Will this campaign ever receive an update like the Human and Orc campaigns?![]()
Recently both The Adventures of Rowan the Wise and Jeopardy for the Horde received updates, so most likely Ressurection of the Scourge will get one soon as well.
(77 ratings)
New Features |
14 maps, including 10 Chapters and 4 Interludes Continue the story from Jeopardy for the Horde as you travel to new places, cross paths with familiar faces, and declare war with the races of Azeroth! Control 3 Unique Dreadlords Ever wanted to play a campaign where you control the dreadlords? Then this campaign is for you! Play as Tichondrius, Varimathras and Dalvengyr, with each dreadlord having their own spells and attribute bonus' Command the Armies of the Scourge to the Excess! In Resurrection of the Scourge, take command of Flesh Golems, Orc Skeletons, Ice Revenants, or basically any unit that can be raised back as undead! New Units and Abilities Includes a variety of new custom units including Tauren workers, Soul Towers and the custom hero Magroth the Defender. Also take command of new spells, such as Dalvangyr's Death Curse ability Play Through a Variety of Different Map Types! Resurrection of the Scourge offers a variety of different gameplay missions, including RPG, RTS, and Tower Defense Variable Difficulty Levels You can choose to play the campaign in either Normal or Hard version. This allows you to choose the difficulty of the gameplay appropriate to your skills |
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Change Log |
- Fixed a problem in Chapter 6 where the player could not transform Obsidian Statues into Destroyers after researching the Destroyer upgrade - Fixed a bug in Chapter 6 where the Quest and mission objectives for the Optional Quest “Santron Reinforcements” would not appear - The player now starts off with an Altar of Darkness in Chapter 6 - In Chapter 7, the Paladin model has been replaced with Proudmoore’s model - The terrain in Chapter 10 has been improved - Fixed a few grammar/spelling errors throughout the campaign - Added in a new Optional Quest in Chapter 7: “Dragon Firepower”. From completing this Quest, the player will be able to build Frost Wryms - Fixed some in-game dialogue/cinematic skipping problems in Chapter 7 & 9 - Increased the damage of Tichondrius’ Firebolt ability from 100/150/200 per level to 100/200/300 - The mana cost of Book of the Dead has increased from 100 to 120
- The cooldown for Varimathras’ Raise Giant Skeleton Warrior has been reduced from 8 to 7 seconds. In addition, the mana cost for this spell has been reduced from 50 to 40 - Changed the armor type of Nerubian Towers in Chapter 4 to Heavy. In addition, a few Towers have been removed from the path between the player and the Gargoyles - The dreadlords’ and Araj’s necromantic abilities now have their own custom icons - Gargoyles can now be built in Chapter 4 when the player acquires them. In addition, Gargoyles have been fixed to always require a Halls of the Dead (in earlier patches of Warcraft 3, a Black Citadel was required instead) - The difficulty of the game in Normal version has been decreased in the following ways:
- Added in additional dialogues in Chapter 4 - Added more gold into the Gold Mines in Chapters 4, 5 & 9 - Fixed a bug in Chapter 5 where putting any hero in a Transport Ship before the final cinematic plays will cause that hero to not appear during the cinematic - Fixed an issue in Chapter 8 where enemy Water Elementals would get stuck in amongst doodads - Added in more trees in Chapters 9 & 10 - The Mask of Death has been removed from the game - Dalvengyr’s items will now be given to the player in Chapter 10 instead of Chapter 9 - Slightly increased the gold cost of the towers summoned by the Acolytes in Chapter 10 - The player’s main team in Chapter 10 will now be the Undead Scourge (Purple) instead of the Acolytes (Green). This fixes a problem where the player’s heroes were untargeted by Rally Points. In addition, any gold earned during the game will now be transferred to the Undead Scourge team - Towers summoned by the Acolytes in Chapter 10 can now be unsummoned - Death Towers in Chapter 10 will now deal less damage against air units - Added in a new item in Chapter 10 called the Staff of Blight: this allows the player to create Blight in a target location, as well