The Adventures of Rowan the Wise v4.4

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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 8 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

- 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


- 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


- 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


- 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


- 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


- 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


- 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


- 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 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


- 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


- 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


- 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


- 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


- 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


- 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

Other Campaigns in Turnro’s Warcraft 3 Series
full

Important Notes
- It is highly recommended that you update Warcraft 3 to the latest patch version before playing The Adventures of Rowan the Wise. The download to this patch can be found here: Patching Classic Games
- 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

Pr0nogo
Lord Nicholas Buzan
Blademaster
Demon Summoner


Holly Lindin
Maiev Shadowsong

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


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 5
Joined
May 3, 2014
Messages
85
Hello Turnro it's been a long time since i last played the adventure of rowan the wise campaign i has such an amazing time playing it
Everything was perfect although i found a small problem i know you can cheat on normal and can't on hard but when i use the code strengthandhonor to bypass the cheat preventing systems i thought it wouldn't work but it works do you have any ways against this sort of thing ?
 
Level 23
Joined
Dec 8, 2009
Messages
1,219
I still found it all pretty hard, but that probably means that I'm just a bad player to someone like you. Difficulty is subjective and creators have a distinct challenge in identifying what portion of the playerbase can handle what level of difficulty.

You ask why make Hard mode easier when people should just be playing on lower difficulties. I would conversely ask: why make a hard mode at all that likely less than 10% of players can even complete?

Hi Jayborino,

To what mission did you play up to? Did you find any difference on Hard difficulty since the last time you played it?

Hello Turnro it's been a long time since i last played the adventure of rowan the wise campaign i has such an amazing time playing it
Everything was perfect although i found a small problem i know you can cheat on normal and can't on hard but when i use the code strengthandhonor to bypass the cheat preventing systems i thought it wouldn't work but it works do you have any ways against this sort of thing ?

The Adventures of Rowan the Wise was updated ages ago to remove most of the anti-cheat systems on Hard difficulty. Players will now only lose if they use the WhosYourDaddy cheat.
 
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Hi Jayborino,

To what mission did you play up to? Did you find any difference on Hard difficulty since the last time you played it?

Only through the tunnels under Dalaran so far, I just wanted to try it out before playing it again on stream sometime in a few weeks. The Dalaran defense was tricky, but it and the others definitely seemed toned down IMO. Killing Maiev for the legendary was still tough, but not as hard as it was when I tried it awhile back.
 
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Only through the tunnels under Dalaran so far, I just wanted to try it out before playing it again on stream sometime in a few weeks. The Dalaran defense was tricky, but it and the others definitely seemed toned down IMO. Killing Maiev for the legendary was still tough, but not as hard as it was when I tried it awhile back.

Fair enough. While Hard mode is still meant to be hard, the objective was to tone it down from the insane difficulty it was before. I don't know whether or not you enjoy playing challenging campaigns, but you have done well to pass Chapter 5 being one of the harder missions. Did you have to restart that mission when you played it the first round?
 
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Good afternoon Turnro :)

Can I request the unprotected version for only personal use only please :)
Happy Valentines!

Same here, gave up on that before, but re-played the campaign on Hard one more time and would love to check/change few aspects of the campaign for personal use. If you (Turnro) want to know why exactly I ask for unprotected version then let me know, so I'll explain.
 
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I would suggest replacing Rowan's "holy light" skill with "mend", Bevan's skill because right now, Bevan is a superior healer comparing to Rowan, and I don't think its right. So Rowan getting the mend, and bevan the holly light might be a better idea.
Also, I have to agree with the others that the campaign is now a bit easier on hard and playable, because before it was crazy, especially the final chapter.
 
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Hey guys! I have received lots of feedback over the last couple of weeks in regards to The Adventures of Rowan the Wise version 4.4, and it is good to hear that people are liking the changes offered in this patch (particularly with the re-balancing of Hard difficulty). There have been a few bugs and issues reported, which have been fixed and provided in the patch description below:


- 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


Overall, the patches over the last couple of weeks have brought some much needed updates to The Adventures of Rowan Wise. I look forward to working on similar patches for Jeopardy of the Horde later in the year :)
 
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Fair enough. While Hard mode is still meant to be hard, the objective was to tone it down from the insane difficulty it was before. I don't know whether or not you enjoy playing challenging campaigns, but you have done well to pass Chapter 5 being one of the harder missions. Did you have to restart that mission when you played it the first round?

