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Malfurion's Quest v1.4b

This bundle is marked as high quality. It exceeds standards and is highly desirable.
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You are Malfurion Stormrage, arch druid of the Night Elves and protector of Kalimdor. A great prophecy has foretold the return of the Burning Legion, who seek to destroy Azeroth once and for all.

For 10,000 years you have roamed the Emerald Dream, awaiting the day for your return to lead your people against the demons. However, you feel that the world has changed much during your absence. Despite Nordrassil being heavily guarded and Illidan the Betrayer sealed deep within his prison, you sense something terribly wrong that threatens your people's survival from the coming invasion.

Your mind is left in doubt, and the Prophecy's fulfillment draws near. Will you make sacrifices to ensure Azeroth's survival from the Burning Legion? Find out as you play Malfurion's Quest, the epic finale in Turnro's series of Warcraft 3 campaigns.





New Features

Choose Your Own Destiny
Malfurion's Quest will feature two separate story lines, with each providing different units, heroes, items, and much more. The campaign currently contains the complete Highborne story with the Sentinel path coming out in v2.0.

New Custom Race: The Highborne
This campaign will give you the opportunity to play as a fully new custom race: the Highborne. This mystical faction's strength lies with their powerful spells and their deep knowledge in arcane magics.

New Boss Fights
Malfurion's Quest features several boss fights that will test your skill and ability in playing Warcraft 3.

35 maps, including 20 Chapters and 12 Interludes
Note that Malfurion’s Quest is still under development. The current version has 20 maps.

New Feature: Pouch Utility
Drop items into Malfurion's pouch throughout the campaign, allowing you to hold onto additional items for later use.

New Heroes, Units, Spells, Items, and more!

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Screenshots and Tech-Trees

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Specific Changes

New Units
SENTRY - Tier-1 melee unit with supportive spells. Has the Shadow Meld, Elune's Blessing and Swiftness of Elune abilities. Can be trained at the Ancient of War.
FURBOLG SHAMAN - Supportive spell-caster, with the Barkskin, Lightning Shield, and Healing Wave spells. Can be trained at the Ancient of Lore.
STALKER - Melee stealthed unit. Has the Shadow Meld, Critical Strike, and Evasion abilities. Can be trained at the Den of Shadows.
JAILOR - Tactical ranged unit. Has the Shadow Meld, Shadow Strike, and Blink abilities. Can be trained at the Den of Shadows.


New Building
DEN OF SHADOWS - Stealth unit training building. Trains Stalkers and Jailors, as well as containing the Permanent Invisibility and Blink upgrades.

New Upgrades
ELUNE'S BLESSING - Grants Sentries with the Elune's Blessing ability, which allows them to recover 250 lost hit points per use.
LUNAR UPGRADE - Upgrades Archers into Lunar Archers, permanently increasing hit points by 100 and damage by 3. 5unar Archers also have access to the Moon Arrows ability, which allows them to deal area-of-effect damage to enemy units. Hippogryph Riders also benefit from the additional damage and Moon Arrows ability.
SWIFTNESS OF ELUNE - Grants Sentries with the Swiftness of Elune ability, which increases the attack and movement rate of a single-target friendly unit for 45 seconds. This ability is auto-cast.
ETHEREAL FORM - Allows Faerie Dragons to transition in and out of ethereal form. Ethereal units are immune to physical damage but cannot attack.
FURBOLG SHAMAN ADEPT/MASTER TRAINING - Increases Furbolg Shamans' mana capacity, mana regeneration rate, hit points, and grants them Lightning Shield/Healing Wave.
PERMANENT INVISIBILITY - Permanently upgrades Stalkers to be invisible. However, Stalkers will break their invisibility while engaging in combat.
BLINK - Grants Jailors with the ability to move in and out of combat at the cost of mana.


Other Changes
- Huntresses now start off with the Moon Glaives upgrade automatically
- Glaive Throwers have a new skin and icon
- The Marksmanship upgrade for Archers has been removed in favor for the Lunar Upgrade
- Mountain Giants now start off with Resistant Skin automatically upgraded
- Phase Shift will now heal Faerie Dragons 75 hit points with each use
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MALFURION'S QUEST MAP FORUM


Legendary Items

Find all 8 legendary items while playing Malfurion's Quest v1.4b in Hard difficulty:

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Gem of Power
Increases the mana capacity of the Hero by 200 and mana regeneration by 25% when worn.
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Wand of Feedback
Increases the attack damage of the Hero by 10. The Hero's attacks also destroy 12 mana per hit against any unit, causing bonus damage equal to the mana destroyed.
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Ancient Totem
Increases the Strength and Intelligence of the Hero by 6 when worn.
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Shield of Darkness
Increases the Hero's armor by 5 when worn. Also reduces all piercing and magic damage dealt to the Hero by 33%.
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Moon Orb
Increases nearby ranged units' damage by 10%. Also increases the Strength, Agility and Intelligence of the Hero by 5.
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Sphere of Nature
Increases the hit points of the Hero by 300 and regeneration by 4 hit points per second.
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Master Scepter of Healing
Grants the ability to heal a friendly unit for 400 hit points. Also increases the Intelligence of the Hero by 12.
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Orb of the Void
Increases the Strength, Intelligence, and Agility of the Hero by 10, and blocks a spell from hitting the Hero every 40 seconds.


Change Log

- Demo Version uploaded to Hive Workshop


Added 3 new maps:
CHAPTER 3 - Ending the Chase (Sentinel)
CHAPTER 3 - An Arch Druid Reborn (Highborne)
INTERLUDE - The Yearn for Magic (Highborne)
In these maps, new heroes, spells, items, doodads and units have been included. In addition, custom background music has been added into the cinematics for both the old and new maps.

SPELL CHANGES:
- Fixed a bug which prevented Lifesurge from healing
- Mana cost of Lifesurge reduced from 115 to 110
- Lifesurge now heals slightly more hit points with each level, but deals less damage to enemy units overall
- Changed the hotkey for Lifesurge from L to E
- Reduced the mana cost of Force of Nature from 150 to 125
- Increased Wrath of Nature’s enemy units chance to miss with each level
- Malfurion no longer possesses Barkskin. Instead, he has Thorns Aura
- Changed the level requirements for all spell levels

- Vast changes to the Highborne units including hit points, spells, and names
- Slight improvements to the dialogue and cinematics throughout the game
- Slightly increased the health of Archers
- Glaive Throwers now have a new custom skin
- Highborne Ballista have been replaced with Glaive Launchers, a new custom siege unit
- Changed the Ancient Oracle's skin to a custom one
- Changed the benefits given from the Staff of the Oracle and the Sapphire Necklace items
- Healing and Mana potions now have their own unique model


Added 5 new maps:
INTERLUDE - Council of the Legion
CHAPTER 4 - Spread of the Corruption (Sentinel)
CHAPTER 4 PART 1 – Journey to Astranaar (Highborne)
CHAPTER 4 PART 2 - Temple of the Moon (Highborne)
INTERLUDE - Fear of the Prophecy (Sentinel)

- Numerous changes have been made to the Highborne:
- All units have altered stats to make them more balanced
- All buildings have either been renamed, recolored or have had their models replaced

- Added new custom background music
- Hotkeys for all unit and Hero spells have been changed to Q/W/E/R/T respectively
- Increased Lifesurge healing from 90/160/250 to 110/180/265
- Wrath of Nature has been improved: its area selection indicates the radius of enemy units it will hit. In addition, enemies hit by Wrath of Nature have greater reduced movement speed and chance to hit (but no longer reduced attack speed)
- Replaced Highborne Malfurion's Ignite ability with Fire Shield
- Fixed a bug for Arcane Explosion where it would not always damage nearby enemy units
- Increased the casting speed of Arcane Blast by 25%
- Restoration Shell regenerates 90/135/180 mana instead of 100/170/250
- Hero spells have been changed to have mana costs change with each incremental level. This means that level 1 spells will be cheap while level 3 spells with be more expensive. This change, however, have no effect on passives spells or spells that have lower mana costs with each level
- Reverted Archer and Glaive Thrower hit point increases
- Reduced Furbolg Shaman mana pool from 250 to 200. In addition, Furbolg Shaman now gain reduced mana pool and regeneration from caster upgrades
- Renamed Guardians to Royal Archers, Adepts to Guardians, and Overseers to Highmistresses
- Fixed Faradrella's Nature's Gift icon not showing
- Fixed items not selling bug in Chapter 3
- Changed the Entangling Roots icon ability
- Slightly reduced the hit points, armor and/or damage of Treants from Force of Nature for all levels
- The difficulty levels have been changed. Easy is now called Normal, Normal is Hard, and Hard is Insane. Each difficulty level has also been re-balanced to reflect these changes
- Added more items to the previously existing maps
- Permanent items dropped by creeps/crates are now randomized. However, other item types and items received from quests and secret areas remain unchanged
- Barkskin now has a new icon
- Numerous dialogue changes to the already existing maps
- Murloc Flesheaters no longer use Cannibalize in Chapter 1
- Fixed a bug in Chapter 1 where the Magical Pens would remain invulnerable
- Added new models for Scrolls of Healing/Mana/Protection/Restoration