as giving the user Aura of Blight - Slight terrain improvements in all Chapters - Slight dialogue changes in all Chapters - The Crystal Ball in Chapter 2 has been removed. Instead, it has been replaced with additional creeps - Drek’Thar no longer casts Earth Totem in Chapter 6 - Included additional in-game dialogues throughout Chapters 1 to 9. Many of these dialogues include character voices taken directly from the Warcraft 3 Sound Editor - Ancient Protectors in Chapter 1 now have Heavy Armor in Normal version - All Quest Descriptions have been revised to fix grammar errors - In Chapter 4, the Halls of the Dead can no longer be upgraded into a Black Citadel. In addition, Scrolls of Town Portal are no longer available for purchase in this mission - Fixed a bug which allowed the player’s heroes to teleport away during the start of a cinematic - The cooldown for Dalvengyr’s Death Curse ability has been reduced from 240 to 180 seconds. In addition, Dalvengyr will have full mana when he revives from a unit - The Santron Reinforcements in Chapter 6 have gained a new Hero: Rokhan - The doodad Watch Towers in Chapter 6 have been replaced with unit Towers that attack the player’s forces - Destroyers are now available for training in Chapter 6. In addition, Frost Wryms are now available for training in Chapter 7 - A Gold Mine in Chapter 9 has been replaced with a Goblin Merchant - Fixed Araj’s Tome of the Shadow Order description in Chapter 8 - The second main Quest Objective in Chapter 9 has been slightly modified: Once the Human Guards have been destroyed, a cinematic will play of the Undead establishing a base and taking over the Human’s Gold Mine. This saves the player from building an entire base from scratch - The Human waves in Chapter 10 now choose their paths in a more random fashion - Included more health items at the start of Chapter 8 in Normal version - The health of enemy Heroes in Chapter 10 have been slightly increased - Magroth the Defender now casts Sleep in Chapter 10 - Fixed a problem in Chapter 10 where Araj would not regenerate any health after receiving damage - Enemy Human Heroes no longer gain experience or levels in Chapter 7 - Reduced the attack range of Ballista from 1150 to 1000 - Fixed a bug in Chapter 1 where the Fel Stalkers would start attacking randomly - Fixed all spelling errors in all dialogues - You can now collect Dalvengyr's items at the end of the 2nd cinematic in Chapter 9 - The text description for Finger of Death has been changed - Added in more battle scenes at the start of Chapter 9 - The Power Obelisk in Chapter 10 can now be repaired - Fixed a problem in Chapter 10 where the invisible mercenaries would give away their positions by attacking nearby enemy units - Fixed a sound mute problem in Chapter 10 - The Death Towers and Lightning Towers in Chapter 10 have been buffed - Reduced the overall difficulty of Chapter 10 in Normal version - Changed the dialogue in Chapters 7, 8, 10, and the last 2 Interludes to implement new storyline changes - Included an additional scene at the end of Chapter 8 - Samuro's spells have been changed to suit the spell changes that will take place in the upcoming version of Jeopardy for the Horde - All the custom campaign buttons in the campaign loading screen have been reset - Increased the model size of all dreadlords by 0.15 - Minor changes to cinematics in all maps, including dialogue changes - Added in additional in-game dialogue when the player saves the Doom Guard in Chapter 1 - Minor terrain changes in all maps - The Night Elves in Chapter 1 no longer have Shadow Meld - Decreased the experience gain rate for the player’s heroes in Hard version for Chapters 2 & 3 - Fixed a bug in Chapter 2 when no in-game dialogue would play the first time the player encounters Naga - Fixed a problem in Chapter 2 where a Hydra creep would not drop any items when killed - Increased the Naga Sea Witch’s damage by 15 in Hard version for Chapters 2 & 3 - Added in more runes from killing enemy units/crates in Chapters 3, 4, 8 & 9 - Fixed a bug in Chapter 5 where Varimathras would appear at the undead shipyard if the first cinematic is skipped - Added in-game dialogue the first time Wind Riders attack the player in Chapter 5 - Increased the starting gold for the player in Hard version in Chapter 5 from 1000 to 1250 - Improved