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Rise of the Blood Elves v3.0

This bundle is marked as high quality. It exceeds standards and is highly desirable.

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1) Make sure you have at least the 1.27 patch installed. The campaign WILL NOT WORK properly without it.
Specifically, Chapter Three will not load at all.
2) Download the Rise of the Blood Elves Intro cinematic and extract into your Warcraft III/Movies folder.
LINK TO THE CINEMATIC FILE
3) Download the campaign and place into your Warcraft III/Campaigns folder, or My Documents/Warcraft 3/Campaigns
if you have the 1.28 patch.
4) Play the campaign!


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In a daring campaign against the Scourge in Northrend, Illidan faced off against the death
knight Arthas in an attempt to destroy the Frozen Throne. However, Arthas defeated Illidan and left him
wounded in the snow, allowing Illidan to witness the creation of the new Lich King.

Kael'thas Sunstrider and Lady Vashj, realising their defeat, brought Illidan with them as they fled back to
Outland. Seeing their master's ugly wounds, they decide to bring him back to the Hellfire Citadel so that
he may recover... but, unbeknownst to them, Outland was in a state of a minor civil war.

Soon after that, tensions rise in the blood elven society as the Grand Magistrix Alessandra Katryne
proposes a dangerous idea: reclamation of their homeland, Quel'Thalas.


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- Campaign in the style of Blizzard's campaigns.
- 12 chapters, 6 interludes, 1 epilogue and 1 cinematic.
- A new revamped blood elf techtree, based on the human techtree, but with new units and abilities.
- A storyline with its roots in WoW: The Burning Crusade, along with some unique new stories.
- Lots of custom models, skins, icons, voice sets and music.


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A short story that serves as a prelude to the story of Rise of the Blood Elves.
It depicts the motivations and history of Alessandra Katryne, one of the main characters.


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Kael'thas Sunstrider - Lord of the Blood Elves. All Kael'thas wishes is the best for his people,
and he is willing to make questionable some decisions to ensure this future.
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Alessandra Katryne - Grand Magistrix of the Blood Elves. Alessandra's past is filled with
disappointment and sorrow, and she will fight to ensure the best for her people.
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Lor'themar Theron - Regent-Lord of Quel'Thalas. Lor'themar is a rational and careful leader.
Lor'themar wants to ensure a promising future for his people, but is not willing to cross certain lines.
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Aewynne Maysong - Ranger-General of the Blood Elves. Aewynne is a good-willed and noble
leader, who cares about her home more than anything else.
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Lady Liadrin - The Blood Knight Matriarch, Lady Liadrin is fiercely loyal to Kael'thas,
but values justice above all. Once the situation changes, Liadrin is not above fighting
with people she once called enemies.
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Illidan Stormrage - Lord of Outland. After his defeat at Icecrown, Illidan became
reclusive, focusing on some unknown future.
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Dar'Khan Drathir - In the Scourge invasion of Quel'Thalas, Dar'Khan betrayed his people,
ensuring Quel'Thalas' destruction. Now, he rules over the undead of Quel'Thalas, viciously
hunting all remaining elves.
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Sylvanas Windrunner - The Banshee Queen, ruler of the Forsaken, a powerful undead faction.
In life, Sylvanas was the ranger-general of Silvermoon and bravely defended her home against
the Undead Scourge in the Third War. She continues the same battle in undeath.
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Lady Vashj - Leader of the naga loyal to Illidan. Lady Vashj is cunning and manipulative,
and fiercely loyal to Illidan, ready to give her life for him at any moment.

