 where the Goblins during the optional quest would stop moving
Only Arcane Towers will now possess the Magic Sentry ability on Hard difficulty in Chapter 1
AI friendly players can no longer be attacked by the player throughout the campaign
Resolved multiple issues with the Orcish Horde AI player in Chapter 10
Increased the mana cost of Grom's Frenzy ability to 75 mana
Samuro's Dash ability now deals more damage across all levels
Samuro's Mortal Strike ability can now damage enemy Heroes. In addition, the mana cost of this spell has increased to 150
Increased the damage dealt by Drak’thul’s Monsoon ability from 20/30/40 damage per level to 20/35/50
Gazlowe will now always appear in Chapter 9, regardless whether or not the player completes his optional quest in Chapter 6
Searinal in Chapter 4 now possesses Spell Immunity
Items can now be purchased from the Voodoo Lounge in Santron in Chapter 4
Increased the hit points and damage of Santron Towers in Chapters 4 and 8
Neutral units can now be hired from the Goblin Observatory in Chapter 8
Replaced the Potions of Lesser Invulnerability with Potions of Anti-Magic at the Goblin Merchants in Chapters 9 & 10
Zeppelins can now be hired again once the 'Alternative Route' quest is completed in Chapter 9
Re-added the food limit hint in Chapter 5 'The Problem with Ogres'
Renamed Chapter 3 from "Competition for the Horde" to "Remnants of the Scourge"
Renamed Chapter 10 from “Azgalor’s Return” to “Destiny of the Horde”
Jarod Shadowsong in Chapter 10 has been renamed to Wrathbringer for story reasons
The Fel Orcs in Chapter 5 'Fel Orc Attack' now train new units
The Ogres in Chapter 5 'The Problem with Ogres' now train Ogre Stone Throwers
The Earth Totem unit Thrall can summon now has a portrait
The abilities Frenzy, Forkerd Lightning, Raise Dead and Tornado now have new icons
Added unique models for all potion/scroll items
Tyrande Whisperwind now has a new model
Shandris and Night Elf Glaive Throwers now have new skins
Fixed a problem in Chapter 4 where a particular Night Elf eave would stay idle when attacking Santron
Decreased the amount of Infernos Azgalor can summon in Chapter 10 in Normal Version
Decreased the attacking and movement speed reduction given to enemy units from Thrall’s Earthbind Totem by 5% for all levels for attack damage, and 10% for all levels for movement speed
In Chapter 5 (The Problem with Ogres), Kor’gall will regain all his mana in the final part of the boss fight if the player has acquired Rexxar and is playing Hard Version. This allows Kor’gall to make use of all of his abilities (whereas before he only had limited mana, disallowing him to cast all of his spells)
In Chapter 5 (Fel Orc Attack), the mini boss Gogonnash has had his health and damage increased
Araj is now classified as an undead unit. This allows him to be healed with the Death Coil ability possessed by Death Revenants
The damage dealt by all demon units in Chapter 10 have been increased on Hard difficulty
Fixed a bug in Chapter 1 where skipping the second last cinematic would disable the player from completing the chapter
Another Centaur spawning point has been added during the Protect Bloodhoof Village Quest in Chapter 2
Minor to moderate dialogue changes in all chapters
Additional cinematics and/or in-game dialogues have been added into Chapters 3, 4, 5, 7, 9, & 10
In Chapter 4, the quest that requires the player to defend Santron has been changed: The player must now defend the town from 4 separate Night Elf waves
In Chapter 4, the Find the Survivors Quest has been slightly modified for story-line reasons
In Chapter 5 (both Fel Orc and Ogre), the player now starts off with an Altar of Storms
The Tower doodads protecting Santron in Chapters 4 & 8 have been replaced with actual Towers, which attack nearby hostile units
In Chapter 5 (Fel Orc Attack), Grom’s warriors now attack the player until he is saved
In Chapter 5 (Fel Orc Attack), the difficulty of destroying the Fel Orcs’ Fortress has been slightly reduced in Normal Version
In Chapter 5 (The Problem with Ogres), the boss fight with Kor’gall has been completely remade: it now represents a proper duel between Thrall and Kor’gall. If Thrall dies, the player loses the chapter
The Tiny Great Hall and Orb of Lightning items are no longer available for purchase from the Voodoo Lounge in Chapter 5 (The Problem with Ogres)
Fixed an issue where the Quilboars summoned by Rexxar were unable to cast Frenzy
