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The Adventures of Rowan the Wise v4.5


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The Adventures of Rowan the Wise is the first campaign in Turnro's series of Warcraft 3 campaigns. It offers an alternative parody story to what could have happened when the Scourge invaded Lordaeron.

This campaign offers Blizzard-like chapters with fun gameplay and an engaging story. You will relive many of Warcraft 3's major events, along with encountering familiar characters from the Alliance and the Undead Scourge.

If you enjoyed the original Warcraft 3 campaigns, then The Adventures of Rowan the Wise is for you!





Features

Relive the Warcraft Story
Explore the lands of Quel’Thalas, protect Dalaran from the Scourge, and travel through the freezing lands of Northrend.

Control the Vast Armies of the Alliance!
Take command of the Silver Hand, take heed to the Blood Elves, and go on treasure hunts with the dwarves of Khaz Modan.

Play as 5 Ultra Powerful Heroes
Play as the original human heroes of Warcraft 3 PLUS a new custom hero called the Ranger.

Voice Acting for all Characters
A feature that is usually rare in custom Warcraft 3 campaigns!

New Units, Spells and Items
Includes powerful legendary items found while playing Hard difficulty

New Background Music throughout Campaign

Variable Difficulty Levels, and much more!


Screenshots


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Legendary Items

Find all 10 legendary items while playing The Adventures of Rowan the Wise in Hard difficulty:

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Gem of Regeneration
Increases the Hero's health regeneration by 2 hit points per second, and mana regeneration by 25% when worn.
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Ring of Mastery
Increases the damage of the Hero by 8 when worn. Also provides an additional 3 Strength, Agility and Intelligence.
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Seal of Protection
Increases the Strength of the Hero by 6 and armor by 3 when worn.
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Swiftwalker Boots
Increases the Agility of the Hero by 12 when worn. Also causes attacks against them to miss 15% of the time.
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Mindstaff
Increases the mana of the Hero by 250. Also grants the Hero and friendly nearby units a bonus to mana regeneration.
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Runic Bracelet
Increases the Intelligence of the Hero by 8 when worn. Also reduces Magic damage taken by 33%.
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Sapphire Necklace
Increases the Intelligence of the Hero by 12 when carried.
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Axe of the Ages
Increases the attack rate of the Hero by 15% and attack damage by 15.
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Crusader Armor
Increases the armor of the Hero by 10 when worn.
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Blessed Crown of Kings
Increases the Strength, Intelligence, and Agility of the Hero by 10 when worn.


Change Log

- This campaign is now supported in Reforged. If you do not have Reforged but wish to play the campaign in a legacy version of Warcraft III (v1.26 - v1.31), you can download the legacy file here
- Added a Story difficulty option to the campaign
- Added auto-save checkpoints to all missions (Reforged only)
- Added new loading screen images for each map
- Resolved an issue where unit and spell stats would differ depending on the player's version of Warcraft III
- Divine Shield now costs 100 mana across all levels
- Changed the duration of Divine Shield from 15 seconds to 12/16/20/24 seconds per level
- Decreased the cooldown reduction of Divine Shield per level from 90/75/60/45 seconds to 90/80/70/60
- Additional levels in Mass Teleport will now provide increased Area-of-Effect instead of a reduced cooldown
- Reduced the duration of Banish from 12/18/24/30 seconds per level to 12/16/20/24
- Reduced the damage dealt by the Orc's Spiked Barricades ability on Hard difficulty in Chapter 1
- Uther's spells have been revised in Chapter 2. Instead of Divine Shield and Devotion Aura, he now has Hex and Retribution Aura
- The Treasure Box now drops a Gem of Mana (+100) instead of a Pendant of Energy (+150) in Chapter 2
- Resolved a bug where Uther would not appear after killing all the chickens in Chapter 2
- The Blademaster's Mirror Images will now deal 25% of the Hero's base damage in Chapter 3
- The player now starts off with additional structures in Chapter 4
- Arcane Vaults are now available for construction in Chapter 4
- Moved the location of the Orb of Vemon item in Chapter 4
- Moved the legendary item to a new secret location in Chapter 4
- Made changes to the items dropped from the Treasure Box on Normal difficulty in Chapter 5
- Resolved an issue where Kel'Thuzad's Death and Decay spell incorrectly dealt too much damage in Chapter 5
- Fixed a bug where Tek's name would change upon turning into a Robo-Goblin in Chapter 6
- Replaced the Fountain of Mana with a Fountain of Healing in Chapter 6
- Added a Gazlowe Easter Egg reference in Chapter 6
- Added a Mercenary Camp with Bandit units for hire in Chapter 7
- Anub'arak no longer transfers ownership when defeated in Chapter 8. Instead, a Lich Hero has been added to the main Undead base
- Enemy Faceless Ones are no longer magic immune in Chapter 9
- Increased the cooldown of Sleep on enemy Faceless Ones in Chapter 9
- Player-owned worker units are no longer classified as Ancient in Chapter 10
- Arthas is no longer magic immune in Chapter 10
- Revised all neutral shop items for sale throughout the campaign
- Reduced the mana cost of the Spell Book's Chain Lightning spell from 120 to 100
- Increases the bonus armor of the Crusader Armor item from +8 to +10
- The Robe of the Archmagi item now provides +3 bonus Intelligence in addition to its armor bonus
- Legandary items now have a different model to set them apart from regular items
- Made slight changes to the background music throughout the campaign
- Fixed numerous spelling and grammar errors


- Updated all cinematics for widescreen support
- Resolved several sound issues as a result of the current Warcraft 3 patches
- Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
- Fixed hotkey inconsistencies with the Call of Arms ability across the entire campaign
- Increased the starting level of Tek and Razzil in Chapter 6
- Replaced some rock tileset on the lone Goldmine island in Chapter 7 to allow more room for constructing a Town Hall
- Reduced the power of Anub'arak's Locust Swarm ability for Levels 2 & 3