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Models CreditsSkins CreditsIcons CreditsMiscellaneous credits
ArrowVolley by Em!
Blood Elf buildings by SinisterX
Blood Elf doodads by Klayton
Blood Elf Ballista by Sellenisko
Kalecgos by Cakedog345 and Marshmalo
Draenei buildings and some units by SinisterX
DraeneiGemcrafter by Sellenisko
DraeneiHuntress by Sellenisko
DraeneiPaladin by AnemicRoyalty
Elekk Knight by Hawkwing and Cavman
BluefireBolt by UgoUgo
OrbOfVenom by UgoUgo
OrbOfFire by UgoUgo
Arcane_Barrage by florent86
Blood Elf Arcane Guardian by AndrewOverload519
GrandMage by Skipper
SC2ForceField by epsilon
MeteorStrike by UgoUgo
Ghost Strike by Boogles
Arcane Explosion By Champara Bros
Arcane Missile By Weep
BloodelfMage by Frankster
BloodelfPhoenixCrusader by Frankster
Hero Bloodelf Sword Master By Frankster
BloodelvenWarrior by Frankster
IcyGhost by PrMosquito
FelOrcLancer by Frankster
FelOrcWarlord by Frankster
Fire Nova by shamanyouranus
Orb of Dragons By Frankster
Orb of Fire By Frankster
SunfireMissile by pWn3d
Wretched by Cavman
Wraith Lord By donut3.5
Orb of Darkness by Frankster
Queensland Shield by I3lackDeath
WoW Kil'jaeden By takakenji
Bloodelf Wizard By Frankster
Shadow Golem by WILL THE ALMIGHTY
Forsaken Buildings by Ujimasa Hoso
Wretched Worker by Ujimasa Hoso
Wretched Swordsman by Ujimasa Hoso
Wretched Sorceress by Ujimasa Hoso
Lady Liadrin By kangyun
Lor'themar By kangyun
Vereesa Windrunner By kangyun
Holy Rune Golem By Alpain
Holy Blast By JesusHipster
Naaru By Hawkwing
Naga Royal Guard By Tarrasque
Prophet Velen by Stefan.K
Some models by Blizzard Entertainment
BloodElfArcher_by67chrome.blp By 67chrome
BansheeRanger by Hueter
BloodElfSorceress_by67chrome.blp By 67chrome
HeroTaurenChieftain.blp By zadelim
Sin'dorei UI by I3lackDeath
Silvermoon Tiles by Laercio
ReturnedArcher by 67chrome
ReturnedCaptain by 67chrome
ReturnedMage by 67chrome
Rilrae Thraele by shiiK
DarkChampion by 67chrome
DarkElfArcher by Juice_F
DarkSylvanas by 67chrome
DarkwingBat by 67chrome
corruptedkael By Daenar7
BloodElfSentry By 67chrome
BTNAdept by PeeKay
BTNBatby67chrome by 67chrome
BTNCRDRAGONBLOODBADBLOOD by CRAZYRUSSIAN
BTNCRFlamez by CRAZYRUSSIAN
BTNCrRICHARD by CRAZYRUSSIAN
BTNDarkChampion by 67chrome
BTNDarkSylvanas by 67chrome
BTNDeathguard by 67chrome
BTNLevelQQDSJaina by 67chrome
BTNPoisonNails by Elainiel
BTNRilraeThraele by shiiK
BTNSylvanas by 67chrome
BTNWeaver by PeeKay
BTNSearingArrow by Darkfang
BTNArcaneSword by Mc !
BTNBloodElfArcherby67chrome By 67chrome
BTNBloodElfEnchantressby67chrome By 67chrome
BTNBloodElfSorceressby67chrome By 67chrome
BTNBloodelfPhoenixCrusader by Frankster
BTNBloodelfHeroSwordChampion By General Frank
BTNBloodelvenWarrior by Frankster
BTNDarkSylvanasby67chrome By 67chrome
BTNFelOrcWarlord By General Frank
BTNHeroBloodelvenPaladin by Frankster
BTNIcyGhostA by PrMosquito
BTNLevelQQDSJaina By 67chrome
BTNPhoenix By bananaHUNT
BTNRPGShadowElf By Tenebrae
BTNScorch By Bogrim
BTNWraith2 By donut3.5
BTNZLTaurenDeathKnightblp By zadelim
BTNCRsoulcrown By CRAZYRUSSIAN
BTNDraeneiHuntressby67chrome By 67chrome
BTNDraeneiMaleShaman By FrIkY
BTNMultipleshot By Mr.Goblin
BTNPhoenixDartv2 By 4eNNightmare
BTNSphereOfDarkness By PeeKay
BTNRubyAmulet By PeeKay
BTNZodiacWarrior By dickxunder
BTNBloodelfGuard By Frankster
BTNPhoenixEgg By Elfsilver Lord
BTNSapphire By PeeKay
BTNJewelofDarkness By PeeKay
BTNArcanicNexus By The_Silent
BTNBloodelfPhoenixGuard By Frankster
BTNBloodElfSentry By 67chrome
BTNHeavenlyBlessing By Atmosferic
BTNPCelestialWings By Paladon
BTNPhoenixCall By Mr.Goblin
BTNRondache2 By PeeKay
BTNRondache3 By PeeKay
BTNSpikeBow By Army-of-Pandas
BTNRainofFire By Mr.Goblin
BTNPyroblast By aki15
BTNOrbThingy By Sin'dorei300
Some icons by Blizzard Entertainment
Two Steps from Hell - Decimator
audiomachine - Berserker
World of Warcraft music - Xaxas
World of Warcraft music - Eversong Woods
World of Warcraft music - Sunwell Plateau
World of Warcraft music - Icecrown Citadel, Crimson Halls
World of Warcraft music - Undercity
World of Warcraft music - Invincible
World of Warcraft music - Hellfire Peninsula
World of Warctaft music - Broken Shore
Voices from World of Warcraft
GLaDOS voice from Portal, Valve Corporation
Spooky Ambience by Cr1msonKing
Mass Effect - In Pursuit of Saren
Some riddles in Chapter Seven are from The Hobbit

Changelog

- Released.

- Fixed a bug in chapter nine that let the
first quest finish immediately.

- Interludes The Forsaken and Tempest Keep should now play
with no problem.

- Ghost in Chapter Seven has a new model.
- Sylvanas will no longer run away in the ending cinematic in Chapter Six.
- The Draenei AI in Chapter Eleven should now work fine.
- The hint in Chapter Two appears when you secure the base.

- Ragebeast Clan alliance fixed.
- The wretched are now using models from Ujimasa Hoso.
- The Draenei AI should now work for real.

- Cliff ramps are now more smooth in every map.
- Some terrain fixed.
- Forsaken are now using buildings from Ujimasa Hoso, and techtree from
Curse of the Forsaken 2.0.
- Forsaken AI in Chapter Six now builds much faster.
- Draenei AI in Chapter Eleven should really work now.
- Mention of Vereesa removed in Chapter Four.
- Scout/Guard/Cannon/Arcane Tower model is now fixed.
- Gold in Chapter Three is now limited.
- Difficulty description changed to Normal/Hard.
- Marksmanship now increases attack by 15/30/35%.
- Wretched Swordsman has increased attack.
- Wretched in Chapter Five have level 2 upgrades now, not level 3.
- Kael is now invulnerable in Chapter Eleven until he
finishes saying his lines.
- Enemy buildings can now be destroyed in Chapter Eight. There is
also an alternate ending if you manage to destroy them all.
- Triggers whose goal is destroying all enemy buildings have been
updated to work better. (Except in Chapter Ten.)
- New easter egg added in Chapter Five.
- Riddle of the Future easter egg added across multiple maps.

- Ragebeast Clan bug fixed in Chapter Two.
- Riddle of the Future removed.
- Dar'khan's units at the end now attack in faster intervals in Chapter Seven.
- You now start allied with other blood elves in Chapter Three.
- You now get the side quest in Chapter Three later.
- Side quest in Chapter Three is explained a little bit different.
- All heroes' spell are now hotkeyed to QWER.
- Kalecgos' title changed to Steward of Magic.
- Lor'themar's title changed to Battlemage.
- Forsaken buildings' tooltips fixed.
- Forsaken Workers can no longer become Shades and unsummon buildings.
- All chapters are now skippable with a cheat.
- There are now two specific hard waves in Chapter Eight, triggered after
15 minutes and 28 minutes.
- The Draenei AI in Chapter Eleven has finally been fixed.
- Demon Portals in Chapter Eleven now work through triggers.