The Demolishers have been removed in Chapter 7. Instead, the player now gains additional summoned undead units at certain points during the mission. This also aligns with the changes done to the main quest objectives for the chapter
Spell Breakers can no longer use Control Magic in Chapter 7 in Normal Version
In Chapter 7, the player now gains Vials of Mana for completing the optional quest The Mystical Fountain. However, the fountain no longer restores the mana of nearby units
Araj now automatically starts with the Staff of Reanimation. This item is permanent for him and cannot be sold or dropped
Zeppelins can no longer be hired from the Goblin Laboratory from completing the Quest “The Alternative Path” in Chapter 9. In addition, certain areas of the map have been masked to prevent the Zeppelins from flying everywhere
The Trees blocking the terrain in Chapter 9 are no longer invulnerable
The item Frostguard now allows melee Heroes to attack ranged units
Fixed an issue in Chapter 10 where the Goblin Merchant would not sell any items to the player
Fixed a bug which made key Heroes disappear during a cinematic if the player uses Town Portal just before the cinematic commences
Fixed an issue that allowed Samuro to either disappear or relocate himself in a cinematic if the player uses Dash just before the cinematic commences
The Doom Guards protecting Azgalor in Chapter 10 have been buffed. In addition, Azgalor’s Reign of Chaos ability now summons more Infernos from the sky in both difficulty levels
The Demon Gates in Chapter 10 are now protected by a Mini Boss
Fixed a few spelling/grammar errors
Fixed a problem in Chapter 2 when the centaurs would attack during a cinematic
Fixed a bug in Chapter 2 where Cairne would drop the Phat Lewt
Fixed a problem in all cinematics where Thrall's Earthbind Totem would slow down enemy units
Hints are now shown when new items are gained from completing Stop the Blight in Chapter 3 and Destroy the Demon Gate in Chapter 5
Fixed a problem where Samuro would use Dash and disappear
Thrall's Earthbind Totem ability hotkey has been changed to resolve hotkey conflicts
Samuro's Mortal Strike ability damage dealt has been changed from 850 to 800
Engineer Gazlowe's model has been changed to the Goblin Tinker
The Skeleton King in Chapter 5 no longer has Resistant Skin in Normal version. However, his health has been slightly increased
The Town Portal hint in Chapter 8 has been changed to alert the player at the beginning of the chapter
Fixed a problem in Chapter 9 where having heroes loaded into a Zeppelin before a cinematic commences would permanently pause the hero
Fixed a problem in Chapter 10 where Azgalor's Doom Guards would walk off without him
NOTE: Many changes were made in this version, and so only the most important are noted. In addition, all previous version notes from earlier updates have not been kept track of.
Major terrain changes in all chapters
Dialogues in all maps have been completely rewritten
Cinematics in all chapters have been redone
All the maps with an Ashenvale tile-set have been completely remade. This includes the 1st Interlude, and Chapters 9 and 10
Cairne is no longer a playable hero in Chapter 2
Araj the Summoner is now a hero-type unit
New items can be found by killing creeps
Quest changes in all chapters. In addition, new quests have been added into several chapters
This campaign can now be played through in two difficulty settings: Normal and Hard
The following spell changes have been made:
THRALL
Far Sight has been replaced with Earthbind Totem. This ability allows Thrall to place a totem on the ground where decreases the movement and attack speed of nearby enemy units.
GROM HELLSCREAM
Mirror Images and Critical Strike have been removed.
Grom now has two new abilities: Frenzy (increases attack and movement speed for a short time) and Cleave (gives a percent chance to stun an enemy unit and deal additional damage)
REXXAR
Storm Bolt has been replaced with Summon Hawk
DREK’THAR
Shadow Strike has been replaced with Far Sight
SAMURO
Samuro now possesses the following spells:
Dash – Allows the Bladesmaster to dash through enemy units, dealing damage to all he passes
Mirror Image
Battle Wary – Gives a percent chance to dodge an attack and deal additional damage
Mortal Strike – A powerful once-off attack which can be used to deal large damage to a single non-hero unit
DRAK’THUL
Monsoon now increases damage dealt with each level. In addition, the spell’s icon has been changed
Soul Burn and Firebolt have been removed
The Warlock can now cast Incinerate and Summon Voidwalker
Check out these other campaigns in Turnro's Warcraft III Series!
