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Perpetual Randomizer Human Campaign

THE SCOURGE OF LORDAERON - PERPETUAL RANDOMIZER EDITION
Created by nchp1903 and Blizzard Entertainment

The campaign is made and playtested in Warcraft 3 Version 1.31.1!

Arthas set off to save Strahnbrad for the Nth time, but this time, something feels... off. Arthas himself turned into Lord Garithos? His loyal Footmen are now Night Elven Huntresses who shouldn't be there?

INFORMATION

SCREENSHOTS

CHANGELOG

CREDITS

AUTHOR'S NOTES


Welcome to The Scourge of Lordaeron - Perpetual Randomizer Edition! This campaign randomizes all of your combat units at the start of the game, and the changes persist until campaign completion. For example, every time you train a Footman, you would instead train a unit with similar power level, such as a Mur'gul Reaver, for every mission in the campaign until you reroll. The goal is to be overpowered and to have fun with different unit compositions, without the chaos of a traditional Randomizer Campaign.

FEATURES:
  • Unit tiers and upgrades are unlocked based on vanilla Scourge of Lordaeron progression. For example, on Chapter 6 - The Culling, you will still unlock Castle, along with your Knight equivalents and all tier 3 upgrades.
  • Some upgrades and vanilla units are buffed or changed, so you're not punished if you get the same vanilla Human units after rerolling. Many Heroes and Demiheroes (like Captain) also have different abilities for diversity's sake, so make sure to check them out!
  • QWER/ZXC hotkey mapping for every playable unit.
  • Missions will have minimal gameplay changes. As a result, the difficulty can be drastically easier than vanilla Scourge of Lordaeron. It is recommended to play on Hard difficulty if you are confident with your unit composition.

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[13-03-2025] Released!
[14-03-2025] Updated to version 1.01!