the AI for the Santron Reinforcements in Chapter 6 - The buff animation for Death Curse has been changed (to not look like Parasite) - Increased the cooldown of the Tauren’s reincarnation ability in Chapter 6 from 0 seconds to 60 seconds - The Human Archmage can no longer use Mass Teleport in Chapter 7 - Reduced the overall difficulty of Chapters 7 & 9, for both Normal and Hard version - Siege Engines can now attack ground units in Chapter 7 - Searing Blade now allows heroes to attack air units - Added an additional gold mine in Chapter 9 - Increased the gradual handicap gained by Garithos’s Forces in Hard version for Chapter 10 - Increased the damage caused by all enemy heroes in Hard version for Chapter 10 - Numerous small changes throughout the campaign have been made - Added in 2 maps: Chapter 10: Apocalypse Interlude: The Last Demonlord - Added in 1 map: Chapter 9: Power of the Alliance - Slight dialogue changes in cinematics - Fix a camera angle problem in the last cinematic of Chapter 1 - Fix game catching problems in Chapters 2 and 3 - Fix a problem in Chapter 7 where Murlocs could cast Death Curse - Random items on the ground will no longer appear in cinematics - Fix the icon XY coordinates for the dreadlords necromantic abilities - Fix the in-game dialogue skipping problems in Chapter 8 - Re-edited Varimathras' fading in part in the first cinematic of Chapter 5 - Fix a problem where Doom Guards were unable to cast Cripple - Added in 2 maps: Chapter 8: The Ruins of Dalaran Interlude: Old Hatreds - The campaign has been updated to match the unit stats of the user’s current version of Warcraft 3 - Varimathras' Banish ability has been replaced with Call of Waning: It reduces the movement and attack speed of all nearby enemy units around the dreadlord - Dalvangyr's Earthquake ability has been replaced with Death Curse: The dreadlord curses a unit so when he dies, he spawns almost instantly from it - Fixed a bug in Chapter 6 where the timers in the optional quest 'Stop the Tauren' would restart after they have expired - Fixed an error which disabled the user from selecting the difficulty of the campaign. In addition, the whole difficulty system has been changed. Instead of selecting the campaign's difficulty from the campaign main menu, the option is now given at the start of each map - Slight changes to dialogue in several chapters - Drek'Thar's Shadow Strike ability has been replaced with Stone Totem - Other minor changes within the cinematics and gameplay may be evident - Added in Chapter 7: Disobeying Orders - The player is now able to choose the difficulty of the campaign, Normal or Hard - Players are now able to start playing the campaign from chapters 1 to 7, for game catching reasons - Minor changes to terrain - Tichondrius’ Shadow Strike ability had been replaced by Firebolt - Fixed a problem in Chapter 4 which disabled the player from completing the main quest as the result of skipping certain cinematics - Fixed game catch saving problems between Chapters 6 and 7 - Slight changes to dialogue in previous chapters - Skeletons summoned by Varimathras can now learn attack/armor upgrades - The Dark Minions that Varimathras raises have been renamed Giant Skeleton Warriors, since the Dark Ranger raises skeletons of the same name - Dalvengyr now has selection priority over Varimathras (for storyline reasons) - Minor changes to cinematics - Considerable changes to gameplay, other than the difficulty - Added in 2 maps: Chapter 6: The Sorcerer and the Horde, Interlude: The Will of Kil'jaeden - The necromantic spells each dreadlord possesses are no longer items, they are now normal abilities - Changed Varimathras' necromantic ability to 'Summon Dark Minion'. - Made changes to dialogue - Fixed a problem with Night Elves being invulnerable in Chapter 1 - Fixed a problem which allowed the Naga Royal Guard to follow units owned by the player - Minor changes to terrain, mainly to Chapters 1-4 - Skeletons summoned by Dalvengyr can now learn attack/armor upgrades - Fixed pathing problems with Pig Farms (for AI reasons) - Minor changes to cinematics - Minor changes to gameplay |
Will this campaign ever receive an update like the Human and Orc campaigns?![]()
As already mentioned, this campaign has yet to be finsihed. Feedback for the maps made so far would be appreciated.
