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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 III campaigns.
New Features
Choose Your Own Destiny Malfurion's Quest features two separate story lines (Good and Evil) with each providing different heroes, units, items, and much more.
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 III.
44 maps, including 20 Chapters and 17 Interludes Note that Malfurion’s Quest is still under development. The current version has 38 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!
Screenshots
Tech-Trees
Legendary Items
Specific Changes
New Units SENTRY - Tier-1 melee unit with supportive spells. Has the Shadow Meld, Light of Elune and Elune's Blessing abilities. Can be trained at the Ancient of War. FURBOLG SHAMAN - Supportive spell-caster with the Spirit Link, Lightning Shield and Earthbind Totem spells. Can be trained at the Ancient of Lore. STALKER - Melee stealth unit. Has the Shadow Meld, Envenomed Weapons, and Wind Walk abilities. Can be trained at the Den of Shadows. ASSASSIN - Tactical ranged unit. Has the Shadow Meld, Blink, Critical Strike, and Ensnare abilities. Can be trained at the Den of Shadows.
New Building DEN OF SHADOWS - Stealth unit training building. Trains Stalkers and Assassins, as well as containing the Permanent Invisibility and Blink upgrades.
New Upgrades LIGHT OF ELUNE - Grants Sentries with the Light of Elune ability, which allows them to recover 250 lost hit points per use. LUNAR UPGRADE - Upgrades Archers into Lunar Archers, permanently increasing their hit points by 100 and damage by 3. Lunar 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. ELUNE'S BLESSING -Grants Sentries with the Elune's Blessing ability, which increases the armor and hit point regeneration of a single-target friendly unit for 60 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/Earthbind Totem. WIND WALK - Allows Stalkers to move about while invisible, and deal bonus damage when breaking out of Wind Walk. ENSNARE - Allows Assassins to trap enemy units and bound air units to the ground. BLINK - Grants Assassins with the ability to teleport in and out of combat.
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
Find all legendary items while playing Malfurion's Quest v1.5b in Hard difficulty:
Gem of Power Increases the mana capacity of the Hero by 150 and mana regeneration by 25% when worn.
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.
Ancient Stone Tablet Summons a Furbolg to fight for you. Also increases the Intelligence of the Hero by 6 when worn.
Necklace of Elune Increases the Agility of the Hero by 10. Also blocks a negative spell that an enemy casts on the Hero once every 40 seconds.
Black Pendant Increases the mana capacity of the Hero by 250, and reduces Magic damage taken by 33%.
Shield of the Void Increases the armor of the Hero by 5 and Intelligence by 12 when worn.
Amulet of the Dream Increases the hit points of the Hero by 500 when worn. Also heals the Hero for 250 hit points when used.
Orb of the Elements Increases the Strength, Intelligence, and Agility of the Hero by 10 when worn. The Hero's attacks also have a chance to dispel magic and immobilize the enemy for 3 seconds.
Find all legendary items while playing Malfurion's Quest v1.5b in Hard difficulty:
Gem of Power Increases the mana capacity of the Hero by 150 and mana regeneration by 25% when worn.
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.
Ancient Totem Increases the Strength and Intelligence of the Hero by 6 when worn.
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%.
Moon Orb Increases nearby ranged units' damage by 10%. Also increases the Strength, Agility and Intelligence of the Hero by 5.
Sphere of Nature Increases the hit points of the Hero by 300 and regeneration by 4 hit points per second.
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.
Orb of the Void Increases the Strength, Intelligence, and Agility of the Hero by 8, and blocks a spell from hitting the Hero every 40 seconds.
Increased the hit points of Moon Owls from 300/400/500/600 to 300/450/600/750 per level
Malfurion's Ancient Form in the Good story path now grants 20/30 bonus damage per level
Updated the model of Satyr Heroes to make them more distinguishable from regular Satyrs
Fixed a bug where Jarod's Heroic Strike ability could target air units
Fixed up the spell descriptions for Jarod's abilities
Made slight dialogue revisions throughout the campaign
Increased the bonus Intelligence of the Sphere of the Void item from +3 to +6
The Shield of the Void item has been changed: it now provides +5 armor and +12 Intelligence to the Hero
Increased the bonus hit points of the Amulet of the Dream item from +300 to +500
Fixed a bug in Chapter 1 where the Sentinels in the "Free the Captives" quest would be frozen after a cutscene plays
Resolved a bug where enemy ancients would attack the player after being destroyed in Chapter 4 Good
Fixed a bug where the player would not regain their base after losing all their heroes in the Kobald Cave in Chapter 4 Good
Improved the AI of the Hel Bear to stop it from walking into the spiked trap unless lured there in Chapter 4 Good
Resolved some memory leak issues in Chapter 4 Good
Enabled Hippogryph Riders for players to train again in Chapter 5 Good
Added a Tome of Retraining for players to find who do not have Force of Nature in Chapter 6 Good
Fixed a bug where Malfurion would not have Mystic Affinity in Chapter 6 Evil
Monnos the Elder can now attack summoned Moon Owls in Chapter 7 Good
Slightly decreased the DPS of Monnos the Elder in Chapter 7 Good
Tyrande will now lose the Vault Key upon reaching the vault in Chapter 7 Good
The Gate at the end of Chapter 7 Good will now automatically open upon destroying both Naga bases
Disabled the Frost Bolt spell for certain Dragonspawn units during the Frozen Wasteland chase scene in Chapter 7 Good
Increased the end timer during the Frozen Wasteland chase scene in Chapter 7 Good
Fixed a bug where Legion bases would summon Undead Graveyard structures in Chapter 8 Evil
Resolved an issue where the Power Discharge ability was disabled on Arcane Golems in Chapter 8 Evil