Yeah, I restarted once after better understanding when the other entrances get broken into and have also overridden my urge to build towers really at all. In the old version, I made it to this map on Hard and couldn't complete it. I've definitely gotten better since then, but think I am generally average and mediocre, especially when splitting focus on commentating videos.
 
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Will there be an update for the orc and undead campaigns as well? Because compared to orcs, this campaign is far too easy even on hard difficulty thanks to the powerful heroes you get. And them knights! In the orc campaign I have trouble even defending my base the first time I meet undead. And I have 3 heroes there.
 
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Will there be an update for the orc and undead campaigns as well? Because compared to orcs, this campaign is far too easy even on hard difficulty thanks to the powerful heroes you get. And them knights! In the orc campaign I have trouble even defending my base the first time I meet undead. And I have 3 heroes there.

Yes, I intend to update those two campaigns at a later stage. Since my primary focus at the moment is on Malfurion's Quest, they probably won't receive patches for a while though.
 
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Will there be an update for the orc and undead campaigns as well? Because compared to orcs, this campaign is far too easy even on hard difficulty thanks to the powerful heroes you get. And them knights! In the orc campaign I have trouble even defending my base the first time I meet undead. And I have 3 heroes there.

Well, yeah it needs to be much more difficult in hard mode. However, as the other three campaign, the difficulty should increased as you proceed to the next campaign. "The Adventures of Rowan the Wise" its just like a introduction to a new player.

I love the difficulty in orc campaign.
 
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I love the difficulty in orc campaign.

Yeah love it while me struggle on Orc campaign chapter 5 on hard mode (Don't ask me while i didn't pick on normal mode is because i want the legendary items lol). But anyhow it was a new experience for me to struggle
 
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Im really a casual gamer, wc3 is my favourite game and now in college, the only one I still actually play. The lack of time, though, makes cheesing a regular option. xD. Something that migh help all the people that are having problems with the final mission of the campaign is this: Bunker down with your southern base and protect your eastern allies. With your western base make 100 food of tanks and destroy the enemies western and NW base. Then, seeing as how you´ll run out of resources with your southern base, and you still cant get peasants through the enemy bases, convert a couple of peasants to militia, and use Jainas town portal to get them to a tank on the western side. After a lot of trial and error, this was the only way I could do it. Although, this was a year ago, and as far as I have read, it should be easier now. Of course, I played on Hard. Anyway, maybe Turnro can make this impossible now, if he doesnt want the game ”cheated” in such a way. Props on the campaign and on the genious voiceover. If you want more people playing it you should get in touch with WTII, he streams campaigns and has a steady base following him.
 
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Im really a casual gamer, wc3 is my favourite game and now in college, the only one I still actually play. The lack of time, though, makes cheesing a regular option. xD. Something that migh help all the people that are having problems with the final mission of the campaign is this: Bunker down with your southern base and protect your eastern allies. With your western base make 100 food of tanks and destroy the enemies western and NW base. Then, seeing as how you´ll run out of resources with your southern base, and you still cant get peasants through the enemy bases, convert a couple of peasants to militia, and use Jainas town portal to get them to a tank on the western side. After a lot of trial and error, this was the only way I could do it. Although, this was a year ago, and as far as I have read, it should be easier now. Of course, I played on Hard. Anyway, maybe Turnro can make this impossible now, if he doesnt want the game ”cheated” in such a way. Props on the campaign and on the genious voiceover. If you want more people playing it you should get in touch with WTII, he streams campaigns and has a steady base following him.

you really want to make the players like (some casuals and some cheaters but still play fair) impossible -_-
I'm already okay that campaign on either hard or normal but seriously no
 
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I have been trying to find the other 5 legendary items but no luck. I feel like i missed them on earlier missions. And how do I beat chapter 10 on hard difficulty, I cannot seem to push past the undead towers, because everytime i do so they spawn like a attack force that attacks my base which blocks my units from attacking the undead buildings.
 
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I have been trying to find the other 5 legendary items but no luck. I feel like i missed them on earlier missions. And how do I beat chapter 10 on hard difficulty, I cannot seem to push past the undead towers, because everytime i do so they spawn like a attack force that attacks my base which blocks my units from attacking the undead buildings.

There is a legendary item to find in every mission except in the last chapter. There are 10 legendary items in total with two of them located in Chapter 8. In regards to the alst chapter, I suggest you look at some YouTube videos for some guidance on how to tackle the mission.

