• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

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 6
Joined
Feb 18, 2020
Messages
41
The first time i ve played this campaign in the mission that now is chapter 6 if i remember correctly there was still an undead tauren among the enemies. In my opinion this and shards of resitance the raiders are the best wc3 custom campaign ever made
I think thats the old version and also i r3nember at the end illidan and lady vajsh come to help them
 
Level 6
Joined
Sep 15, 2020
Messages
67
Mmm i got a question in chapter 2 i have been allies with the burning fire clan and ragebeast clan , but the quest log said if im allies with ragebeast clan i must be allies with the blackaxe clan , the burning clan fire saids that recovering an item that the blackaxe clan have i defeated the blackaxe clan , but then the ragebeast clan and burning fire clan starts to fight themselves is this normal or is a bug?
The rebel orcs will annex the clans if you aren't fast enough to gain their alliance yourself, so if you have one of the allies on your side, but the enemy has the other clan on their side, they will fight. You can quickly get 3 out of 4 on your side (One will be an enemy eventually) by paying one clan's small tribute before the Rebels can, get the Cloak from the Doomguard behind the Yellow Clan's base (I can't remember names atm), then pay tribute to Cloak Clan's allies and don't bother with getting the Orb for the Yellows. They'll become your enemy as soon as you give the cloak to their rivals.

Usually, that base with a small tribute is taken early, but if you're even earlier, they'll distract the Rebels long enough for you to get all your techs researched, and Illidan's army lasts long enough for you to deploy a max population army for both Elves and Naga. Naga are tricky to juggle as they run out of lumber swiftly, and require an expansion base to get more.
 
Level 28
Joined
Nov 5, 2010
Messages
1,414
The rebel orcs will annex the clans if you aren't fast enough to gain their alliance yourself, so if you have one of the allies on your side, but the enemy has the other clan on their side, they will fight. You can quickly get 3 out of 4 on your side (One will be an enemy eventually) by paying one clan's small tribute before the Rebels can, get the Cloak from the Doomguard behind the Yellow Clan's base (I can't remember names atm), then pay tribute to Cloak Clan's allies and don't bother with getting the Orb for the Yellows. They'll become your enemy as soon as you give the cloak to their rivals.

Usually, that base with a small tribute is taken early, but if you're even earlier, they'll distract the Rebels long enough for you to get all your techs researched, and Illidan's army lasts long enough for you to deploy a max population army for both Elves and Naga. Naga are tricky to juggle as they run out of lumber swiftly, and require an expansion base to get more.
Uhh you're 11 years late in responding to that comment 🤣
 
Level 1
Joined
May 8, 2024
Messages
3
This is the first custom campaign I've played. I'm a fan of blood elves and I love how beautiful the model of the characters are. It is hard, but I manage to persevere. I ended up changing my playstyle to be more aggressive to accommodate for the difficulty.
 
Level 1
Joined
May 9, 2024
Messages
1
I have a big problem with the computer behavior in this campaign. The AI attacks too much with fairly large armies to the point where you have to spend a lot of time just turtling up until you have enough towers to be able to be able to actually play warcraft 3 instead of Tower Defense. This is especially bad since most of the time you have to spam villagers just to have enough lumber to barely be able to do anything at all. And the worse part of it is how fragile the towers are. If I wanted to play a tower defense map, I could just go to custom games and play a dedicated tower defense map.
 
Level 6
Joined
Dec 28, 2017
Messages
81
I have a big problem with the computer behavior in this campaign. The AI attacks too much with fairly large armies to the point where you have to spend a lot of time just turtling up until you have enough towers to be able to be able to actually play warcraft 3 instead of Tower Defense. This is especially bad since most of the time you have to spam villagers just to have enough lumber to barely be able to do anything at all. And the worse part of it is how fragile the towers are. If I wanted to play a tower defense map, I could just go to custom games and play a dedicated tower defense map.
Sadly, this campaign wont get a big overhaul like curse of the forsaken is getting, but creator will at least update it for latest patch, which will include AI fixes but currently he is working on CoTF, so it might take some time :p
 
Level 6
Joined
Sep 15, 2020
Messages
67
Hello guyz,
for some reason blood elf sentry skin used for blood knights does not work for me. Any idea why it may be so?
Thank you in advance guyz... :)
I sometimes have this problem too, depends what version of War3 you play it on, it doesn't always load correctly. Double-check that the Sentry skin overrides the correct filename; Units\Creeps\Watcher\Watcher.blp Otherwise, I have no idea.
 