Illidan and Kath'ranis now have additional items to make them stronger in Chapter 9 Good
Disabled the Silence spell from Mother Shahraz in Chapter 9 Good
Resolved an issue where Magtheridon would not recover his skill points in Shockwave in Chapter 10 Evil
Fixed a bug where killing Kazzak would not continue the mission in Chapter 10 Evil
Fixed a bug where Kil'jaeden would continue to cast his Meteor Strike spell while hidden in Chapter 11 Evil
NEW FEATURES
- Campaign is now compatible with Reforged (mq_reforged.w3n). However, an alternate campaign file is still available for players who have the legacy version of Warcrat III (mq_legacy.w3n)
- The Good story path is now available again, bringing with it the following new maps:
Interlude: Ancient Secrets
Interlude: The Aspects Convene
Interlude: Final Option
Interlude: Battle Preparations
Chapter 7: Cries of the Aspects
Chapter 7 Sub-map: The Frozen Wastelands
Chapter 7 Sub-map: The Secret Sect
Interlude: Dangerous Crossroads
Chapter 8: The Eternal Nightmare
Chapter 9: Final Conflicts
- Made several revision changes to the following maps in the Good story path:
Chapter 3: Ending the Chase
Interlude: Council of the Legion
Chapter 4: Spread of the Corruption
Chapter 5: Search for the Demigod
Interlude: The Return to Azeroth (previously known as The Legion's Return)
Chapter 6: Pathway into Darkness
- Malfurion's Pouch can now use certain items such as consumables (Eg. potions and scrolls), items with castable abilities and auras
- Updated some optional quests in the Good story-line to provide upgrades to the Horn of Cenarius item Malfurion has. These upgrades include:
Increased hit points
Increased hit point regeneration
The ability to summon Forest Wisps: a support unit that can replenish the life and mana of nearby friendly units
- Added a Story difficulty option to the campaign
HERO CHANGES
Swapped Entangling Roots and Lifesurge with Malfurion and Faradrella
Thorns Aura now provides a +1/+2/+3 armor bonus per level to nearby friendly units
Increased the healing of Lifesurge from 90/165/235/300 to 130/215/300/385 per level
Lifesurge no longer damages enemy units
Reduced the Area-of-Effect of Nature's Wrath from 200/275/350/425 to 200/250/300/350 per level
Increased the cooldown of Tranquility from 60 to 90 seconds, and mana cost from 125/150 to 150/200 per level
Enemy units hit by Tyrande's Moonfire now receive 1/2/3/4 reduced armor per level instead of attack speed
Increased the damage of Tyrande's Searing Arrows from 10/18/24/30 to 12/20/28/36 per level
Reduced the bonus damage granted by Trueshot Aura from 10/20/30% to 10/17.5/25% per level
Moon Owls no longer possess Spell Immunity
Changed the armor type of Moon Owls from Medium to Small
Replaced Faradrella's Spirit Link spell with Solar Beam, which prevents enemy units from casting spells for a short period of time
Faradrella's Dispel Magic ability no longer drains mana, and mana cost increased from 100/75/50/25 to 100/90/70/60 per level
Replaced Faradrella's Faerie Swarm spell with Revitalize, which revives nearby friendly units from the dead
Jarod's Heroic Strike now stuns the target for 5 seconds across all levels, and removed the healing secondary effect
Replaced Battle Shout on Jarod with Thunder Clap
Increased the duration of Jarod's Seal of Protection from 15 seconds to 30, and cooldown decreased from 30 seconds to 15
Jarod's Command Aura has been reworked to provide a melee damage bonus to nearby friendly units instead of increased attack/movement speed
Reduced the damage dealt by Kathranis' Arcane Blast spell to 20/30/40/50 per level
Kath'ranis' Restoration Shell now lasts 12 seconds instead of 15, and cooldown reduced to 6 seconds
The total hits points replenished by Restoration Shell changed to 300/400/500/600 per level, and mana replenished to 50/65/85/100 per level
Increased the cooldown of Kath'ranis' Mass Teleport spell from 20/12 seconds to 30/20 per level
Velinde's Impaling Shot has been reworked: the spell now deals significant initial damage to the target but damage per second has been removed. Armor reduction still works as normal
Reduced the mana cost of Velinde's Enchanted Arrows from 4/6/6/8 mana to 4/5/5/6 per level
Reworked Velinde's Lightbeam spell to now heal all friendly units in a large area by 20/30 hit points per second
Replaced Rain of Fire with Shockwave on Magtheridon
Increased the damage of Meteor Strike from 40/60/80/100 to 60/90/120/150 per level
Increased Immolation's damage per second from 10/15/20/25 to 12/18/24/30 per level
Replaced Flame Crash on Illidan with Immolation
Removed the damage cap from Firewave and Moonfire
Increased the movement speed of all player heroes with 270 base speed to 300
Resolved an issue where Arcane Explosion can be exploited to damage nearby enemy units multiple times in a row
Fixed an issue where a unit casting Moonfire would cause the game to crash
Tyrande's Searing Arrows ability now has a new icon
Faradrella's hero icon has been updated
Removed the custom skin for Shalis Darkhunter
SENTINEL TECH-TREE CHANGES
Increased the hit points of Furbolgs from 550 to 600
Furbolgs now benefit from attack/armor upgrades
Renamed the Sentries Elune's Blessing ability to Light of Elune, as well as giving it a new icon
Replaced the Swiftness of Elune ability with Elune's Blessing for Sentries. Elune's Blessing can be used to increase the armor and hit point regeneration of a target friendly unit
Increased the base damage of Sentries from 16 to 18
Reduced the build and repair time of Glaive Throwers from 48 to 40 seconds
Increased the hit points of Dryads from 435 to 450
Increased the hit points of Druids of the Claw (Night Elf form) from 430 to 475
Druids of the Claw (Night Elf form) now benefit from the Reinforced Hides armor upgrade
Furbolg Shaman spells have been revamped to the following
Spirit Link
Lightning Shield
Earthbind Totem - Places an immobile totem on the ground, reducing the attack and movement speed of all nearby enemy units
Druids of the Talon in Storm Crow Form can now attack ground units
Reduced the damage of Druids of the Talon in Storm Crow Form from 35-41 to 23-27