Great campaign, but... Why would you turn Uther to chicken? XD

The campaign is a parody, you're not meant to take the story seriously ;)
 
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Hi Turnro, I'm a big fan of your campaigns. Congratulations it seems that you have dedicated a lot of work to them.
One of the things I like the most is the background music that you use, mostly in this campaign, i was wondering if you could tell me the titles of the music you use in chapter 5 and chapter 8, please
 
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Hi Turnro, I'm a big fan of your campaigns. Congratulations it seems that you have dedicated a lot of work to them.
One of the things I like the most is the background music that you use, mostly in this campaign, i was wondering if you could tell me the titles of the music you use in chapter 5 and chapter 8, please
You can check them out in World of Warcraft OST :D
 
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Cant find the legendary items on levels 8 and 9. And if there are 2 on the 8th level, then I cant find the enchanted crown.
Only if you are playing on Hard, otherwise here are the locations:
Axe of the Ages? Use Logan's Flame Strike to destroy a cluster of trees located North and kill the Ice Trolls Warlord.
Crusader Armor? Defeating Anub'arak in the optional quest for Scepter of Healing.
Blessed Crown of Kings? Killing the Faceless Overlord in the end of Chapter 9.
I hope this one will help you :))
 
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Hi, Turnro

I finished your campaign (Adventures of Rowan The Wise v 2.00) around 3 years ago and today i saw your v 4.4 description campaign and video prologue.

Something that makes this map is so special is the unit's voice. You made it with your own team voice that is different with any game voice i did ever heard. I like that ideas.

But, i think, there is still needs little more improved unique models of your unit (especially for the blood elves).

Anyway, where you found the background music in the chapter 1 campaign (v 4.4), when Rowan talks to Lord Nicholas Buzan and gets the holy light ability in the first conversation (in your promotion video) ?

Thanks for read my message. Hope for your reply soon.
 
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Hi, Turnro

I finished your campaign (Adventures of Rowan The Wise v 2.00) around 3 years ago and today i saw your v 4.4 description campaign and video prologue.

Something that makes this map is so special is the unit's voice. You made it with your own team voice that is different with any game voice i did ever heard. I like that ideas.

But, i think, there is still needs little more improved unique models of your unit (especially for the blood elves).

Anyway, where you found the background music in the chapter 1 campaign (v 4.4), when Rowan talks to Lord Nicholas Buzan and gets the holy light ability in the first conversation (in your promotion video) ?

Thanks for read my message. Hope for your reply soon.

Thanks for the message :) In answer to your question, I got the music by extracting it from WOW. However, you will be able to find videos on YouTube with that same music too. Here's one example:

 
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This is the first custom campaign I played. I played some previous version two or three years ago, and I played the latest version in early July. The most noticeable difference between the two are the legendary items in hard, though I'm sure there are other subtle difference.

I figured out I should let a review here.

Having the heroes going up to level 20 is not bad per se, but regular units become much too weak in comparison towards the end, which is bad.

The voice acting is a rare thing in custom campaign, and I definitely appreciated it.

You are quite resource constrained in several missions, but I guess this is part of the challenge. I recommend telling to your worker to stop mining gold when you build up your army for an attack, as to reduce upkeep waste to a minimum.

The transitions at some point in the story aren't that great, there is too much which remains untold and makes the player wonder how we got from one point to the next.
I liked this chapter very much. The "learn to be a paladin" thing is great.
The "build a base before Arthas arrival's" part was enjoyable. The second part was very weird. I know it's a "parody campaign", but I don't like that. Uther becoming crazy without clear reason ? The night elves with Maiev showing up on the coast in a murderous mission and giving Uther a "transform into chicken" potion while asking him to slaughter villagers ? I don't find this fun or amusing, simply ridiculous.
That orc blademaster was a pain to defeat without losing units ! All in all, a nice mission in the elven woods.
However, the undead appearance is too sudden for my taste. You just go from "there is some issue, we don't know what" to "Silvermoon has been destroyed". Getting the legendary item by razing the north-western base was really hard. I don't remember how I managed to do it. The gate locked to the sunwell where the last survivor awaits you caused me some annoyance, as it was time-wasting to find the odd elf or two I missed. The "kill shades" optional quest was similar. Actually, I never saw one shade and didn't unlock the mission (because my shade-seeing unit didn't get used), but I saw there was some sidequest to be done and had to look this forum thread to find out what it was about.
I found this mission in hard, well, hard. That is, what I thought of "hard" at the time. After having played Shar Dundred's human books of Arkain in hard, everything seems suddenly easier. I tried a few strategies, before devising something working decently with knights, priests and towers at the south. I knew at which time the sidequest would trigger and had Tara in position in the east to kickstart it (I also bought some items at the shop near). I slowly retreated from my advanced tower position when I couldn't match the enemy damage. The ultimate defence position near the door allows reinforcements to arrive faster and a good number of towers. While I had a hard time in my first tries, I got a good handle on the tactic to use at the end and it wasn't too hard. My main issue became "how to get that legendary item ?" I searched across the map and didn't find it, so I resolved to use an unprotector tool (meh to protected maps, doing some quick tweaks to a map can be very nice sometimes) before opening it in the editor and searching there. I finally found the item's location, but still had to find how to retrieve it. I actually managed to destroy mindstaff's magic vault with blizzard's, but this didn't grant me access to the item. I finally built a gyrocopter with the land attack upgrade, and I could retrieve it by attacking the lever.