- Increased the mana cost of Divine Shield from 125/100/75/50 per level to 125/110/95/80
- Fixed a bug in Chapter 2 where night elven units would disappear during cinematic mode
- Fixed a bug in Chapter 5 where the Hood of Cunning would show up in multiple places after completing the optional quest
- Increased the Agility gained from the Swiftrunner Boots to +12
- Made numerous changes to Chapter 4:
- Added additional undead units and heroes throughout the ruins of Silvermoon
- The legendary item will now drop from a lich hero within the main undead base
- The Orb of Venom no longer drops from destroying the Marketplace
- Changed the name of the Shield Breaker's Storm Hammer ability to Thunder Bolt
- Changed Kel'Thuzad's model to the Reign of Chaos version


- Divine Shield now grants spell immunity to Rowan when activated
- Reworked Divine Shield to now last 15 seconds across all levels. Additional levels will instead grant reduced mana cost and cooldown
- Fixed a bug where activating Divine Shield would cause a green icon to appear when selecting an aura for Blessing of Wisdom
- Reduced the amount of mana provided by Blessing of Wisdom from 75/150/225/300 per level to 50/100/150/200
- Increased the mana cost of Mend from 115 to 125
- Reduced the mana cost of Frost Bolt from 75 to 50, cast range from 600 to 800, and stun duration from 5 seconds to 2
- The player now has an additional 30 seconds to complete the first quest in Chapter 2 on Hard difficulty
- Uther now possesses the damage-absorb Divine Shield ability in Chapter 2
- Reduced the player's Goldmine to 15000 in Chapter 2 on Hard difficulty
- Footmen and Knights now start off with +1 weapon and armor upgrades in Chapter 3
- Reverted the voice over of the Orc Raider in Chapter 3 to an earlier version
- Added Healing and/or Mana Fountains throughout Chapters 3 & 5
- The player now starts off with additional gold and towers in Chapter 5
- Moved the levers for the Treasure Box in Chapter 5 to make them easier to find
- Draenei Advanced Boulder Towers now have Heavy armor in Chapter 6 on Hard difficulty
- Changed the background music played during the first quest in Chapter 7
- Reduced the level of Arthas from 15 to 12 in Chapter 7 on Hard difficulty
- Added an additional Goldmine to one of the islands in Chapter 7. However, Sylvanas' forces will now be able to send attack waves via Sky Barges
- Modified the terrain of Chapter 7 to allow base assaults by sea
- Human Frigates no longer cost any food in Chapter 7
- Human Battleships can now be hired in Chapter 7
- Added an Arcane Vault to the dwarven base in Chapter 8
- Anub'arak now transfers ownership to the Undead Stronghold base when initially defeated in Chapter 8
- Improved the creeps available at the Mercenary Camp in Chapter 8
- Added an undead versus nerubian fight scene at the front of the Labyrinth in Chapter 9
- Added additional Nerubian dialogues throughout Chapter 9
- Increased the cooldown of the Forgotten One's Spawn Tentacle ability in Chapter 9
- Re-balanced the Lich King and its defending heroes in Chapter 10
- Made slight terrain changes around the path to the Lich King in Chapter 10
- Re-balanced the enemy AI throughout several missions on Hard difficulty
- Removed the additional damage upgrade for the Undead Scourge on Hard difficulty in Chapters 8, 9 & 10
- Arthas can no longer summon more than 6 units using Animate Dead against the player
- Increased the power of Anub'arak's Locust Swarm ability on Hard difficulty
- Ivory Towers possessed by the player's Heroes are no longer passed into future missions
- Shield Breakers now leave footprints on the ground as they walk
- Reset the hotkey for the Build command back to B
- Changed the hotkey for upgrading the Town Hall/Keep to Z
- Command hotkeys (such as Build, Attack, etc) can now be overwritten by the player's custom hotkey settings
- Items are no longer dropped by destroying creep buildings
- Unique models have now been given to Tomes of Retraining, Potions of Invisibility, Scrolls of the Beast and Scrolls of Resurrection
- Runes are now color coordinated, making them easier to identify for the player
- Made numerous item changes throughout the campaign, including the location of legendary items


- Fixed a major problem in Chapter 3 where the Blademaster would become invulnerable and frozen in place
- Mal'Ganis no longer holds a Potion of Healing in Chapter 3 Hard difficulty
- Fixed the hotkey for purchasing Ivory Towers in Chapter 5



- The following characters have had their voice overs redone:
Lord Nicholas Buzan, Demon Summoner, Orc Bladesmaster, and Orc Raider
- Most Anti-Cheat systems have been removed. The player will now only instantly lose in Hard difficulty if ‘WhosYourDaddy’ is used
- Fixed a bug in Chapter 7 where the different boss phases with Arthas would not run when expected
- Fixed an item crashing issue on Mac computers from the new items added into the game from Patch 4.0
- Resolved an issue where the Night Elf attacks would be delayed as their forces would often get stuck inside their base
- Fixed a bug in Chapter 5 where the second gate to Dalaran would not get destroyed, blocking off Undead reinforcements
- Reverted the Hold Position hotkey back to H
- All Undead bases will now send constant attacks to the player in Chapter 10 Hard difficulty
- Added slightly more gold to the gold mines in Chapters 2, 4, 7 & 8
- Added new altar building models to the Dwarf and Blood Elf sub-factions
- Altered the statistics of Swordsmen and Guardians to make them more unique from Footman
- Re-added the Blood Elf/Dwarf building hints to Chapters 7 & 8
- Flesh Golems now have an anti-air attack
- The main bandit in Chapter 1 will now drop a healing potion in Hard difficulty
- Re-added +1 weapon and armor upgrades for the High Elves in Chapter 3
- Changed the legendary item location in Chapter 4 Hard difficulty



- The player is no longer blocked-off from reaching the bandits if teleport is used in Chapter 1
- The Rock Golems in Chapter 2 will now correctly use Hurl Boulder
- The final minions in the boss fight with Arthas in Chapter 7 are now actual units instead of animated dead. This fixes a bug where the player could deliberately wait for the minions corpses to decompose before facing the final stage of the boss fight
- Fixed a bug in Hard difficulty which made the player automatically lose the mission, even if no cheats were used



- Fixed an issue where passive icons in the game would appear as a green icon
- The Book of the Silver Hand in Chapter 1 now has a cooldown after being used. In addition, Rowan will stop casting teleport when a cinematic commences
- Fixed an issue in Chapter 5 where the 'secret' magic vault would not drop any items in Normal difficulty