Druid of the Talon Storm Crow Form mana cost reduced from 50 to 25 mana
Mark of the Talon upgrade now only requires Adept Training
Hippogryphs can now attack land units via a missile attack
Hippogryphs can now use the Prioritize ability (Reforged only)
Faerie Dragons no longer replenish lost hit points while casting Phase Shift
Renamed Jailors to Assassins
Swapped the Critical Strike and Envenomed Knives abilities between Stalkers and Assassins
Removed Permanent Invisibility from Stalkers and added Shadow Meld instead
Stalkers now have the Wind Walk ability which requires an upgrade at the Den of Shadows before usage
Decreased the attack cooldown of Stalkers from 1.30 to 1.00
Increased the hit points of Assassins from 500 to 550, and changed their armor type from Medium to Unarmored
Assassins no longer possess mana
Added the Ensnare ability to Assassins, which requires an upgrade at the Den of Shadows before usage
Blink no longer requires an upgrade
Removed the Shadow Strike ability from Assassins
Ancients no longer lose their fortified armor typing while uprooted
Added the Talisman of the Wild (2 charge usage) for purchase at the Ancient of Wonders
Removed the Dust of Appearance for purchase at the Ancient of Wonders
Revised the hotkeys for several Night Elf units and buildings
HIGHBORNE TECH-TREE CHANGES
Increased the movement speed of Scholars from 220 to 250
Increased the hit points of Battle Maidens from 525 to 550, and reduced their mana capacity from 300 to 250
Increased the base damage of Battle Maidens from 14 to 16
Reduced the cast range of Battle Maiden's Frost Armor spell from 800 to 600, and slow duration from 5 to 4 seconds
Changed the damage type of Arcane Golems to normal, and reduced their damage from 27-35 to 25-30
Reduced the armor of Arcane Golems from 4 to 2
Reduced the gold repair cost of Arcane Golems, but increased their lumber cost to compensate this change
Arcane Golems can now be upgraded to Siege Golems at the Foundry, granting them Siege damage and Fortified armor
Arcane Golem's Power Discharge spell no longer deals damage. Instead, nearby enemy units will have their attack and movement speed reduced by 50%
Power Discharge no longer requires an upgrade
Removed the Enhanced Defenses upgrade
Renamed Glaive Launchers to Blade Throwers
The Enchantress' Anti-Magic Shell spell now grants spell immunity instead of Magic/spell damage absorption
Reduced the damage of the Highmistresses' Frost Bolt from 75 to 50
Renamed the Clone spell on Highmistresses to Illusion
Reduced the cooldown of Illusion from 30 seconds to 1 second
Illusion can no longer be cast on Heroes
The Feedback upgrade is now available at the Foundry, which unlocks the Feedback ability for Arcane Wyrms and Towers
Arcane Wyrms can now use the Prioritize ability (Reforged only)
Removed the attack damage bonus from the Highguard's Arcane Bolt ability
Arcane Bolt no longer affects enemy structures
Reduced the hit points of Demonesses from 1050 to 950
Violet Sanctums, Observatories and Citadels no longer possess mana, and Blizzard no longer costs mana
Changed the armor type of Arcane Towers from Heavy to Fortified
Changed the Staff of Mana Absorb (now renamed to Wand of Mana Absorb) to a perishable item with 3 charges
Revised several items sold at the Vault of Power, including adding and removing items
Mana Wells now have a new model
MISSION CHANGES/IMPROVEMENTS
Made several polishing changes throughout the campaign including cutscence changes, improved map terrain and gameplay balancing
Quests that reward additional Hero skill points will now affect future Heroes throughout the campaign
Removed Resurrection Stones from all sub-maps. Whether the player losses the mission if their Heroes die will now depend on the lose conditions of the parent map
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
Tyrande's Summon Moon Owl spell is now available during cave-based missions
Resolved an issue where players could acquire duplicate items by replaying certain missions
Certain non-hero characters throughout the campaign now have unique names and stats to set them apart from regular units
Malfurion has Thorn's Aura once again from Chapter 2 onwards in the Good story-line
Researched Mark of the Claw by default in Chapter 2
Updated the terrain and doodads to use a Winterspring tileset in Chapter 3 (both story-lines)
Added a Way Gate at the start of the underground instance to allow players to backtrack more easily in Chapter 3 (Good)
An additional inventory slot upgrade for Malfurion's Quest is now acquired from completing the "Golem Mystery" quest in Chapter 3 (Good)
Fixed an issue where the player could avoid engaging in Fordred's boss fight in Chapter 3 (Good)
Replaced the existing Fountain of Mana with a Fountain of Health in Chapter 3 (Good)
Replaced Keeper Ordanus with Remulos in Chapter 4 (both story-lines)
Added villager units in Astranaar in Chapter 4 (both story-lines)
Moved the corrupted bear from "The Kind Request" quest in Chapter 4 (Good) to a new location on the map
Replaced the "Free the Beasts" optional quest with a new objective to kill all patrolling Sentinel forces in Chapter 4 (Evil)
Updated the Blackmaw Furbolgs to have unique skins in Chapter 5 (Good)
Revised the "Blackmaw Suspicions" quest requirements in Chapter 5 (Good)
The player now receives different rewards based on the "Rise of the Makrura" quest choices in Chapter 5 (Good)
Added a new optional quest "The Defiled Fountains" in Chapter 5 (Good)
The player now starts off with additional structures in Chapter 5 (Good)
Removed the Foot Switches that kills the enemy undead units in Chapter 5 (Good)
Disabled Hippogryph Riders and Lunar Archers from being trained in Chapter 5 (Good)
A short cutscene will now play if the player losses the "Key to Hyjal" quest in Chapter 5 (Evil)
The player no longer starts off with the Lunar Upgrade but can acquire it through a secret in Chapter 6 (Good)
Hidden areas of the map will no longer show as black in Chapter 6 (Good)
Renamed the "Shalis' Request" quest to "Void Secrets" in Chapter 6 (Good). In addition, this quest is no longer discovered after acquiring Assassins