I must say, however, that while I was glad having completed the sidequest to save Dalaran's folks, the item reward is really not impressive.
This is an excellent mission, one of my favorites in this campaign. After the hard time in Dalaran, you get some respite with your two great heroes. There is a good mix of fight and puzzle-solving (it mainly revolves around the teleport ability, and the water elemental summon which can be summoned in an otherwise inaccessible area and teleported to) while allowing to breathe after the Dalaran's defence. The goblins and the draenei idiots are quite fun.
I could kill the summoner while getting all the tomes in the magic vaults. The really interesting part of the mission is the second one, when trying to take out the undead base. At this point, your heroes are good fighting units, and with some towers in the back, can do the main bulk of the fighting. It was fun to do some exploration across the map, however, while I could buy ships and destroy the undead fleet and the undead shipyard, the north-eastern gold mine is not usable. You just can't build a town hall close to it, which is frustrating. It was not easy for me to destroy the orange base, but at the same time I was less experienced in hard campaigns then. I tried to bait the undead army, get it killed with my towers before rushing to attack, but I had limited success. The "flood your enemy with a stream of new units" probably work, though I don't recall if I used it or not (I think not). Once I gained enough ground, secured with the help of a few tower, the enemy couldn't rebuild its buildings and had less unit production building, so I could finally kill it fast enough.
Nathan is very fun. The first part of the map with the "fortified undead bases" is actually not nerve-wracking, as I feared it to be.Thankfully, I like to clean up maps, and could use mortar teams to reveal part of the maps, otherwise I would probably have missed the 2nd legendary item of the map. I don't like that basic dwarves units are very weak, while shieldbreakers are so strong, but really, this is a general issue in most W3 tech trees : you want to use tier 3 units, there is rarely if ever any reason to use a mix of tier 1, 2 and 3 units. The healing item we go to retrieve in the sidequest is overpowered. I should mention that Anub'Arak appearing in the main base after having been beaten in the sidequest fight was weird. The enemy base is very big. Getting a pile of gold by staying in low upkeep, before unleashing it a stream of attack can probably work, though resources are scare and I don't remember having enough to do that. I used scroll of teleportation to be able to protect my bases after completing the sidequest.
A "use your heroes and have your units follow when it's safe" mission. Taking out the nerubians was at time frustrating, I had to reload a few times to get the right tactic. I kept my mortar team alive as long as possible, as in the second part of the mission it allows to destroy some trees and to open the way for a very, very nice item (not sure what it was anymore, immunity necklace if I recall correctly). I wondered a lot how I missed the legendary item, before discovering it is dropped in the last boss fight. A bit too obvious !
Controlling 3 bases ? That's hard ! However, using some saves and reload to accelerate the trial-and-error process, I found a reliable way to do that mission. At least, the attack waves aren't too frequent. The bloodelves don't have good units, so I just built towers and had them stay idle for the greatest part of the mission. A good wall of towers on every base goes a long way to protect you. The main fight was done with humans and dwarves : dwarves had a lot of shieldbreakers and of steamtanks. I only teleported around my main group with Nathan and the shieldbreakers, with the townportal scrolls. The item found by killing creeps in the north is nigh useless (I remember having found it and thinking that it could remove my need of buying those scrolls, before finding I was wrong). Meanwhile the humans had a mix of knights and riflemen (the latters use a dwarf model, which is weird), and Tara could teleport them easily from one place to another. This grants local superiority, and the undead waves are thus generally not too hard to repeal. With Bevan the Swift in the mix and his entirely overpowered blast heal, it wasn't too hard to destroy the orange undead bases.