- Cheats are now disabled depending on the difficulty level chosen:
NORMAL - No cheats are disabled
HARD - Only WhosYourDaddy is disabled
INSANE - All cheats are disabled


- Fixed a problem throughout the campaign in Insane difficulty where the player would randomly lose. In addition, the player will now be notified of the actual cheat that was used should they cheat
- Fixed a bug where the wrong loading screen buttons would unlock after completing Chapter 2
- Fixed a bug in Chapter 4 Sentinel where killing the creeps at Astranaar would not allow the player to complete the main quest objective
- The Hel Bear in Chapter 4 Sentinel will now be hidden from the player until the quest to slay it has been discovered
- Tyrande will now properly say her ready dialogue when revived by the player
- Kath'ranis can no longer cast Restoration Shell on himself
- Removed the flags from the Highborne Academy model
- Slightly altered the music lists for chapters 2 and 3


Added 5 new maps:
CHAPTER 5 - The Search for Cenarius (Sentinel)
CHAPTER 5 BONUS - The Restless Dead (Sentinel)
CHAPTER 5 BONUS - Ruins of Zin-Azshari (Sentinel)
INTERLUDE - The Last Guardian (Highborne)
CHAPTER 5 - War at Mount Hyjal (Highborne)

- All upgrades for the Sentry at the War of the Ancient have been replaced with the following:
ELUNE’S BLESSING: Allows Sentries to recover their lost hit points at the cost of mana
SWIFTNESS OF ELUNE: Allows Sentries to bless nearby friendly units, increasing their attack and movement speed
- Fixed a problem where the Prologue could not be skipped by the user
- The player's units no longer become still and un-killable after Murloc cinematic in Chapter 1
- Fixed a problem in Chapter 3 Sentinel where the elevators through the Way gate would stop working
- The Druid in Chapter 4 Sentinel no longer disappears until his associated quest is completed
- Units no longer get stuck after the Temple of the Moon quest in Chapter 4 Sentinel
- Orc Bosses in Chapter 4 Sentinel now deal Chaos damage instead of Hero
- Rend no longer casts Bladestorm indefinitely in Chapter 4 Sentinel
- The Hunters Hall is no longer attacked during a cinematic in Chapter 4 Part 1 Highborne
- Obelisks will now correctly grant shard vision to the player in Chapter 4 Part 2 Highborne
- Added additional healing/mana runes to the boss fight at the end of Chapter 4 Part 2 Highborne
- Changed the build hotkey for Glaive Throwers to T. This fixes an issue where its previous hotkey was conflicting with the War of the Ancient’s Root/Unroot ability
- Reverted hotkeys for unit movement actions and Hide ability
- Fixed an issue where Searing Arrows would not deal additional damage to Heroes, summoned units or creeps above level 5
- Increased the cast range of Kath'ranis' Restoration Shell
- The Highborne Enchanted Gold Mine and Arcane Cathedral buildings now have new icons
- Increased Guardian base armor from 2 to 3
- Increased the mana cost of the Highmistress' Frost Bolt ability from 75 to 100, and Clone from 150 to 200
- Changed the building summon icon for the Highborne Scholar
- Changed the summon animation for all Highborne buildings


- Tyrande now has a new model and icon
- Fixed a problem with saving unit groups at the end boss fight in Chapter 2
- Fixed a problem with the final cinematic not playing in Chapter 5 Highborne
- Altered the dialogue for the ending cinematic in Chapter 5 Sentinel
- Slightly reduced the damage of the final boss in the Sentinel bonus mission 'Ruins of Zin-Azshari'
- Increased the selection priority of Sentries, making it easier to alternate between them in a selection of units


NEW MAPS
INTERLUDE - The Legion's Return (Sentinel)
INTERLUDE - Realm of the Demigod (Highborne)
CHAPTER 6 - Cave of Shadows (Sentinel)
CHAPTER 6 - A World Transformed (Highborne)
CHAPTER 6 BONUS - Remnants of the Ancients (Highborne)

NEW FEATURE: Malfurion's Pouch
- Malfurion now possesses a pouch in each mission, which serves as a storage place for additional items. These items will also transfer into future missions

HERO CHANGES
- Fixed the description of Malfurion's Force of Nature ability for Levels 2 & 3, as well as giving the spell a new icon
- Reset Malfurion's Thorns Aura to reflect melee attacks by a percentage basis rather than flat damage
- Added a new icon for the Taunt ability possessed by Crystal Golems
- Increased the damage per second of Fire Shield from 15/20/25 to 15/25/35
- Arcane Explosion will now damage magic immune units
- Reduced the mana cost of Arcane Explosion by 50 for each level
- Tyrande's model and skin have been improved
- Renamed Owl Scout to Summon Moon Owl, as well as giving this ability a new icon and owl model
- Increased the cast range and mana cost of Crystallization
- Crystallization has been re-balanced to be weaker on lower levels and stronger on higher levels
- Decreased the damage dealt by Arcane Blast from 25/40/60 to 20/35/50 per wave
- Jarod's Sword Slam ability has been replaced with Battle Shout, which silences nearby enemy units for a short time

SENTINEL CHANGES
- Replaced the Marksmanship upgrade with the Lunar Upgrade. Once researched, all Archers will be transformed into Lunar Archers, granting them 100 additional hit points, 3 extra damage and access to the Moon Arrows ability
- Increased the hit points of Sentries to 575 and mana to 250. In light of these changes, Sentries now also cost more resources to train
- Sentries and their upgrades now require a Hunters Hall
- Increased the healing of Elune's Blessing from 150 hit points to 250
- Reverted the build time for Glaive Throwers back to 48 seconds
- Increased the mana cost of Healing Wave from 90 to 125
- Increased the mana pool of Furbolg Shaman from 200/300/400 to 250/375/500 per level of training
- Stalkers now possess the Evasion ability, as well as an increase of hit points from 575 to 650

HIGHBORNE CHANGES
- Scholars have been slightly buffed in regards to health, damage and movement speed. In addition, they now deal piercing damage instead of magic
- Increased the mana capacity of Royal Archers from 100 to 200
- Cold Arrows has been replaced with Arcane Arrows, which gives Royal Archers 6 bonus damage to attacks at the cost of mana
- Renamed Guardians to Battle Maidens
- Battle Maidens and their upgrades now require a Foundry
- Increased Battle Maidens health to 550 and mana capacity to 250. They are also slightly more expensive to train
- Mana Shield no longer requires research. In addition, Battle Maidens can now gain a new upgrade that increases the amount of hit points absorbed by Mana Shield from 1 per point of mana to 2
- Battle Maidens now have Frozen Armor, which increases a friendly unit's armor by 5 and slows the attack and movement speed of enemy melee units that attack it
- Reduced the amount of lumber Arcane Golems can carry from 50 to 40
- Arcane Golems have been reworked to suit more of a tanking role. This includes:
- Increased hit points to 800, and reduced damage dealt from 34-61 to 17-23
- Has access to 2 new abilities: Taunt and Power Discharge
- Will now benefit from the weapon and armor upgrades at the Foundry
- Added a new upgrade at the Foundry, which changes the armor type of Arcane Golems and Towers to fortified once researched​
- Glaive Launchers now require a Violet Observatory to build
- Slow mana cost for Enchantresses increased from 40 to 50
- Anti-magic Shell mana cost for Enchantresses increased from 50 to 75
- Renamed the Enchantress' Crushing Wave spell to Energy Blast, as well as giving it a new icon and special effect
- Clerics now cast Mass Heal instead of their usual Heal ability. In addition, Violet Observatories and Citadels no longer possess Mass Heal
- Increased the mana cost of the Cleric's Resurrection ability from 200 to 250. In addition, this spell has a new icon
- Clones summoned by Highmistresses will now only deal 50% of their original damage. However, all clones will now last for 60 seconds or until their hit points reach 0
- Renamed Wind Serpents to Elite Highguard
- Increased the hit points of Elite Highguard from 785 to 825
- Violet Sanctums no longer cost lumber to summon
- Violet Observatories and Citadels can no longer attack
- Violet Observatories can now cast Blizzard. In addition, Blizzard has been improved to become more powerful with each tier level
- Renamed the Arcane Vault to Vault of Power
- Improved the items offered for sale at the Vault of Power
- Foundries no longer cost lumber, but now cost 210 gold instead of 140
- Increased the build time of Foundries from 60 seconds to 70
- Arcane Towers now start off with heavy armor instead of fortified
- Increased to build time for Arcane Towers from 50 seconds to 60
- The Reveal spell now has a cooldown of 30 seconds