- New custom music throughout cinematics and gameplay
- The hotkeys for units, buildings, spell, etc, have been changed around the QWER composition. However, these hotkeys will have no effect on the game if Custom Hotkeys are enabled through the user’s profile
- New items to find, with extremely powerful legendary items to acquire in Hard difficulty
- All known cheats that give the player an unfair advantage have been disabled on Hard difficulty. If a cheat is used, the player will automatically lose the mission
- The entire campaign has been polished. This includes, but not limited to, changes to terrain, cinematics, and in-game events
- Fixed a bug in Chapter 2 where Rowan would appear in an in-game cinematic after dying
- Rowan's Divine Shield ability now correctly absorbs spell damage as opposed to gaining health
- Fixed a problem with the AI where waves sent to attack the player would retreat back to base once they have killed a single unit/structure
- Fixed a bug in Chapter 2 where the woman would not always give the player a Potion of Mana
- Fixed a few issues for the boss fight with Arthas in Chapter 7
- Changed the armor types of enemy structures to Heavy Armor in Chapters 1 & 3
- The first Shade killed in Chapter 4 will now count towards Shades killed for the optional quest
- Remade the losing cinematic in Chapter 5
- Fixed Tara's spell description for Mage Armor
- Bevan's Trueshot aura no longer grants additional attack range. Instead, Bevan will start off with increased attack range by default
- Decreased the mana cost of Bevan's Wounding Arrow ability from 175 to 150
- The Shield Breakers Storm Hammer upgrade will now enable that ability as opposed to increasing its overall strength
- Reduced the magic resistance of Shield Breakers from 50% to 25%
- Added new models for potion and scroll items throughout the game
- Night Elf Glaive Throwers now have a new skin



- Fixed a crashing bug which would occur on Mac computers
- Slight terrain improvements across all maps
- Added, redone and/or replaced several voice recordings for the following characters:
Rowan the Wise, Footman, Knight, Villager, Maiev Shadowsong, Uther, Captain, Chaplain, Archmage, Tek, Bevan the Swift, High Elf Priest, Logan the Mysterious, Spell Breaker, Shield Breaker, Rifleman, Malganis, Akama, and Admiral Proudmoore.
- Slight cinematic changes (including dialogue, camera movements, etc.) throughout all Chapters
- Slightly altered the ending (Epilogue) of the campaign
- Added more in-game dialogue and/or events to Chapters 2, 5, and 7
- Improved the boss fight with Arthas Menethil in Chapter 7
- The damage absorbed from Divine Shield now correctly absorbs 100% damage taken
- The following spell changes have been made:

ROWAN
- Blessing of Wisdom no longer grants additional mana regeneration
- Divine Shield is no longer deactivatable. In addition, the spell’s duration has been changed to 12/18/24/30 seconds, and has increased in both mana cost and cooldown
- Command Aura has been reverted to only affect melee units
- Retribution Aura’s damage reflected has been changed to 15/25/35/45%
- Resurrection no longer increases the amount of allies raised with each level. Instead, the cooldown will further decrease by 90 seconds for each level

BEVAN
- Far Range has been removed
- Bevan now has Trueshot Aura again. This spell also grants additional range for the hero, but does not increment with each level
- Critical Shot has been reverted back to a passive ability
- Increased the mana cost of Mend from 105 to 115
- Decreased the mana cost of Wounding Arrow from 225 to 175

TARA
- Mage Armor is now classified as an auto-cast ability. However, this spell will not automatically be activated at the start of each chapter
- Decreased the casting delay of Mass Teleport for levels 2 & 3 from 5 seconds to 3

LOGAN
- Increased the duration of Banish to 12/18/24/30 seconds. In addition, the cooldown for this spell also decreases with each level (6/4/2/0 seconds) and has a mana cost of 75 throughout all levels

NATHAN
- Bash now grants both increased damage and a chance to bash with each incremental level

- Bevan’s model now uses the Priest death sound when killed
- Fixed a problem in Chapter 5 where flying units like Gargoyles could slip pass the player’s defenses, which caused the player to unexpectedly lose the mission
- Fixed a problem in certain missions where cinematics would make the player’s worker units forget their build orders
- The Silver Hand army in Chapter 1 will no longer run away when fighting the Orcs
- Decreased the range of Ballista from 1150 to 1000
- Fixed a bug in Chapter 1 where having Rowan dead would not make the player loss the mission
- Added in a new Optional Quest to Chapter 5
- Transport Ships in Chapter 7 no longer cost food
- The Archmages in Chapter 5 now have slightly different models
- The Mask of Death in Chapter 9 has been replaced with the Necklace of Spell Immunity
- Pressing the space bar will now bring the player to quest-specific locations on the map
- The Undead will now have increased damage in Hard Version in Chapters 8, 9, & 10



- Slight AI improvements to the Undead in Chapters 4, 7, & 8. In addition, a problem was fixed in Chapter 7 which allowed the player to destroy the Undead with ease using only Ballistae
- Flesh Golems now deal Normal damage from Chaos, have less health, and are affected by weapon/armor upgrades
- Tek and Razzil are now classified as Hero units in Chapter 6. This means that their unit stats and spells are now identical to the default Goblin Tinker and Alchemist
- The following spell changes have been made:

ROWAN
- Command Aura now affects both melee and ranged units
- Divine Shield has been reworked: it is no longer usable on units other than Rowan. The spell provides a shield which absorbs damage for a set amount of time. In addition, this change fixes a bug in Chapter 5 where the Undead would retreat back to their base after Rowan uses Divine Shield
- The damage reflected by Retribution Aura has been increased from 10/20/30/40% to 12/24/36/48%. In addition, the aura’s model effect has been changed

BEVAN
- Trueshot Aura has been removed
- Critical Shot is now a Hero ability, with each level further increasing damage
- Bevan has been given a new passive ability: Far Range. This permanently increases his attack range by 100

NATHAN
- Ensnare has been replaced with Demolish, which allows the Mountain King to deal 2x damage vs. buildings