Removed all Healing Fountains in Chapter 6 (Good)
Revamped the end boss fight in Chapter 6 (Good)
Updated the finale cutscene in Chapter 6 (Evil)
Made the Velinde fight scene less confusing for players in Chapter 6 (Evil)
Made numerous fixes to the Hyjal Guardians AI in Chapter 6 (Evil)
Renamed the "Cenarian Horn" to the "Horn of Mount Hyjal" in Chapter 6 (Evil)
Renamed the "Denying Reinforcements" quest to "Horn of Mount Hyjal" in Chapter 6 (Evil). In addition, a bug was fixed that prevented the Guardians AI from claiming the Horn before the player
Kath'ranis' base is no longer accessible to the player once the Power Generators have been destroyed in Chapter 8 (Evil)
Moved the location of some of the Gems of Power for the "Claiming Power" quest in Chapter 8 (Evil)
Moved the location of the Secret Key in Chapter 8 (Evil)
Renamed Chapter 9 in the Evil story path to "Ysera's Heart"
Improved the triggers for claiming the Cenarian Obelisks from Remulos' forces in Chapter 9 (Evil)
Players will now lose the mission if any Cenarian Obelisks are lost in Chapter 9 (Evil)
Way Gates are now distinctly color coordinated to make map travel easier in Chapter 9 (Evil)
Gave Cenarius the Entangling Roots and Sunfire spells in Chapter 9 (Evil)
Increased the starting Goldmine capacity for Normal difficulty in Chapter 9 (Evil)
Increased the number of starting units for the player in Chapter 9 (Evil)
Resolved an issue where certain units would not cost any lumber to train in Chapter 9 (Evil)
Increased the player's starting gold and lumber in Chapter 10 (Evil)
Enemy bases will now initiate attacks against the player on a set time limit in Chapter 10 (Evil)
Replaced the enemy Keeper of the Grove and Priestess of the Moon heroes with Jarod Shadowsong in Chapter 10 (Evil)
Replaced Sleep with Banish for Ysera in Chapter 11 (Evil)
Ysera now has a duel melee and ranged attack type in Chapter 11 (Evil)
Changed Ysera's armor type from Divine to Hero in Chapter 11 (Evil)
Added a timer to reach Kil'jaeden in Chapter 11 (Evil)
Updated the models for all Dragon Aspect characters
Kazzak the Supreme now has a new model
ITEM CHANGES
Made numerous item changes throughout the campaign, including the addition of legendary items in the Good story-line
Items dropped from creeps throughout the campaign are no longer randomised. This change has resulted in some items being removed from the game
Legendary items now have a different model to set them apart from regular items
Item abilities no longer cost mana to cast
Revised the items sold at neutral shops throughout the campaign
Reduced the Horn of Cenarius' bonus hit points from 200 to 100, and bonus hit point regeneration per second from 2 to 1
Reduced the Gem of Power's bonus mana capacity from 200 to 150
Increased the Sapphire of Mana's bonus mana from 50 to 75
Reduced the Demon Blade's life steal rate from 25% to 15%
Increased the Token of Healing's bonus hit point regeneration per second from 3 to 4
The Scepter of Healing can no longer heal friendly Hero units
Reduced the stat bonuses of the Orb of the Void legendary item from +10 to +8
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
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
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
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
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 noww 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
Tyrance 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
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
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:
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
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
- Demo Version uploaded to Hive Workshop
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: mq_legacy.w3n (Warcraft III versions v1.30-1.31) and mq_reforged.w3n (Reforged version)
The normal background music of Warcraft III 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
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 4eNNightmare
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SOUND & MUSIC Benjamin Barlett - WALKING WITH DINOSAURS
Blizzard Entertainment - WORLD OF WARCRAFT, STARCRAFT 2
BrunuhVille – DRAGON EMPRESS
Chikayo Fukuda – CENARIUS & MEDIVH BOSS THEMES
Clint Mansell - REQUIEM FOR A DREAM
Henry Beckett and Keith Zizza - ZEUS: MASTER OF OLYMPUS
Ian Livingston - BIONICLE HEROES
Inon Zur – DEEP ROADS
Jo Blankenburg - GARADORS FLIGHT
Matt Holle - BATTLE REALMS
Mikolai Stroinski - TESHAM MUTNA
Nick Phoenix - THE LAST STAND
Soundcritters - DARK TIDES
Having the dark trolls allied with the night elves doesn't make sense to me since they are primitive and barbaric. Nonetheless, I will consider this idea.
As for the voice acting, only time will tell. It would be something exciting to do, though I am more concerned with making more maps for Malfurion's Quest first.
again you don't need to do anything of what i'm going to say, for it's your EPIC LOVEBLE AND DOWNRIGHT AWESOME CAMPAIGN AND YOU CHOSE WHAT HAPPENS IN IT NOT ME. AGAIN KEEP UP THE GREAT WORK AND HAVE A GOOD DAY MY FRIEND
i hope i'm not being annoying i want to avoid that, so if i was :.(
anyway here goes:
the orcs got some ogres allied with them twice and 2nd time they staid with the orcs (not all ogre allied with the orcs, some are still enemies) and orcs considered ogres to be even more primitive and barbaric then what they themselfs are, so if a race that's already are brutal and primitive (orcs) consider another race to be even more primitive, barbaric and mindless brutes (ogres) it's not hard for me to see the possibility to se mal'furion to go to mainly the shadowtooth clan (the same clan that allied themselfs with the NE in reign og chaos's final mission) and say "hey, an all ending enemy is on he's way. we need your super strengh to maybe be able to defeat them." and the dark trolls like "it be best to put da hate an' disrespect besides until da enemy is dead right mon?". and i know furion has killed some dark trolls and even some warlords, but you can use the excuse by they where allied with the legion and the satyr.