GENERAL IMPROVEMENTS/BUG FIXES
- All chapters and interludes at and before Chapter 6 are now automatically unlocked in the campaign loading screen
- The image and music for the victory score screen has been changed
- Faradrella will no longer have a Spell Immunity icon show when Nature's Gift is upgraded to Level 3
- Fixed an issue where several Hero custom spells would cause memory leaks to occur
- Increased the cooldown of the Sphere of the Sea item from 20 seconds to 60
- Corrupted Ancient Protectors now deal piercing damage instead of siege
- Added Moon Wells throughout all Sentinel bases in Chapter 1
- Added additional Fountains of Health throughout the campaign
- Arcane Towers no longer possess Magic Sentry in Chapters 1 and 2 on Insane difficulty
- Fixed a bug where the Magical Blades upgrade would have no effect on Glaive Launchers
- Your troops will now start off with tier-1 weapon and armor upgrades in Chapters 1 & 2
- The Arcane Golems harvesting trees in Chapter 2 will now attack when encountered by the player
- The Elune's Blessing ability is now automatically upgraded in Chapter 3 Sentinel
- Slightly reduced the difficulty of Chapter 3 Sentinel for all difficulty levels
- Sentries owned by the player no longer have Swiftness of Elune in Chapter 4 for both story versions
- Added improved anti-cheat triggers to Chapter 5 bonus maps
- Fixed a bug in Chapter 5 Sentinel where the furbolgs would not attack the red Satyrs
- Jarod now starts off on level 9 in Chapter 5 Sentinel
- Rearranged the tablet fragment locations in Chapter 5 Sentinel in order to make them easier to find
- Fixed the Restoration Potion icon in Chapter 5 Sentinel from having it appear as a green square
- Fixed the boss music playing for all sub-maps for Chapter 5 Sentinel
- Items are no longer dropped by destroying creep buildings
- Changed the hotkey for all tier 2 and 3 Town Hall buildings from W to Z
- Improved the hotkeys for all worker Resource Gather and Repair commands
- Unique models have now been given to Tomes of Retraining, Scrolls of the Beast and Scrolls of Resurrection
- Runes are now color coordinated, making them easier to identify for the player
- Shandris now has a new skin


- Resolved several game breaking bugs in Chapter 6 for both story-lines
- Heroes must now be within 1200 range of killing units in order to gain experience
- Regular Hero spells no longer require a level greater than 1 in order to be learnt
- The player no longer needs to repeat Chapter 2 in order to progress to Chapter 3 for both story-lines. However, game caches for Chapter 3 have been reset
- Improved entering through the Way Gates for the first optional quest in Chapter 3 Sentinel
- Turned on ally attack alerts for the furbolg player in Chapter 3 Sentinel
- Changed the hotkey of Fire Cage from V to F in Chapter 3 Highborne
- Players can now enter and leave the kobold cave whenever they choose in Chapter 4 Highborne Part 1
- Fixed a bug where Malfurion would become invulnerable in the kobold cave in Chapter 4 Highborne Part 1
- Fixed a bug where rescue-able Sentinels would not transfer to the player's ownership in Chapter 4 Highborne Part 1
- Tyrande will now correctly gain experience in Chapters 5 & 6 Sentinel
- Fixed an issue in Chapter 6 Sentinel where the main quests were not accurate in the Quest Log
- Increased the shield life of Anti-magic Shell for the final boss in Chapter 6 Sentinel
- Changed the ending cinematic for Chapter 6 Highborne
- Increased the damage caused of Rain of Fire in the final boss fight in Chapter 6 Highborne
- Plagued Ancients now deal area-of-effect damage to ground units, fixing a bug where the mouse icon would not appear for the 'Attack Ground' move
- Changed the color of the player's team from orange to red in the Highborne story-line
- The birth animation for Highborne buildings have been reworked, resolving several in-game issues
- Increased the damage of Moonfire from 60/100/145 to 65/125/170 per level. In addition, units hit by Moonfire will have reduced attack speed as oppossed to movement speed
- Increased the duration of Bladestorm from 5 to 7 seconds
- Trueshot Aura now has a new icon
- Highmistresses now have a new attack missile model
- Stalkers no longer possess Shadow Meld
- Changed the armor type of Arcane Wyrms from Unarmored to Light
- Corrupted Entangled Goldmines now have a new model
- Moon Wells in Chapter 1 are now invulnerable
- Changed the loading screen for Chapter 6 Highborne
- Made slight revisions to the dialogue across the campaign
- Made minor item changes, as well as their locations, throughout the campaign


MAIN CHANGES
- Added the following maps:
HIGHBORNE
Interlude: Pillars of Power
Chapter 7: Howling Treachery
Interlude: Unexpected Measures
Chapter 8: Ysera's Heartbeat
Chapter 9: The Last Guardian
Chapter 10: Darkness and Sorrow
Epilogue
- Made numerous story changes throughout the campaign, affecting the following maps:
HIGHBORNE
Chapter 3: An Arch Druid Reborn
Interlude: The Yearn for Magic
Interlude: Lying in Deceit
Chapter 5: War at Mount Hyjal
Interlude: Battle for Tomorrow
Chapter 6: Shattered Skies
- The Sentinel story path maps from Chapter 3 onward have been locked for revision. These maps will become available again in v2.0
- Hard and Insane difficulty have been merged to be more consistent with the difficulty settings throughout Turnro's campaign series
- Most Anti-Cheat systems have been removed. The player will now only instantly lose in Hard difficulty if ‘WhosYourDaddy’ is used
- Added legendary items into the campaign for Hard difficulty. There are a total of 8 legendary items to find
- Some optional quests throughout the campaign now grant the player's Heroes additional skill points upon completion

HERO CHANGES
- Increased the item pick up/drop radius of Heroes by 33%
- All main Hero spells now have 4 levels instead of 3. These spells have also been rebalanced to suit this change
- Switched the hotkeys for each Hero's ultimate spell with their aura or equivalant ability. This means that Hero ultimate spells now use R, making hotkeys more consistent across Turnro's campaigns
- Updated the campaign to be compatible with Patch 1.30.3 As a result, the following spells have been affected in one way or another:
Force of Nature
Tranquility
Mystic Affinity
Arcane Explosion
Summon Moon Owl
Entangling Roots
Mass Teleport
Impaling Shot
Enchanted Arrows
Blink
- Removed Thorns Aura from Malfurion
- Renamed Wrath of Nature of Nature's Wrath
- Made numerous changes to Malfurion's Crystal Golem spell:
- Removed Taunt, Hardened Skin and Spell Immunity
- Gains Bash from Level 2 onwards
- Gains Resistant Skin from Level 3 onwards
- Decreased the mana cost of Spell Steal from 50/25/10 per level to 25/10/0
- Increased the cooldown of Spell Steal from 5/3/1 per level to 10/5/1
- Changed the color of Malfurion's and Tyrande's hair to green

SENTINEL CHANGES
- Decreased the hit points of Sentries from 575 to 550
- The Furblog Shaman's Barkskin ability now reflects 25% of melee attack damage back to enemy units. In addition, the mana cost for this spell has been increased to 35
- Increased the mana and mana regeneration rate of Furbolg Shaman

