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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

Pr0nogo
Lord Nicholas Buzan
Blademaster
Demon Summoner


Cord Grabarz
Rifleman
Chaplain
Spell Breaker


Mega Pieman
Shield Breaker

Johannes Envall
Priest

MODELS
JetFangInferno
Olofmoleman
Mr. Bob
Red XIII
R.A.N.G.I.T
Tranquil
Burning_Dragoon5
Norinrad
Ultimata
Lender
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
Naro


MUSIC AND SOUND
Blizzard Entertainment
1C:Ino-Co (theme music from Majesty 2)
The Elder Scrolls: Skyrim (Cheer Sound)
freeSFX.co.uk - Download Free Sound Effects
Sidney Turner


Special Thanks:
map designer
Daffa the Mage
TDA
-Kobas-
Olivertkf
lightning brigade
252542477
Kiamati
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 31
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1,327
Shigu,

The fact you you created an account just to review The Adventures of Rowan the Wise is enough for me to answer the questions you have :)

- 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.

Just to let you know, this problem only exists on Hard difficulty. It's to make that chapter a little more challenging ;)

- 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.

You are right to notice that there is a huge spike in Hard difficulty between TFT and The Adventures of Rowan the Wise. Aside from a few key missions, I found the original Warcraft 3 campaigns to be relatively simple on hard (which is why hard in this campaign is actually hard).

On the other hand, many people have managed to complete this campaign on hard, so it is not impossible. The fact that you are already on Chapter 7 means you should have no trouble finishing the campaign.

- 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)

You are right that there is no time specified between when all those events occurred, but you can assume that it was a while before Rowan received word from Arthas at the end of the second chapter.

- Is there ANY reason to complete the optional quest?

Well, yes. You receive a decent item from saving the required amount of villagers, and you get the satisfaction of completing a very challenging optional quest in Hard difficulty.

- 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?

Ahh... I believe you have found some potential goodies. If you put your mind to it, I'm sure you can figure out a way to get to the other side ;)

- 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

The Alchemist's hotkey spells were simply changed around the QWER composition, along with every other command in the game. However, I have noticed that some of these new hotkeys will take no effect in the game if you have specified your own custom hotkeys in Warcraft 3.

- A small hint mentioning that you cannot train Human, Dwarven or Gnomish units (As well as building Cannon Towers) would have been nice.

To be honest, I actually had that hint in a previous version of The Adventures of Rowan the Wise. It was removed because I thought that it would have been obvious that only Blood Elf units were available at that particular point. Nonetheless, it is something worth noting.

- 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.

It is good you have informed me of this bug, since I probably would never have found it lol. Hopefully, no one tries to exploit this bug in the meantime.
 
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Small update as per my progress through the campaign

[Overall]

- Something I only noticed right now is that the number of expansions in base missions are too low. Chapters 2, 4 and 5, for instance, have exactly zero, and while Chapter 2 is a short mission, 4 is the only mission that can be speedran and 5 can still be completed in Hard, waiting for the gold to come is really annoying for moments. Chapter 7 and 8 finally have expansions, but they don't have much gold (Although protecting the expansions in 7 is far, far easier said than done. They work better as lures)

[Chapter 7]

- I only found the shipyard while kiting undead units with Logan's Phoenix, and it's a little irrelevant to the mission. Perhaps adding a expansion to the other coast (But without too much gold as it'd be a little too safe) or making the creeps drop some kind of really good item would make building ships worthwhile.
- Ultimately, destroying Sylvanas's base is not difficult (But REALLY annoying if you don't attack Sylvanas while she's busy attacking one of your bases, as she can turn the tides of battle by herself) compared to defending from her attacks, at least.
- In the following interlude, I finally noticed Mal'ganis's derailment. Weird, especially when his species is supposed to be cunning by nature XD

[Chapter 8]

- So you drastically ramped up the damage of creeps, eh? :p
- The first part is pretty nice, and much more different than the really-standard dungeon crawling of Chapter 6.
- Defend's tooltip says Footmen instead of Guardians. I think something like this happens in the previous mission.
- Compared to the previous mission, defending is moderately easy (No hero helps) but attacking... oh, attacking! I had to use three 100 supply forces (Well, 100 counting miners) and the third barely survived the assault. For moments I was cheesing with Logan's Flamestrike, as the undead strangely never rebuild structures. At least Sylvanas's forces rebuilt Ziggurats and upgraded them to Spirit Towers...
- The Scepter of Healing... pretty good but the active effect is pointless IMO. Still, being a walking Healing Ward is enough, and does WONDERS for the Shield Breaker in the following mission.