- Minor terrain changes and additional doodads have been added to Chapters 1, 3, 5, 7, 8, & 9
- The Bandit’s voice in Chapter 1 has been replaced
- Additional creeps have been added in the second part of Chapter 8. Before, much of the terrain was empty, making exploring on behalf of the player boring and pointless
- The Quest Descriptions in every chapter have been revised to fix grammar errors
- Minor item rearrangements in Chapter 9
- The experience rate for heroes in Chapter 9 have been slightly increased
- The ending to the Interlude “The Alliance’s Reunion” has been completely remade
- Decreased timing between attacks from the Undead in Chapter 10
- Maiev no longer uses Shadow Meld in Chapter 2. This fixes an issue where the Warden would become permanently invisible at night, and disabled the player from seeing her until it is daytime
- Re-edited the cinematic in Chapter 1 when Rowan reads the Tome of Knowledge
- Slight dialogue/voice changes to the final cinematic of Chapter 5
- Blood Elf Archers and their upgrades no longer require a Blacksmith
- The player now starts with a Blood Elven Barracks in Chapter 7
- The Undead Shipyard in Chapter 7 no longer needs to be destroyed for the player to complete the chapter. In addition, lost Undead Ships will now be retrained at the shipyard
- Fixed a major problem in Chapter 1 where Rowan would become stuck in among doodads after using the Scroll of Town Portal in Chapter 1
- Fixed a problem in Chapters 1 & 6 where the hotkey for Rowan’s Divine Shield was not D
- Fixed a problem in Chapter 6 where skipping certain cinematics would cause random items on the ground to permanently disappear
- The Forgotten One’s health in Chapter 9 has been slightly increased, to compensate for Nathan’s Demolish ability



- The credits map has been removed
- Fixed a problem where the difficulty would set to Hard when currently in Normal version. In addition, the difficulty system has been changed: the player can now choose the game difficulty at the start of each map
- Redone several voice recordings (both partly and completely) for the following characters:
Rowan the Wise, Lord Nicholas Buzan, Villager, Knight, Footman, Captain, Antonidas, High Elf Priest, Logan the Mysterious, Demon Summoner, and Admiral Proudmoore
- Fixed a problem in Chapter 1 where Rowan would become stuck in between fences after using a Scroll of Town Portal
- Minor/moderate terrain changes to all Chapters
- Maiev no longer uses Blink in Chapter 2
- Malganis no longer casts Sleep in Normal version
- A timer has been added to the first quest in Chapter 2
- The quest to slay Uther in Chapter 2 has been redone
- The mirror images of the Blademaster now deal 10% of the Blademaster’s base damage
- The Blademaster’s mirror images no longer disappear after a certain amount of time. However, they will cease to exist once the Blademaster is dead
- Made AI changes to Chapters 3, 4, 5, 8, & 10
- The following spell changes have been made:

ROWAN
- Rowan no longer has Spell Immunity
- Divine Shield has been reworked: it is now an ability that can be cast on nearby friendly units. The spell now protects friendly units from all magic attacks and spells for a fixed time. However, if Rowan casts Divine Shield on himself, he will instead turn invulnerable for the same duration
- Devotion Aura has been semi-replaced with Blessing of Wisdom: it grants Rowan increased mana pool and regeneration, as well as a choice of three different auras. The auras effects and the bonus mana for Rowan will increase with each level

BEVAN
- True Sight has been replaced with Critical Shot: it gives Bevan a 15% chance to deal 1.5 times normal damage to an enemy unit
- Trueshot Aura also increases the attack range of Bevan with each level

TARA
- Control Magic has been replaced with Frostbolt
- Brilliance Aura has been replaced with Mage Armor: it increases the armor and grants mana regeneration to nearby friendly units

LOGAN
- Increased the Phoenix’s hits points and damage for levels 2 & 3
- Feedback has been replaced with Life Drain, which converts 15% of his attack damage to health

NATHAN
- Reverted the cooldown increase of Avatar for each incremental level. However, the amount of additional damage has been changed from 20/40/60 to 20/30/40
- Increased the duration of Ensnare and reduced its cooldown for Nathan
- Bash no longer increases the chance of Nathan casting Bash with each level. Instead, the damage it deals has been increased with each level
- Additional runes have been added into Chapter 6
- Fixed a problem in Chapter 6 Normal version where the AI for the Draenei would not run
- A Marketplace has been added into Chapter 6 which can sells items to the player’s heroes
- Fixed a problem in Chapter 7 & 10 where Sylvanas would no longer attack the player after charming units
- Fixed a problem which disabled the player from building a Gryphon Aviary to train Dragonhawk Riders until a Castle is present
- Fixed a bug where creeps would not drop items in Hard version
- Fixed an issue in Chapter 9 concerned with bridge pathing problems
- The amount of Faceless Ones to kill in Chapter 9 has been slightly reduced
- The Lich King’s damage in Chapter 10 has been reduced. However, his attack range has been increased
- Arthas’ and Kel’Thuzad’s base in Chapter 10 has been split
- The Undead heroes in Chapter 10 no longer disappear when their base is destroyed. They merely help defend other bases, and can even defend the Lich King if all Undead bases are destroyed
- The Dwarf Foundry has been replaced with the Tavern
- Random items no longer appear during cinematics
- The Boulder Towers in Chapter 6 Hard version no longer have fortified armor
- The Spell Book no longer grants the hero bonus mana and mana regeneration
- The Tome of Retraining is no longer available in Chapter 5
- Tek’s Command Aura has been replaced with Pocket Factory. In addition, Tek has been given Demolish, which allows him to deal 2x normal damage to buildings
- Numerous small changes have also been made



- Fixed a problem where Chapter 4 wouldn't load
- Corrected a few spelling/grammar errors
- Fixed an issue where the Chaplain would attack the Silver Hand's buildings in the final cinematic of Chapter 2