Rowan and Orcs campaigns were much better imo but even tho this is still a well done campaign
that i enjoyed replaying second time after years would like to see all of them in Reforged one day ^^
I'd say it's because it lacks custom music, legendary items and more heroes.For some reason this campaign feels like the weakest out of the four and I don't know why.
I thought I was the only guy who dislikes the coming Reforged. I'm glad I was wrongAs for me, after seeing how Reforged looks like on Youtube videos, I will stay with the classic Warcraft 3.
I'd say it's because it lacks custom music, legendary items and more heroes.
I thought I was the only guy who dislikes the coming Reforged. I'm glad I was wrong![]()
I'd say it's because it lacks custom music, legendary items and more heroes.
I thought I was the only guy who dislikes the coming Reforged. I'm glad I was wrong![]()
I agree. For some reason this campaign feels like the weakest out of the four and I don't know why.
Maybe. As for me, after seeing how Reforged looks like on Youtube videos, I will stay with the classic Warcraft 3.
I couldn't agree more, but unfortunately there are many people who'd prefer Reforged to Classic only because it's a new game interior with the same characters, environment, sounds, spells etc. Shortly, it's only an enhanced version of the original Classic WC3 (in my opinion).Well for me it's not like Reforged > Classic its quite opposite but still im glad they didn't forgot about imo best RTS of all time and if Blizz will update the game from time to time i will gladly put douzens of hours like with orginal Warcraft 3 and even if they won't i bet the community will do the job cuz custom games are still fun
Hmmm, I'm not sure I'd completely agree with you on that one.-Little Impact on the world: With Rowan's campaign, we save Lordaeron and defeat the Scourge. With Jeopardy for the Horde, we help the Horde find a new home, create a new nation and stop the Burning Legion, even killing the leader. With this campaign, what did we do? We mostly walked around destroying some settlements without delievering a crippling impact on neither Horde nor Alliance, so aside from a few towns and outposts destroyed and hundreds killed, the Alliance and Horde are not weakened at all. Our main goal, ressurecting the Scourge, proved pointless as the Scourge gets destroyed by the Alliance in the last mission (yeah, the Scourge that nearly destroyed Lordaeron got nerfed for plot convenience). The only true impact we made was finding an excuse for Kil'jaeden to kill Tichondrius and giving the Book of Medivh to the Legion, so basically only the last missions actually mattered.
Rowan's and Horde's campaign both had the last one or two chapters that had the most impact on both campaigns, as well as the Scourge campaign. It's normal and it's always the final chapter(s) that has/have the most impact in almost every campaign (at least in those that I know of). In both vanilla and custom campaigns.
Now, in the Scourge campaign, I'm pretty sure the impact was huge for almost destroying the entire three races. Now, we're talking about the entire Alliance kingdom. A kingdom that's consisted of humans, high/blood elves and dwarves. The Apocalypse spell hasn't destroyed the entire Alliance territory. I'm sure at least 20% of the Alliance territory is left untouched by the ultimate spell of destruction.
On the other hand, orc race was also affected, but in a drastically smaller radius. Only a few orc settlements and a large orc city of Orgrimmar have been destroyed. Now, I'm not sure whether any orc hero was killed, since there were Cairne and Rokhan heroes in a finale cinematic of Malfurion's quest, but, as you said, hundreds of orc citizens were killed. Outcome: no orc heroes were killed only the orc units.