I must say that playing the chapter 3 in insane mode is too much too handle for those who aren't experienced well on the battle system or attack types of the units in order to prevail against illidan forces for they attack frequently while he in his metamorphosis made him more powerful that could able to bring down your forces immedietely.
I must say that playing the chapter 3 in insane mode is too much too handle for those who aren't experienced well on the battle system or attack types of the units in order to prevail against illidan forces for they attack frequently while he in his metamorphosis made him more powerful that could able to bring down your forces immedietely.
The problem with your strategy is half the units you mention aren't even in that stage
all you are given are
archers
huntress
dryads
moon glaive
Moon glaives are actually broken because their upgrade does not function for the type of missile they shoot. The upgrade is meant to allow your missile to shoot right through a unit and behind it, but the glaive shoots glaives. It's missile is destroyed instantly when it hits a target.
if the optional quest is completed you also get a bear type shaman animal that provides armour boosts, which is useful but not for the cost of destroying a whole enemy encampment to get them.
That stage is literally impossible
I know this to be fact because I actually hacked into the game and set all my heroes to level 10 when at that stage they were only allowed to gain to level 6.
I tried hacking gold, but there seems to be some sort of protection over that.
same for other resources and things like life points.
That stage is just not possible
as well as the over powered highborn, they also seem to have increased or rather decreased building and unit training times
meaning instead of being attacked once every few minutes
you are instead attacked 3 times in a row
how the system does this?
it first sends Illaden with a sizeable force
once you defeat him
his buddy hero comes along with his own force
then after that another attack is sent without any heroes
all in a row
no breaks just assault
wait actually after that there is a break, a sort break for you to regain a lost army, but then you are assaulted again and the whole thing starts again
it is more then frustrating
I actually came up with a strategy that might work for others finding difficulty in that stage
it is called playing it on the setting normal
...
ok but seriously that stage is impossible on insane
I did find out a few help cheat bugs
an assaulting force will retreat if:
you eliminate all heroes and catapults
what I did to insure this happened???
I stationed a few troops out side the my base, when the enemy attacked I let them pass by my shadow melt troops, then I attacked and destroyed their catapults from behind.
The problem with your strategy is half the units you mention aren't even in that stage
all you are given are
archers
huntress
dryads
moon glaive
Moon glaives are actually broken because their upgrade does not function for the type of missile they shoot. The upgrade is meant to allow your missile to shoot right through a unit and behind it, but the glaive shoots glaives. It's missile is destroyed instantly when it hits a target.
if the optional quest is completed you also get a bear type shaman animal that provides armour boosts, which is useful but not for the cost of destroying a whole enemy encampment to get them.
That stage is literally impossible
I know this to be fact because I actually hacked into the game and set all my heroes to level 10 when at that stage they were only allowed to gain to level 6.
I tried hacking gold, but there seems to be some sort of protection over that.
same for other resources and things like life points.
That stage is just not possible
as well as the over powered highborn, they also seem to have increased or rather decreased building and unit training times
meaning instead of being attacked once every few minutes
you are instead attacked 3 times in a row
how the system does this?
it first sends Illaden with a sizeable force
once you defeat him
his buddy hero comes along with his own force
then after that another attack is sent without any heroes
all in a row
no breaks just assault
wait actually after that there is a break, a sort break for you to regain a lost army, but then you are assaulted again and the whole thing starts again
it is more then frustrating
I actually came up with a strategy that might work for others finding difficulty in that stage
it is called playing it on the setting normal
...
ok but seriously that stage is impossible on insane
I did find out a few help cheat bugs
an assaulting force will retreat if:
you eliminate all heroes and catapults
what I did to insure this happened???
I stationed a few troops out side the my base, when the enemy attacked I let them pass by my shadow melt troops, then I attacked and destroyed their catapults from behind.
According to reports, it's not impossible, which means it's somehow possible to finish the chapter (as the creator proof it himself).
Assault force is a suicidal force (all AI in campaigns do this), they won't retreat even if you kill their entire elite force.
What I had in mind is to ATTACK AS THEY ATTACK, Malfurion's Tranquility is an important asset to handle Illidan force and act as reserve of Moon Well during advance. Faradrella spirits can screw an entire battalion if used correctly, this in conjunction of healers would make life so much easier. Also, correct me but isn't Faradrella has Entangling roots of some sort?
Honestly, I personally don't know if this will work, but if it does, then surely things will be FAR easier for ALL difficulty :
Sacrifice your main base long enough to overrun the corrupted fulbolgs, then transport as many building as possible or just reestablish your base there.
This way, Illidan has to deal with those Fulbolgs and we can handle defenses more easily. Just has some healers on standby to ensure those damn Fulbolg alive and screw his days.
Btw, the Hard and Insane has cheat sensors which instant defeat a player when they cheats.
If my laptop wasn't broken, surely I'll try this one first myself.
The problem with your strategy is half the units you mention aren't even in that stage
all you are given are
archers
huntress
dryads
moon glaive
Moon glaives are actually broken because their upgrade does not function for the type of missile they shoot. The upgrade is meant to allow your missile to shoot right through a unit and behind it, but the glaive shoots glaives. It's missile is destroyed instantly when it hits a target.
if the optional quest is completed you also get a bear type shaman animal that provides armour boosts, which is useful but not for the cost of destroying a whole enemy encampment to get them.
That stage is literally impossible
I know this to be fact because I actually hacked into the game and set all my heroes to level 10 when at that stage they were only allowed to gain to level 6.