[Chapter 9]

- I don't really have much to say in this mission. Everything that is done here was featured in some way in previous missions. The survival waves were the only new thing.
- That being said, I made the mistake of holding out in the right part of Wave 2. Then a Faceless One Deathbringer spotted us and used Animate Dead. Cue everyone dying at the hands of the reanimated Deathbringers u.u

[Chapter 10]

- Oh, my... just tell me there are expansions in this mission.
- Only gave a small peek (Until Arthas demolished the by-then-barely-attended Silver Hand base) and it still gave me the chills.
- Not Sylvanas again :(
- By the way, I forgot to say that you were really nasty by giving Arthas an Amulet of Spell Immunity. Oh, and the Amulet of Spell Shield on Mal'Ganis - I lost the count of how many of Bevan's Ultimate I wasted by using it on him.

I have the feeling the final review of mine will come in at least a week o.o
 
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- Oh, my... just tell me there are expansions in this mission.
- Only gave a small peek (Until Arthas demolished the by-then-barely-attended Silver Hand base) and it still gave me the chills.
- Only gave a small peek (Until Arthas demolished the by-then-barely-attended Silver Hand base) and it still gave me the chills.
My memories from chapter 10, anyone can refresh it for me if I forget something
- There expansions,
south of the bases, except for elves, which is at the north.
- He has Amulet of Spell Immunity? Oh yeah, he did. I remember playing that chapter. Best way is Rowan (tank with Divine Shield) + Spell Breakers to kill him
 
Level 1
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Surprisingly enough, I already completed the final mission, so here's the final part of the review :p

[Chapter 10]

- I seemed to trigger a bug on the AI: After having Logan Flamestrike the eight towers at the choke point in the right orange undead base (The one in which Sylvanas comes from), they never attacked again. I mean, they rebuilt forces (Because they were there when I assaulted that base) but stayed there doing nothing. While I didn't give them as much time as on Sylvanas's forces, Anub'Arak and Mal'ganis seemed to also suffer from that, as they never attacked after the first column of towers was destroyed (And all I did was send a Banished Logan, Flamestrike and leave immediately after).
- The mission ended up being easier than I thought, and the potential bug I mentioned had a great part in that. All I had to do was disable Sylvanas, stall Mal'ganis, destroy both bases, teleport the Blood Elves to the Dwarves, destroy Anub'arak and then do a three-way attack.
- Destroying the Lich King is more tricky than difficult. The five heroes can be kited (Which makes dealing with them a lot easier, as Anub'arak summoned carrion beetles and they blocked the path for Sylvanas and Arthas) and Rowan's Divine Shield is a terrific lure to let siege and flying units deal damage.
- When Rowan told Arthas he deserved a worse punishment than death, with this being a parody, I expected Arthas to say "But I'm already dead" :p
- RowAN, NathAN, LogAN, BevAN. All male heroes end in "-an", and all playable heroes bar Rowan appeared in two consecutive missions before this one. Something I noticed, just that.

[Ending]

- This time I correctly guessed what Nathan meant by finding valuables in the capital city.
- Proudmoore turns out to be worse than in canon. I wouldn't be surprised if he were the one who had Terenas bit by a spider.

It was a enjoyable campaign overall, and a good challenge. Good job :)
 
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- I seemed to trigger a bug on the AI: After having Logan Flamestrike the eight towers at the choke point in the right orange undead base (The one in which Sylvanas comes from), they never attacked again. I mean, they rebuilt forces (Because they were there when I assaulted that base) but stayed there doing nothing. While I didn't give them as much time as on Sylvanas's forces, Anub'Arak and Mal'ganis seemed to also suffer from that, as they never attacked after the first column of towers was destroyed (And all I did was send a Banished Logan, Flamestrike and leave immediately after).