Why worthless? Destroying or weakening the mortal forces of Azeroth was the only goal of the dreadlords. They didn't destroy them completely, but only weakened them, especially humans. And they needed Araj for that, since dreadlords didn't know how to create the ultimate spell of destruction.Most of the Scourge's missions centered on rebuilding the Scourge and finding Araj, and both of these goals ended up worthless at the end. The only thing that resulted from Araj's part was finding the Book of Medivh.
Well, it's not practically nothing. The size of the Alliance property that was destroyed and citizens killed is huge. It's more than half the Alliance civilization that was wiped out. So I consider it a huge disaster to humans and a far less disaster to orcs.How many Alliance towns got destroyed? Around 6 or 8 and one major city. Taking into account the size of Lordaeron, this is practically nothing.
The same can be said regarding the orcs.
Don't forget about the timeline between the first campaign and the current timeline of the other three. Rowan's campaign was set 60 years before Jeopardy of the Horde. So we can see that the Alliance needed around six decades to fully recover from the Lich King's onslaught. So it's more than just a couple of years.The damage caused by the Scourge will take, like what, a couple of years to recover? I am not saying that the new Scourge didn't leave a mark, but compared to what the original Scourge did to Lordaeron or what the Night Elves and their human allies did to the orcs, the damage caused was not as significant. Tichondrius' Scourge was more like an army of ravagers passing by and destroying cities rather than an actual invading army meant to cleanse the land of all life.
Why worthless? Destroying or weakening the mortal forces of Azeroth was the only goal of the dreadlords. They didn't destroy them completely, but only weakened them, especially humans. And they needed Araj for that, since dreadlords didn't know how to create the ultimate spell of destruction.
Don't forget about the timeline between the first campaign and the current timeline of the other three. Rowan's campaign was set 60 years before Jeopardy of the Horde. So we can see that the Alliance needed around six decades to fully recover from the Lich King's onslaught. So it's more than just a couple of years.
But after the Apocalypse spell, the huge Alliance territory is destroyed and every man is dead.
So I think it may be even a higher disaster for humanity.
pls update again!!!!
Only time will tellGreetings, Turnro!
Will you upgrade/revamp this campaign after the release of MQ 2.0 version (adding legendary items, etc.)?
hi, turnro! I'm stuck in chapter 10(hard) in this campaign, the enemy's forces are too strong to eliminate them. How to get through this mission?
thx, but what forces should i take command of? I've tried to train abominations but they are too fragile. i guess necromancers and meat wagons can help me to defend?1- Deploy as many Towers as possible and as quickly as you can, while taking into account that the ones avaliable get stronger as time passes.
2- Use your heroes to their fullest extent. Put your best items on them the moment the mission starts. My advice is that you restart the campaign while already taking into account which Heroes you will have to use in the final chapter.
3- Make your undead armies as strong as possible and make sure that they don't die in vain. The moment the Alliance passes through the towers, they are the only thing standing between them and Araj. They only need to hold the line until the time ends.
The problem with heavily relying on necromancers in this mission is that the enemy units are tougher than they usually are. Skeletons don't last very long against them. You will have to rely on the Meat Wagons as a source of corpses to provide skeletons in order to stop the enemy. And this will require a lot of effort since the Meat Wagons don't automotically drop corpses for us to use.thx, but what forces should i take command of? I've tried to train abominations but they are too fragile. i guess necromancers and meat wagons can help me to defend?
Agree. The only outcome this campaign had was the Legion getting the Tome of Medivh. Tichondrius bringing back the Scourge was pointless.I wouldn't really call it bad or anything, but it was kind of just a Path of the Damned without the fun of Arthas. What I mean is that the campaign was basically used to show how the evil guys got into a position where they're a threat to the good guys, so that the follow up campaign/campaigns can happen, rather than being a compelling and well rounded story on its own (like the campaigns of the other races). Unfortunately, this is kind of a necessary evil, and I'm not really sure if there's anything that could have been done to make the story more engaging.