Level 6
Joined
Nov 4, 2010
Messages
39
The link to Sorrowfall (the short story) doesn't seem to work anymore. Could you update it?

Also, I am using a version that brings back the old version of Warcraft 3, but I can't find where I am supposed to post the movie for the cinematic.

Also, this version works with both the reforged version and the old version then?
 
Level 28
Joined
Nov 5, 2010
Messages
1,414
The link to Sorrowfall (the short story) doesn't seem to work anymore. Could you update it?

Also, I am using a version that brings back the old version of Warcraft 3, but I can't find where I am supposed to post the movie for the cinematic.

Also, this version works with both the reforged version and the old version then?
Sorry for the very late reply. Here's the link to the short story. As for the movie, if I remember correctly, it was in Warcraft 3/Movies, however, the movie is just the World of Warcraft: the Burning Crusade intro cinematic. And this version of the campaign will work in Reforged, but there are some issues. The UI is not adapted to widescreen, one unit has the wrong model, and some AI players don't work right.

This is great! Just a question, chapter 2, is there any way to get 4/4 orc camp recruited? or can U just get 3/4?
Thank you! The possibilites in CH2 are either 2/4 or 3/4, depending on who you ally with. It's not possible to get all four.
 
Sorry for the very late reply. Here's the link to the short story. As for the movie, if I remember correctly, it was in Warcraft 3/Movies, however, the movie is just the World of Warcraft: the Burning Crusade intro cinematic. And this version of the campaign will work in Reforged, but there are some issues. The UI is not adapted to widescreen, one unit has the wrong model, and some AI players don't work right.


Thank you! The possibilites in CH2 are either 2/4 or 3/4, depending on who you ally with. It's not possible to get all four.
Thank you! Got 3/4 so made it then :D love this and want to see more !!! Great work
 
Level 6
Joined
Nov 4, 2010
Messages
39
Sorry for the very late reply. Here's the link to the short story. As for the movie, if I remember correctly, it was in Warcraft 3/Movies, however, the movie is just the World of Warcraft: the Burning Crusade intro cinematic. And this version of the campaign will work in Reforged, but there are some issues. The UI is not adapted to widescreen, one unit has the wrong model, and some AI players don't work right.


Thank you! The possibilites in CH2 are either 2/4 or 3/4, depending on who you ally with. It's not possible to get all four.
Thank you for the document!

Could you perhaps also update the link then? So that others will be able to find it as well?

Also, I'm afraid that I do not have a Movie folder after installing that mod that brings the graphics back to the original graphics, though I understand that this would not be within your area of expertise. Thank you at the very least for trying though.
 
Level 6
Joined
Nov 4, 2010
Messages
39
So I have been playing this campaign, and it is absolutely amazing! You did an outstanding job!

This may sound odd, but would you consider making a stand alone map? One where, if you select the humans, you get the option to select either human or blood elf? And you would get the blood elves as a faction for that single map, featuring the blood mages and all the custom blood elf heroes you have made for your campaign?

I know that you are likely busy with other things, but if you ever feel like it and might be able to find the time, then I would love to just play the blood elves as you envisioned them as a player race on such a stand alone map, as I have seen a few other modders do as well. The difference is however is that your blood elves are far more developed and better balanced than them, so it would truly mean a lot if you could make such a map for us fans of Rise of the Blood Elves :)
 
Level 28
Joined
Nov 5, 2010
Messages
1,414
So I have been playing this campaign, and it is absolutely amazing! You did an outstanding job!