- Re-edited Chapter 1’s loading screen text to offer more of an introduction to the story
- Minor changes to cinematics
- Minor changes to terrain
- Changed the name of the Storm Boulder ability to Storm Hammer, as well as changing its icon
- Fixed building hide/unhide problems in Chapter 2
- Removed the Possession ability from Ghosts and Wraiths in Chapter 6. Instead, they can cast Curse
- Created new minor challenges/puzzles to Chapter 6
- Boulder towers now have Fortified armor instead of Heavy armor in Chapter 6 Hard version
- Fixed cinematic skipping problems during Faceless One rounds in Chapter 9
- Slight AI changes (in upgrades) to all chapters in Normal version
- The AI types of all maps have been reverted back to Melee
- The campaign has been updated to match the unit stats of the user’s current version of Warcraft 3
- Changed the path of Nathan’s and Logan’s sound recordings, for campaign reasons
- Hero revive duration no longer has a max revive time
- Modified Bevan’s Mend and Wounding Arrow abilities
- Changed the armor type of Uther (chicken) to flesh. This is so that when the chicken is attacked, it doesn’t sound like a paladin is being hit
- Fixed a problem in Chapter 6 where Tek and Razzil could attack trees
- Increased the damage dealt by creeps in Hard version in Chapters 6, 8, 9 and 10
- Numerous other changes made



- Added the final sound recordings. All custom voice overs have now been added in
- Minor changes to existing sound recordings
- Fixed a problem in Chapter 3 where the Blademaster would disappear after using Mirror Image
- Edited the AI for enemy bases in all chapters in Hard version
- Exceptional changes to terrain
- Attacking the Night Elves in Chapter 2 is no longer an optional quest
- Edited the following hero abilities:
Resurrection: Cooldown decreases with each level, but does not raise as many warriors as it used to
Mass Teleport: Cooldown decreases with each level
Avatar: Cooldown still increases with each level, but not as much as it used to
Wounding Arrow: Mana cost does not increase with each level
- Shield Breakers no longer need to have Storm Boulder researched in order for them to use the ability
- Shield Breakers can now gain the Improved Storm Boulder upgrade, which increases the damage and stun duration of the ability
- Changed the model of Gyrocoptors
- Replaced Troll Headhunters with Forest Trolls in Chapter 1 (for storyline reasons)
- Decreased the difficulty of Chapter 10 in Normal version. The Lich King is no longer immune to magic, enemy heroes do not have items, the number of towers have been reduced, and the number of units in Arthas' and Kel'Thuzad's base has been reduced by 50%
- Numerous gameplay changes
- Due to gameplay reasons, Logan's Phoenix ability is disabled for the first part of Chapter 8
- Fixed a problem where the High Elves in Chapter 3 would only attempt to attack the Undead once and do not send additional reinforcements
- Decreased the damage dealt by Arcane Towers in Chapter 1
- Rowan no longer gets revived at the Sunwell if he gets killed Chapter 1. Instead, the player loses the mission
- There is now background music at the start of Chapter 7



- Added in more sound recordings. There are now at least some sound recordings in every chapter
- Slight changes to dialogues throughout the campaign
- Now added in the option to play the campaign in Normal or Hard version
- Re-edited the AI for all maps except Chapter 10
- Slight changes to Ballista to make them more similar to their Reign of Chaos version
- Modified Shield Breakers, as well as giving them Resistant Skin. However, they are no longer immune to magic
- Minor changes to terrain, especially in Chapter 6
- Fixed a problem in Chapter 2 where killing Uther would not complete the main quest
- Minor changes to cinematics
- Changed Blood Elf worker and Dwarf miner models
- Decreased the timing remaining in Chapter 5 from 45 minutes to 35 minutes
- Fixed problems in regards to Rowan's and Bevan's custom sound pathing
- Dragonhawk Riders now have reasonable health in Chapter 3 (before they only had 1 hit point!)
- Fixed pausing problems after cinematics in Chapter 7
- The hotkey for Shield Breakers has been fixed
- Many other minor changes to gameplay


Other Campaigns in Turnro’s Warcraft 3 Series


Important Notes
- If you do not have Reforged but wish to play the campaign on a legacy version of Warcraft III (v1.26 - v1.31), you can download the legacy file here
- The normal background music of Warcraft 3 has been replaced with better music. Be sure to enable music through your profile as it is an integral part of the campaign experience
- If you use the ‘WhosYourDaddy’ cheat while playing this campaign on Hard difficulty, you will automatically lose the mission


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STORY, MAP DESIGN AND DEVELOPMENT: Turnro

LOGO DESIGN: carlvic

VOICE ACTORS
Turnro
Rowan the Wise
Antonidas
Admiral Proudmoore
Knight
Footman
Captain
Tek
Goblin Sapper
Akama
Ghost
Archmages
Villager
King Terenas


Ixmil
Arthas Menethil
Nathan the Mighty
Mal’Ganis
Raider


AnonymousOne
Bevan the Swift

bettylou
Tara the Magnificent
Huntress


Drathicus
Logan the Mysterious

Holly Lindin
Maiev Shadowsong

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Lord Nicholas Buzan
Blademaster
Demon Summoner


Cord Grabarz
Rifleman
Chaplain
Spell Breaker


Mega Pieman
Shield Breaker

Johannes Envall
Priest

MODELS
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Olofmoleman
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Norinrad
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Mc
EviL_BuddhA
Ket
General Frank
SinisterX


SKINS
R.A.N.G.I.T
Norinrad
Tranquil
Glitzage


ICONS
Blizzard Entertainment
Mc
Olofmoleman
R.A.N.G.I.T
Norinrad
Grey Archon
General Frank
Tenebrae
CRAZYRUSSIAN
Coinblin
PeeKay
kola
NFWar
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MUSIC AND SOUND
Blizzard Entertainment
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The Elder Scrolls: Skyrim (Cheer Sound)
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Sidney Turner


Special Thanks:
map designer
Daffa the Mage
TDA
-Kobas-
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lightning brigade
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Footman16
Shigu




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Keywords:
Human, Silver Hand, Arthas, Antonidas, Blood Elf, High Elf, Dwarf, Paladin, Scourge, Dalaran, Quel'thalas, Lordaeron, Uther, Goblin.
Contents

The Adventures of Rowan the Wise (Campaign)

Reviews
14:32, 1st Aug 2010 ap0calypse: Approved
Level 3
Joined
Sep 30, 2012
Messages
39
First chapter, when i attack the bandits, i use the book to teleport and i can not across the bridge to attack continuously :(
Of course Restart is fast but is it a bug? lol :grin:
 
Level 8
Joined
Apr 14, 2011
Messages
463
Well...someone have won the Chapter 5 in Hard Mode already?Because, i'm giving up to it ._. it's too hard for me D:
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Chapter 1 minor fault(s) :
When the footman says "attack!" Against the troll, the footman doesn't show his face (the speaking unit is none).