Important Notes
There are 2 campaign files to download depending on your version of Warcraft III: joth_legacy.w3n (Warcraft III versions v1.26-1.31) and joth_reforged.w3n (Reforged version)
The normal background music of Warcraft 3 has been replaced with better music. Be sure to enable music through your profile as it is an integral part of the campaign experience
If you use the ‘WhosYourDaddy’ cheat while playing tis campaign on Hard difficulty, you will automatically lose the mission
There is currently a model bug in Reforged where units will become invisible upon loading a saved game. To resolve this issue until Blizzard fix this bug, turn off Reforged graphics in your profile
ICONS Blizzard Entertainment
NFWar
-BerZeKeR-
Naro
PeeKay
The_Silent
GooS
BLazeKraze
kola
MUSIC AND SOUND Blizzard Entertainment
Matt Holle (Battle Realms)
Benjamin Bartlett (Walking with Beasts soundtrack)
Henry Beckett and Keith Zizza (Zeus: Master of Olympus soundtrack)
Could somebody complete Chapter 8 on Hard Mode?Men I'm having nightmares with it D:
Found all the legendary items until now(Except the Demon Cleaver, because it's in Chapter 5 of the Fel Orcs I guess)
Could somebody complete Chapter 8 on Hard Mode?Men I'm having nightmares with it D:
Found all the legendary items until now(Except the Demon Cleaver, because it's in Chapter 5 of the Fel Orcs I guess)
Hmmm... I have yet to accomplish that but due to past experiences on the previous chapters... I'd say all you need are demolishers and witch doctors plus your heroes... tip: don't destroy the 2 NE Bases on the sides.. it may be hard but having Thrall and Drekthar's ulti focusing on those unit production buildings would make things easier plus those Stasis Traps are things that helped me survive that chapter
Anyone got some tips on how to complete chapter 7 on hard mode? The final base with the Paladin seems completely impossible. Waiting out Divine Shield only gives you like 15 seconds to try and burst down 1250 HP with 10+ armor. You can't move in close with the Necromancer to summon skeletons because he just spams you with Holy Light. Also is Samuro's ultimate ability supposed to do literally no damage against the Paladin?
Well Turnro perphaps this will be funny for all the players, I was nearly to the final part of Chapter 10 on Hard Mode, when I was close to kill the demon I wanted to save the game, guess who clicked load game and started the Chapter from start?
It is quite good to see Rexxar more involved in the story hehe, good work
Not at all. It means you only missed one throughout the campaign. While there are 10 legendary items to find, it is only possible to acquire 9 per play-through due to the Fel Orc/Ogre choice in Chapter 5.
Anyone got some tips on how to complete chapter 7 on hard mode? The final base with the Paladin seems completely impossible. Waiting out Divine Shield only gives you like 15 seconds to try and burst down 1250 HP with 10+ armor. You can't move in close with the Necromancer to summon skeletons because he just spams you with Holy Light. Also is Samuro's ultimate ability supposed to do literally no damage against the Paladin?
Ah, I see you used Mortal Strike on a hero and it seemed to have no affect. On the contrary, the ability did deal damage but the Paladin used a Potion of Greater Healing at the same time. All heroes in that mission possess a healing potion on hard difficulty.
If you found the Staff of Silence earlier in the chapter, you may find it of use
Well Turnro perphaps this will be funny for all the players, I was nearly to the final part of Chapter 10 on Hard Mode, when I was close to kill the demon I wanted to save the game, guess who clicked load game and started the Chapter from start?