I tried hacking gold, but there seems to be some sort of protection over that.
same for other resources and things like life points.
That stage is just not possible
as well as the over powered highborn, they also seem to have increased or rather decreased building and unit training times
meaning instead of being attacked once every few minutes
you are instead attacked 3 times in a row
how the system does this?
it first sends Illaden with a sizeable force
once you defeat him
his buddy hero comes along with his own force
then after that another attack is sent without any heroes
all in a row
no breaks just assault
wait actually after that there is a break, a sort break for you to regain a lost army, but then you are assaulted again and the whole thing starts again
it is more then frustrating
I actually came up with a strategy that might work for others finding difficulty in that stage
it is called playing it on the setting normal
...
ok but seriously that stage is impossible on insane
I did find out a few help cheat bugs
an assaulting force will retreat if:
you eliminate all heroes and catapults
what I did to insure this happened???
I stationed a few troops out side the my base, when the enemy attacked I let them pass by my shadow melt troops, then I attacked and destroyed their catapults from behind.
It would be wise to intercept Illidan and his fellow waves of attack before they utterly destroyed half of the base of the Furbolgs or your base, and after that quickly gather a massive army and take out the 4th next time that Illidan himself will make an Assault to your base or the Furbolgs, after crushing his force make your way to the hero base called Kath'ranis Remar of Highbourne with massive troops for its a one time all-out attack (Saved your Game Before Attacking), but make sure that Kath'ranis Remar forces is assaulting the Base of the Furbolgs so the garrison troops inside his base would be lesser and quickly be crushed..
I don't even know what kind of strategy I used but I think I used the Furbolgs as a decoy or diversion to take down their base swiftly and clean.
Well I too hate how the Highbourne training troop time in this difficulty isn't normal, but how would it be considered and called Insane for the Mode Insane if the game itself wouldn't be in a state of extreme annoyance or distraction ... It's pretty insane for you complaining about how this chapter seems impossible for you have decided on your own that you would play it in Insane difficulty.. But If Turnro would like to consider this chapter insanely or impossible for those who will play it.. I would like you to play it once again and give it all you got.. (Pretty Annoying than Flappy Bird)
According to reports, it's not impossible, which means it's somehow possible to finish the chapter (as the creator proof it himself).
Assault force is a suicidal force (all AI in campaigns do this), they won't retreat even if you kill their entire elite force.
What I had in mind is to ATTACK AS THEY ATTACK, Malfurion's Tranquility is an important asset to handle Illidan force and act as reserve of Moon Well during advance. Faradrella spirits can screw an entire battalion if used correctly, this in conjunction of healers would make life so much easier. Also, correct me but isn't Faradrella has Entangling roots of some sort?
Honestly, I personally don't know if this will work, but if it does, then surely things will be FAR easier for ALL difficulty :
Sacrifice your main base long enough to overrun the corrupted fulbolgs, then transport as many building as possible or just reestablish your base there.
This way, Illidan has to deal with those Fulbolgs and we can handle defenses more easily. Just has some healers on standby to ensure those damn Fulbolg alive and screw his days.
Btw, the Hard and Insane has cheat sensors which instant defeat a player when they cheats.
If my laptop wasn't broken, surely I'll try this one first myself.
Greetings my friends,
Right now i have the map that contains the chapter three of the sentinels and highpours..
How can i add the new fourth chapters in both campaigns?
Should i delete the map and download the new one that contains the fourth chapter?
Is there any other solution? Because if i deleted it and downloaded it again i will have to start again (
Waiting for anyone's reply
How i did to pass chapter 3 (Starting from the base section which is the question)
Train some wisps to gather lumber and build some moon wells next to where they will attack
Next you want leave your two heroes advanced as far as the first highborn outpost
The first waves of attacks is easy, they will not have heroes or glaive throwers
When the wave of enemys come you use your 2 heroes, basic hit and run, cast nature force and entangle, do some hits and start running back to the moonwells
This will prevent glaive throwers from attacking your base right away and destroying your structures, by the time they reach your base half of the attack force is dead
Dont train any unit yet, instead farm the gold mine at no upkeep until theres no gold left
While you do those things train 5-6 wisps and take to the furbolg and build ancient protectors there next to the furbolg barracks(If you send normal units it will NOT activate the quest, only heroes can activate it)
After your gold mine is dry build a decent force (70-80 food) and activate the furbolg quest then wait
When you activate the quest the enemy ai will focus their base instead
Now move your army into the furbolg base wait for the corrupted furgolgs to attack and suicide in your towers, after that you move in with your army and try to kill them in that attack or at least do a substancial amount of damage
If you dont manage to destroy them in 1 attack AND lost too many units you'll be forced to complete this quest with only your heroes
Also its a good idea to move your ancients to the furbolg base; Illidan forces will mainly attack the furbolgs but rarely they will attack your base
Furbolgs will usually counter attack by going throught the north entrance of the highborn base
Use your heroes to kill the creeps in the road (So they dont attack your force from behind while you attack Illidan base thats embarassing)
Now use the last of your gold to build a sizeable force (You should have 6k-7k left now if you used mainly your heroes) and wait for the furbolg counter attack
And dont forget to bring at least 5-6 glaive throwers to quickly demolish their base
I used only dryads sentrys and throwers
Other things
There is another gold mine which is being controlled by the highborn; Ignore it, it simply does not worth it the AI will go berserk with you building next to their base and will attack you almost non-stop
I simply see no way of controlling this gold mine winhout wasting a huge amount of resources, i simply avoided
Its important to get every single item, every single tome, do every single optional quest at this point, leave no stone unturned
Alternatively I thought of another idea (I havent done this myself cant say it will work)
Play like the first strategy, defend with heroes and moonwells and farm at no upkeep until theres no gold left, now make a 100 food army and head to illidan base
Bring along with you some wisps and build 2 lores and 2 aow near illidan base (Not too far and not too close)
Then try to destroy illidan base, kill all workers, destroy arcane sanctums, altars and lastly the forge; leave enchanted gold mine and their barracks
If you do so, they will be unable to rebuild, unable to revive their heroes, and unable to train glaive throwers (You need to destroy the forge to halt the production of those)
They will be stuck with archers and royal guards, at which point you can easily take that expansion for yourself, rebuild an army and complete the furbolg quest
Greetings my friends,
Right now i have the map that contains the chapter three of the sentinels and highpours..