Main Changes
- World of Warcaft: The Burning Crusade CGI Cinematic now plays as the intro to the campaign.
- New map: Chapter Ten - The Siege of Black Temple.
- Campaign cover picture updated.
- Heavily rewritten dialogues in: Chapter One, Three, Four, Five, Six, Nine and Eleven (Ten), and in almost all of the interludes. Other chapters have received some minor alterations to dialogues.
- Rewritten intro descriptions to almost all maps.
- Lowered collision size of almost all units for easier pathing.
- Updated a lot of tooltips.
- Cinematics updated.
- Difficulty altered in most maps, harder maps should now be a bit easier.
- Aewynne is no longer controllable in Chapter Eleven (Ten).

Techtree Changes
- Arcane Affinity now reduces magic damage by 25% (was 20%).
- Magic Sentry now instead gives Towers the ability to increase nearby friendly units' mana regeneration.

Hawkstrider Knight
- Requires Sanctuary instead of Spire to be trained.
- Cleave now strikes 25% of damage to nearby enemy units (was 12%).

Sorceress
- Can now once again use Polymorph.
- Can no longer use Illusion.

Arcane Golem
- Resistant Skin is now called Prismatic Barrier and also gives Arcane Golems passive health regeneration.

Blood Knight
- Holy Light heals for 250 hit points (from 125).
- Seal of Protection now lasts 30 seconds (from 25).
- Wings of Retribution increases movement speed and attack rate by 40%. Has a new special effect when cast.

Ballista
- Damage buffed.

Phoenix
- No longer has Spell Immunity. Instead, has a new ability, Spell Resistance, which reduces magic damage taken by 50%.
- Now costs 7 food (from 6).

Kael'thas
- Can no longer use Summon Lava Spawn. Instead, can use Summon Al'ar, which summons Al'ar, a powerful phoenix, to fight alongside Kael'thas.

Alessandra
- Has a new voice. (Valeera from Heroes of the Storm)
- Soulburn has been significantly buffed and now drastically increases Alessandra's attack speed.
- Dark Soul's Voidlord is no longer immobile.

Lor'themar
- Has a new model and a new icon.
- Flames of Retribution no longer does friendly fire. Now costs 75 mana (from 85).
- Blood Cry now affects a larger area. Now costs 50 mana (from 90).
- Can no longer use Dashing Winds. Instead, has a new ability, Living Bomb, which adds extra damage on each attack and causes units that die while under the effect to explode, dealing damage to nearby enemy units.

Liadrin
- Has a new model, a new icon and a new voice.
- Desiccation Aura is no longer visually displayed.

Aewynne
- Paralysing Arrow's range is now 800 (was 600).
- Evergreen now costs 50 mana (from 75).
- Marksmanship has been significantly buffed and now drastically increases Aewynne's attack damage.
- Volley of Arrows no longer does friendly fire.

Sylvanas
- Has a new voice.

Kalecgos
- Has a new voice.
- Abilities are now stronger.

- Lowered all units' collision size, which should make it easier to move units around the map and reduce units getting stuck.
- Fixed a bug in Chapter Twelve which could cause the boss fight to begin at the beginning of the map.

- Fixed a bug in Chapter Nine where you could end the map early by just flying around the map with Al'ar.
- Removed the ability Web from Kil'jaeden in Chapter Twelve which could prevent Kalecgos from executing his triggers.

- Increased Kargath's respawn timer in Chapter Ten.
- Added a new gold mine in Chapter Ten.

- Chapter Ten should be a little easier now.
- Lor'themar's Blood Cry has been buffed. It now lasts for 10 seconds and affects a larger area.
- Prophet Velen has a new model.
- Aurora and Vesper are now the collect colour in the Epilogue.

- Hawkstrider Knight now costs less resources, 3 food instead of 4, and does a little bit more damage.
- Phoenix now attacks a little slower, and can no longer increase its attack from the Blacksmith upgrades.

Please post any bugs, suggestions and tips!


Translations
Russian - v3.0.5, hosted on xgm.guru, by kirlandiya


Links
Curse of the Forsaken - My other campaign, following the story of Sylvanas and Forsaken
during the war with the Lich King.
Contents

Rise of the Blood Elves v3.0 (Campaign)

Reviews
11:15, 15th Jan 2014 Hell_Master: Map approved with a rating of 4/5. See my review here for more information: Review I have finished this map right now and still deserves 4/5 unless you fix the bugs I mentioned on the review even if its not...
Level 27
Joined
Jun 20, 2013
Messages
752
Hmm, I did not really have too many issues with this map, but I do think it might be a bit too hard, as some other people have also said the same. I will take a look at it again.

In all fairness if someone's else completed the mission you could get better input. My take on this comparing with mission 5 is that Kael lacks of a stun ability, even 2 seconds are a big plus against the Fel Orc and Naga, that or a second hero to eat damage.

Maybe going for a full Spelbreaker priest + archers could be better long term.
 
Level 1
Joined
Jun 16, 2016
Messages
2
Great campaign I am kinda stuck in chapter 3 when I cross mana wall , they says prepare for battle . but I can attack any one no one can attack. Only things I can destroy is walls . So What should I do :/ ?
 
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Level 8
Joined
Apr 14, 2011
Messages
463
Great campaign I am kinda stuck in chapter 3 when I cross mana wall , they says prepare for battle . but I can attack any one no one can attack. Only things I can destroy is walls . So What should I do :/ ?

Oh, you need to start the battle by yourself, not by autoattacking, because nobody knows of Alessandra intentions until she starts attacking the guardians of the first mana doom.
 
Level 4
Joined
Feb 24, 2017
Messages
49
Uhm, okay, so, I broke chapter 9. I went with the new Unit, Kael'thas' phoenix, to the end of the map, at the circle of power on the south-east area... and ended the chapter.

And I've also seen Kael coming to Shattrath, since he's still a red unit before the ending of first mission.

EDIT: I just read the changelog and I've seen you've already patched it. I still have version 3.0.1, that's why it still happened to me. Sorry for the false alarm <w<
EDIT2: I wonder... is there a way to maintain my progress through the campaign when I change the file with a newer one? I downloaded the 3.0.3 version but it removed my progress (I expected that tbh).
 