It is quite good to see Rexxar more involved in the story hehe, good work
It is quite a challenge play without cheats, but if i could complete Rowan The Wise, i think i can do this
Edit:Yeeeey!Finished it already for some reason i felt, betrayed, i found Azgalor in Hard mode, a little easy ;-; but the rest, great job you're awesome
It is quite a challenge play without cheats, but if i could complete Rowan The Wise, i think i can do this
Edit:Yeeeey!Finished it already for some reason i felt, betrayed, i found Azgalor in Hard mode, a little easy ;-; but the rest, great job you're awesome
No worries. I thought just to leave the difficulty how it was in Chapter 10 as a lot of people found it extremely challenging. However, I was afraid that the new legendary items and the custom hotkeys would make that mission easier. Also, did you know Azgalor was coming so you prepared for him before killing the demon?
No worries. I thought just to leave the difficulty how it was in Chapter 10 as a lot of people found it extremely challenging. However, I was afraid that the new legendary items and the custom hotkeys would make that mission easier. Also, did you know Azgalor was coming so you prepared for him before killing the demon?
I was expecting an attack of the NE of Wrathbringer but I killed the NE of the Watcher and the Priesstess and looked the demon and meh, killed him with some heroes while the rest of my army was waiting for Wrathbringer attack, the demon were quite the hard, also i always have the same question, why there isn't an epilogue in this campaign like in the other two?
I was expecting an attack of the NE of Wrathbringer but I killed the NE of the Watcher and the Priesstess and looked the demon and meh, killed him with some heroes while the rest of my army was waiting for Wrathbringer attack, the demon were quite the hard, also i always have the same question, why there isn't an epilogue in this campaign like in the other two?
Oh Turnro I almost forgot, in Chapter 7 when we find the first human base the centaurs are supposed to kill the Spirit Walker or attack a unit?Because the Spirit was in ethereal form and the they didn't do nothing lol
Oh Turnro I almost forgot, in Chapter 7 when we find the first human base the centaurs are supposed to kill the Spirit Walker or attack a unit?Because the Spirit was in ethereal form and the they didn't do nothing lol
So what are the options in the chapter 9:after i loosed all buildings and army i remained only with the Heroes i was still able to play without losing the game ,are there no conditions in this chapter.
I was too far from the base and took me to much time to save it ,they paid for that.
So what are the options in the chapter 9:after i loosed all buildings and army i remained only with the Heroes i was still able to play without losing the game ,are there no conditions in this chapter.
I was too far from the base and took me to much time to save it ,they paid for that.
Too late i won anyway that chapter on hard difficulty only with the Heroes.
Now i reached to the last chapter.
By the way it was really amusing to play with no building they always followed me to kill me but instead they lost.
Turnro in every chapter there is one legendary item or they are starting to show off in 3rd one? becuase i just won third one and i found only 1 leg. item and it was in this chapter xDD.
every chapter contain at least one legendary items.
some of them contain 2 . in addition no chapter remained without legendary items.
you must find them they can bee everywhere.
i am at the last chapter on hard diff. need 2 more legendary but i'm thinking that i have missed one just don;t know wich chapter.
Turnro in every chapter there is one legendary item or they are starting to show off in 3rd one? becuase i just won third one and i found only 1 leg. item and it was in this chapter xDD.
There is one legendary item to find in every chapter except for the final map. In addition, you can only acquire 9 legendary items every time you play through the campaign (due to the fel orc/ogre choice in chapter 5)
Then i missed 2 legendary items .
Except the second mission i found legendary in all others chapter .
Finished the last chapter on hard .
Azgalor is a real weapon ,too bad he had no chance.
I very thank you for this nice upgrade and keep it up.
Then i missed 2 legendary items .
Except the second mission i found legendary in all others chapter .
Finished the last chapter on hard .
Azgalor is a real weapon ,too bad he had no chance.
I very thank you for this nice upgrade and keep it up.
No doubts, this is one of the greatest campaigns I've ever played. It was great without the last update, but with this last update done, it's just more awesome and epic than it was!
I personally liked Fel Orc Shaman and Fel Orc Berserker models. I must say it was a real challenge playing on hard difficulty, especially in 5th chapter (Fel Orc Attack). New background music is just great, I felt like playing WoW
As much as this campaign is good, I must say it's so hard playing on hard difficulty. It provides really nice gaming experience, but playing hard in 8th chapter is just suicidal lol. 4 bases attacking and defending Santron is just too much, I gotta say. I am doing everything to protect it and after Samuro and Araj arrives, upper left humans are attacking with both heroes (Mountain King and Paladin). Even worse, the blue Night Elves attack from the south, too. There was no chance I could defend the base and I fail I was conjuring Sentry Wards, Traps and Healing Wards, but still I fail.