I honestly have the same doubt. Especially since they appeared in Ashenvale simply to take a boat for the Broken Isles. Couldn't they just make a portal directly to the islands or teleport?Why did the dreadlords make a portal to Ashenvale, if it was a dangerous area that they needed to get away from?
My guess is that Eredon is very hard to kill. Remember that Kil'jaeden thought that he had killed him, and his death was meant to trigger the invasion in "Jeopardy for the Horde", and yet he didn't die for real.How did the illusionist guy not get hurt from the spell of Medivh's tome (Smolderas makes sense btw, cus he is an elemental), when he seems to be a demon himself?
Not only that. The Scourge invaded Dalaran in order to get the book. And yet, they decided to attempt to summon the Legion somewhere else (plot convenience since this gave Rowan the chance to stop them), and the summoner didn't even have the book with him when he died. So they invaded Dalaran, read the book and then left the book in the middle of ruins?Why did the original Scourge just leave the insanely powerful tome in Dalaran?
Exactly. They could have made a portal and retreat to another location. They can create a portal from the Twisting Nether to Ashenvale, but they can't make a portal that allows them to travel across distances in the same planet?Why couldn't they just summon the Apocalypse eye thingy in a safe area, and then carry it to a good location? Why couldn't they just run away from Garithos and the Alliance, when it didn't appear that they were surrounded (maybe they were though)?
Kil'jaeden simply wanted an excuse to kill Tichondrius. He even sent Eredon to aid the Alliance in order to get rid of him.How come Tichondrius "failed" his mission, when he had the tome and all he needed was another summoner to actually start off the invasion?
And Lordaeron getting completely wiped. Though again, if you look at most campaign series, the impact of the individual campaigns is usually higher than "a nation gets destroyed and the bad guys get an artifact", as that is something that could easily happen within 3 chapters (Path of the Damned has destroyed 2, while fully bringing in the Legion as well, plus the resurrected Kel'thuzad was more of a long term character than Araj).The only outcome this campaign had was the Legion getting the Tome of Medivh. Tichondrius bringing back the Scourge was pointless.
I think this could be easily explained by just mentioning the rules of Dreadlord teleportation, because it feels a tad convoluted this way. I guess the idea is that their teleportation abilities require a lot of channeling (meaning that they can't do it when enemies could attack them), and can only be used to transport a few people. This would explain that they need the boat since they couldn't just teleport from the Broken Isles to Northrend, and there weren't any boats in the isles, so they had to start off somewhere else. It would also explain why the Legion couldn't just be summoned in by the raw power of dreadlords. And also this question:I honestly have the same doubt. Especially since they appeared in Ashenvale simply to take a boat for the Broken Isles. Couldn't they just make a portal directly to the islands or teleport?
And before anyone says "well, in this alternate universe the Dreadlords can't teleport", we see Varimathras doing it in the opening cinematic of Chapter 5!
But none of that was even mentioned in the campaign, which is a bit of a problem. For all I know, my explanation could be entirely wrong.They could have made a portal and retreat to another location. They can create a portal from the Twisting Nether to Ashenvale, but they can't make a portal that allows them to travel across distances in the same planet?
That actually makes a lot of sense. Tichondrius failing his mission was kind of a half-truth there, but a half-truth is truth enough for Kil'jaeden in that scenario (half-truths are used a lot for deceptions and manipulations after all, so it's fitting for him to use it when his literal title is "The Deceiver")Kil'jaeden simply wanted an excuse to kill Tichondrius. He even sent Eredon to aid the Alliance in order to get rid of him.