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Level 9
Joined
Oct 1, 2015
Messages
352
okay so I'm having an issue, I killed the naga warlord in the water when he was running from me and I didn't know that he drops a key only after I took out Shahraz and took hers. Now I'm stuck with one key and the other one is in the water and can't reach it.
Please tell me there's a way because I didn't save my progress in that chapter :\
And I hate using cheats but if I had to do it again I will because that orc base gave me a tough time.
 
Level 2
Joined
Jun 27, 2013
Messages
10
okay so I'm having an issue, I killed the naga warlord in the water when he was running from me and I didn't know that he drops a key only after I took out Shahraz and took hers. Now I'm stuck with one key and the other one is in the water and can't reach it.
Please tell me there's a way because I didn't save my progress in that chapter :\
And I hate using cheats but if I had to do it again I will because that orc base gave me a tough time.

Oh wow, it sucks that its in the water. I dont think there is a way or cheat to help you as far as im aware.
I found the bases rather easy to destroy outside of the your base overall. They dont have that much and because of how
well this campaign is done, they dont fucking produce and rebuild nonstop 24/7 like in other campaigns which feels 100% retarded.
I suggest Blood Knights :3

Anyway, Overall I wanted to say to the mapper:

Thank you SO MUCH for your brilliant campaign! I loved every moment of it, it was totally amazing and the end was so much like Burning Crusade *_* This is seriously one of the best campaigns I have ever played.

It was so incredible satisfying to use the Blood Knights, Arcane Golems or Phoenixes! I especially loved the Blood Knights. Though I found the mounted guys really bad and useless because other units were a better
replacement if you ask me^^ Also..because of how heroes change later or such, make the items avaible for anyone else again please.

*SPOILERRRR START*
The Warlocks items will be avaible but not Kaels /= I dont know if that was intentional but I felt bad not to use my earned items anymore or the finger of death crystal, though its not like I wasn't strong enough already with the other heroes really
*SPOILERRR END*

Also, the voiced lines from WoW and such are superb, please more of that if its possible to cover up more with it!

In my playthrough I had no bug or anything like that, I only had 1 major issue.
I think its the third mission, where you play as the Ranger and the Warlock and destroy the generators. I found that mission tedious. Really tedious.
Or rather, the end is super tedious. I had to use cheats to get through that because the wave that gets sent with the hero to also heal is just too big.
You could argue now that I should protect my units better but unless you want to kill anyone and such that can prove really difficult...Maybe you can look into it
again that you also have something to aid you more in the defense.

I am looking forward to more from you! This was more than lovely and I hope we will see a continuation and I hope we can play more as the bloodelves and use Blood Knights once more :3


Note: Towerspamm saved me 90% of the missions :D
I also could do every mission rather easily, even with serveral restarts, apart from the one I mentioned where I had to use cheats by the end so I hope you wont nerf things down, difficulties are there for a reason :3 I would like a more challenging one, the end was super easy.
 
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Level 4
Joined
Oct 25, 2014
Messages
64
Awww, sweet, I'm glad to see you at it again, Tomo! :D

I did this a while back, so I guess I'll post my thoughts as I play through V3 of the campaign :)

Chapter 1: Enemies seemed to target my priests more often. Maybe I was being careless? Either way, having Polymorph back is extremely useful. Al'ar feels very powerful even at rank 1, very welcome change since I never really used the lava elemental. I'm glad Kael got his iconic phoenix back :) Other than that, the units seemed to have trouble navigating the waygates unless I directed them myself, is that something that can't be helped?

Chapter 2: Same as before. Early Blood Elves feel a bit underpowered for fighting Fel Orcs, but the Naga more than carry the chapter.

That's as far as I've gotten so far, will keep posting thoughts.
 
Level 2
Joined
Feb 26, 2017
Messages
17
Good campaign, 5 stars, 10/10 if there ever will be exp to wc3, or wc4 they should hire you lol
Rotbe & Cotf - both campaigns are good and legit to the lore, both campaigns would suit next RTS warcraft game :D
Cheers :)
 
Level 4
Joined
Oct 25, 2014
Messages
64
Chapter 3: Alessandra's new voice fits her very well, good selection on that. It always kinda bugged me she was supposed to be a sort of dark character on the verge of being a fallen heroine but she had Jaina's voice. Liadrin's mug looks a bit... weird. A bit overshadowed. I imagine that's not something that can be helped.

Incidentally, I learned that the shielded power generator is very easy to take without much effort if you just kite the voidwalkers into Kael's forces. The Elder especially can all but wipe out the enemy, though that was without Liadrin getting involved. I attacked the other generator first and backed off when Liadran and her forces ported in. That's another viable tactic if you don't want to fight her at both generators. She's not much of a challenge while you have Alessandra anyways, since her Q has near-constant uptime.

On that note, Alessandra's Q is still incredibly powerful. I'd almost argue broken.

I think the defensive part was a bit tougher, though I haven't played the campaign in months.

Chapter 4: Lor'Themar's new mug and model are huge improvements.

There was a minor typo when Lor'Themar was telling Aewynn of the origin of the wretched. He left out a "them".

The schematic collection quest appears to be a bit bugged. I picked up the first one and nothing unusual happened, but when I went to pick up the 2nd and 3rd the quest didn't advance and I didn't get any dialogue. The problem corrected when I picked up the last part.

The scourge is still super easy to cheese with mass towers since they don't use meat wagons. Not sure if intended.

Rescuing Lor'themar's forces gives your priests and sorceresses Master rank for free. I'm not sure if that's intended, but it's a huge benefit since only Adept is available for that chapter normally.

In general, the dialogue is a huge improvement, good job on the rewrites.
 
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Level 8
Joined
Dec 27, 2016
Messages
225
The Burning Legion's AI doesn't work at the Siege of the Black Temple, the culists just come and then stop
 
Level 4
Joined
Oct 25, 2014
Messages
64
Chapter 10 is pretty rough, but it's not anything I can't handle.