Really? I'll look into this.

First chapter, when i attack the bandits, i use the book to teleport and i can not across the bridge to attack continuously :(
Of course Restart is fast but is it a bug? lol :grin:

Yes, it is a bug lol. I will look into fixing this as well.
 
Level 1
Joined
Oct 25, 2013
Messages
9
is one bad bug! when on hard mode load a saved game is a small chance that it is like a cheat and is a game over when again load same all is ok
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
is one bad bug! when on hard mode load a saved game is a small chance that it is like a cheat and is a game over when again load same all is ok

Bug: After first mission kill the bandit in chapter 1, I took the tome of power and got Cheat Warning

This is interesting. It sounds like something that just happens randomly. Rest assured that I'll look into this.
 
Level 19
Joined
Jul 2, 2011
Messages
2,162
You also get that cheat warning when you minimise the program too

usually after a period of the game being minimised.

Mission 2 is impossible on hard, there is no time to build all those things and get your town hall to castle in 8 minutes. It's possible if you only need to get your town hall to keep, or you could just give the player a little more time.

By the way....

what is the difference between Hard and easy? Why play hard??

Could you make it so that once you select hard, new more awesome items are available

other then that, great great great GAME! I really enjoy killing time with this game.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
... Mission 2 is impossible on hard, there is no time to build all those things and get your town hall to castle in 8 minutes. It's possible if you only need to get your town hall to keep, or you could just give the player a little more time.

By the way....

what is the difference between Hard and easy? Why play hard??

Could you make it so that once you select hard, new more awesome items are available.

I will admit that Chapter is hard, but not impossible. Here is a video of a guy who managed to build all the structures in time:


What separates Hard difficulty from Normal is that it provides players with a challenge. There is nothing better than the feeling of accomplishing something that was only possible because you put effort into it.

I probably won't add more custom items into The Adventures of Rowan the Wise, since I wish to be done with this campaign. However, this will certainly be something that I will add in my future campaigns.
 
You also get that cheat warning when you minimise the program too

usually after a period of the game being minimised.

Mission 2 is impossible on hard, there is no time to build all those things and get your town hall to castle in 8 minutes. It's possible if you only need to get your town hall to keep, or you could just give the player a little more time.

By the way....

what is the difference between Hard and easy? Why play hard??

Could you make it so that once you select hard, new more awesome items are available

other then that, great great great GAME! I really enjoy killing time with this game.

It's pretty much possible, there are some players have accomplished it. Including the one from the video.
It requires thinking a little though (figure out by second try), here's the value for each building (approximately, as I'm uncertain), remember humans can use multiple workers to hasten things up :
Farm : 10-20 seconds
Altar : 25-45 seconds
Barrack : 20-35 seconds
Blacksmith : 20-40 seconds
Lumber Mill : 20-35 seconds
Keep : 120-140 seconds
Castle [Requires Altar] : 120-140 seconds

Key here that 2 farm early is a necessity and altar must be build before keep finishes upgrade itself.
Remember Keep + Castle requires 280 seconds (4:40), so keep must begin construction by 5:00 or else it's very difficult.
 
Level 16
Joined
May 2, 2011
Messages
1,345
I play chapter 1 on hard mode. I do the missions. I take the foot men, and reach the trolls. the cinmatics start and I press stop at the same second... and I get the warning message "NO Cheat in Hard Mode" OMG I didnt cheat :(

please no, no anti cheat system! :/
or just do it for whose your daddy.
(there is reason for those cheats anyway, you know)
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Hey Turnro, i skipped cinematics in Hard Mode in Chapter 6 and then appeared that i used cheats o_o

I play chapter 1 on hard mode. I do the missions. I take the foot men, and reach the trolls. the cinmatics start and I press stop at the same second... and I get the warning message "NO Cheat in Hard Mode" OMG I didnt cheat :(

It seems that a few people are having problems with the cheat disabling triggers. I have looked into what is causing the problem, and it is to do with the triggers I made that disable the 'thedudeabides' cheat.

What I will do is wait a few more days to leave more suggestions and feedback for The Adventures of Rowan the Wise, and then fix this major bug.
 
Level 16
Joined
May 2, 2011
Messages
1,345
And this is why I hate these pathetic attempt to 'remove' cheats, which basically ruin the game most of the time.
O, that was harsh.

anyway I think this will be fixed eventually. So, better you hate them on principle if you will (i.e. that there SHOULD be cheats XD) oh not that im taking this stance. It certainly does give some taste (you know when i game is IMPOSSIBLE to win, and then you barely do, how you feel?)
_______________________________________________
anyway, appart from that, What do you guys think best of these campaign series? I really cant decide if Rowan or the Scourge is better :S
certainly adventure of rowan is kind of, uh.. more fine and neat compare to the RotS, but i think its not just me who likes to raise the dead XD

but I think Turnro you should make a pull or something
 
Level 16
Joined
May 2, 2011
Messages
1,345
Also (forgot in prev. post)

what do you guys think of the auras? I feel devotion aura is best (I like defense) because it makes my heal better. but which one is ACTUALLY better of the three? I cant tell if the dmg bonus is better :/

and just little hint, if you're familar with the effective hitpoints: each level of devotion aura is would give 9% effective hitpoints, while on the other hand, each level of command aura give 10% bonus damage.

so I think it kind of depends on the HP/Damage ratio. For example, if I have troll berserker unit, it would better have command aura because it has high damage (27-32 i think), but only little hitpoints. Grunt might better have armor

but, uh... I still dont have formula or something to tell which is better XD
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
what do you guys think of the auras? I feel devotion aura is best (I like defense) because it makes my heal better. but which one is ACTUALLY better of the three? I cant tell if the dmg bonus is better :/

and just little hint, if you're familar with the effective hitpoints: each level of devotion aura is would give 9% effective hitpoints, while on the other hand, each level of command aura give 10% bonus damage.

so I think it kind of depends on the HP/Damage ratio. For example, if I have troll berserker unit, it would better have command aura because it has high damage (27-32 i think), but only little hitpoints. Grunt might better have armor

but, uh... I still dont have formula or something to tell which is better XD

In my opinion, there is no one better aura. Some auras are just more useful in certain situations. Having an aura that's better than the others would just ruin the point of having a choice to begin with.