HIGHBORNE CHANGES
- Increased the attack range of Scholars from 400 to 500
- Increased the hit points of Royal Archers to 300
- Increased the attack range of Royal Archers to 550
- Increased the damage dealt by Arcane Arrows from 6 to 8
- Decreased the hit points of Battle Maidens to 525, and increased their mana capacity to 300
- Reduced the mana cost of Frost Shield to 40
- Removed the Taunt ability from Arcane Golems
- Changed the attack type of Arcane Golems to Siege, increased their damage to 27-35 and attack rate to 1.9 seconds
- Power Discharge now requires an upgrade at the Foundry. In addition, its damage has increased from 50 to 70
- Increased the mana capacity of Arcane Golems to 250
- Replaced Power Shield from Clerics with Orb of Sight, which summons an invisible orb at a target location. This spell requires no research to begin using
- Increased the healing of Mass Heal from 10 to 12. In addition, this spell now requires Cleric Adept Training before it can be used
- Anti-magic Shell for Enchantresses now absorbs 300 magic damage instead of granting spell immunity
- Enchantresses now have Counterspell instead of Energy Blast, which silences and reduces an enemy unit's damage for a set amount of time
- Added new adept and master training icons for Clerics and Enchantresses
- Highmistresses now have a proper death decay animation
- Increased the mana and mana regeneration rate of Highmistresses
- Removed the Reveal ability from Violet Sanctum/Observatory/Citadels and Arcane Towers
- Blizzard can now be used by Violet Sanctums
- Removed Wands of Illusion and Arcane Scrolls from the Vault of Power
- Staff of Absorb Mana no longer requires a Violet Observatory in order to purchase from the Vault of Power
- Added Amulets of Recall to purchase at the Vault of Power, which requires a Violet Citadel before they become available
- Highborne attack and armor upgrades now have new icons
- Revised the gold and lumber cost for several Highborne structures

GENERAL CHANGES/IMPROVEMENTS
- Updated all mission loading screen images
- Changed the user interface for the Highborne story path
- Satyr Hellcallers are now Hero-based units
- Resolved a bug in Chapter 4 Part 2 Highborne where the player could use Kath'ranis to explore out of bound areas
- Increased the hit points of Fel Orc Berserkers from 535 to 600
- Updated the Mount Hyjal Guardians to make their units more unique compared to regular night elves
- Removed the Cenarian Horn item from the game in Chapter 5 Highborne
- The player's units in "Remnants of the Ancients" have been rebalanced to make trained units more viable
- Made numerous changes to existing items throughout the game
- Reverted the hotkey for Build back to B
- Command hotkeys (such as Build, Attack, etc) can now be overwritten by player custom hotkey settings
- Updated the icon position and hotkeys for all upgrades to reflect the 1.30 patch changes
- Added a unique model for Potions of Invisibility
- Updated the Lunar Upgrade icon


BUG FIXES/GAMEPLAY CHANGES
- Revised the entire campaign for map leaks
- Fixed a bug where the background music would randomly stop playing after a cutscene
- Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
- Resolved a bug where carrying certain items on Malfurion would cause him to lose his stat benefits while in his Twisted Ancient form
- Fixed an issue where Malfurion would lose all bonus skill points acquired throughout the campaign after using a Tome of Retraining in his Twisted Ancient form
- Resolved a bug where the Book of Spiders and Staff of Corruption shared the same cooldown group
- Increased the build time for all furbolg units in Chapter 3
- Made numerous fountain changes in Chapters 3 & 8
- Resolved a bug in Chapter 4 Part 2 where Tyrande would not turn invisible during the boss fight phases
- Added additional enemy Sacred Wells for the Guardians in Chapter 5
- Velinde must now survive during the final boss fight in Chapter 5
- Changed the model of the Fountains of Power in Chapter 6 to look more corrupted
- Fixed a bug where the Crystal Golem's hit points were not correct on certain levels in the bonus map of Chapter 6
- Increased the amount of enemies to kill between each phase of Velinde's boss fight in Chapter 6
- Resolved a bug in Chapter 6 where Illidan would occasionally become permanently invulnerable during the end boss fight
- Made slight rune changes to all boss fights in Chapter 6
- Moved the location of the Secret Key in Chapter 7
- Added more gold to several Gold Mines in Chapter 7
- Moved the location of the Orb of Thorns from Chapter 7 to Chapter 8
- Magtheridon now starts off with the Orb of the Legion in Chapter 8
- Reduced the time required to protect Malfurion at each obelisk in Chapter 8 from 4 to 3 minutes
- Reduced the time in order to reach most of the obelisks in Chapter 8
- Resolved some obelisk timer bugs in Chapter 8
- Added an additional Way Gate near the path to Ysera's Heart in Chapter 8
- Resolved an issue in Chapter 8 where Malfurion's Pouch would remain inaccessible once Malfurion revived
- Reduced the attack rate of all enemy AI bases in Chapter 9
- Increased the build time of all enemy dragon units in Chapter 9
- All Night Elf AI bases no longer rebuild lost structures on Normal difficulty in Chapter 9
- Fixed an issue in Chapter 9 where Malfurion would have his normal spells while in his Twisted Ancient Form
- Fixed an exploit in Chapter 9 where the player could complete the mission without activating the Demon and Naga enemy AI bases
- Changed the armor type of Dream Portals to Heavy Armor in Chapter 10
- Slightly decreased Kil'jaeden's auto attack damage in Chapter 10
- Decreased the power of Kil'jaeden's Meteor Strike and Armageddon spells on Normal difficulty in Chapter 10
- Changed the number of meteors summoned while Kil'jaeden channels Meteor Strike to make the spell feel progressively harder throughout his boss fight in Chapter 10

HERO/UNIT/ITEM CHANGES
- Increased the duration of Malfurion's Meteor Strike spell to 6 seconds
- Added a death sound to Tyrande's model
- Reduced the melee damage reflected from Barkskin for Furbolg Shaman to 15%
- Royal Archer attack range increased to 600
- Decreased the mana cost of Arcane Arrows for Royal Archers to 6
- Highmistress clones now only last half as long if the cloned unit is a Hero
- Renamed Elite Highguard to Highguard
- Reduced Arcane Wyrm hit points to 465
- Increased the hit points of Felhounds to 975
- Academy hit points decreased to 1200
- Added a death animation to Mana Wells
- The Demon Blade is now classified as an artifact
- Reduced Orb of Thorns's aura melee reflect damage to 10%
- Increased the mana burnt by the Wand of Feedback against Heroic units from 4 to 6
- Shield of Darkness now grants 33% magic damage reduction for Heroes. In light of this change, bonus armor has been reduced to 5 and piercing damage reduction to 33%
- Removed stock start delays for all items purchased from neutral shops throughout the campaign


BUG FIXES
- Fixed an issue where the Glaive Launcher's missile attacks would result in a game crash
- Fixed a bug where loading the "Lying in Deceit" interlude would result in a game crash

Other Campaigns in Turnro’s Warcraft 3 Series


Important Notes
- You will need to update Warcraft 3 to the latest patch version before playing Malfurion’s Quest (v1.30 at minimum). Otherwise, you will experience problems that will prevent you from playing the campaign. To update Warcraft 3, click on the following link: Patching Classic Games
- 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 Malfurion’s Quest on Hard difficulty, you will automatically lose the mission

183891-albums7057-picture96367.png


GAME DESIGN AND DEVELOPMENT: Turnro

STORY DEVELOPMENT: Turnro with FallenStar

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SOUND & MUSIC
Blizzard Entertainment - WORLD OF WARCRAFT, STARCRAFT 2
Clint Mansell - REQUIEM FOR A DREAM
Jo Blankenburg - GARADORS FLIGHT
Soundcritters - DARK TIDES
Benjamin Barlett - WALKING WITH DINOSAURS
Ian Livingston - BIONICLE HEROES
Chikayo Fukuda – CENARIUS & MEDIVH BOSS THEMES
Inon Zur – DEEP ROADS
Mikolai Stroinski - TESHAM MUTNA
BrunuhVille – DRAGON EMPRESS
Matt Holle - BATTLE REALMS
Henry Beckett and Keith Zizza - ZEUS: MASTER OF OLYMPUS
Nick Phoenix - THE LAST STAND


MAP TESTERS
FallenStar
Ljarvisone
AnonymousOne
knight26


OTHER
Paladon – Malfurion’s Lifesurge spell
NFWar – Kath’ranis’ Crystallization spell
Maker – Illidan’s Fel Rush spell
Chenralstrasz – Original logo design




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Keywords:
Night Elf, Malfurion, Tyrande, Illidan, Cenarius, Kil'jaeden, Burning Legion, Highborne, Faradrella, Sentinel, Druid, Kath'ranis, Velinde, Ysera, World Tree, Nordrassil.
Contents

Malfurion's Quest v1.4b (Campaign)

Reviews
Orcnet19:35, 14th Oct 2013700 Malfurion's Quest (Tested DEMO release as 1.0) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...
Level 6
Joined
May 8, 2014
Messages
172
Also can you give me a small spoiler. Is it planed in the Sentinel story, for Tyrande to have a larger role
Tyrande did accompany with Malfurion side by side in Sentinel storyline of earlier version(v1.3).There were also some familiar lore characters such as Garrod Shadowsong who could satisfy you.However,Turnro has temporarily deleted Chapter 3 to 6 of that storyline,avoiding too much file size perhaps.I have no idea if there is an old version link of Malfurion's Quest.Maybe someone still keeps it.
 