Few tips:

-Tower up the right side of your base. The orcs can't break a good turret wall.
-Train a small squad of dragonhawks early on, you WILL need them when the Nether Dragons start showing.
-Take out the orc base to the left of yours and claim the gold, but not too quickly. The orcs and naga will mostly focus on dislodging you, so don't try to go too early.
-Take out the orc base to the right of yours once you've towered up your expansion. It's pretty poorly defended, but wait until after an enemy attack so you don't get blindsided. You need to take out an enemy base and get the Legion into the map ASAP.
-Once you've done that, take out the naga base north of your expansion, this will get the Royal Guards out of the way. For a while :p
-Help the legion take out the central orc base. The naga and blood elf bases further inside don't seem to activate until after you save Maev. You don't want 3 enemy forces coming at you at once... Taking the central orcs out removes nether dragons and Bloodfist, giving you a lot more breathing room.
-The legion is a bit passive. rip.
-Once the central orc base is gone, I think you can safely get rid of your dragonhawks if they're taking too much food. The inner naga and blood elf forces don't use air units.
-At this point you can go ahead and rescue Vashj. The night elves are a lot more active than the legion.
-Take the naga out next, they'll send Vashj AND royal guards after you. The blood elves attack rarely, but send large groups.

I dunno if it's the right strategy, but I focused on turtling at first while I built up my upgrades.
 
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Level 4
Joined
Oct 25, 2014
Messages
64
I'm probably using them wrong, but what's the niche in the Hawkstrider Knights? They're barely (15 gold, 0 wood, and 0 food) cheaper than Blood Knights but are much frailer and not as versatile. Are they meant to be skirmisher/harasser units? They are T2, I think, so there's that.
 
Level 4
Joined
Oct 25, 2014
Messages
64
Okay, so I completed the campaign again :D Continuing where I left off with my thoughts:

Chapter 5: GLaDshee is still there, yay :)

... And that's all i have to say about this chapter? :'D Liadrin got a sick burn on Aewynn.

Chapter 6: Hey, Sylvanas managed to cure her OCD to build 3 town halls, good job, Sylvanas.

Chapter 7: Still an absolutely amazing chapter in terms of atmosphere. The change to the final battle is a welcome one.

Chapter 8: Still challenging @,@ The Forsaken are a bit easy to defend with just pure tower spam though. My only real issue with this map is that there's a bit of burden of knowledge since somebody who hadn't played the Forsaken campaign would struggle to know how they work. The best you could hope for from a blind player would be to work with the familiar units and the Dreadguards.

Chapter 9: In general I like the way the writing is different for Kael'thas from here on. He went from "Bwahha I'm suddenly evil >:D" to wanting to flip the on switch for the Sunwell.

Chapter 10: AEWYNN IS GETTING PERSONALITY!? Also Illidan devised the ultimate strategy to staying alive: breaking WC3 :'(

Chapter 11: MORE AEWYNN PERSONALITY!? Having 3 heroes instead of 4 makes the initial "hero solo the north base" strategy a bit longer to pull off. Also the circumstances behind Alessandra going alone are less idiotic, and her rage-filled hatred of Kael is mercifully toned down. I frankly had no idea what was her problem in V2 because I hadn't read the short story before playing.

Kael'thas: HAHA, I'm turning Engulfing Chains back on you, Alessandra!
Alessandra: You fiend!

Chapter 12: I think the Draenai are more passive in this version, which is unfortunate.

And the finale is an amazingly-designed map. All your maps in general are great, but you did an amazing job showing Silvermoon as a thriving city once again.

I said this once before, but RotBE is more than worthy to sit amongst the official campaigns in terms of quality :)
 
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BUG FOUND!

Phoenixes don't die if they have an ensnare on them! In Chapter 11, I saw an horde of Red Orcs fighting a Phoenix with 1 HP, but it doesn't die, it remains at 1 hp, probably due to the Raider's nets.
 
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Level 4
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Cool campaign, but too hard.

Here's some bug I have found here:
Aewynne's evergreen may remains effect even after the buff is end. The bug can be seen if someone cast dispel on units which they have evergreen, you should know the buff no longer exist but the effect still work. Also, evergreen is useless and costs 50 mana, just for hide....... soulburn also useless as the caster is a mage, increase attack speed is useless for a mage, hope u can check this out.

AI too strong, very hard, especially chapter 10, but sometime it could be suck, and don't attack anyone.

But overall is good, the best campaign on hive!
 
Level 7
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For some reason, I've always find the collision size of the buildings a bit too large, and I've found myself fidgeting around the buildings in my base quite often enough it got annoying.

Other than that, everything seems preety good so far (I'm chapter 4 until now).
 
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Level 7
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Also, another complaining that I have is that, I don't really know why, but I've found myself always with problem with lumber, even with like 6 or 7 peasants collecting lumber and research done. I'm not sure why this happens, probably their movepseed and lumber hit rate are the problem, hope you can take a look!

Also, the erlier chapters, easily I got myself aswell working with 4 plus hotkey groups, maybe you should've worked with the dificulty control. I don't think the campaign is easy, but maybe it is a bit too hard.
 
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Level 14
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Also, another complaining that I have is that, I don't really know why, but I've found myself always with problem with lumber, even with like 6 or 7 peasants collecting lumber and research done. I'm not sure why this happens, probably their movepseed and lumber hit rate are the problem, hope you cant take a look!

Also, the erlier chapters, easily I got myself aswell working with 4 plus hotkey groups, maybe you should've worked with the dificulty control. I don't think the campaign is easy, but maybe it is a bit too hard.

Its a race you never played. What do you honestly expect REALLY
 
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Its a race you never played. What do you honestly expect REALLY
To be a bit more balanced in that way. I can assure you that this experience does not occur with any of the 4 races, in any part of the campaign. I think it's just a balancing problem, nothing more than that, that's why I'm suggesting a difficulty setting.
 
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To be a bit more balanced in that way. I can assure you that this experience does not occur with any of the 4 races, in any part of the campaign. I think it's just a balancing problem, nothing more than that, that's why I'm suggesting a difficulty setting.
I beat it with minimal unit losses so its not that bad. You probably used wro ng strategy considering you fight non traditiobal races in the campaign anyhow.
 