This may sound odd, but would you consider making a stand alone map? One where, if you select the humans, you get the option to select either human or blood elf? And you would get the blood elves as a faction for that single map, featuring the blood mages and all the custom blood elf heroes you have made for your campaign?

I know that you are likely busy with other things, but if you ever feel like it and might be able to find the time, then I would love to just play the blood elves as you envisioned them as a player race on such a stand alone map, as I have seen a few other modders do as well. The difference is however is that your blood elves are far more developed and better balanced than them, so it would truly mean a lot if you could make such a map for us fans of Rise of the Blood Elves :)
Thank you, glad you enjoyed it!

I'm not sure about a melee map, I never planned to do that. A part of me likes my races being unique just to my campaigns, but I'll think about it.
 
Level 6
Joined
Nov 4, 2010
Messages
39
Thank you, glad you enjoyed it!

I'm not sure about a melee map, I never planned to do that. A part of me likes my races being unique just to my campaigns, but I'll think about it.
Well I already appreciate that you are willing to give it some thought :) It is entirely up to you of course, but it would be neat!

Like I said, I'm a huge fan of the way you designed the blood elf race and their buildings and interactions, and after having played the campaign a number of times I would love to be able to play them as a race in different senarios, and having one or more maps that allows you to pick them as a race would be just the thing for that! And I think that other fans of your mod would love that as well :)
 
Level 28
Joined
Nov 5, 2010
Messages
1,414
Well I already appreciate that you are willing to give it some thought :) It is entirely up to you of course, but it would be neat!

Like I said, I'm a huge fan of the way you designed the blood elf race and their buildings and interactions, and after having played the campaign a number of times I would love to be able to play them as a race in different senarios, and having one or more maps that allows you to pick them as a race would be just the thing for that! And I think that other fans of your mod would love that as well :)
Nontheless, thank you for your kind words and feedback!
 
Level 6
Joined
Nov 4, 2010
Messages
39
Nontheless, thank you for your kind words and feedback!
My pleasure, just saying what I'm thinking :)

This mod, together with Curse of the Blood Elves Revamped Curse of the Blood Elves REVAMP , are my favorite mods on this website now. And I Like how they work together perfectly: His mod makes it so that Blood elf units that aren't spellcasters are slowly losing mana, and when low on mana they will suffer penalties, but when high on mana will receive a bonus (the penalties are bigger than the boon, so that fits with their arcane addiction), and pretty much is about them before they were truly helped by Illidan. Your mod, which is about them after their defeat by Arthas, fits perfectly with this as well because this mechanic should no longer be there due to Illidan helping Kael'Thas in large part sate that hunger with the help from demonic energy, so they would no longer have that. I like both your takes on giving them unique units, even though yours seems to be a bit better balanced with regards to the standard races (though I do like his upgrade for the priests that lets Heal restore 35 hp instead of 25). Hence why I suggested the idea of a custom map earlier, as I love how you balance things!

Have you ever thought about collaborating? I noticed that your Blood Knights still use the Night Elf model, and with his help you could for example create a unique blood knight model to use instead. Not saying that you should of course, but it would look visually a bit better in my honest opinion.

He also added in the Magister spellcaster, which uses the model of grand Magister Rommath, and can empower their attacks with bonus fire damage and cause them to deal splash damage, can summon weaker fire elementals, and can call down a weaker flamestrike. I don't know how balanced this is, but I think such a unit would be a great addition to your mod as well! Though if those spells are too much then you could simply give them the spells from the Warcraft 3 orc warlock (Firebolt, Unholy Frenzy, Cripple) due to them using demonic magic, while also making their base attacks deal good amounts of magic damage (16-20, same as the orc warlock) and also deal splash damage. This to give them their own unique role within the roster as a damage dealer/spellcaster that is great at dealing with hordes of weaker units (which makes sense as Rommath and his magisters were said to play a key role in reclaiming Quel'Thalas in the lore), whereas the sorceress and priest have the better utility spells and are better as pure spellcasters. In exchange you could keep their upkeep of 2 food, but also make the unit cost more gold and lumber to produce when compared to the other two main spellcasters. I think that this latter idea (with the Magister unit having base splash damage and Warlock spells) would not only be balanced, but it would also give your amazing blood elves a unique spellcaster unit that is sort of a damage dealer/spellcaster hybrid that is great at dealing with swarms of skeletons, as well as buffing your troops (the blood elves their spell resistance would mean that unholy frenzy would only deal 3 damage per second!), and debuffing heroes with cripple. And I think that they would go great with your other amazing units!