Another bug? Having Sylvanas' base not attack is understandable, since they only attack at the beginning of the mission. But having other bases fall suit? This will definitely be something to fix in a next update.
 
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Another bug? Having Sylvanas' base not attack is understandable, since they only attack at the beginning of the mission. But having other bases fall suit? This will definitely be something to fix in a next update.

Oh, is Sylvanas's case intentional? That explains one case. My memory seems to be failing as I swore I've seen her attack more than once.

Now, I cannot really say if Anub'arak and Mal'ganis definetly suffer from that as I did not really give them much time to react. Basically the time it took Logan to heal (Without Rowan to Holy Light as he was busy holding out Arthas and Kel'thuzad).

Even if it were not the case, I found Anub'arak to be the easiest to deal with by a far margin. Upgraded Siege Engines tear his air support into shreds while Nathan + Cannon Towers gets the rest of the job done. Something to make him more difficult to deal with on Hard Mode would not be bad IMO. Like loading him with Armor and Strength items to become the insane tank he could be at A Symphony of Frost and Flame. With Obsidian Statues behind.

Arthas has an Amulet of Spell Immunity, Mal'ganis has an Amulet of Spell Shield to block careless Ultimates, Sylvanas has Life Steal and Banshees, and Kel'thuzad is too frail to get anything worthwhile.
 
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Level 1
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Excellent campaign, maybe too easy at some points. Your style is very Blizzard-looking, and the sounds make it special! I hope you're gonna upload much more campaign in the next months.

PS: I don't think that the terrains are bad, the overall quality of the maps is really impressive. Keep on like this.
 
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Excellent campaign, maybe too easy at some points. Your style is very Blizzard-looking, and the sounds make it special! I hope you're gonna upload much more campaign in the next months.

PS: I don't think that the terrains are bad, the overall quality of the maps is really impressive. Keep on like this.

Happy to hear, Kolgosh :)

I look forward to releasing more high-quality content in the near future.
 
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hello turnro
i will give u 5/5 for this campaign
I like the music
you took it from majesty 2 XD but its fantastic!
I hope u make more campaigns!
thank you
 
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Well..it may be too late since the re-upload, but i played this again(My pc broked and i lost all the save-data)and now i'm stuck in Chapter 7.....Sylvanas it's too strong xd, some tips maybe?:p also some strange happened, when i picked up the legendary item of Chapter 7 it instantly appeared "Victory" and that was like o.o, so it jumped to the Interlude and after that Chapter 8.
 
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Well..it may be too late since the re-upload, but i played this again(My pc broked and i lost all the save-data)and now i'm stuck in Chapter 7.....Sylvanas it's too strong xd, some tips maybe?:p also some strange happened, when i picked up the legendary item of Chapter 7 it instantly appeared "Victory" and that was like o.o, so it jumped to the Interlude and after that Chapter 8.

Really? I hope you don't do this to win the chapter next time lol
 
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Really? I hope you don't do this to win the chapter next time lol

Actually, i replayed it, cause it wasn't funny to win this way lol, now i'm stuck in the Final Chapter and didn't find the Legendary item on that Chapter and.....it's too hard(for me) :p
 
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You are close ;) There are a total of 10 legendary items to find. The only difference is that you find two of these legendary items in either Chapter 6 or 8 (I don't really remember which mission, but I know it was a latter one).

I will quit searching if its on Chapter 6, i would not like to confront Sylvanas again in Chapter 7 lol <.<
 
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What's new here? Why is it back on top? What's the update all about?

The latest updates can be summed up below:

- The entire campaign has been polished. This includes, but not limited to, changes to terrain, cinematics, and in-game events
- 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 affect on the game if Custom Hotkeys is enabled through the user 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.
- Several bug fixes, including AI tweaks and problems with hero spells
 
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Hey Turnro can i ask you to tell me the soundtracks of the Lich King fight?Because i don't find it(I saw credits already but in especific)
 
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Hey Turnro , how about to add some legendary items in easy mode too ? Of course not as legendary as in hard mode but still
 
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Hey Turnro can i ask you to tell me the soundtracks of the Lich King fight?Because i don't find it(I saw credits already but in especific)

The soundtrack used was the ending battle music from Majesty 2.