Something really, really irked me, however. When I destroy an enemy base, I expect it to make things easier by reducing the number of attack waves against me. This mission does the opposite. It makes the remaining bases attack more often, which made me feel as if this destruction job was useless, if not counter-productive given how annoying Arthas attack waves are. I destroyed the green and brown bases, which in the final cutscene are supposed to be shown vanishing, which is very weird when they already have been destroyed. Destroying the purple base was a pain, but with a flood of units from all three bases and the OP heroes, it could be done.

The really frustrating part of the mission is the destruction of the frozen throne. As a player you think you've done the job only to discover that the hardest part of the mission is remaining. The enemy heroes you killed ? Great, they now defend the thrones. Oh, you'd like to kill them to have peace for a minute or two ? No luck, they respawn in a matter of seconds (no joke, at a moment the five heroes attacked my base south of the ice throne ; and I focused all my troops on them. I tried to not kill one too soon, but have them die close to one another. But despite this, by the time my attacking forces got to the throne, two heroes had already respawned). Actually, not destroying brown and green may have made it easier (which is absurd imho). You have limited resources to do a proper unit flooding, and most of your units die so fast that they can't do significant damage to the throne. Because remember, not only your heroes are OP, but the enemy heroes are too. While your units remain basic and so entirely unprepared to survive against 5 powerful lvl 20 heroes. I somehow managed to destroy the throne by brute force and trying to make my heroes survive, but this didn't really have the taste of a proper epic fight.
 
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Chapter 3 : it is easy to kill blademaster without losing any unit, go with Uther alone use shield because illusions regroup and hit Uther after use priest ability to damage illusions after kill blademaster i think :p

Chapter 4 : Just kill Lich in Undead base to have your legendary item :) , use gyrocopter to scout in City for side Quest

Chapter 5 : buy two teleport items one for Uther and one for Jaina it will help in final mission for Dwarves and blood elf heroes :)

Chapter 7 : to build town hall in north-eastern gold mine there is just one place burn trees near the big OGRE :)

Chapter 8 : two legendary items, oh!! yeah :)
 
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I started to play this Campaign. I already played the whole series before and I remember it has a good alternative story to warcraft 3. I will keep this post updated..

Chapter 1&2:

I already finished Chapter 1 and it was a nice introduction. I like the voices and that it's spoken slowly.
I like to choose between the 3 different auras. In chapter 2 I found it very amusing to see Uther go crazy and turn into chicken xD.
I also like that Arthas doesn't turn evil in your campaign.. Or maybe the time will still come. I don't know, I forgot many things.
After I killed Uther, the dialog went way too fast between the emissary and Rowan.
It happened to me in the "Chasing the Dawn" Campaign too and I guess it has to do with the recent patch from Blizzard.

Chapter 3:
The voice actors are pretty good I must say. Bevan and the Blademaster do have a fitting voice.
I really enjoy this campaign somehow. It's not too challenging I must say but I like the reward system and the atmosphere.

Chapter 4:
Great terrain, it feels like autumn. I nearly fucked up the mission because I didn't defend my base and now I am rebuilding it.
I just finished this chapter with my last ressources. My base was about to get blasted until I found the last survivor.

Chapter 5:
I have some challenge with this Chapter. I will continue to play tomorrow..
This Chapter is not easy at all. Dalaran is big and it's hard to defend everywhere.
Man it took everything from me to complete this chapter. Several save&loads,
teleportation to save the citizen and coming back to defend,
always using blizzard to destroy the range units and holy light to heal knights,
also scroll of regeneration and clarity abuse :D. In the end it was all needed and it was a really challenging experience.
This chapter alone deserves 5* and I don't even care if I missed a legendary.

Interlude:
Antonidas and Uther are both hillarious characters made in this campaign xD
Antonidas only caring about himself haha. Also Prince Arthas voice is so good.

Chapter 6:
This chapter is much easier than the previous one. Main thing is blizzard is too op on lvl 4.
While I let the water elementals tank and heal them when they get low hp,
I let tara use blizzard in the background. The dps is huge on blizzard.
The Goblin base is well done.
 
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See my comment in the previous page of this thread, look up in the spoiler for chapter 5 to find how to get the legendary item. I had a difficult time with it, it's definitely one of the hardest to find.
 