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I beat it with minimal unit losses so its not that bad. You probably used wro ng strategy considering you fight non traditiobal races in the campaign anyhow.
My complain is specific to the 'feel', not about how hard the campaign is. I'm just saying that I 'feel' too overwhelmed to play with so many units. For me it should be optional. To be overwhelmed or not is something that some people doesn't feel like feeling and in that regard I just tought that it would make the campaign a bit more enjoyfull, that's all.

Please, try to understand my complains, and not just read "OMFG, CAN'T BEAT ITS TOO HARD". I'm not saying that, I assure you I can finish the campaign just fine.
 
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Too many units. I think the issue is that in the RoC campaigns ypu arent used to having acess to the full tft techtree
Hell even the tft techtrees are gutted. Blood elves are gutted between naga.

There is quite literally not that many units if you actually compare and look at the tft full trees.

Its roughly equal. The issue is pretty much as stated. You simply are not used to the new race when playing them the first time. Which you know. Is kind of the point
 
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Too many units. I think the issue is that in the RoC campaigns ypu arent used to having acess to the full tft techtree
Hell even the tft techtrees are gutted. Blood elves are gutted between naga.

There is quite literally not that many units if you actually compare and look at the tft full trees.

Its roughly equal. The issue is pretty much as stated. You simply are not used to the new race when playing them the first time. Which you know. Is kind of the point
Ok, I understand that, but it never happened even when I wans't experienced with the games strategies, or even had any (was playing as a kid, today I actually find then very very easy on normal to be honest). So, to me, that's not a great excuse to not do at least two dificulties, but, again, that's just my opinion.
 
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To the above, Rise of the Blood elves is certainly more challenging than the canon maps, but that's because the computer actually tries to beat you (most official maps don't have an AI that's capable of beating simple tower massing to defend your bases) and they try their best to hold out while under attack (the workers will do their damndest to set up a Town Hall if the main one goes down and there are any alive to do it).

And even then the AI is either easy to cheese (the Undead in chapters 4 and 5 are comically inept at handling towers thanks to their use of Arcan Golems over Meat Wagons) or simply doesn't get access to enough Hero units to mount successful attacks later on in the campaign.

And the blood elves have the same number of non-summoned units as the other races. Comparing them with the alliance for instance:

Town Hall: Peasant/Worker
T1: Footman/Swordsman, Rifleman/Ranger, Knight/Hawkstrider Knight
Magic: Priest, Sorceress, Spellbreaker/Arcan Golem
T2: Mortar Team/Ballista, Flying Machine/Spellbreaker, Steam Engine/Blood Knight
T3: Dragonhawk Rider, Gryphon Rider/Pheonix
 
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To the above, Rise of the Blood elves is certainly more challenging than the canon maps, but that's because the computer actually tries to beat you (most official maps don't have an AI that's capable of beating simple tower massing to defend your bases) and they try their best to hold out while under attack (the workers will do their damndest to set up a Town Hall if the main one goes down and there are any alive to do it).

And even then the AI is either easy to cheese (the Undead in chapters 4 and 5 are comically inept at handling towers thanks to their use of Arcan Golems over Meat Wagons) or simply doesn't get access to enough Hero units to mount successful attacks later on in the campaign.

And the blood elves have the same number of non-summoned units as the other races. Comparing them with the alliance for instance:

Town Hall: Peasant/Worker
T1: Footman/Swordsman, Rifleman/Ranger, Knight/Hawkstrider Knight
Magic: Priest, Sorceress, Spellbreaker/Arcan Golem
T2: Mortar Team/Ballista, Flying Machine/Spellbreaker, Steam Engine/Blood Knight
T3: Dragonhawk Rider, Gryphon Rider/Pheonix

You're right, and I've to be honest about that, he made a great job. Everything what I'm saying is about that I really would like an option to select an easier dificulty and play enjoying the story, like in a Wonder Wheel in an amusement park.
 
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Ok, I understand that, but it never happened even when I wans't experienced with the games strategies, or even had any (was playing as a kid, today I actually find then very very easy on normal to be honest). So, to me, that's not a great excuse to not do at least two dificulties, but, again, that's just my opinion.
Hard to shout the need for difficulty
You're right, and I've to be honest about that, he made a great job. Everything what I'm saying is about that I really would like an option to select an easier dificulty and play enjoying the story, like in a Wonder Wheel in an amusement park.
Well there isnt one. So type in whosyourdaddy if the campaign is too hard to manage.
 
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Hard to shout the need for difficulty

Well there isnt one. So type in whosyourdaddy if the campaign is too hard to manage.
Ok, I know you got my comments with bad eyes, but if you don't want to understand what I'm saying, than it's fine, I'm not gonna bother....

I will never get your idea for people to think: "well if it's hard as shit, make it impossible to loose, there's not such need for a dificulty setting, no need to make the enjoyment for everyone"
 
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Ok, I know you got my comments with bad eyes, but if you don't want to understand what I'm saying, than it's fine, I'm not gonna bother....

I will never get your idea for people to think: "well if it's hard as shit, make it impossible to loose, there's not such need for a dificulty setting, no need to make the enjoyment for everyone"
Its really not that hard. You not understanding how to play blood elf faction does not equate to too hard. I
 
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Its really not that hard. You not understanding how to play blood elf faction does not equate to too hard. I
I'm not just saying my opinion in it's hard or not, I'm talking about the experience (smoothness of the playtime), and the topics I mentioned are just some experiences that didn't made anything harder, they were just annoying, and I think a possible fix would be to add another difficulty.
 