I see but at least can i get a list with the legendary items from the campaign ?

Yes, most legendary items can only be obtained in Hard difficulty unfortunately. However, here is the list of legendary items you can find:


- Gem of Regeneration (Chapter 1)
- Ring of Mastery (Chapter 2)
- Seal of Protection (Chapter 3)
- Swiftwalker Boots (Chapter 4)
- Mindstaff (Chapter 5)
- Runic Bracelet (Chapter 6)
- Axe of the Ages (Chapter 7)
- Sapphire Necklace (Chapter 8)
- Crusader Armor (Chapter 8)
- Talendar Skull Helm (Chapter 9, Normal difficulty)
- Blessed Crown of Kings (Chapter 9, Hard difficulty)
 
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Turnro i found a bug at 5th mission. Undead didn't destroyed the second gate completely so they were only attacking from 2 sides.Gate left with almost 1 HP
 
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The soundtrack used was the ending battle music from Majesty 2.



Yes, most legendary items can only be obtained in Hard difficulty unfortunately. However, here is the list of legendary items you can find:


- Gem of Regeneration (Chapter 1)
- Ring of Mastery (Chapter 2)
- Seal of Protection (Chapter 3)
- Swiftwalker Boots (Chapter 4)
- Mindstaff (Chapter 5)
- Runic Bracelet (Chapter 6)
- Axe of the Ages (Chapter 7)
- Sapphire Necklace (Chapter 8)
- Crusader Armor (Chapter 8)
- Talendar Skull Helm (Chapter 9, Normal difficulty)
- Blessed Crown of Kings (Chapter 9, Hard difficulty)
Thank you Turnro . Good luck with your projects !
 
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The Icon for the Gem of Regeneration causes macs to crash; if you send me a link to it I can make you a Mac compatible version.

Was this in Normal version? I am interested in knowing this, as the Gem of Regeneration only drops in Hard difficulty.

Thank you for your offer, but there shouldn't be too many icons that's causing Macs to crash. Just let me know of any future icons you are having trouble with, and I'll fix them in the next patch.
 
Turnro said:
Was this in Normal version? I am interested in knowing this, as the Gem of Regeneration only drops in Hard difficulty.

I had it on Hard Difficulty, I've played and completed the campaign before so I was interested in seeing the latest updates and legendary items.

Turnro said:
Thank you for your offer, but there shouldn't be too many icons that's causing Macs to crash. Just let me know of any future icons you are having trouble with, and I'll fix them in the next patch.

Wow, that's great, it's fantastic the sheer amount of effort you put into your campaigns and also just how willing you are to accommodate the few Mac users there are but to accommodate for them nevertheless.

EDIT: Robe of the Archmagi causes crash, chapter 6 dropped by the sludge fiends and the Runic Bracers, also chapter 6 found in a crate over the broken bridge.
 
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I'm only a few chapters in so far, but I do want to say - gameplay-wise, this campaign is pretty cool so far. However, I do have a few things I want to... comment on.

Namely why every not-already-evil character that is Canon to Warcraft lore given a completely randomly new personality? Stoic, loyal, intelligent, strong Uther is... randomly turned into an idiot who doesn't think twice about killing villagers because some lady told him to. Brilliant, wise, powerful Antonidas seems genuinely confused that Rowan thought he wasn't being a selfish, cowardly asshole.

While I can accept it being an alternate story, making such drastic, random changes to established characters within the setting just feels... disrespectful to Blizzard and the source material.

EDIT: And now, having beaten it on Normal, I want to say... the gameplay is fun. I'm going to be brutally honest about the rest.