Actually Lordaeron didn't get wiped out. Araj stated that spell required a good location in order to cause as much damage as possible, and Tichondrius decided to use it to kill all the forces that were surrounding them, regardless of the range.And Lordaeron getting completely wiped. Though again, if you look at most campaign series, the impact of the individual campaigns is usually higher than "a nation gets destroyed and the bad guys get an artifact", as that is something that could easily happen within 3 chapters (Path of the Damned has destroyed 2, while fully bringing in the Legion as well, plus the resurrected Kel'thuzad was more of a long term character than Araj).
If you recall, he even lied to his lieutenants in Malfurion's Quest, stating that Tichondrius fell in combat against the mortals.That actually makes a lot of sense. Tichondrius failing his mission was kind of a half-truth there, but a half-truth is truth enough for Kil'jaeden in that scenario (half-truths are used a lot for deceptions and manipulations after all, so it's fitting for him to use it when his literal title is "The Deceiver")
Magroth says that he was approached by a demon. And since this happened around the time Tichondrius got hold of the Tome of Medivh, it is like 90% possible that it was Eredon. Kil'jaeden most likely sent him to spy on Tichondrius and to ensure he would fail.I kind of missed the part where it was mentioned that Eredon aided the Alliance, but it's absolutely plausible that he did. I guess it could also be possible that the mysterious voice was him as well (don't forget that Magroth immediately recognized a demon from it). Though that makes it a little less likely that the voice from here and the voice from Malfruion's Quest is connected, but I do find it curious that Eredon didn't show up a single time in that campaign.
Who knows, maybe Eredon is an agent of the Void, and he is simply making all powerful factions kill each other.(This is kind of a crazy theory, but maybe he is a sentient being of magical energy that creates those demonic forms as a puppets, and has placed his consciousness into the magic fountains, and was basically doing everything to try and get Malfurion to consume the fountains, so that he can overpower his mind and take control of Azeroth by absorbing even more power. It's pretty unlikely, since in the Character Sheet, he was shown as a Legion character and not a neutral one, but it's still an interesting idea nonetheless, especially because it's pretty funny to imagine that he faked his loyalty to Azgalor while also faking his loyalty to his competitor so that he could get them both killed)
Keep in mind that when this project was written, Shadowlands did not even exist yet.I mean, in Shadowlands we find out that the Dreadlords were never truly loyal to the Legion to begin with.
I know, but those kind of plot twists have always existed. You think for a long time that someone has always been loyal, and then you find out that he or she was a double agent all along.Keep in mind that when this project was written, Shadowlands did not even exist yet.
I think the nature of Dreadlords is not much different from humans. Mal'ganis sided with Death (Denathrius), Lothraxion sided with Light, while Tichondrius, Mephistroth, and Balnazzar sided with the Burning Legion. Actually, I've always doubted that Mal'ganis was the Dreadlord of the Burning Legion.I know, but those kind of plot twists have always existed. You think for a long time that someone has always been loyal, and then you find out that he or she was a double agent all along.
(This is kind of a crazy theory, but maybe he is a sentient being of magical energy that creates those demonic forms as a puppets, and has placed his consciousness into the magic fountains, and was basically doing everything to try and get Malfurion to consume the fountains, so that he can overpower his mind and take control of Azeroth by absorbing even more power. It's pretty unlikely, since in the Character Sheet, he was shown as a Legion character and not a neutral one, but it's still an interesting idea nonetheless, especially because it's pretty funny to imagine that he faked his loyalty to Azgalor while also faking his loyalty to his competitor so that he could get them both killed)
Need Some Help! I´m trying to play this one with Quenching Mod or Campaign Splitter and Everytime I get green icon on Varimathas and on Some Spells Like Call of the Warning. Any suggestion? I tried out with all Turnro´s campaign and everything was good except for this one. What is the problem?
That´s sad really wanted to showcase how the campaign woulda look with Reforged on my channel. Well Thanks anyway for taking your time to answer.The issue is Resurrection of the Scourge was made for legacy Warcraft 3 and has never been tested in Reforged. As such, you are bound to come across some issues when playing through the Quenching Mod.