...

In other news, I have fixed the bug with cheat disabling in Hard difficulty. The player should now only lose the game if they attempt to cheat.
 
Level 16
Joined
May 2, 2011
Messages
1,345
In my opinion, there is no one better aura. Some auras are just more useful in certain situations. Having an aura that's better than the others would just ruin the point of having a choice to begin with..

more detail please!

...

In other news, I have fixed the bug with cheat disabling in Hard difficulty. The player should now only lose the game if they attempt to cheat.

Thanks XD
 
Level 13
Joined
Aug 19, 2014
Messages
1,111
I really loved this campaign, I loved the story twist especially when uther morphs into a chicken when he did bad things hahaha. The hero voices are cool too I like custom voice of Muradin Bronze Beard, I wonder who dubbed that. I had a lot of fun playing this campaign.
 
Level 1
Joined
Feb 7, 2015
Messages
3
Hi, just found this after reinstalling one of my favorite games. One question... I can't find the Book of Wisdom you're talking about in Chapter 6, and I'm obsessive about getting secrets. Any tips on where to look?
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Hi, just found this after reinstalling one of my favorite games. One question... I can't find the Book of Wisdom you're talking about in Chapter 6, and I'm obsessive about getting secrets. Any tips on where to look?

Hi WarDragon,

If you have played Chpater 6 before, you will know that there is a destroyed bridge near the Goblin's settlement. If you can find a way to the other side, you will be able to find the Book of Wisdom.
 
Level 3
Joined
Jul 16, 2012
Messages
21
Hi ngxkhoi,

Is this a bug, or are you curious to know how to beat the final mission?

Hey turnro,

first of all i want to tell you that your campaign is amazing! i'm curious as well about the last mission, because i wonder if there is a bug i detected. are the heroes supposed to be resurrected in the final fight? i find it impossible to beat them in time. in videos of older versions, the undead heroes don't come back after falling in the battle of the frozen throne.
 
Level 1
Joined
Feb 7, 2015
Messages
3
Hi WarDragon,

If you have played Chpater 6 before, you will know that there is a destroyed bridge near the Goblin's settlement. If you can find a way to the other side, you will be able to find the Book of Wisdom.


Ah, it's the spellbook. Yeah, I got that, thought there was something else. Thanks for replying!

I just beat the campaign, and though the final battle was really tough, I got it in the first try. Killing the enemy heroes was tough, but the fight with the Lich King would have been really boring without them. I threw three 100-food armies at the thing, and all were in no upkeep by the time I beat it.

Hoo boy, is Rowan gonna regret his decision about Arthas...
 
@WarDragon, play Destiny of the Horde(I forget the name?) and Resurrection of the Scourge by Turnro, as well as his Malfurion Quest.
It contains the next series.

@Deadmaniac, since the first version I ever played, the final fight always has them intervened. I doubt that they don't revive for the final stand.
 
Level 3
Joined
Jul 16, 2012
Messages
21
@Deadmaniac, since the first version I ever played, the final fight always has them intervened. I doubt that they don't revive for the final stand.

I'm not sure if you understand me correctly. I manage to beat all the heroes but by time the last one falls the first one comes back, second shortly after, with full hp and mana. I havn't seen them coming back during the fight in other videos.
 
Level 1
Joined
Feb 7, 2015
Messages
3
Yes, I saw the other two... it looks like Malfurion's Quest isn't finished, though, so I'll be happy with three.

I do have to say... thank you for not redoing the hotkeys in the Horde campaign. No offense, but having them all remapped from what I was used to drove me nuts the entire time I was playing with Rowan, especially the peasant building hotkeys.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
... is critical shot of Baven the swift based of normal critical strike? because I think it does not work with cold arrow (but i havent tested thoroughly yet) Because critical strike is orb effect for range heroes (and units)

From what I know, Critical Strike is a normal ability that should not be bugged if Cold Arrows/an Orb is used. From my experience, I only know that you cannot use both Cold Arrows and an Orb at the same time.

... first of all i want to tell you that your campaign is amazing! i'm curious as well about the last mission, because i wonder if there is a bug i detected. are the heroes supposed to be resurrected in the final fight? i find it impossible to beat them in time. in videos of older versions, the undead heroes don't come back after falling in the battle of the frozen throne.

What you experienced was not a bug, but rather an improvement I made to the campaign in a recent patch.

The reason why I made the undead heroes revive back was because the final battle with the Lich King was, beforehand, easy and boring. However, these heroes should not be a big problem providing that you attack with all 3 teams, each having 100 population of units.
 
Level 3
Joined
Jul 16, 2012
Messages
21
The reason why I made the undead heroes revive back was because the final battle with the Lich King was, beforehand, easy and boring. However, these heroes should not be a big problem providing that you attack with all 3 teams, each having 100 population of units.

well, i think my problem might be army composition and the path-finding-ai then. i'll have another try! :)

edit: Okay, I got it! In case anyone is interested in how I did that, here is a little guide since I think it's very hard to beat. But it was a great feeling after I managed to figure it out. Don't read any further if you are afraid of spoilers

At first, I reloaded the map from my first attempt, where my armies got seriously destroyed and I tried to escape from the battle which caused Arthas and Malganis to stay well away from the Frozen Throne. Next I trained a maxed out army composition for each race, due to my full treasuries I also got rid of my workers (hey, it's war, you have to make some sacrifices :( ).

My army composition looked like this: Human: 6 Mortar Teams, 18 Knights, 4 Priests, 1 Rifleman
Dwarf: 9 Shield Breakers, 6 Riflemen, 12 Siege Tanks
Elf: 5 Sorceresses, 6 Priests, 18 Spellbreaker, 6 Dragonhawks

For my attack it was crucial for Nathan to have the Amulet of Recall which you can find in the Furbolg camp north of the dwarven settlement. To avoid unwanted attention I casted Invisibility on Rowan, Nathan, Bevan and the Shield Breaker-task force and went up the mountain. The Bloodelf army right behind me.