Gameplay: It starts off with a neat twist, with the neat way to get your spells at first instead of the standard, though I admit I'm happy to see the standard form come in after the timeskip. It's an interesting choice in the early missions to have access to footmen and knights, and nothing else - you're basically given the choice of whether you want to bother teching up to Knights (except that one part where it's mandatory), but once you DO have access to knights, Footmen become completely obsolete. The Defense in Dalaran had that neat almost-tower-defense sorta thing, and once the third gate fell, you basically HAD to fall back from the first two gates, even if you're dominating the other two gates, simply because of positioning.

It was a nice touch seeing the modified tech trees for the Elves and Dwarves, though the Dwarves' complete lack of healing aside from Rowan and the Scepter kinda hurts (not that Rowan is in ANY way a slouch in the healing department, especially at high levels). That final level is all sorts of fun, though. Once I took out the five satellite bases, I ripped through that last center base with seven control groups' worth of troops from all three bases, and it was a SLAUGHTER.

The Lich King put up a surprisingly tough fight though, simply because of the omni-present heroes, and the seemingly-instant resurrect-timer for them. Speaking of heroes though, holy BALLS, do we get some crazy stuff at high levels. Rowan straight-up oneshots Scourge casters at max rank Holy Light, and can almost heal upgraded Knights completely. Divine Shield manages to be even MORE broken than usual by virtue of still being targettable, but simply not taking damage for the duration - though with its long cooldown, in dungeon-crawlers, he ironically feels very squishy, due to having no access to any type of heals outside of consumables (as you never have priests), and is on one occasion paired with a ranged hero, and in the other gets stuck in massive melee clusters. And that passive mana pool boost - I admit, I never switched him away from Devotion Aura, that defense boost is simply too good to pass up. The Archmage whose name I forget... I'll admit; I don't like Mage Armor. It acts like Frost Armor, so autocasting it gets it put on ANYBODY taking hits, mana pool or no - and leaving it off makes it feel too micromanage-y to be real competition with Brilliance Aura. Those Water Elementals, though - and Frostbolt is a nice extra. Bevan - oh GOD, Bevan. That AoE heal is RIDICULOUS in a huge crowd of, say, upgraded archers. Plus that ultimate? Oh god, he's a FANTASTIC hero-killer. Mr. Mysterious... he's a Blood Mage. Flamestrike is great against clusters of towers, or squishies in the back - and at max rank can wipe out a squad of casters entirely. And DEAR HOLY **** THAT PHOENIX. It's RIDICULOUS, and SILLY and I LOVE IT. Mountain King is... a Mountain King. He's a little ball of death and building-murder because for some reason he breaks buildings GOOD. Stormbolt is a VERY valuable tool - especially in that Labyrinth.

I don't know if that last Forgotten One by the exit is skippable or not (I didn't try), but holy god not being able to Melee it HURTS - it was a tough fight even without taking on that massive Faceless one at the same time, and spamming Stormbolt at it every opportunity.

As for Terrain, no complaints whatsoever. The terrain did its job well, and didn't feel bland or boring. Nice job.

Voice Acting: I'll just say it right out, I'm a huge snob when it comes to voice acting, so I'll admit, this part will be brief, but negative - because like I said, I'm a snob and a jerk like that, don't feel bad about it. Some of the voice acting I found tolerable - Rowan himself was among the better voices, if not the best. A lot of it was poorly acted, and some of it was downright painful to listen to. I'm looking at you, Nathan. There were times I actually hesitated to use his spells because it meant listening to his voice.

Plot: I... won't lie. This feels like bad fan-fiction to me. Between the rather un-ceremonious offing of Uther and turning him and several others COMPLETELY out of character, the character Bevan being implied to be the Ranger General (I looked at his annoyed quotes) instead of Sylvanas, Halduron, or hell, any other canon character, and the rise of Rowan from recruit, to veteran, to LEADER of the Silver Hand, and then what he gets promoted to at the very end of the campaign? Ouch. A lot of characters were done a major disservice here, and I... wasn't thrilled to see it. Uther, Antonidas, Akama (how the hell did he even get to Azeroth?), Mal'ganis (a Nathrezim suggesting SURRENDER? What the hell, man), and Daelin Proudmoore (Don't think I didn't catch what happened at the end there)... it feels bad, man. :(

At least Kel'thuzad, Sylvanas, and Anub'arak were kept true to form (not docking points for Sylvanas, because come on, it IS an alternate story, it's entirely reasonable to have her not break free) - if only because they were just there to be faces to oppose you. No new lines, just stuff ripped from the campaigns, which I was happy to see actually, because it worked well when it was used, and they provided interesting opposition. I'll fully admit I was not expecting that treasure vault to be guarded by Anub'arak! Simultaneously a pleasant and "oh shi-" surprise!