  • Goblin Sappers no longer play their Death animation when casting Clockwerk Helper.
  • Web upgrade for Nerubian Warriors and Crypt Fiends are now tier 1, so it can be used on Chapter 2 for anti-air.
  • Air Unit Attack upgrades are now displayed properly on all air units.
  • Transformable hero like Illidan (Evil) should now be detected in cache properly.
  • Some Heroes being able to attack Mal'Ganis during Chapter 6 ending cinematic remains unfixed. In fact, if Mal'Ganis lets himself be attacked, he will properly die now as he deserves.
  • Due to weird interaction with certain spells, Chapter 8 Ships will now take more attack damage instead of spell damage.
  • Add one extra mercenary camp in Chapter 8 after fourth ship.
  • Cost of Air Attack/Armor upgrades are slightly reduced due to the fact that they only affect a few unit tiers.
  • Air Attack/Armor upgrades before Chapter 7 will only appear in Blacksmith if you unlock units that can morph into air -units like Obsidian Statues or Druids of the Talon.
  • Buff the Hail of Flesh ability of Mal'Ganis (Playable) to have a larger radius. His Disease Cloud is also replaced with a more useful ability to fight against Undead in later levels.
  • Charmed/Possessed/Summonned units in the Frostmourne section are now properly removed after the cinematic.
  • Frostmourne quest reward is now moved to near the Way Gate when Arthas returns.
  • Supply is uncapped and Upkeep is disabled in Chapter 8.
[31-03-2025] Updated to version 1.2!
MAIN FEATURES:
  • The Melee Hero and Ranged Hero pools are now unified! In addition, 24 NEW Heroes were added to the pool, many of which gain custom, non-triggered abilities to keep the Vanilla+ feel and because I’m too lazy to import ability triggers in case I fix anything, which I totally will.
  • Transformable Heroes SHOULD be loaded properly between Chapters now.
  • In addition, there will be 8 NEW Demiheroes added to the pool as well.
  • Items can now stack up to 6 per inventory slot.
  • Tomes now return to have only one charge. However, bonus stats from Tomes now carry over after rerolling. For example, if Arthas reads a Tome of Strength +2, he will still gain +2 Strength after rerolling. This is to prepare for my future loot system.
Various Hero & Unit Adjustments:
  • Various Hero abilities are buffed, including: Searing Arrows, Menacing Aura, Steel Tempest, Immolation, Rain of Chaos, Mana Burn, Incinerate, Soul Burn, Summon Lava Spawn, Volcano, Battle Roar, Finger of Death.
  • Dripping Venom is nerfed because it was too strong for an on-attack passive. Divine Shield is nerfed due to long duration.
  • Gul'dan, Antonidas and Kil'jaeden's abilities were slightly changed to suit their canon power level more. Detheroc also has an ability change.
  • Ragnaros gains bonus base stats to compensate for his bad late game due to being a Firelord.
  • Air Attack/Armor Upgrade before unlocking Air Skirmishers now correctly disappear if no air-morphable ground unit is unlocked.
  • Troll Regeneration now increases HP regeneration of all Trolls by 2 instead of 1.
  • Kel'Thuzad (Ghost) no longer has Ethereal so his fake attack now actually works, allowing for easier micro. As compensation, he gains bonus HP.
  • Infernal Hellshowers were too strong when Demonblood is active, and too weak with it is not active. They will now deal more base damage, but Demonblood on them will be less effective.
  • Dire Frost Wolves now has Wolfpack to summon weaker Frost Wolf instead of Frost Attack, because Frost Attack for some reason can't be applied via a melee attack. Dire Frost Wolves also start with 100 mana instead of 75.
  • Change Corruption Aura icon to no longer overlap with Aura of Blight's icon.
  • Riflemen's Exploit Weakness research now no longer requires Long Rifles.
  • Evolved Hydras now spawn Evolved Hydra Hatchlings (Flying) upon dying, instead of regular Hydra Hatchlings.
  • Neutral structures can now be properly Pillaged, including City Buildings, which is mostly relevant in Chapter 6.
  • Ethereal Form and Corporeal Form now have consistent "R" hotkey.
  • Reduces Sludge Creepers' Lesser Slow's duration from 20 seconds (4 vs Heroes) to 10 seconds (2 vs Heroes).
  • Naga units gain life regeneration when Submerged, similar to Crypt Fiend's Burrow. Can Submerge on land. Submerge now takes more gold and lumber to research and is now a Tier 2 (Keep) upgrade instead of Tier 1.
  • Destroyer Form/Occult Knowledge research requirements now match the requirements of other Adept/Master Training. Destroyer Form now requires nothing, and Occult Knowledge requires Black Citadel/Castle.
  • Priestess of the Moon (Tyrande) and Alchemist (Razzil Naypolm) got new icons to show their faces instead of their mount.
  • Rock Chunks, Cages and Barricades have reduced max HP to be one-shot more easily.
Chapter-Specific Changes:
  • In Chapter 2, Grunts now properly cost 3 Food, and Riderless Horses will properly have 350 base movement speed. As compensation for the Blackrock Clan, Pig Farms now provide extra food.
  • Fix an issue in Chapter 2 where Peasants don't harvest during/after the opening cinematic.
  • In Chapter 3, one Basic Melee unit and two Basic Ranged units are added to the rescue group so you'll be less punished if you rolled for units with low durability.
  • A starting Basic Melee unit in Chapter 4 is replaced with a Demihero.
  • Some dialogues in Chapter 3 and Chapter 5 now correctly show your Basic Melee unit talking instead of Footman.
  • In Chapter 9, you now start with an Arcane Vault.

[18-04-2025] Finally updated to version 2.0!
MAIN FEATURES:
1. Introduces the World Drop System.
  • Enemy units, neutral units, and destructibles all have a chance to drop random loot. Enemy units that can't be rebuilt (whether Neutral Hostile or in no-build mission), will have slightly higher drop chance. Trees will have the lowest drop chance.
  • Vanilla loot drops from enemies remain the same, but they can still drop randomized items on top. Quest items (Saving Timmy, Recover Lost Ledger, Heart of Searinox) are also changed accordingly.
  • Loots are split into three tiers (rarities): Low, Medium, and High, according to their power level. Most consumables are Low-tier. Most tomes are Medium-tier. Powerful tomes and Artifacts are in High-tier. Drop rates are adjusted accordingly.
  • Low quality loots include items from later patches, such as Idol of the Wild, Scepter of Avarice, and Blue Drake Egg. Artifacts include upgrade vanilla items, items from the Rexxar Campaign, and custom items. Tomes include vanilla ones, and custom tomes such as Manuals of Attack, Manuals of Defense, and Manuals of Mana.
  • Tomes are now Power-Ups again, which means they are instantly used upon being picked up, without having to use in the Inventory.
  • Runes can only be dropped from units, not destructibles, since they're mostly to give an edge in combat. Runes do not have rarity.
  • Mask of Death is nerfed to only have 25% lifesteal. This is to expand the power of the Mid-tier, since there are already very strong items with sustain in High-tier.
  • Goblin Merchants are also changed to include up to 11 Randomized items from the loot pools. Each item from each merchant can only be purchased once.
  • More Goblin Merchants are placed in different chapters, from Chapter 4 to Chapter 9, to ensure that every chapter has 2 Goblin Merchants. As a result, in Chapter 8: the Goblin Laboratory is replaced by a Goblin Merchant. At the end of the Spirit Tower gauntlet, an Amulet of Recall is given for free.
  • Neutral buildings (Except City Buildings in Chapter 6) have reduced HP, for easier looting.