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I'm not just saying my opinion in it's hard or not, I'm talking about the experience (smoothness of the playtime), and the topics I mentioned are just some experiences that didn't made anything harder, they were just annoying, and I think a possible fix would be to add another difficulty.
Typically you ad a harder mode not an easier mode. I believe you should just familiarize yourself better with the race and its units
 
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Here's some specific advice I can offer:

Chapter 1 - It's just a crawler mission, basic unit micro will win this.
Chapter 2 - There's nothing dividing the Naga from the rest of your units and the Naga are just as ridiculously op in this chapter as they were in the Frozen Throne. Mass tidal guardians wreck attacks.
Chapter 3 - Kite the neutrals into Kael's forces where possible, have Alessandra spam Engulfing Chains on Liadrin whenever she shows up. Liadrin always respawns with a town portal but she doesn't get extra ones after warping in, you can bait her to warping to one of the power domes and then leave and attack the other. Save the inferno token that the Elder Voidwalker drops for the defense part.
Chapter 4 - Mass towers to the north of your base, build up a group of 12, save Lor'Themar, use your combined armies to kill purple, then kill green. Ezpz.
Chapter 5 - Mass towers to defend your base, focus upper-left first because Dar'Khan attacks that way and he's level 10 this mission. After that gate is secure do the others. Once you're done defending go smash the Wretched bases (they're both poorly defended) then use their resources to defeat green. Wait outside Green's base to ambush an attack party, then move in. The way into green's base is narrow and half of it is on high ground, so it might be a pain to dislodge.
Chapter 6 - Don't bother with tower defense here, the enemy uses meat wagons again. Build up a force to defend while massing battleships. Build some frigates to defend them and send Kael's phoenix to spot for enemy structures. Use the battleships carefully to take out the beach force, then once they're gone take green. Sylavanas will eventually take yellow on her own, I've never seen her get beaten in this chapter. Undead will change their attack points after the Forsaken get set up, be wary of that. I think your heroes can solo green as soon as the map starts, but I've never tried it.
Chapter 7 - Crawler. Banshees show up unpredictably but your heroes can solo most of the enemies by now. Ale can Q banshees and Sylvanas can silence them.
Chapter 8 - First legitimately tough map. The Forsaken are fine if you just mass towers and switch on dark arrows. Split your heroes between the left and south entrances. South gets attacked regularly, left less often but the waves are bigger. A HUGE mass of gargs and frosties will attack your base near the end of the mission, but unless you're already getting beat they won't have time to completely destroy you even if they catch you off guard.
Chapter 9 - Crawler, easy and short. Just run when all hell breaks loose.
Chapter 10 - Okay, this one's actually tough. Tomo's already considering nerfing this. Tower up, take out the small bases quickly. Once you have backup it gets easier.
Chapter 11 - Easy. Move your heroes to the north right part of the map while towering your base. Your heroes can solo the upper right enemy force without needing much micro and secure zeppelins for you. Have one of your heroes buy a town portal scroll, put them in a zeppelin, hug the upper part of the map, and land them inside the blue enemy base. Kill the phoenix god (no challenge), then quickly gather all the free phoenixes you get and town portal back to your base. You can casually take out the other enemy force with your heroes and phoenixes. After that just mass resources and upgrades and take out the yellow force. they have two town halls and won't go down easily, try waiting until Illidan attacks to draw off their forces. You may just have to make multiple attempts at taking them down.
Chapter 12 - Easier than it seems. Your heroes can solo the north enemy force to allow the Draenai into the map. Leave your heroes at their base for a little while so they can get set up without being overwhelmed. Once the draenai are set up you can return your heroes. While your heroes are gone, mass archers and hawkstriders because your base will be getting hit by lots of enemies. Wait for the draenai to launch an attack and send your forces in with them, don't worry about teching up to phoenixes and blood knights this early, it'll take too long. JUst be sure to properly macro your base so you can supply more units and upgrades to your army while they're away. Take out the portals when they come up or they'll harass your base while your army is away. Once the enemy base is down, proceed through to the sunwell. The final fight is more a game of endurance than anything else. I believe the timer stops when you reach Kael'thas, not when you kill him.
 
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Hi!. I encountered a bug. When i tried to save the game in chapeter six, all looks fine but when i want to load the game it just takes me to previous save. Also hero items and choices for abilites do not go into chapter seven... So my heroes have items in chapter six but when I go into seven they have none and theri abilites are revmaped... any suggestions??

EDIT:
I figured out the problem. It was due to win 10. I had to run the game with admin privilages and with compatability. No more problem. :)
 
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Level 7
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Mar 10, 2013
Messages
366
Here's some specific advice I can offer:

Chapter 1 - It's just a crawler mission, basic unit micro will win this.
Chapter 2 - There's nothing dividing the Naga from the rest of your units and the Naga are just as ridiculously op in this chapter as they were in the Frozen Throne. Mass tidal guardians wreck attacks.
Chapter 3 - Kite the neutrals into Kael's forces where possible, have Alessandra spam Engulfing Chains on Liadrin whenever she shows up. Liadrin always respawns with a town portal but she doesn't get extra ones after warping in, you can bait her to warping to one of the power domes and then leave and attack the other. Save the inferno token that the Elder Voidwalker drops for the defense part.
Chapter 4 - Mass towers to the north of your base, build up a group of 12, save Lor'Themar, use your combined armies to kill purple, then kill green. Ezpz.
Chapter 5 - Mass towers to defend your base, focus upper-left first because Dar'Khan attacks that way and he's level 10 this mission. After that gate is secure do the others. Once you're done defending go smash the Wretched bases (they're both poorly defended) then use their resources to defeat green. Wait outside Green's base to ambush an attack party, then move in. The way into green's base is narrow and half of it is on high ground, so it might be a pain to dislodge.
Chapter 6 - Don't bother with tower defense here, the enemy uses meat wagons again. Build up a force to defend while massing battleships. Build some frigates to defend them and send Kael's phoenix to spot for enemy structures. Use the battleships carefully to take out the beach force, then once they're gone take green. Sylavanas will eventually take yellow on her own, I've never seen her get beaten in this chapter. Undead will change their attack points after the Forsaken get set up, be wary of that. I think your heroes can solo green as soon as the map starts, but I've never tried it.
Chapter 7 - Crawler. Banshees show up unpredictably but your heroes can solo most of the enemies by now. Ale can Q banshees and Sylvanas can silence them.
Chapter 8 - First legitimately tough map. The Forsaken are fine if you just mass towers and switch on dark arrows. Split your heroes between the left and south entrances. South gets attacked regularly, left less often but the waves are bigger. A HUGE mass of gargs and frosties will attack your base near the end of the mission, but unless you're already getting beat they won't have time to completely destroy you even if they catch you off guard.
Chapter 9 - Crawler, easy and short. Just run when all hell breaks loose.
Chapter 10 - Okay, this one's actually tough. Tomo's already considering nerfing this. Tower up, take out the small bases quickly. Once you have backup it gets easier.
Chapter 11 - Easy. Move your heroes to the north right part of the map while towering your base. Your heroes can solo the upper right enemy force without needing much micro and secure zeppelins for you. Have one of your heroes buy a town portal scroll, put them in a zeppelin, hug the upper part of the map, and land them inside the blue enemy base. Kill the phoenix god (no challenge), then quickly gather all the free phoenixes you get and town portal back to your base. You can casually take out the other enemy force with your heroes and phoenixes. After that just mass resources and upgrades and take out the yellow force. they have two town halls and won't go down easily, try waiting until Illidan attacks to draw off their forces. You may just have to make multiple attempts at taking them down.
Chapter 12 - Easier than it seems. Your heroes can solo the north enemy force to allow the Draenai into the map. Leave your heroes at their base for a little while so they can get set up without being overwhelmed. Once the draenai are set up you can return your heroes. While your heroes are gone, mass archers and hawkstriders because your base will be getting hit by lots of enemies. Wait for the draenai to launch an attack and send your forces in with them, don't worry about teching up to phoenixes and blood knights this early, it'll take too long. JUst be sure to properly macro your base so you can supply more units and upgrades to your army while they're away. Take out the portals when they come up or they'll harass your base while your army is away. Once the enemy base is down, proceed through to the sunwell. The final fight is more a game of endurance than anything else. I believe the timer stops when you reach Kael'thas, not when you kill him.
Thanks for the advices, Ill try then out. Just too explain how I'm doing stuff til chapter 5.

1 - Easy, nothing to say about.
2 - Invaded the base trough the gates with the tower, lost two thirds my army but in the and I've found that naga path after, but it was too late, so... Sparta!
3 - Wans't expecting the last 30 minutes, but with the correct micro everything went fine.
4 - First time things got a little difficult. First the undead attacks won't stop and I didn't mass tower and those golems were really tough. Once I left the base and left it empty and needed to produce micro in base, but that was ok. I had two armies in both bases, and no balistas and attacked the purple base and lost everything I Had in lorthemar base, did balistas and stuff got easier. And I did the same to drak base (green) lost army, did balistas, everything went fine.
5 - Mass tower in base, as you said, did the trick. While that I destroyed the bases, easy.
6 - this one stuff got harder, I started ballistas and hero to solo the green base with success and massive tower on the cave entrance of the purple base. I didn't finished the chapter, and I'm in this state. Green is destroyed, and purple are locked inside their tp point, next part is to take the shores.
 
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In my virgin post I shall add some advices in case anyone needs it:
In chapter 4, i think it's better to take care of Darkhan's green base before rejoin your army with Lor'themar. In that way you will have to control one base and fight only one enemy which makes everything easier. First build a squad (about 6 or 7) of Spell Breaker (don't use swordsman since they're weak af) and some Balista. Then go north to the Fountain of Healing, build 4,5 Cannon Tower there, have Aewynn attack the base then run away to lure entire enemy force into the "cannoned" fountain. Kill them all then the pushing later is just a piece of cake. After that you could go join forces with Lo'themar.
Chapter 6 is probably one of the easiest chapter in this show. After Sylvanas's base established, get Liadrin and some blood knights to defend your own base while massing some arcane tower and then you don't have to care about your base anymore. Use teleport scroll to teleport 4 remaining heroes to Sylvanas's base to add her in the assault. Her forces will destroy all 3 undead bases for us >_< I think Tomo should add the co-operating function for the undead such that when one of three bases is attacked, the remaining bases will send their force to help. I think this map has a lot of potential to be one of the greatest map in this campaign if the fight was more intense.
Chapter 8 I launch an attack at the very soon with my initial force and managed to destroy the yellow base (well i give the Handfire Gauntlet, Gloves of Haste, Orb of Corruption to my Aewynn so she's able to kill everything quickly). After then, I start to build my base to defense against enemy attack while gathering force to launch an counterstrike on their bases. At the end, I destroyed the green base but don't have enough time to end the purple one...
Chapter 9 I just want more neutral demons with more artifacts owo
Chapter 10 I don't understand that why everybody complained about its difficulty. It's pretty straightforward. I mean it's easier to defense your base than in the chapter 5. The enemy don't even use Siege thing so Cannon Tower on both left and right sides with some guard tower in the north will solve the problem. Kael is OP af (with many artifact from previous chapter, especially the Finger of Death magic stone) and with a few spell breaker he's able to fend off all enemy attacks. Meanwhile just get Aewynn and Akama obtain the two keys to complete the quest, then let Aewynne die to revive her later and Akama simply go out the citadel. The two of them are enough to solo two bases which need to be destroyed in order to summon the Legion with little effort.
Well overall this is quite an easy campaign, except chapter 5, a weak hero with an inferior army ...
Sorry for my English cuz it isn't my first language
Thanks the author (Tomoraider) for having created this awesome stuff.
 
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Level 4
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93
Great campaign well done.if i may suggest to increase the damage and health of swordsman so that is like superior to an ordinary human footman. And also i dont like alessandra's 2nd skill she have alot of mana but i can only use 1 skill. Anyway still awesome campaign update 10/10
 
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Ay, caramba! Tomoraider is back! The epicness is back! The updates are upon us!

I've just learned of v.3.0 from the YouTuber, wtiiwarcraft, mere moments ago! And I now immediately want to comment on that new shiny Icon of Blood you've remade! And if I'm not mistaken, you've retouched the beginning of the TBC cinematic, making it brighter! Insane stuff!

I made this account back in 2013 solely because of Rise of the Blood Elves, so I'm hyped, sorry for the exclamation mark abuse ^^
 
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