Again, these are all just suggestions, and you can just ignore them if they don't fit your design plan for your blood elves :)
 
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Level 6
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Oh hold on, I just watched this old video:
and saw that the blood knight there did not look like a night elf at all. Even though it does look like that in my game. I didn't download the 30 GB patch however, so perhaps that is why that model looked off in my game? It would also explain why I did not have the mission select screen like your mod also has in that video.
 
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Thanks for the suggestions @nielsdejong, there will be some changes to the blood elves in the upcoming update to Curse of the Forsaken, my other campaign, including some alternate warlock-themed spellcasters. One of them has to ability to call down a fel rain of fire and summon demons, so they are quite fun to use! Though at the moment I do not plan to make any significant updates to RotBE on such level so I am not sure if we will see those units in this campaign.

As for the blood knight, yes, this is a common bug that was introduced in one of the later patches of the game. I plan to fix this once the CotF update is finished.
 
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My pleasure! And your Curse of the Forsaken mod sounds pretty awesome as well! I'm hoping to play the finished version, so perhaps you might have a very rough idea on how long this might take? Then I will have an indication on when I can download that mod, as I would love to try it once it is fully finished :)

And that is very understandable, as I can imagine that such a change does take a bit of your time. Again, this is just a suggestion, and something I would really love to see in your mod and which I feel would make your blood elves feel more complete by giving them a fire themed damage dealing spellcaster.

The reason I suggested using the other modder his magister model was because I thought that using that one would reduce the burden on you, as would giving them the 16-20 splash damage base magic attack and the base Orc Warlock spells, so it wouldn't take so much of your time. Though I suppose giving them the existing Firebolt, Summon Lava Spawn (which is only 1st level and doesn't split up), and Rain of Fire (from the Doom Guard (Warcraft III), which costs more mana than the hero version) as spells, along with splash damage on their basic attacks, would be a lot cooler. And at the same time it will also make them more fire themed, which honestly makes more sense in the later levels in your mod where Magisters will also be working against the burning legion on the side of Liadrin.

It is entirely up to you to add them or not of course, but should you ever feel like adding such a unit to your mod, then I think that campaign wise a perfect time for them to be introduced could be in the level when they arrive in Quel'Thalas through the portal, as they are Magisters and would have been under Alessandra's command. Having two of them in your army instead of the two sorceresses would also be a fun introduction to them, as their base splash attacks could help against the swarms of skeletons, and their firebolt could help deal with the bigger monsters as you approach the camp. Meanwhile the Spellbreaker could be introduced in the level before that, as I found the level where you fight your fellow blood elves to be a bit too frustrating, and I felt that the introduction of the spellbreakers in that level (who are also under Alessandra) would have been very helpful and serve as a great introduction to that unit, as opposed to their introduction in the level thereafter. Though this is just my honest feedback mind you, as I really missed having spellbreakers in that particulair level XD

I hope you don't mind me sharing all these walls of text, but I have been playing your mod for a bit, and when playing such mods I always try to find anything which I feel could potentially improve it in order to give feedback to the creators. But it is so well fleshed out that such a fire based Magister would honestly be the only thing I would add to it to make it absolutely perfect! Though again, this is just a big wishlist from me, and just something that I would really love to see added once you update this mod. Sorry for the excited post, but I really love well fleshed out mods, and yours is now at the top of my favorites on this site :)
 
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It's no problem @nielsdejong, I appreciate the suggestions! I am glad you really liked the campaign. As for Curse of the Forsaken, I hope to finish it by the end of the year. The current version is already finished as its own product, but the new version is different. It might be fun to play v3.0 now so you can see all the changes coming in the Classic update.
 