I don't know if you guys completed that chapter, but I am having some difficulties with it... Any ideas?
No doubts, this is one of the greatest campaigns I've ever played. It was great without the last update, but with this last update done, it's just more awesome and epic than it was!
I personally liked Fel Orc Shaman and Fel Orc Berserker models. I must say it was a real challenge playing on hard difficulty, especially in 5th chapter (Fel Orc Attack). New background music is just great, I felt like playing WoW
As much as this campaign is good, I must say it's so hard playing on hard difficulty. It provides really nice gaming experience, but playing hard in 8th chapter is just suicidal lol. 4 bases attacking and defending Santron is just too much, I gotta say. I am doing everything to protect it and after Samuro and Araj arrives, upper left humans are attacking with both heroes (Mountain King and Paladin). Even worse, the blue Night Elves attack from the south, too. There was no chance I could defend the base and I fail I was conjuring Sentry Wards, Traps and Healing Wards, but still I fail.
I don't know if you guys completed that chapter, but I am having some difficulties with it... Any ideas?
Unfortunately there's not much in way of hints I can give you. Whether or not you complete Chapter 8 in hard mode is more to do with skill than strategy.
In saying that, it would be beneficial to attack the upper-left human base the instant Samuro and Araj arrive. You do have to risk leaving your base, but know that you can always make use of scrolls of town portals
Chapter 8, just try to find a weak point between the enemy attacks, there's a point where you may find to destroy a base, I just defeated that Chapter with that, sending to attack 4 heroes while the other 2 with a small force were defending the base
Hello Turnro, huge fan of your custom campaigns here. Came back after a 6 month break to check up on your NE campaign, just realised you've made other custom campaigns as well (kicked myself).
So are Jeopardy of the horde and The Adventures of Rowan the Wise finished custom campaigns? I don't want to immerse myself in the first couple of chapters to find that it's not finished yet like I did with the NE one XD (I know that your scourge one isn't finished).
Thank you so much for making these mate, you're bloody awesome!
Hello Turnro, huge fan of your custom campaigns here. Came back after a 6 month break to check up on your NE campaign, just realised you've made other custom campaigns as well (kicked myself).
So are Jeopardy of the horde and The Adventures of Rowan the Wise finished custom campaigns? I don't want to immerse myself in the first couple of chapters to find that it's not finished yet like I did with the NE one XD (I know that your scourge one isn't finished).
Thank you so much for making these mate, you're bloody awesome!
Both The Adventures of Rowan the Wise and Jeopardy of the Horde are finished. As for Resurrection of the Scourge, all of the maps are made but I intend to go back over it and improve the campaign overall sometime in the future.
so you will firsts finish resurrection of the scourge before going back to malfurion quest if im not wrong ? that how i see the whole picture and are gonna wait to let blizzard release the new wow game and the part 2 and 3 for the new wow chronilies series and starcraft but since startcraft ghost have nothing to do with warcraft only with blizzard nvm also what your picture of new wow lore blizzard is making do you like blizzard direction?
so you will firsts finish resurrection of the scourge before going back to malfurion quest if im not wrong ? that how i see the whole picture and are gonna wait to let blizzard release the new wow game and the part 2 and 3 for the new wow chronilies series and starcraft but since startcraft ghost have nothing to do with warcraft only with blizzard nvm also what your picture of new wow lore blizzard is making do you like blizzard direction?
I intend to go back to Resurrection of the Scourge but not for the time being. I'm currently working on Malfurion's Quest. Also, I don't really have anything against what Blizzard is doing with their recent games. I don;t play them myself but they look good.
No doubts, this is one of the greatest campaigns I've ever played. It was great without the last update, but with this last update done, it's just more awesome and epic than it was!