How can i add the new fourth chapters in both campaigns?
Should i delete the map and download the new one that contains the fourth chapter?
Is there any other solution? Because if i deleted it and downloaded it again i will have to start again (
Waiting for anyone's reply
Hello Turnro,nice campaign i enjoyed,but i have few bugs to report.
Chapter 4 sentinel, Malfurion is attacking hunter hall while he is talking with Tyrande.
And second,i couldn't figure out what is optional question,i was trying to find someone but i couldn't,then i played highborne story and i saw the druid of the claw.I back into sentinel story but he wasn;t there,he is invisible i guess,and i don't know how to do optional question then.Also i found some Hell bear north of Satyrs base,but he was invulnerable,maybe he is connect with optional quest or what?
Hey Turnro! Got a bug that keeps happening where on the 1st chapter i get to the highborne part and it freezes after i kill the 1st lot of highborne and then the camera moves towards another group of fighters attacking the highborne thats when it freezes.
Hello Turnro,nice campaign i enjoyed,but i have few bugs to report.
Chapter 4 sentinel, Malfurion is attacking hunter hall while he is talking with Tyrande.
And second,i couldn't figure out what is optional question,i was trying to find someone but i couldn't,then i played highborne story and i saw the druid of the claw.I back into sentinel story but he wasn;t there,he is invisible i guess,and i don't know how to do optional question then.Also i found some Hell bear north of Satyrs base,but he was invulnerable,maybe he is connect with optional quest or what?
Hey Turnro! Got a bug that keeps happening where on the 1st chapter i get to the highborne part and it freezes after i kill the 1st lot of highborne and then the camera moves towards another group of fighters attacking the highborne thats when it freezes.
hey, um, i'm sorry if i say something worong, but at the interlude of sentinel *SPOILER*we din't find cenarius and stop the burning legion, is this campaign WIP?
hey, um, i'm sorry if i say something worong, but at the interlude of sentinel *SPOILER*we din't find cenarius and stop the burning legion, is this campaign WIP?
If u know were you got your warcraft 3 frozen throne file is so go there then you can open ( Campaign ) but then u gotta open the file were u got the campaign then u hold the mouse at the quest then u drag it over to the campaign file
Then just open warcraft 3 and go to custom campaign
As Malfurion is my favorite character in the wc3 universe, you bought me, I gonna definitely try this one out. Here is a 5/5 in advance, but may be lowered if it disappoints me.
How i did to pass chapter 3 (Starting from the base section which is the question)
Train some wisps to gather lumber and build some moon wells next to where they will attack
Next you want leave your two heroes advanced as far as the first highborn outpost
The first waves of attacks is easy, they will not have heroes or glaive throwers
When the wave of enemys come you use your 2 heroes, basic hit and run, cast nature force and entangle, do some hits and start running back to the moonwells
This will prevent glaive throwers from attacking your base right away and destroying your structures, by the time they reach your base half of the attack force is dead
Dont train any unit yet, instead farm the gold mine at no upkeep until theres no gold left
While you do those things train 5-6 wisps and take to the furbolg and build ancient protectors there next to the furbolg barracks(If you send normal units it will NOT activate the quest, only heroes can activate it)
After your gold mine is dry build a decent force (70-80 food) and activate the furbolg quest then wait
When you activate the quest the enemy ai will focus their base instead
Now move your army into the furbolg base wait for the corrupted furgolgs to attack and suicide in your towers, after that you move in with your army and try to kill them in that attack or at least do a substancial amount of damage
If you dont manage to destroy them in 1 attack AND lost too many units you'll be forced to complete this quest with only your heroes
Also its a good idea to move your ancients to the furbolg base; Illidan forces will mainly attack the furbolgs but rarely they will attack your base
Furbolgs will usually counter attack by going throught the north entrance of the highborn base
Use your heroes to kill the creeps in the road (So they dont attack your force from behind while you attack Illidan base thats embarassing)
Now use the last of your gold to build a sizeable force (You should have 6k-7k left now if you used mainly your heroes) and wait for the furbolg counter attack
And dont forget to bring at least 5-6 glaive throwers to quickly demolish their base
I used only dryads sentrys and throwers
Other things
There is another gold mine which is being controlled by the highborn; Ignore it, it simply does not worth it the AI will go berserk with you building next to their base and will attack you almost non-stop
I simply see no way of controlling this gold mine winhout wasting a huge amount of resources, i simply avoided
Its important to get every single item, every single tome, do every single optional quest at this point, leave no stone unturned
Alternatively I thought of another idea (I havent done this myself cant say it will work)
Play like the first strategy, defend with heroes and moonwells and farm at no upkeep until theres no gold left, now make a 100 food army and head to illidan base
Bring along with you some wisps and build 2 lores and 2 aow near illidan base (Not too far and not too close)
Then try to destroy illidan base, kill all workers, destroy arcane sanctums, altars and lastly the forge; leave enchanted gold mine and their barracks
If you do so, they will be unable to rebuild, unable to revive their heroes, and unable to train glaive throwers (You need to destroy the forge to halt the production of those)
They will be stuck with archers and royal guards, at which point you can easily take that expansion for yourself, rebuild an army and complete the furbolg quest
At the moment, there is no set date for when the campaign will be fully finished. A date will be given once more of the campaign is complete. In the meantime, I am working on new maps that will be available in later patches.