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It's no problem @nielsdejong, I appreciate the suggestions! I am glad you really liked the campaign. As for Curse of the Forsaken, I hope to finish it by the end of the year. The current version is already finished as its own product, but the new version is different. It might be fun to play v3.0 now so you can see all the changes coming in the Classic update.
Alright, thank you! I will give it a try then :) And thank you for considering my idea for the Magister!
 
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Are purple undead base in defense mission with golems suposed to dont do anything? they dont have workers on gold and didnt attacked me single time, same with yellow base in next mission, it doesnt activate untill forsaken have base+ purple attack waves are stuck near the gate and he attacks like once and then stops
 
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okay campaign is good but there is one problem that i have to say when i play the second chapter i cant make the other Fel orc clans to join me they just dont react when i stepped on this circle that would get those guys to join me fix it pls
Have you fulfilled the criteria for the clan to join you? In the Quests tab it says what each clan requires for you to join.
 
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Just wanted to ask since I read the some some of the lore in the books, you replaced Hulduron (not sure if I spelled it right) with aewynne maysong and also you added allsandra as an additional new character right ? Love the alternative story.
 
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Just wanted to ask since I read the some some of the lore in the books, you replaced Hulduron (not sure if I spelled it right) with aewynne maysong and also you added allsandra as an additional new character right ? Love the alternative story.
Yes, Halduron is replaced by Ayewynne Maysong and Grand magister Rommath is replaced by grand magistrix Allesandra
 
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It's no problem @nielsdejong, I appreciate the suggestions! I am glad you really liked the campaign. As for Curse of the Forsaken, I hope to finish it by the end of the year. The current version is already finished as its own product, but the new version is different. It might be fun to play v3.0 now so you can see all the changes coming in the Classic update.
Oh I almost forgot to mention this, but will you update the link to that story as well? I quite liked it, and it would be a shame not to make a new link to a new website (like google docs) where you have updated the document. Then you could perhaps also update the portrait of Aewynne Maysong?

I also noticed something was off about the description of Kael'Thas. I think it would sound better if you wrote:

"Lord of the Blood Elves. All Kael'thas wishes for is the best for his people,
but he is willing to make some questionable decisions to ensure this future."

I personally think that that would sound better :)
 
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Just finished this - incredible campaign, thoroughly enjoyed it. I was apprehensive going in because of the lack of difficulty options (I am not great at this game even after years of playing it), but I found it a lot more manageable overall than Curse of the Forsaken, with only chapters 11 and 12 giving me problems. These were basically resolved by playing a lot more aggressively rather than giving the enemy time to build up. I don't think I experienced a single bug in the entire campaign playing on 1.30.4.

The missions were varied, maps were beautiful, and the storyline was good too. I particularly enjoyed the chapters where you visit "living" blood elf areas - the one where Kael'Thas was in the eco-domes and the epilogue in particular - the mapwork there was stunning and I think it does a great job of selling how far the blood elves have recovered due to the player's actions.

Thanks again for all your hard work on these, the amount of time and passion you put into these custom campaigns is absolutely evident.
 
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Hello Tomoraider, just wanted to say that I'm still having a blast with this mod! I am still looking forward to your update, as I think having the blood knight models as blood elves instead of night elves would be more immersive, but aside from that I love the balance that you have done :)

Speaking of balance, I have been thinking about my suggestions a bit more, and on second thought I think the spellcaster area of effect would just be too easy to abuse. So, based on my further gameplay of using your mod, I wanted to revise my idea and write it again to you. My new idea basically removes the area damage, and simply grants them two existing thematic spells as well as that summon fire elemental spell I mentioned. Here is the idea that I had:

Magister: "Magisters are talented elven sorcerers, having a huge influence in Sin'dorei society. They were the first ones who accept the gift of Illidan, and then spread this knowledge among their fellow blood elves. Unlike their High elven brethren, Magisters specialize in destructive fire magic and the manipulation of fel energy." Magisters cost 220 gold and 30 lumber, take up 2 food, and have the stats of sorceresses except for increased magic damage based on their level of training: Standard: 16-20, Adept: 17-23, Master: 18-26. They also have a Tier 3 upgrade that grants them splash damage on their attacks, similar in cost and effect to the Flak Cannons upgrade of the flying machine: 100 Gold/150 Wood, 40 second upgrade time at the Arcane Sanctum , Full Damage Splash Radius: 7.5, Half Damage Radius: 15, Quarter Damage Radius: 32.5. They start with the Firebolt spell, followed by Unholy Frenzy from Adept Training, with them finally gaining a spell from Master Training that allows them to summon a fire elemental (maximum of 1 per magister) for 150 mana. This unit cannot create more of its kind on its own and only lasts 60 seconds, while having the stats of the lvl 1 lava spawn: Lava Spawn (Level 1) except that they only have 380 hit points, granting you a weak but expendable ranged buffer unit. I was looking around some models on Hive, and found this model which I think would suit them: FireElementalByMc

With perhaps the magister appearing in the level where you first arrive in Quel'Thalas through the portal? As I feel that his ranged splash attacks would be perfectly demonstrated against the swarms of skeletons that the Necromancers bring against you. With the Spellbreaker already appearing in the level before (where you try to escape through the portal), where I felt that they were sorely missed when I had to go up against the magic heavy blood elf loyalists XD

Also, I have been looking around, and I found the model for the magister that I liked, which I wanted to share with you in case you ever end up using my suggestion :) Of course, again, whether or not you want to go along with my suggestion is entirely up to you. But even if you don't plan on using it for Rise of the Blood elves you could still use this model for your other projects :)

Here is a link to it: BloodElvenMagister
 
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It was very fun to play. On some maps the AI's attacks felt a little unfair and I had to do a lot of reloading (mostly the last map) but it was doable.
Anyway, thank you for creating such a wonderful custom campaign. I'm off to play Curse of the Forsaken now!

BTW if I may ask, Rise of the Blood Elves follows the canon story, right? Which are the sources for it/where can I read about it? I'm a little pissed off by that radical change in Kael's personality but that seems to be common.
 
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It was very fun to play. On some maps the AI's attacks felt a little unfair and I had to do a lot of reloading (mostly the last map) but it was doable.
Anyway, thank you for creating such a wonderful custom campaign. I'm off to play Curse of the Forsaken now!

BTW if I may ask, Rise of the Blood Elves follows the canon story, right? Which are the sources for it/where can I read about it? I'm a little pissed off by that radical change in Kael's personality but that seems to be common.
It's not entirely canon, I would say it's a reimagining of the story from WoW: the Burning Crusade (the final part of the campaign at least).
 
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I think I gave the campaign enough of a chance, and while the story is interesting, I found the victory conditions and gameplay in overall very difficult. You have to start each chapter at a disadvantage against the enemy, and you are constantly attacked by multiple bases. There's no difficulty setting and I don't really like having to play by default. The majority liked the campaign, but unfortunately it didn't appeal to me. Although I respect the work of the campaign creator, I don't want to give a high rating to something I don't like.
 
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I think I gave the campaign enough of a chance, and while the story is interesting, I found the victory conditions and gameplay in overall very difficult. You have to start each chapter at a disadvantage against the enemy, and you are constantly attacked by multiple bases. There's no difficulty setting and I don't really like having to play by default. The majority liked the campaign, but unfortunately it didn't appeal to me. Although I respect the work of the campaign creator, I don't want to give a high rating to something I don't like.
That's understandable, thank you for giving it a try! I definitely agree some of the maps are too tough. If you also played on the most recent patch of the game, some of the AIs are broken at the moment and tougher than they should be.
 
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