At first I mass stormbolted Sylvanas, then I went with Nathan to the Frozen Throne and recalled all the Siege Tanks. The archmage mass teleported to Rowan while Arthas and Malganis came back to their master. Note that it only buys you some time to lure heroes away, when you attack the Throne, they will come back.

If you are able to micro a little bit and find a balance between focussing the Throne and the right heroes to the right time, it's not much of a deal.

After completing your campaign, I have to say that it was a huge pleasure playing. It is challenging, the characters are very nice, the custom heroes, abilites and units are very creative and have their specific usefulness, and you combine this fantastic story with humor. It's time to check out your other stuff, I guess!
 
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Level 1
Joined
Feb 15, 2015
Messages
5
Turnro, when i load the game, it crashh, it says No cheating on hard mode, so i can't save my game and come back ? :S
 
Level 1
Joined
Feb 15, 2015
Messages
5
What chapter did this happen in, and how far were you into the mission?

Also, when did you download The Adventures of Rowan the Wise? Was it just last week, or in January?

It was chapter three, i was near the undead base, destroyed 2 towers, graveyard, and temple of damned, then i saved and exit wc3, when i came home, loaded it say's No cheating on Hard mode, tried 2-3 times and again it says the same, so i started again. I downloaded it 3. February

EDIT: Now i am on chapter five, i loaded and everything is ok, maybe it's only on that chapter..
 
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Level 1
Joined
Feb 24, 2015
Messages
6
Downloaded this custom campaign last week and I'm on Chapter Seven. Curse of the Blood Elves, that is. A little review of mine:

[Overall]

- Me wanting to review this was the reason I registered here :p
- Recorded dialogs in a custom campaign is something nearly-unique. Congratulations. I see that even the heroes' quotes are recorded, even though Bevan, Tara and the Blood Mage use the same phrases as heroes that could already be used in TFT.
- Funny anti-cheat system.
- Compared to Hard campaigns in normal TFT, there's a massive difficulty spike. Not exactly due to a more clever AI, but because of how big attacks are. Specially mass Meat Wagons, who love to target Priests, Sorceresses and Phoenix Eggs.
- I like Rowan's Divine Shield. It reflects what I expected for it when I first played W3 - a meat shield that cannot take damage, not something that drives the AI into hitting your frailer units...

[Chapter 1]

- Not bad for a tutorial mission. It's weird that Rowan cannot gain experience of his own in the very first quests and later in the mission he can, though.
- The fact there is no way to recover HP quickly here is a little annoying. The 'Sunwell' could heal like a Fountain of Life, or perhaps Buzan could Holy Light.

[Chapter 2]

- A puzzle!? It genuinely surprised me, and on Hard the time limit is so low it actually took me many tries to get the build order right.
- The second part is very generic, though Maiev and Uther's personalities' derailments where inexplicably funny. Being the first base-oriented mission, it would not be a bad idea (In Hard mode) to add a hint explaining that AI's attack forces are going to be huge from here onwards.
- How much time did Buzan take to take out the Night Elves and Uther so that Arthas already left to Northrend? o_O (Not said, but implied)

[Chapter 3]

- The mission itself was nothing special. Just reach the High Elves, kill the Blademaster with the OP-fied Mirror Image, then destroy an Undead outpost.
- However, it's THE hardest mission so far. The player's forces are really small and the High Elves' support was laughable (In my first try, the Undead even destroyed that support base!). I was forced to give Bevan all damage-increasing items and cheese the towers with his normal attack, then kite the undead defenders to Rowan.

[Chapter 4]

- Not difficult... especially not compared to the third mission. However, I spent a good time in the mission stuck because I thought the 18th survivor was in the undead base. Perhaps you could show a signal on the minimap when there are only a few left?
- The Flesh Golem is supposed to be one tough unit to deal with but it's lacking in aerial-defense support. It seriously wishes it could deal with those pesky Gyrocopters.

[Chapter 5]

- Here the difficulty ramps up, but still not as hard as Chapter 3. It's a very tricky mission, though. You barely have space to build towers, and if you don't take advantage of higher ground and choke points, you are over.
- Is there ANY reason to complete the optional quest?
- Antonidas is more of a jerkass than Zak Gramarye. Perhaps it's the norm of magicians and sorcerers?
- In the interlude, you did not even bother to give Antonidas's son a name. I know no one cares for him, but you could have showed him a little love :p

[Chapter 6]

- Nothing special. The first part is just hard dungeon crawling, and the second is similar to Chapter 3's, only with you having a siege weapon hero... that dies like lemmings, and so does the Alchemist.
- There were a few crates near the start that I could not reach because of a river in-between (There were three Aberrations on the other side)
- Is the bridge at the north of the goblin base ever repaired?
- Is there any reason for the Alchemist's original second spell and ultimate to be swapped? Other than screw custom hotkey systems, there does not seem to be any :p

[Chapter 7]

- No harder than Chapter 5 (Mass Spell Breakers on defense to stop Sylvanas's Drain Life spam... but why can she Charm them? They have Spell Immunity, I mean), though I still have to figure out the correct forces to take out Sylvanas's base.
- Oh, the Banshee's Anti-Magic Shell is even more annoying here than in normal TFT. Sure, it's not a complete immunity like there, but it makes you think you can attack Sylvanas when under that shell, only to see that even a Banished Holy Light merely tickles her.
- Sylvanas's attack forces are pretty nice. They kinda match her style (Spam ranged units)... though mixing Crypt Fiends AND Gargoyles is a horrible idea. Didn't she get the memo that Crypt Fiends ground air units and Gargoyles are horrible vs them?
- The Demon Summoner is the biggest anti-climax ever.
- A small hint mentioning that you cannot train Human, Dwarven or Gnomish units (As well as building Cannon Towers) would have been nice.
- I managed to trigger a bug on this mission: In my very first attempt, as soon as I saw I had to fight Arthas, I saved less than a second after finishing the cutscene, forced Arthas to Death Pact an Abomination, then Rowan and the Knights killed the other two and started hitting Arthas continuously until it ended. I forgot to save after that, and when retrying, I noticed Arthas had not summoned the undead waves he was supposed to, so my first battle with him turned out to be far easier than it should.

So far it's a pretty good challenge :cgrin:
 
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