Also, Nathan the Mighty. Not sure if he's an idiot, a scumbag, or both. Combined with his voice acting left Stormbolt, Avatar and his demolish passive as his only redeeming features in any fashion. Well, that and his forces giving me access to Siege Engines and Gryphons on the final level.
 
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Hey Turnro, perhaps a few hints for the Blood Elf chapter? It's insanely difficult mainly due to a combination of:

1. Charm being spammed by Sylvanas even on Spell Breakers.

2. Life Drain being spammed by Sylvanas to the point it replaces her basic attack since it appears to have no cooldown.

3. Sylvanas being spammed by Sylvanas since she takes at most maybe 30 seconds to be resurrected at the base meaning you can't attack whilst she's down.

4. Attacks being spammed by Sylvanas, the waves are too strong and too frequent with Sylvanas accompanying every single one and if she doesn't join it immediately she later just runs up to join them.

5. Dragonhawks being completely ineffective and useless due to Web.

6. Spell Breakers being completely ineffective due to Abominations.

7. Priests and Sorceress being completely ineffective due to Meat Wagons and Frost Wyrms and Crypt Fiends.

8. Gold becomes an issue quite quickly especially when the Undead choose to attack your expansions.

The only thing you have going for you is Rowan and Logan, two very powerful heroes but they're not invincible and thus they are not enough to carry you through the mission since they do eventually go down due to the first 3 points above. Also Frost Breath and Frost Effects get through Rowan's Divine Shield kind of defeating the purpose of it and making it substantially less effective.

I have tried and tried and tried using every strategy I know under the sun but none have worked thus far, I'm by no means a noob at Warcraft either and so would appreciate some kind of hint, tip or even a condescending statement of how to beat the mission.
 
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I have tried and tried and tried using every strategy I know under the sun but none have worked thus far, I'm by no means a noob at Warcraft either and so would appreciate some kind of hint, tip or even a condescending statement of how to beat the mission.

You will be happy to know that there is a strategy you can use to beat this mission. Someone took the liberty of posting how to beat this mission in Hard difficulty in a post made in January-February this year in this forum ;)
 
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I haven't finished yet, I'm on the last mission, but managing 3 bases at once looked a bit complicated so I decided to take a small break and write my review since I don't think this last chapter will change what I think about this campaign.

Let's begin with what makes this campaign so special in my opinion : the voice acting. It's so rare to have a completely voiced warcraft 3 custom campaign and the voice acting is actually ok. I really like Rowan's voice, very "paladin-like", a very calm yet determined voice. Most voices were quite good and I was actually really amazed how good the night and blood elves' voices were (too bad the night elves didn't play a bigger role). The "worst" voices in my opinion were Tara's (a bit too high pitched and artificial imo) and Nathan's (he sounds more stupid than dwarfish) but it isn't bothering and it's really just great that even the in game voices (when you click on a unit) are done too.

Then there is the other interesting thing in this campaign : the story. I was suprised when I started playing because I misunderstood the description, I thought this campaign was supposed to show us what happened in other places in the same timeline as the main campaign. So seeing Uther turning mad and the night elves being invaders was quite surprising and while the Uther idea was funny and just didn't find it fitting to the universe. But the rest of the story is good and I like it.

Now about the gameplay. The first levels seemed rather typical but then the missions became really interesting and had really good unique mechanics (city defense, complete dwarf race, the dungeon crawler like mission and the final one with 3 bases). Too bad the missions are too easy and do not need the new units. I began to play on normal but quickly changed to hard and even then it's not actually that hard because the heroes are damn OP. I could wipe out most bases with just Rowan and another hero, Rowan being near indestructible with the items he got and the other hero being constantly healed by Rowan's power you almost don't need other units. But overall I had a really good time and I feel like the missions are encouraging micro management of your units more than other campaigns.