I personally liked Fel Orc Shaman and Fel Orc Berserker models. I must say it was a real challenge playing on hard difficulty, especially in 5th chapter (Fel Orc Attack). New background music is just great, I felt like playing WoW
As much as this campaign is good, I must say it's so hard playing on hard difficulty. It provides really nice gaming experience, but playing hard in 8th chapter is just suicidal lol. 4 bases attacking and defending Santron is just too much, I gotta say. I am doing everything to protect it and after Samuro and Araj arrives, upper left humans are attacking with both heroes (Mountain King and Paladin). Even worse, the blue Night Elves attack from the south, too. There was no chance I could defend the base and I fail I was conjuring Sentry Wards, Traps and Healing Wards, but still I fail.
I don't know if you guys completed that chapter, but I am having some difficulties with it... Any ideas?
WARNING: Rather comprehensive guide, don't read unless you are really stuck for harder chapters!
Obs ward around your base to see/react to incoming attacks, and don't be afraid to tp back to your base multiple times instead of cleanly finishing off a base. They are all located rather close and you can always leave some units behind to mop up, while you are limited in resources/income so any building loss hurts a ton. Compose your army of witch doctors to heal/statis trap, shamans to bloodlust, spirit walkers to disenchant (this is crucial when you are attacking the human camps as inner fire and slow just screws you completely), and last but not least, catapults to mow down buildings while your units fight their units. This is pretty much a winning formula throughout the entire campaign, as you have 6-7 heroes later and they just have a ridiculous amount of potential and synergy.
As for your heroes, make sure that you are using all of their items/skills to their fullest potential! Use Samuro's mirror image repeatedly (which are really tank if you give him some of the +250/+350 hp items) and send them deep into the enemy base to split the defending armies, and his ultimate to kill casters like sorceresses/priests. Make sure you max Thrall's ward and put it down in the centre, also you should look to use earth quake to destroy 2-3 buildings once you are done spamming chain lightning. Rexxar's beasts are great and his Stampede is awesome as well if you aren't standing next to a Mountain King, make sure you summon your quill boar, which is arguably your best summon, turning AWAY from the enemy, so it spawns at the back. Use Drekthar's far sight even when you are fighting to see full vision, this way you can look to eliminate key buildings like Altars spawning Lvl 10 heroes. His Volcano also is probably one of the most useful ultimates in the game, use it right on top of the enemy army. Be careful however, because he is fragile. (SPOILER) Rohkan helps a lot with this when he comes back later, however Healing Wave slave isn't available for this mission... Cairne's just an awesome tank, especially if you give him the reusable healing item + mana items, he can keep groups of units locked up for days using maxed stomp. ARAJ is probably the key hero/most difficult to use though, you don't want Raise Skeleton on auto cast because you want to use your reanimate wand on tanky corpses like knights. Note they can also be used to reanimate powerful neutral creeps like Storm Wyrms. You should have little to no mana issues once the fight gets going due to dark ritual, look to use your second skill on everyone, especially Samuro, your ultimate, your ranged heroes and ranged skeletons. Your ultimate lasts for a very long time and his howl is an extremely useful skill as well, try to spam his skills within Drethar's aura, and he will do a ton for you.
Other tips: Stock up on town portal scrolls with multiple heroes, upgrade your burrows to fortified and built them up front to delay attacks while you are attacking yourself, kill the human bases first, focus heroes first.
Wow I just finished this on hard mode, and I am absolutely mind blown. Blizzard should fucking hire you already, I would actually pay like $20 dollars to play this kind of campaign x4 (one for each race).
Btw Turnro, for the last mission, if I let an expansion die while its building, is it meant to stop the quest altogether (aka quest failed)? Because I let my middle expansion die because I was attacking a base, and my peons didn't try to rebuild that one or other expansions afterwards.
Wow I just finished this on hard mode, and I am absolutely mind blown. Blizzard should fucking hire you already, I would actually pay like $20 dollars to play this kind of campaign x4 (one for each race).
Btw Turnro, for the last mission, if I let an expansion die while its building, is it meant to stop the quest altogether (aka quest failed)? Because I let my middle expansion die because I was attacking a base, and my peons didn't try to rebuild that one or other expansions afterwards.
Well Turnro i suggest you to note all the buggs in your notes so you will be sure you will not forget any bugs we encounter when you will update again.
Honestly i have nothing wrong with the Lich King but even he is a puppet for Burning Legion i mean he is retarded if he tought he will lead the Azeroth world.