2. Introduces two new-tiers: Basic Towers and Heavy/Support Towers.

  • Basic Towers are Guard Tower equivalents, and Heavy/Support Towers are Cannon Tower equivalents.
  • Arcane Tower is not replaced by a tier, because it is not available in Reign of Chaos. However, it is included as one of the choice for Heavy/Support Towers.
  • Due to the existence of Ivory Towers, Towers can be rerolled right from Chapter 1, and can be upgraded for free in no-build missions.
  • Experimental: All buildings benefit from Improved Masonry and Spiked Barricades. Costs of Reinforced Defenses and Spiked Barricades are slightly increased.

Various Hero & Unit Adjustments:
  • Lightning Shield (Hero Only) is buffed: Increases damage, reduces mana cost and cooldown.
  • Fel Barrage is nerfed: Reduces radius, increases mana cost.
  • All Flame Strike can now burn trees.
  • Frostmourne Hungers' button position is correct. Death Pact was accidentally changed during testing, and is now fixed.
  • Teron Gorefiend has a new innate ability - Sacrifice, which consumes his HP to convert to Mana, on a long cooldown.
  • Gazlowe's (Tinker's) Bash is replaced by Attribute Bonus, for overall usefulness.
  • Rexxar (Beastmaster) can now learn Summon Hawk. Summon Misha will be avaiable by default without skill points, and will be upgraded to Level 2 in Chapter 3, and Level 3 in Chapter 5.
  • Razzil (Alchemist) is buffed. During Chemical Rage, his attack speed against air units is also increased to match his ground attack speed. Chemical Rage also grants bonus HP and mana regeneration. Transmute gives you more money. Healing Spray no longer heals enemy units.
  • Reduces attack speed of Baine's Ancestral Wards.
  • Summonned units now benefit from Attack/Armor upgrades, so Air upgrades from chapter 1-6 are available again in the Blacksmith, in case you wanna upgrade a Hero's summonned air unit.
  • Using Animate Dead/Scroll of Animate Dead on enemy Acolytes no longer spawn dead Peasants.
  • Undead Heroes/Night Elven Heroes now always regenerate HP. If their base hit point regeneration rate is below 1, it is raised to 1.
  • (Unlisted from 1.0) Night Elven Heroes have Ultravision by default.
  • (Unlisted from 1.2) Night Elven units gain base HP regeneration at night, while Undead units gain Aura of Blight to regenerate slowly without Blight.

Chapter-Specific Changes:
  • In Chapter 1, Hints are changed to match the new patch. Gerard's Lost Ledger's type is changed to Power-Up, so you can proceed with the quest without having to waste one inventory slot.
  • In Chapter 2, Heart of Searinox is also changed to Power-Up, for the same reason as Gerard's Lost Ledger. You will also start with extra Gold and Lumber to build Farms to compensate for the fact that you may start with high-supply units.
  • In Chapter 5, the cost to call a messenger is reduced from 500/200 to 425/100, matching the price of a vanilla Hero.
  • In Chapter 6, you start with a Keep and a Blacksmith instead of a Town Hall and no Blacksmith, so you can pick up the pace faster.
  • In Chapter 8, summonned air units can fly normally now. Trees near the third ship are also removed, in case of softlocking due to not having siege units to kill trees.
  • In Chapter 9, Amulets of Recall and Scrolls of Town Portal are no longer removed from Arthas and Muradin. This will cause bugs, but I want fun, so I don't care.
  • Also in Chapter 9, you can now hire Space Fel Orcs and Hydralisks from the Mercenary Camp, in addition to Zerglings and Marines, because why not.

NOTE:
- Updating mid-playthrough can cause Hero with changed abilities to lose skill point. To circumvent this, enter "-ArthasPoint" or "-MuradinPoint" or "-JainaPoint" in chat to add a skill point to Arthas/Muradin/Jaina respectively. I trust you will only use it for troubleshooting and not cheating.