A really solid campaign, can't wait to finish it and to play the other campaigns from this series :)
 
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I haven't finished yet, I'm on the last mission, but managing 3 bases at once looked a bit complicated so I decided to take a small break and write my review since I don't think this last chapter will change what I think about this campaign.

Let's begin with what makes this campaign so special in my opinion : the voice acting. It's so rare to have a completely voiced warcraft 3 custom campaign and the voice acting is actually ok. I really like Rowan's voice, very "paladin-like", a very calm yet determined voice. Most voices were quite good and I was actually really amazed how good the night and blood elves' voices were (too bad the night elves didn't play a bigger role). The "worst" voices in my opinion were Tara's (a bit too high pitched and artificial imo) and Nathan's (he sounds more stupid than dwarfish) but it isn't bothering and it's really just great that even the in game voices (when you click on a unit) are done too.

Then there is the other interesting thing in this campaign : the story. I was suprised when I started playing because I misunderstood the description, I thought this campaign was supposed to show us what happened in other places in the same timeline as the main campaign. So seeing Uther turning mad and the night elves being invaders was quite surprising and while the Uther idea was funny and just didn't find it fitting to the universe. But the rest of the story is good and I like it.

Now about the gameplay. The first levels seemed rather typical but then the missions became really interesting and had really good unique mechanics (city defense, complete dwarf race, the dungeon crawler like mission and the final one with 3 bases). Too bad the missions are too easy and do not need the new units. I began to play on normal but quickly changed to hard and even then it's not actually that hard because the heroes are damn OP. I could wipe out most bases with just Rowan and another hero, Rowan being near indestructible with the items he got and the other hero being constantly healed by Rowan's power you almost don't need other units. But overall I had a really good time and I feel like the missions are encouraging micro management of your units more than other campaigns.

A really solid campaign, can't wait to finish it and to play the other campaigns from this series :)

Happy to hear you enjoyed this campaign, pieps32 :)
 
Level 6
Joined
Mar 31, 2012
Messages
169
Surprised that you're still active after all this time. I'm prepared to re-voice anyone since it's been quite a long while and my previous takes were pretty lackluster, so shoot me a PM with the full script if you're still interested.
 
Level 4
Joined
Jun 16, 2013
Messages
107
Hello I enjoyed the campaign lots as much as blizzards to say the least . I felt like the difficulty was just right . 5/5
The only thing I have to say is that I wish the factions were more varied . e.g.
The basic melee unit for the elves , humans and dwarves were basically the same even their hp was the same .
 
Level 8
Joined
May 20, 2012
Messages
78
Terraining can be improved even more. But well, maybe that's just me, I'm just too picky in terraining. :p

Some levels (even in hard) could be completed by only using the heroes. (Maybe that's just because I used to play in w3arena, so that improved my micro a lot. xD)

I still don't understand why Uther became nuts. xD

*SPOILER ALERT*
In the finale, at the end, who killed who? D': Rowan to Terenas? Or Proudmoore to Terenas? D': I'm guessing Proudmoore, since Rowan doesn't have a Sword (sounded like one.)

Anyways, too much blabbery. 5/5 my friend, really enjoyed this campaign. I'm replaying all of your campaigns to see how much did their quality improve. :)
 
Level 31
Joined
Dec 8, 2009
Messages
1,327
This campaign has been updated to fix some bugs and issues reported over the last year. Perhaps the main issue resolved was the rare occurrence of the player automatically losing the game while playing on Hard difficulty. In the end, I fixed this by removing most of the anti-cheat systems from the campaign (now only WhosYourDaddy remains).

You can view the change-log for the most recent patch here:

- 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



In addition, I have created my first YouTube video! It is a preview of the first chapter of The Adventures of Rowan the Wise. As I am big on self improvement, I am always interested in what you think so I can improve my future videos for my other campaigns:

 
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