Sargeras is the true leader of the Burning Legion and the Burning Legion is the true horde of destruction the others evil from Azeroth are too little for me.
Even the Sargerei is upper in ranking than the scourge.
Agreed that Illidan should stay dead as the lich king is dead.
I also believe that after the Legion Sylvan will focus to destroy the Alliance since she has no love for living.
But what we can do,no?
Im kinda pissed because everytime i redownload like 10 times and didn't f*** work! i try to redownload a latest patch and still didn't work. can someone put a suitable stable download for orc campaign?
Im kinda pissed because everytime i redownload like 10 times and didn't f*** work! i try to redownload a latest patch and still didn't work. can someone put a suitable stable download for orc campaign?
but for me is not. the patch is ok and the download is fully ok. but why i always seening just another campaign?! should i just put a save to the warcraft editor?
Literally i reinstalled the orc campaign so many times and still dosen't work. believe me it dosent work. IT LITERALLY SAID IS JUST ANOTHER WACRAFT CAMPAIGN!
but for me is not. the patch is ok and the download is fully ok. but why i always seening just another campaign?! should i just put a save to the warcraft editor?
If it's coming up as "Just another Warcraft 3 campaign", it means the campaign didn't download properly from Hive. Are you having this problem with other maps from this site?
I fit's coming up as "Just another Warcraft 3 campaign", it means the campaign didn't download properly from Hive. Are you having this problem with other maps from this site?
WARNING: Rather comprehensive guide, don't read unless you are really stuck for harder chapters!
Obs ward around your base to see/react to incoming attacks, and don't be afraid to tp back to your base multiple times instead of cleanly finishing off a base. They are all located rather close and you can always leave some units behind to mop up, while you are limited in resources/income so any building loss hurts a ton. Compose your army of witch doctors to heal/statis trap, shamans to bloodlust, spirit walkers to disenchant (this is crucial when you are attacking the human camps as inner fire and slow just screws you completely), and last but not least, catapults to mow down buildings while your units fight their units. This is pretty much a winning formula throughout the entire campaign, as you have 6-7 heroes later and they just have a ridiculous amount of potential and synergy.
As for your heroes, make sure that you are using all of their items/skills to their fullest potential! Use Samuro's mirror image repeatedly (which are really tank if you give him some of the +250/+350 hp items) and send them deep into the enemy base to split the defending armies, and his ultimate to kill casters like sorceresses/priests. Make sure you max Thrall's ward and put it down in the centre, also you should look to use earth quake to destroy 2-3 buildings once you are done spamming chain lightning. Rexxar's beasts are great and his Stampede is awesome as well if you aren't standing next to a Mountain King, make sure you summon your quill boar, which is arguably your best summon, turning AWAY from the enemy, so it spawns at the back. Use Drekthar's far sight even when you are fighting to see full vision, this way you can look to eliminate key buildings like Altars spawning Lvl 10 heroes. His Volcano also is probably one of the most useful ultimates in the game, use it right on top of the enemy army. Be careful however, because he is fragile. (SPOILER) Rohkan helps a lot with this when he comes back later, however Healing Wave slave isn't available for this mission... Cairne's just an awesome tank, especially if you give him the reusable healing item + mana items, he can keep groups of units locked up for days using maxed stomp. ARAJ is probably the key hero/most difficult to use though, you don't want Raise Skeleton on auto cast because you want to use your reanimate wand on tanky corpses like knights. Note they can also be used to reanimate powerful neutral creeps like Storm Wyrms. You should have little to no mana issues once the fight gets going due to dark ritual, look to use your second skill on everyone, especially Samuro, your ultimate, your ranged heroes and ranged skeletons. Your ultimate lasts for a very long time and his howl is an extremely useful skill as well, try to spam his skills within Drethar's aura, and he will do a ton for you.
Other tips: Stock up on town portal scrolls with multiple heroes, upgrade your burrows to fortified and built them up front to delay attacks while you are attacking yourself, kill the human bases first, focus heroes first.
Adventures of Rowan was already great and this is so much better. Also normal is normal and hard is hard. Players get siege weapons when they are supposed to mount a siege, etc. 5/5 rated.