MODELS:
  • 00110000
  • alfredx_sotn
  • AndrewOverload519
  • AnimE
  • Biridius
  • Callahan
  • Daenar7
  • Darkholme
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  • WoO Team
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ICONS:
  • 8512590215848
  • Aldeia
  • Altruistic Anduin
  • AndrewOverload519
  • AnimE
  • Artork312
  • BLazeKraze
  • Blizzard Entertainment
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  • CRAZYRUSSIAN
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  • (Hermit)
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  • Rhapsodie
  • Samwise Didier
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  • Shimrra
  • Sundance
  • WoO Team
  • Xetanth87
  • Zombie
If I forgot to credit anyone, please DM me their names and the resource(s) that I use from them.

TOOLS:
  • BLP <-> TGA Converter by Ralle
  • BLPView by Foxlit
  • Button Manager by Shadow Daemon
  • MDX Pather by Guesst
  • MPQ Editor by Ladiq
  • Paint.NET by Rick Brewster
  • Retera Model Studio by Retera
  • War3 Model Editor by Magos
  • World Editor & Starcraft 2 Editor by Blizzard Entertainment
  • WoW icons were obtained from Wowhead
SPECIAL THANKS:
  • Blizzard Entertainment for making Warcraft III and the World Editor.
  • RazorclawX & Shar Dundred/Kasrkin for their inspiration to make my own campaign.
  • Uncle for helping me with basic triggers when I first used the World Editor.
  • Fishmaster26 for the original idea from the Starcraft II mod Wings of Liberty: Perpetual Randomizer.
  • Synergy & Xetanth87 & Nral for helping me understand that simple maps without heavy scripting can be fun.
  • ScrewTheTrees and other contributors to the Warcraft 3 Editor Ability Insight document.


- I think the Perpetual Randomizer concept is really fun and almost infinitely replayable, so I tried to bring fishmaster26's concept into Warcraft III. Although, there isn't a "hub" map like the Hyperion to unify all the upgrades, I have to make my own upgrade system to make the campaign feel seamless.

- I also want to release a finished campaign, even a slightly low effort one, to familiarize myself with the planning/making/publishing process, after having too many ambitious and discarded maps.

- I plan to implement the Perpetual Randomizer machine into other Reign of Chaos/Frozen Throne campaigns in the foreseeable future, but I don't have a clear schedule yet, due to study and work.

- Overall, thanks for reading, and I hope you enjoy playing the modded campaign as much as I enjoyed making/playtesting it.
Previews
Contents

Perpetual Randomizer Human Campaign (Campaign)

Reviews
deepstrasz
While fun and somewhat diverse in replayability value, the gameplay mechanics remain the same. Also, odds may not be in the player's favour. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S...
Level 3
Joined
Feb 16, 2013
Messages
20
I'm planning to add some new Heroes (and maybe normal units!) to the Randomizer pool, but I need people's opinion on how to approach this.

For Ranged Heroes and Melee Heroes, should I:
1. Merge them into the same pool?
2. Keep the two seperate as is?

The Heroes I add can belong to one of the below categories:
1. Alternate versions of WC3 Heroes (Watcher Tyrande, Undead Jaina, Druid Illidan, King Arthas,...)
2. Other Canon Warcraft characters (Garrosh Hellscream, Bolvar Fordragon, Lor'themar Theron,...)
3. Non-canon characters like from Starcraft or other series, or just my own creations that I like to share.

Please pick the option you like the most.

I'd be up for 2 in some ways but there's a lot of times in vanilla war 3 campaigns where you're stuck on one hero, and I think having the ability to see more ranged heroes in particular'd be boss in the human/undead campaign, for instance, so I think I like merging more.

as for the categories, I'd be up for 1 or 2. I think 3'd be bonkers and fun, but your descriptions with #1 sold me. If I was going to beg, I'd love to see gorefiend in the running since war2 style death knights are very cool. However, I'm just happy with whatever's made.

Really loving this campaign, already got a ridiculously blessed run with samuro+fel orc grunts, and got perhaps the most memeworthy roll of obtaining frostmourne instead of a ring of protection from the first quest. I guess Timmy's mom just had it hanging up on the mantle all along. I feel very strong and I'll likely do my first run very fast.

If I was going to suggest something as an optional for people who like that added difficulty, a much less constant set of random attack waves - like Fishmaster's mod adds - might be fun, though I think it certainly shouldn't come as consant or fast just due to how much longer time to kill is in warcraft 3.
 
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