Level 13
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Feb 3, 2019
Messages
802
"Did Alexstrasza die off camera?"
She was supposed to be a part of Chapter 9 but she was cut off unfortunately due to pressure in releasing the campaign on time.
Short answer: yes, she died off camera.
So Alexstrasza and Nozdormu boss fights were cut out? Too bad :(. Time is always limited :(. It's still one of the best campaigns out there. If there are no ideas, maybe look at HotS or WoW again for inspiration. If there is no time maybe just make her die in the cutscene when Malfurion consumes the World Tree and destroys the World Tree. Would still be lame for the death of the Dragonqueen, but better than nothing.
I have a few ideas about Alexstrasza and Nozdormu fights and story. Sorry if I'm a bother. If ideas are welcome I'll be happy to post some. If not than just ignore this comment, sorry.
I know it's probably too much work, might not be worth it and would require to expand the last chapter, but I'm just saying. So all three aspects should be fought in chapter 10, being the ultimate powers of good in the world. Nozdormu before Ysera, near the beginning of the chapter, and Alexstrasza just before entering the gate where Kil'Jaeden is. Both of them teleporting Malfurion away.

Nozdormu teleports him away with some sandy effect after Malfurions kills the Demons and Guardians that are fighting. malfurion ends up in the Caverns of time, confused not knowing where he is and how he ended up in a barrens place, with all stuff mashed up and hoarded. He sees Nozdormu, who tells him how he destroyed everything he loved, but he can still save the world if he turns back. Malfurion insults him, Nozdormu teleports him on a walk through time. First Malfurion is with the Highborne during WotA. You have to kill Sentinel Malfurion and Tyrande and their sentinel army with the Highborne Malfurion and some Highborne Demon army. After that Malfurion is sent to the possible near future, where he has to kill Sentinel Malfurion again with some sentinel army. Lastly he is teleported to the far away dystopian future where he has to kill the Satyr Malfurion(of normal size) with some satyrs. Finially he is back at the coverns of time where the fight starts. Nozdormu has some time based spells(like increasing his attack speed, slowing enemies etc.. or look at WoW for inspiration or Chromie from HotS). Some bronze whelps/drakes/dragons show up as well. When you get him to the certain health percentage the ghosts of past, possible near future and dystopian Malfurion show up and you have to kill them to finish the fight. Then Nozdormu becomes a Dragon and starts the fight with empowered abilities. When you get him to a certain percentage again he flies up and summons his past self, who shows up with some bronze whelps/drakes/dragons. After defeating the past Nozdormu. You coninue the fight with present Nozdormu. After some time the same thing repeats like with the past Nozdormu, this time with possible future Nozdormu. Lastely when you get him to low health he summons his future self. To Nozdormu's surprise the future self shows up alone and is corrupted(Muruzond). Malfurion fights him, but later corrupts him and both Malfurion and Muruzond fight Nozdormu until they get his hit points to 0,5%. Then Nozdormu says this is not good, my sisters will die I have to warn everyone and runs away. Malfurion mocks him as a coward and teleports back to the main map.

Alexstrasza is the last fight before Kil'Jaeden. Being the Dragonqueen and the ultimate force of good in the world. She teleports him away to the last sanctuary of life she has created. Malfurion is not the surprised this time and asks what does she have to show him. She says the present and reality which is far scarier than anything Nozdormu or Ysera have showed him. He says that he defeated time and dream what can she possibly hope to achive. She says that Life is the most powerful weapon and that he may destroy the world, but can not hope to end life. malfurion says that she was unable to even stop the Legion or Azshara. Alexstrasza says that they are heading for their doom, and that she will avenge her sister and make Malfurion pay. Like the other aspects she starts the fight as a human. Some red whelps/drakes/dragons join her. But also a bunch of other uncorrupted furbolgs/bears/wolves/sentinels/druids come during the fight. Unlike other bosses she is a healer and heals her allies during the fight. When you kill her allies and get her to the certain health percentage she transforms into a dragon with empowered abilities. You get her to the certain health, when she flies away and some adds come to battle(dragons mostly). She moves to the other part of the battlefield where she heals herself. After you killed the adds, she lands down and the fight continues. That repeats for a couple of times until she is dead.
 
Level 7
Joined
Mar 1, 2012
Messages
189
Maybe you could slightly change the cinematic when you loose the obelisk, so it becomes a "You Loose" cinematic?

Imo it should definitely be more dramatic. They are the main characters, and the love triangle is one of the main plots in the story. Maybe also add more dialog in Tyrande's fight how she loves him and can't kill him for that reason. Making a point that her love killed her. But that's just me and it's your choice.

So Alexstrasza and Nozdormu boss fights were cut out? Too bad :(. Time is always limited :(. It's still one of the best campaigns out there. If there are no ideas, maybe look at HotS or WoW again for inspiration. If there is no time maybe just make her die in the cutscene when Malfurion consumes the World Tree and destroys the World Tree. Would still be lame for the death of the Dragonqueen, but better than nothing.

One more question. Have you considered renaming Lady Darkscale to Lady Vashj(she survived the Dreadlords)? I mean it's hard to imagine Illidan and the Naga without her.

Also can you give me a small spoiler. Is it planed in the Sentinel story, for Tyrande to have a larger role, possibly be the main protagonist alongside Malfurion? Also I know we won't be fighting allied bosses in the Sentinel story(e.g Tyrande, Cenarius, Velinde), but also not the Sentinel enemy Highborne bosses(e.g Shahraz, Kazzak, Smolderas, Azshara)?

"Also can you give me a small spoiler. Is it planed in the Sentinel story, for Tyrande to have a larger role, possibly be the main protagonist alongside Malfurion? Also I know we won't be fighting allied bosses in the Sentinel story(e.g Tyrande, Cenarius, Velinde), but also not the Sentinel enemy Highborne bosses(e.g Shahraz, Kazzak, Smolderas, Azshara)?"

What often is missed in the Highborne story will be definitely present in the Sentinel one. Malfurion's Quest wasn't meant to be just: The highborne story. Its goal was to bring two-story branches. We released the one near completion to offer something to the players. I believe the campaign will be judged quite differently with both storylines being out.
That being said: Tyrande will have a much more significant role in the Sentinel storyline and boss fights will be different than those from the Highborne path.
 
Level 11
Joined
Jul 29, 2014
Messages
328
Anyone got any tips on how to complete chapter 9 (base building part) on hard?
I always manage to get destroyed :'D
Nope. Only in a WoW method with heroes. Because building a base triggers the attack waves of the Legion, the Naga and the Night Elves. That way you have to turn your attention on defending the base instead of focusing on attacking the Medivh's forces. It's so much easier to just rush with the heroes (at least for me it was) and keeping them alive.
 
Level 13
Joined
Feb 3, 2019
Messages
802
Nope. Only in a WoW method with heroes. Because building a base triggers the attack waves of the Legion, the Naga and the Night Elves. That way you have to turn your attention on defending the base instead of focusing on attacking the Medivh's forces. It's so much easier to just rush with the heroes (at least for me it was) and keeping them alive.
The Demons, Naga and Night Elves attack you automatically now, in the newest version. Even if you don't build anything.:'D
 
Level 11
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Jul 29, 2014
Messages
328
The Demons, Naga and Night Elves attack you automatically now, in the newest version. Even if you don't build anything.:'D
Oh... I haven't updated the 1.4 version of the game, so I didn't know about that :D my mistake :vw_sad:
So do you get a "Mission Fail" if all your units are killed before building the base at the site where you destroy the first naga base? And is destroying the very first naga base in front of the starting point of the game the main priority of the game now?
 