Hey , i was currently thinking something... i dont know if you planned this for the campaigne but iam kinda interessted in it.
Will you transform Furion (good) later in the campaigne like hes with the tatoos in your screenshot ? IT would give it nice bonus, something like the archsage Furion that changed his style
Nice you added the Sentry Unit to the Night Elf Forces.
The Night Elves did need a nice new unit, and did you edit the Sentry in the Campaign Menu one or made a custom one to be built in this campaign?
Just wondering, because it is good to see the Night Elves having the Sentry, Archer, Huntress and the Ballista in the Ancient of War.
hello:
i liked the new fourth sentinel chapter because it made me excited and you had little time to defend the land and that what makes it special.however i didn't play the highporne campaigns yet.
I have a question
For example lets say that i didn't complete any optional missions in the late chapters...will i get the items offered after completing the optional missions when i type the secret code to jump to the new chapters???
Well, I was highly shocked after the lat Interclude...
Tyrande Whisperwind raised wars to other races??? Is that an act from a high priest... And the noble Archdruid Malfurion, just forgive her without a moment of hesitation, while he blames his brothers for being addictive to magic in 10,000 years???
Seriously, this couple should earn their ranks among the Legion, not the Nightelf
Will you transform Furion (good) later in the campaigne like hes with the tatoos in your screenshot ? IT would give it nice bonus, something like the archsage Furion that changed his style
Nice you added the Sentry Unit to the Night Elf Forces.
The Night Elves did need a nice new unit, and did you edit the Sentry in the Campaign Menu one or made a custom one to be built in this campaign?
I'm not entirely sure what you mean, but I'm guessing you're asking me if I'll be replacing the Archer model with the Sentry in the campaign loading screen. This is something I have not considered yet, since I am unsure how to go about doing this. However, it is something that will be considered later down the track.
For example lets say that i didn't complete any optional missions in the late chapters...will i get the items offered after completing the optional missions when i type the secret code to jump to the new chapters???.
No. The secret code is only to provide players a way to playing the new maps without replying the previous chapters. As such, the items your heroes will have will depend on the items who have already found.
I'm not entirely sure what you mean, but I'm guessing you're asking me if I'll be replacing the Archer model with the Sentry in the campaign loading screen. This is something I have not considered yet, since I am unsure how to go about doing this. However, it is something that will be considered later down the track.
*Facepalm*
No...I am wondering on how you made the Sentry unit buildable in the Ancient of War and nice touch to give her the Hero Warden voice, and then the Messenger Icon.
And for the Sentry did you edit the Campaign Sentry to make it trainable in the Ancient of War or did you make a new Sentry unit in customs and made it playable?
This is a nice campaign as well, but hopefully I do like to see Malfurion in the white cloak sometime soon as well.
Its like his Master Robes, and Turno sorry for confusing you. lol....
ok, thanks
the highpourne chapters are good too but i don't like the way malfurion behaves.does power change the person so much and even made him kill his fellow brotheren? well i guess so (
you said you are a one man team.why don't you find some people who can help you finish maps more quickly?
man, your maps are awesome! can't wait to play the new chapters that are still being made XD.
*Facepalm*
No...I am wondering on how you made the Sentry unit buildable in the Ancient of War and nice touch to give her the Hero Warden voice, and then the Messenger Icon.
And for the Sentry did you edit the Campaign Sentry to make it trainable in the Ancient of War or did you make a new Sentry unit in customs and made it playable?
This is a nice campaign as well, but hopefully I do like to see Malfurion in the white cloak sometime soon as well.
Its like his Master Robes, and Turno sorry for confusing you. lol....
lol what..? well i guess to make the sentry trainable, Turno just opened the Wc3 Editor clicked on Acient of War scrolled down the list until you see a variation of trainable units. Press the list then press "insert a new unit" and he put the Sentry in. Is that what you meant ? How he could make the sentry trainable in the AoW ?
No...I am wondering on how you made the Sentry unit buildable in the Ancient of War and nice touch to give her the Hero Warden voice, and then the Messenger Icon.
And for the Sentry did you edit the Campaign Sentry to make it trainable in the Ancient of War or did you make a new Sentry unit in customs and made it playable?.
I added the Sentry to the AoW through the unit Object Editor under the option "Techtree - Units Trained". As for your second question, the Sentry unit was already in Warcraft 3. I just made it so that it could be trained.
I'm experiencing a crash just after I meet the Highborn. I'm a mac user. I don't know how to fix it? Maybe it's the imported skins, but I don't know how to recreate them to make them readable.
I'm experiencing a crash just after I meet the Highborn. I'm a mac user. I don't know how to fix it? Maybe it's the imported skins, but I don't know how to recreate them to make them readable.
I don't think it's the skins actually.. Because the cutscene runs smoothly. It's after I defeat them, then the camera suddenly pans down to a fight between a group of Highborn and Night Elves - then it crashes.
Is it possible to put some command that zooms out the camera? Would be pretty nice to have it a bit zoomed out instead playing with the regular melee game camera.
Great Campaign, really loving it.. Found a glitch , mission 3 - there is a rune before the moving platform that needs to be activated for the gate to open. The thing is , the platform stopped from moving, so when i sent someone to go all the way back there, that unit was stuck ( not to mention that i have sent Furion ~~). This can be fixed by adding a waygate on the spawn location inside Golem Territory. Awesome Campaign btw
Great Campaign, really loving it.. Found a glitch , mission 3 - there is a rune before the moving platform that needs to be activated for the gate to open. The thing is , the platform stopped from moving, so when i sent someone to go all the way back there, that unit was stuck ( not to mention that i have sent Furion ~~). This can be fixed by adding a waygate on the spawn location inside Golem Territory. Awesome Campaign btw
I'm glad to see that your campaign is no longer a demo.Played it and i said that it has potential and shortly became one of my favourites.Can't wait to play the full campaign.
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