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Chapter 5 : Legendary item is one of easy one just use one gyrocopter with upgrade to attack land and destroy the big "Chest" west of the first Gate
 
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Hello, i used to rate this campaign 4/5 because i think it was unnecessarily difficult.
Some pointers if you don't remember :
  • 2nd mission.
    We can only build footman and knights but the night elves have huntresses, glaives, and dryads.
  • 4th mission legendary is dumb down hardest.
    Enemy casters at master rank while mine is capped at adept, necromancers keep spawning skeletons, banshees possessing knights, meat wagon decimating my priests while they are trying to dispel the skeletons, and gyrocopter not much help to kill the wagons, because enemy has crypt fiends and gargoyles.
    I guess this mission is the reason why i gave you 4/5.
  • 8th mission and onwards.
    Having the dwarves is actually a baggage because they don't have casters, they cannot heal themselves, and seriously if it wasn't for the heroes already overpowered, i don't think i could finish the campaign in hard at all.
Now i had downloaded it once more and gave it 5/5 rating. I haven't reached 8th mission yet, but you deserved that rating, we all know that.
 
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I disagree about the dwarves. With the healing item from the 8th mission, plus using Bevan's OP heal spell, you can easily keep alive a bunch of shield-breakers (attack with the human army to help) ; while you can have a pack of steam engines razing quickly the enemy base to the ground. Meanwhile, the elven units are frail as hell and have a poor damage output, which is problematic when you want to raze a base as fast as possible to be able to return in defence.
 
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I disagree about the dwarves. With the healing item from the 8th mission, plus using Bevan's OP heal spell, you can easily keep alive a bunch of shield-breakers (attack with the human army to help) ; while you can have a pack of steam engines razing quickly the enemy base to the ground. Meanwhile, the elven units are frail as hell and have a poor damage output, which is problematic when you want to raze a base as fast as possible to be able to return in defence.

To each their own opinions.
It is not about having 1-2 types of powerful units but having the right counters and/or compositions.

Tanks have 192 range against buildings so they have to be THAT close to raze anything. Usually they got stumbled by meat wagons and skeletons because they doesn't hit land, only air, has huge collision, slow movement and training time - which is why on competitive WC3 you will see them paired with gryphs, casters, and AM.
AM provides mana for casters to control and cover the gryphs from being polymorphed/crippled/whatever, gryphs cover ground, tanks cover air (gargs) and block land from attacking casters. Take one and the entire army crumbles. Also needs max upgrade tier 3. And we don't have casters for dwarves.

The elves aren't frail at all, although that depends on army composition. Spell breakers are immune to magic (nova? impale? lol), destroys casters, controls buffs (cripple? lol), which contributes 50% of my army, and with inner fire they are tough. Sorceresses counters wyrms and abominations. Dragonhawk riders counters wyrms, gargoyles, and towers.

The item heals only 300 health, regeneration is nice though. Bevan isn't available on the 8th mission, he spawns at the east elves at 10th mission, whereas the dwarves spawn at the west base.

It took me 10 mins on the 10th mission to destroy eastern orange base. Could be faster, i went for expansion + tier 3 inner fire and cloud. Although to be honest, it was mostly Logan pulling the DPS with fire strike + phoenix.

Dwarves don't have casters, cannot dispel skeletons, no air control, relies on pricey 5 supply tier 3 end-game unit, which doesn't do that much if they are snared, crippled, cursed, slowed by wyrms, or worse, possessed.

I rest my case, anyone who is into competitive warcraft 3 might be able to relate.
 
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As far as I remembered you didn't have much to do with the dwarves, my solution was just to mass shield boyz with mortars, when you got 10 mortars not much resists you, and wasn't there the tp strat? Or am i mistaking with the Forsaken campaign?
Cuz you could just tp to bases on some version and push with 2 races ezpz
 
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Both yes and no.
We didn't have much to do with the dwarves to begin with. What i am saying is merely constructive feedback to improve the race.
 
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late type player :< and cheat player dont judege me :confused: (hard mode) complete it and enjoyed the game very good new member in hive workshop btw the sound pretty funny... sad to see "idiot" type of uther... it would be great if shandris and maiev not die :(..
 
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Finished the campaign yesterday. I have to say I loved it, and was entertained. I had a few good laughs from the interactions. It felt serious at times, then it would just go to flat stupid and I was dying lol. I appreciate all the work you guys did. The voice acting, the cutscenes, and the puzzles.
 
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Just discovered another bug at Chapter 1: by skipping the cinematic where Rowan interacted with the footmen in front of the barracks, the footmen did not become part of Rowan's troops. This bug, however, is indirectly disposed of at the next cinematic which is triggered when Rowan is approaching the trolls, where the footmen became Rowan's troops from that point onwards~
 
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