Level 13
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Oh... I haven't updated the 1.4 version of the game, so I didn't know about that :D my mistake :vw_sad:
So do you get a "Mission Fail" if all your units are killed before building the base at the site where you destroy the first naga base? And is destroying the very first naga base in front of the starting point of the game the main priority of the game now?
No the main quest is to bring Malfurion to the world tree. But you have to destroy that base, simply to pass. If all your units are killed, and all buildings destroyed, you get one worker at the starting location, but you don't have "a lot of hope to succeed", the enemy will destroy you before you revive Malfurion. Theoretically you can get a new worker untill you are out of rescources. But I didn't try that. I restart the mission when my base is destroyed.
 
Level 11
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No the main quest is to bring Malfurion to the world tree. But you have to destroy that base, simply to pass. If all your units are killed, and all buildings destroyed, you get one worker at the starting location, but you don't have "a lot of hope to succeed", the enemy will destroy you before you revive Malfurion. Theoretically you can get a new worker untill you are out of rescources. But I didn't try that. I restart the mission when my base is destroyed.
Who says that you have to revive Malfurion and build a base? Or even who says you have to destroy the first naga base? You don't have to. You can just move your heroes away from the base. Just rush them away. They will take some damage, yes, but they are way more powerful enough to survive since they'd be 12th or 13th level (I don't remember correctly) by chapter 9.
By the way, since you can always get a worker after your units get killed, you don't have to worry about getting a "Mission Fail" after you get all your units killed. All that matters is keeping the heroes alive. You need to have good healing items on your heroes for that (Scapter of Healing and the Heart that heals about 400 HPs instantly).
 
Level 13
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Who says that you have to revive Malfurion and build a base? Or even who says you have to destroy the first naga base? You don't have to. You can just move your heroes away from the base. Just rush them away. They will take some damage, yes, but they are way more powerful enough to survive since they'd be 12th or 13th level (I don't remember correctly) by chapter 9.
By the way, since you can always get a worker after your units get killed, you don't have to worry about getting a "Mission Fail" after you get all your units killed. All that matters is keeping the heroes alive. You need to have good healing items on your heroes for that (Scapter of Healing and the Heart that heals about 400 HPs instantly).
Thanks! I'll try it. Though when you have to destroy a base (two bases actually) with two lvl 15 heroes, ~5 dragons with lvl 3 attack and armor upgrades, ~10 drakes with lvl 3 attack and armor upgrades plus an army, with three heroes, and Demons/Naga attack you while you retreat with large armies and possibly a lvl 15 hero. The chances are pretty high you'll lose your heroes one by one. And Demons/Night Elves will eventually destroy the small Naga base.
 
Level 11
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Thanks! I'll try it. Though when you have to destroy a base (two bases actually) with two lvl 15 heroes, ~5 dragons with lvl 3 attack and armor upgrades, ~10 drakes with lvl 3 attack and armor upgrades plus an army, with three heroes, and Demons/Naga attack you while you retreat with large armies and possibly a lvl 15 hero. The chances are pretty high you'll lose your heroes one by one. And Demons/Night Elves will eventually destroy the small Naga base.
Exactly my point! My guess is Naga and the Demons won't be triggered to attack your units until after you build your base at the site where the first Naga base is located. In 1.4 version that I currently have it's only Medivh's forces and the Warden's Night Elves that were attacking my units before I build a base. So tell me if that method worked out for you!
 
Level 13
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Exactly my point! My guess is Naga and the Demons won't be triggered to attack your units until after you build your base at the site where the first Naga base is located. In 1.4 version that I currently have it's only Medivh's forces and the Warden's Night Elves that were attacking my units before I build a base. So tell me if that method worked out for you!
Didn't work lol. Shalis's base seem to be triggered to attack after you destroy that small naga base. The Demons and the Naga cutscene seems to be triggered after you build the main building or when you enter Shalis's base. The Demons actually helped me, by attacking the other side of Shalis's base. The Naga went streight through their base and slaughtered my units. After I destroyed Shalis's base, the Aspects cutscene triggered, which seem to trigger the attacks by PotM/KotG/Dragons. I had a hard time to reach their base cause the Dragons and Demons kept attacking my heroes more than once. The Naga kept coming back to attack one extra worker, kinda hilarious. Tried to run away with my Heroes but the Keeper used Entangling Roots and trapped Magtheridon. I'll try it again later.
 
Level 11
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Didn't work lol. Shalis's base seem to be triggered to attack after you destroy that small naga base. The Demons and the Naga cutscene seems to be triggered after you build the main building or when you enter Shalis's base. The Demons actually helped me, by attacking the other side of Shalis's base. The Naga went streight through their base and slaughtered my units. After I destroyed Shalis's base, the Aspects cutscene triggered, which seem to trigger the attacks by PotM/KotG/Dragons. I had a hard time to reach their base cause the Dragons and Demons kept attacking my heroes more than once. The Naga kept coming back to attack one extra worker, kinda hilarious. Tried to run away with my Heroes but the Keeper used Entangling Roots and trapped Magtheridon. I'll try it again later.
Hahaha I knew it's not as easy as in the earlier (first) patch that I have, since Turnro updated it to make it harder :p
I don't know what else to recommend you but to at least hold your ground against the incoming attacks and after they're dealt with attack the Medivh's forces. But don't attack directly head-on, just lure them out. And be sure to keep falling back as much as possible when your heroes get below 50% health or if you feel like you're getting overwhelmed.
 
Level 13
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802
@FallenStar two quick story questions:
  1. How were Cenarius and the Circle able to obtain Ysera's Hearth, when she was trapped in the Emerald Nightmare and Medivh had to rescue her?
  2. In chapter nine Medivh is commanding and bossing the Aspects. Shouldn't it be the other way around?
 
Last edited:
Level 7
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Mar 1, 2012
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189
@FallenStar two quick artefact questions:
  1. How were Cenarius and the Circle able to obtain Ysera's Hearth, when she was trapped in the Emerald Nightmare and Medivh had to rescue her?
  2. In chapter nine Medivh is commanding and bossing the Aspects. Shouldn't it be the other way around?

Ysera gave them the artifact before going to the Emerald Dream but the Night Elves didn't use it till after the explosion so that they could rapidly heal the land while also fight off the invaders.
Medivh saved Ysera from the Emerald Nightmare in Chapter 8. The dragonflights trust him enough.
 
Level 13
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Ysera gave them the artifact before going to the Emerald Dream but the Night Elves didn't use it till after the explosion so that they could rapidly heal the land while also fight off the invaders.
Medivh saved Ysera from the Emerald Nightmare in Chapter 8. The dragonflights trust him enough.
Thanks! I know that I'm boring, but Turnro and you have made such an interesting story, so what can I do :p
So the artifact gathering in "Pillars of Power" and the ritual in chapter 8 was simply to get Medivh to the Emerald Dream. Couldn't Cenarius just enter the Dream and save his adopted mother, spearing everyone the time and trouble?

Also this is just imo, but the artifact could use a much more fitting name like "Hearth of the Land"/"Essence of Nature"/"Essence of the Dream". Would imo sound a lot cooler than "Ysera's Hearth".
 
Level 7
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Thanks! I know that I'm boring, but Turnro and you have made such an interesting story, so what can I do :p
So the artifact gathering in "Pillars of Power" and the ritual in chapter 8 was simply to get Medivh to the Emerald Dream. Couldn't Cenarius just enter the Dream and save his adopted mother, spearing everyone the time and trouble?

Also this is just imo, but the artifact could use a much more fitting name like "Hearth of the Land"/"Essence of Nature"/"Essence of the Dream". Would imo sound a lot cooler than "Ysera's Hearth".

The sentinel story will reveal why they couldn't enter the Emerald Dream by normal means, instead they had to use something else.

Yes, perhaps another name would fit as well but we decided to go with Ysera's Heart. It's much more fitting for a chapter name as well.
 
Level 13
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802
Ok, thought I wasn't going to post anymore, but it's simply stronger than me.

Have you thought about changing the main quest in chapter nine(basebuilding part) a bit? Maybe make demons and naga activate together with Shalis? Like in the cutscene that triggers demon and naga attacks add the third part with Medivh talking to Shalis, where she swears to defend Nordrassil with her life. The main quest to destroy Shalis's base. After you complete that part maybe change the second part. Replace the Keeper of the Grove in the large base with Jarod Shadowsong. I presume he is meant to have a role in the sentinel story, but imo he should definitely be an enemy in the highborne one. In the aspects cutscene maybe add a first part in which Medivh talks to Jarod and the Priestess of the Moon (Jarod's wife?) and they say they'll defend Nordrassil, then the aspects come out of the gate. Maybe also change that base, throw out the wildkin and the furbolgs and add the full Sentinel tech tree. Maybe also add a small Furbolg village(like the one in chapter 3, but a lot smaller, few huts and towers, that sends all furbolg creeps at you) next to that large night elf/dragon base. The main quest being to destroy Jarod's base. After that Malfurion enters Nordrassil and Magtheridon and Velinde go to attack Kazzak.