Found some bugs though :
Drek Thar's forked lightning still shows tool tip as "naga sea witch"
Several level 8 and above creeps can't attack air. The berserk wildkins in chapter 8. The satyr hellcallers in chapter 9.
Chapter 7, Samuro's ultimate sometimes deal 0 damage when i used it on archmage.
Chapter 9 and 10, can't research orc backpack.
Chapter 10 when i used iseedeadpeople somehow i noticed that the northwest army does not attack, just patrol. This happens for over 10 minutes.
This isn't a bug, but a balance issue. In chapter 10 (and perhaps 9) any unit besides tauren, spell casters, and demolishers has no purpose because the enemy units has very high HP and damage. Was kinda shocked seeing a huntress with 1200 HP and 40 or 50 ish damage. Maybe buff enemy heroes instead of buffing the units. Like giving the DH 5 extra point to all stats, endurance aura item, 15 claw, 5 ring, orb of frost, mask of death, and necklace.
Adventures of Rowan was already great and this is so much better. Also normal is normal and hard is hard. Players get siege weapons when they are supposed to mount a siege, etc. 5/5 rated.
Found some bugs though :
Drek Thar's forked lightning still shows tool tip as "naga sea witch"
Several level 8 and above creeps can't attack air. The berserk wildkins in chapter 8. The satyr hellcallers in chapter 9.
Chapter 7, Samuro's ultimate sometimes deal 0 damage when i used it on archmage.
Chapter 9 and 10, can't research orc backpack.
Chapter 10 when i used iseedeadpeople somehow i noticed that the northwest army does not attack, just patrol. This happens for over 10 minutes.
This isn't a bug, but a balance issue. In chapter 10 (and perhaps 9) any unit besides tauren, spell casters, and demolishers has no purpose because the enemy units has very high HP and damage. Was kinda shocked seeing a huntress with 1200 HP and 40 or 50 ish damage. Maybe buff enemy heroes instead of buffing the units. Like giving the DH 5 extra point to all stats, endurance aura item, 15 claw, 5 ring, orb of frost, mask of death, and necklace.
Cheers for the feedback It is worth noting that the Archmage has a potion of greater healing in Chapter 7 and would have used it when attacked by Mortal Strike.
Jeopardy of the Horde has received a bug fixing patch based on feedback so far. Here's the patch notes:
- Fixed the tooltip description for Drek'Thar's Forked Lightning ability
- The player will now correctly lose Chapter 9 if all of their buildings are destroyed
- Fixed a bug in Chapter 4 where Scrolls of Town Portal would cause the player's heroes to teleport at the start of cinematics
- Fixed a bug in Chapter 6 where Samuro's Dash ability would cost no mana on level 2. In addition, this spell has had its mana cost reverted to 70 throughout the campaign
- Enemy heroes in Chapter 7 no longer possess Potions of Greater Healing on hard difficulty. Instead, they have items that permanently increase their health
- Satyr Hellcallers and Shadowstalkers can now attack air units in Chapters 9 & 10
- Fixed a bug in Chapter 10 where the AI Peons would not rebuild Great Halls when they are destroyed
- Fixed a bug in Chapter 10 where the light blue Night Elves would not send their first attack wave on hard difficulty
- Reduced the cooldown of Azgalor's Reign of Chaos ability in Chapter 10 on hard difficulty
Hey Turnro, I noticed that this was updated and I'm impressed that you made it better.
The changes were really neat: the text made everything flow smoother, the terrain changes made certain things easier such as recruiting Rohkan, Tyrande's new model looks rather nice, and the I enjoyed the music mix. On that last note I noticed WoW music, a bit of the War 3, but there was music that played that I couldn't place. So out of curiosity what other music did you include in your campaign?
Hey Turnro, I noticed that this was updated and I'm impressed that you made it better.
The changes were really neat: the text made everything flow smoother, the terrain changes made certain things easier such as recruiting Rohkan, Tyrande's new model looks rather nice, and the I enjoyed the music mix. On that last note I noticed WoW music, a bit of the War 3, but there was music that played that I couldn't place. So out of curiosity what other music did you include in your campaign?
I used a variety of different sources for the music, including the Wolf Clan themed music from Battle Realms. You can view the full list of sources I used in the credits section of the description for Jeopardy of the Horde on Hive.
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