Again didn't mean to post, but it's just stronger than me.
 
Level 10
Joined
Feb 21, 2015
Messages
363
Why you removed Sentinel path wip thing i wanted to see it
You can ask @Turnro or @FallenStar to send you the file of the old Malfurion's quest v1.3, as I'm sure they have it since they are working on the sentinel storyline lol.
Or with their permission, you could ask someone from here to send it for you because I think someone has it. Normally, I would share it with you, but unfortunately I lost all the costume campaigns and maps that I have accumulated over the years...
 

X59

X59

Level 3
Joined
Sep 16, 2010
Messages
44
Got the old Warcraft 3 itch and came here and noticed this. It brought back memories and I began my adventure. I was surprised that only the Highborne path was available, but I did find that adventure interesting.

I remembered that Malfurion became a jackass during the Highborne story but I didn't recall him so cruel. Like what he did to Tyrande was just messed up and then the whole enslavement of the highborne was just vile. To be noticed I was really bummed that Kath'ranis was killed since I rather liked the guy. All in all I started to get confused on why Malfurion went through a massive switch in behavior/character and I thought it the story would reveal that he had been corrupted by the old gods but then the story was like those defiled fountains were demonic but yet.... So what was the deal with the defiled fountains....was it Sargeras's blood or something?

The end where Malfurion essentially destroys everything with his army was chilling and yet despite that I rather liked the cameo appearance of the Horde from Jeopardy of the Horde and the appearance of Logan the Mysterious from The Adventures of Rowan the Wise was a rather pleasant surprise because I didn't expect it at all.

Lastly the only bug I experienced was during the boss fight against Azshara. I started the fight in the transformed state but didn't have access to the transformed abilities, I had to switch back to normal Malfurion and switch back in order to active them.
 
Level 7
Joined
Mar 1, 2012
Messages
189
Got the old Warcraft 3 itch and came here and noticed this. It brought back memories and I began my adventure. I was surprised that only the Highborne path was available, but I did find that adventure interesting.

I remembered that Malfurion became a jackass during the Highborne story but I didn't recall him so cruel. Like what he did to Tyrande was just messed up and then the whole enslavement of the highborne was just vile. To be noticed I was really bummed that Kath'ranis was killed since I rather liked the guy. All in all, I started to get confused on why Malfurion went through a massive switch in behaviour/character and I thought it the story would reveal that he had been corrupted by the old gods but then the story was like those defiled fountains were demonic but yet.... So what was the deal with the defiled fountains....was it Sargeras's blood or something?

The end where Malfurion essentially destroys everything with his army was chilling and yet despite that I rather liked the cameo appearance of the Horde from Jeopardy of the Horde and the appearance of Logan the Mysterious from The Adventures of Rowan the Wise was a rather pleasant surprise because I didn't expect it at all.

Lastly the only bug I experienced was during the boss fight against Azshara. I started the fight in the transformed state but didn't have access to the transformed abilities, I had to switch back to normal Malfurion and switch back in order to active them.


We're glad to see you return to Warcraft III.
The story was updated and completed (The highborne path at least)
Your questions will have their answers in the sentinel storyline as Malfurion's Quest is intended to be a two branch story that complements one another.
What you played was the "Evil" storyline and as expected, bad and vile things happen in it.
Thanks for the bug report.
 

X59

X59

Level 3
Joined
Sep 16, 2010
Messages
44
We're glad to see you return to Warcraft III.
The story was updated and completed (The highborne path at least)
Your questions will have their answers in the sentinel storyline as Malfurion's Quest is intended to be a two branch story that complements one another.
What you played was the "Evil" storyline and as expected, bad and vile things happen in it.
Thanks for the bug report.

Not going to lie I'm more intrigued about what the deal is with the defiled fountains and I'm looking forward to how it's all answered.
 
Level 13
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Feb 3, 2019
Messages
802
Do you have plans, in however distant future, to adjust Malfurion's Quest for Reforged?
Or is it a maybe, we'll see?
I can definitely see the problem with custom models, mostly for Highborne techtree.
 
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Do you have plans, in however distant future, to adjust Malfurion's Quest for Reforged?
Or is it a maybe, we'll see?
I can definitely see the problem with custom models, mostly for Highborne techtree.
Now that you mention, Rowan the Wise and Jeopardy for the Horde should be instaload on Reforged, right? Since they're using classic models besides the Altars and the dwarf unit.
 
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Now that you mention, Rowan the Wise and Jeopardy for the Horde should be instaload on Reforged, right? Since they're using classic models besides the Altars and the dwarf unit.
We don't know, yet, how will custom stuff work in Reforged, but they definitely won't have that problem.
 
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Is there an ETA of sentiel campaign update? i Just finished replaying previous 3 campaigns and would like to start this one soon
 
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Is there an ETA of sentiel campaign update? i Just finished replaying previous 3 campaigns and would like to start this one soon
Go ahead dude, essentially this chapter has nothing to do with the Sentinel campaign, as they're very different. Besides, it's one of the best campaigns ever made, so don't wait up needlessly.
 
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@Turnro @FallenStar two short questions regarding the developement of the Campaign:
  1. Do you have plans to continue the developement of the Sentinel part, once Reforged is out (in Reforged or otherwise)?
  2. If Sentinel part gets cancelled, will we be informed here?
 
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@Turnro @FallenStar two short questions regarding the developement of the Campaign:
  1. Do you have plans to continue the developement of the Sentinel part, once Reforged is out (in Reforged or otherwise)?
  2. If Sentinel part gets cancelled, will we be informed here?

Hello Vemonbite,

I'm not quite ready yet to reveal my future plans for Malfurion's Quest with Reforged. However, news regards this will be revealed soon.
 
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Why even imagine that?
It's the one I'm waiting for. The Highborne is filler.
You know, a couple of years is a very long period, and a lot of stuff can happen irl or otherwise. Besides that we still don't know if the Campaign will work in Reforged or what will be the state of Classic (will it be 100% dead when Reforged comes out) in a couple of years. Of course the developers of this masterpiece Campaign have my full moral support to continue with this epic Campaign, but let's be realistic, our moral support doesn't mean much(if anything) in the long run.

Edit: P.S I was more excited for the Highborne part, playing with Highborne like race from WotA, sounded really fun.
 

deepstrasz

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You know, a couple of years is a very long period, and a lot of stuff can happen irl or otherwise. Besides that we still don't know if the Campaign will work in Reforged or what will be the state of Classic (will it be 100% dead when Reforged comes out) in a couple of years. Of course the developers of this masterpiece Campaign have my full moral support to continue with this epic Campaign, but let's be realistic, our moral support doesn't mean much(if anything) in the long run.
I have 4 Warcraft III versions installed.
Also, if they kill Classic, they kill 80% if not more of modding as most resources, especially referring to maps, were made prior to Reforged and few of them might even get a try at a Reforged treatment.
 
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I have 4 Warcraft III versions installed.
Also, if they kill Classic, they kill 80% if not more of modding as most resources, especially referring to maps, were made prior to Reforged and few of them might even get a try at a Reforged treatment.
As with the things I see, modeling in Reforged will probably be quite problematic, cause the models are really high res.(*cough*even higher than WoW*cough*), even recoloring the High Elves to Highborne will probably not be an easy task.
 

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Edit: P.S I was more excited for the Highborne part, playing with Highborne like race from WotA, sounded really fun.
Yeah but not in such conditions. If that had been Illidan instead of Furion, then mostly sure that it would have worked much much better. They decided to use Furion for the Highborne storyline and to do that properly, it wasn't as easy as they made it look, that's why for me Furion's story in this campaign is unsatisfying. However, I liked mostly everything about the rest.
 
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Yeah but not in such conditions. If that had been Illidan instead of Furion, then mostly sure that it would have worked much much better. They decided to use Furion for the Highborne storyline and to do that properly, it wasn't as easy as they made it look, that's why for me Furion's story in this campaign is unsatisfying. However, I liked mostly everything about the rest.
No, I actually like it this way a lot better. The Highborne should be led by a sorcerer, and Illidan is not a sorcerer. Plus Illidan would never ally himself with Demons. Also it's really an awesome idea that the main character becomes a bad guy, power destroying him and stuff. The only thing story problem, if you ask me, is that Malfurion's and Tyrande's reunion and battle should have been more dramatic. And maybe storywise Tyrande would've been a better final boss, but this doesn't matter really, cause it's awesome anyway.

I gave also some minor things (Malfurion's Quest v1.4b)(#1147), and @FallenStar gave a pretty nice explanation about many story things. Would really love to see @Turnro reply if he has time or stuff :p
 

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The Highborne should be led by a sorcerer, and Illidan is not a sorcerer.
But Furion is!? Lol.
All night elves using arcane magic were sorcerers before Azshara's downfall. Furion and others became druids before.
furion.png
illidan.png
So, no, it won't make more sense for Furion to be the protagonist than Illidan judging by original lore. Now, I don't know, maybe in this fan altered universe, it would be proper for Furion to be the one.
Plus Illidan would never ally himself with Demons.
Not in original lore, I presume?
Also it's really an awesome idea that the main character becomes a bad guy, power destroying him and stuff.
I guess that's ultimately taste. But in this case, considering original lore, it wasn't adequately developed.
The only thing story problem, if you ask me, is that Malfurion's and Tyrande's reunion and battle should have been more dramatic.
You mean like with Arthas? Basically, it's the same, Furion became emotionless.
And maybe storywise Tyrande would've been a better final boss
Not really. That would've mean cutting down lots of content that came after Furion's encounter with Tyrande.
 
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But Furion is!? Lol.
All night elves using arcane magic were sorcerers before Azshara's downfall. Furion and others became druids before.
So, no, it won't make more sense for Furion to be the protagonist than Illidan judging by original lore. Now, I don't know, maybe in this fan altered universe, it would be proper for Furion to be the one.
No, Furion was never a sorcerer. He was a teenager, when he, Tyrande and Illiden met Cenarius. He found his calling in the teachings of Cenarius very fast and became a druid. Tyrande soon found her calling as a priestess. Illidan tried Cenarius teachings, but failed. Then he became a sorcerer, and sucked and failed again. Then as a warrior/rogue in the army, in which he was quite good. When he saw Furion and Tyrande smootching for the first time, he left the resistance and came to Azshara. Then he realised that he can defeat the demons only if he uses their power, thus finally becoming a Demon Hunter.

In this version of the story Furion absorbs the arcane fountains, and thus unknowingly becomes a sorcerer and abandons his druidic powers for the mage ones(he has mage inspired abilities as a Highborne). Illidan could never be a sorcerer, cause he sucked at it in the first place.
Not in original lore, I presume?
This universe uses WoW lore untill Warcraft 3 time(apart from Legion organization), so, yes in the original, and here as well.
I guess that's ultimately taste. But in this case, considering original lore, it wasn't adequately developed.
Here we can only agree to disagree.
You mean like with Arthas? Basically, it's the same, Furion became emotionless.
No, because Arthas and Jaina were teenagers/in early twenties, so their love was kinda normal, starting as a highschool crush and then developing into something more. Furion's and Tyrande's is the greatest in the world, the one that lasted for 10000 years, and that was ultimately the cause of saving the world in a way. They wouldn't win so many battle if they weren't fighting for one another. The last chapter is also about how he loved her all the way, but chose magic and power over her, and why he got nightmares cause of it. FallenStar explained many things, that it would of saved him has her reunited with her a bit earlier.
 

deepstrasz

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No, Furion was never a sorcerer.
I gave you the original RoC manual source. If you want to put the WotA book series on top, that's your problem. They're bad material anyway. Time travel? Orcs 10k years ago in Kalimdor? It's laughable. External material twists the Warcraft lore so ugly that retcons are backed up by other retcons.
In this version of the story Furion absorbs the arcane fountains, and thus unknowingly becomes a sorcerer and abandons his druidic powers for the mage ones(he has mage inspired abilities as a Highborne). Illidan could never be a sorcerer, cause he sucked at it in the first place.
Demon Hunters are sorcerers, lol, even priestess of the moon are but they tip the (order) arcane energies not bask in them. Illidan became a demon hunter because the elf fought against demons fire with fire not because demon hunter means Illidan is not a sorcerer.
In M's Q, unknowingly? Yeah, because the character was portrayed as having dementia and afterwards schizophrenia too. Or so it seemed and the character was actually mind controlled all along but I didn't realize.
This universe uses WoW lore untill Warcraft 3 time(apart from Legion organization), so, yes in the original, and here as well.
Still not buying it. Furion fights Illidan in one chapter and the elf is obviously demonically corrupted. Saying Illidan won't work with the demons is a fallacy. Even in TfT Kil'jaeden says:
"Illidan, in the past you have been both friend and foe to the Burning Legion. But, by consuming the Skull of Gul'dan, you sealed our defeat in this world. I come to offer you a second chance to serve us."
Here we can only agree to disagree.
Only on the first part of the sentence, yes.
The last chapter is also about how he loved her all the way, but chose magic and power over her, and why he got nightmares cause of it. FallenStar explained many things, that it would of saved him has her reunited with her a bit earlier.
It's not like Tyrande was dead or anything. So, the fact that Furion chose magiks over the priestess pretty much shows that it wouldn't have ended any other way. Arthas was bad by nature while Furion was righteous, not self-centered. That's one of the reasons why Arthas fell so easily to Frostmourne's corruption.
But I don't remember that much of this campaign to have stronger arguments. Maybe, it was explained or shown as you wrote.

Bottom line is, you are a retcon fan while I'm mostly purist.
For me Furion won't end up in such a way (also backed up by your argument on the love shared with Tyrande) so easily. The archdruid is not a mere savage orc like Grom Hellscream. And, Illidan, being a fel/chaos junkie fits this campaign perfectly.

Obviously the lore here isn't following the original, at least not entirely, so my arguments don't stand.
You get the credit since you know Turnro's series much better.
 

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"Hey, this is an alternate timeline, let us discuss its 'flaws' by using the original timeline."
I feel like I am on repeat.
Turnro can bend the story whatever goddamn freaking way he wants.
He can make up that Night Elves are super heroes from another planet that used to smoke shrooms sold by the goblins if he wants.
Why do you people keep doing this?
This is not a place to discuss original WC lore. If you wanna do that, use the forums.
 
Yeah, imagine Evil Furion vs Good Furion. It's gonna be really good.

In that light, the Sentinel Ending could continue where the Highborne Ending left, with Sent-Furion appearing out of the blue. After that, it could go either way, with one outcome leading to Sent-Furion's and everyone else's death (they immediately killed Sent-Furion), or Sent-Furion sacrifcing himself and absorbing half of High-Furion's power in a one-on-one duel to the death.

If the Legion was defeated in the Sentinel timeline, then the corruption from magic addiction shouldn't affect Sent-Furion that much, seeing that the power it brings has no other purpose than to influence the wielder to acquire more. Otherwise, GG Highborne Timeline.
 

deepstrasz

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In that light, the Sentinel Ending could continue where the Highborne Ending left, with Sent-Furion appearing out of the blue. After that, it could go either way, with one outcome leading to Sent-Furion's and everyone else's death (they immediately killed Sent-Furion), or Sent-Furion sacrifcing himself and absorbing half of High-Furion's power in a one-on-one duel to the death.

If the Legion was defeated in the Sentinel timeline, then the corruption from magic addiction shouldn't affect Sent-Furion that much, seeing that the power it brings has no other purpose than to influence the wielder to acquire more. Otherwise, GG Highborne Timeline.
I was being sarcastic.

For me, it would have been neat for Illidan to be in the Highborne campaign and Furion in the Sentinel ultimately leading to the clash of these characters.
Of course, that doesn't mean, one should not like exploring two sides of one character, one being more of a hypothesis though.
 
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t would have been neat for Illidan to be in the Highborne campaign and Furion in the Sentinel ultimately leading to the clash of these characters.
Actually I would bet that the final boss fight in the Sentinel verseion(if it happens :/) will be Sentinel Furion, Tyrande and Illidan(all three playable) vs Kil'Jaeden.
 
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Actually I would bet that the final boss fight in the Sentinel verseion(if it happens :/) will be Sentinel Furion, Tyrande and Illidan(all three playable) vs Kil'Jaeden.
Now that would've been an epic final battle. But don't forget about Azshara, the dragon aspects and other characters that could appear and fit the story in an interesting way.
 
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