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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 3
Joined
Jul 8, 2017
Messages
45
Guess this campaign had some potential. I certainly liked the reworked/augumented hero spells and I certainly appreciate the effort poured into making it. It could've featured some new or reworked units as well, instead of using the regular/vanilla ones. Since it didn't, the gameplay was pretty standard; most of the models were also standard. All good, nonetheless. I also liked the music, the voice acting (even though it's not very professional, the effort is commendable), and the ambition to create an alternate timeline in the Warcraft universe.

What I really disliked about this campaign, however, and why I'm not generous with the stars, is the goofy take on it + the lore inconsistencies. I don't understand why you'd ruin such a promising campaign with out of place silliness...because to me (and to others) that just kills it. At first I thought the campaign is serious, and I was really into it, but once I saw the mentally retarded Uther, and then Antonidas with the portal, I kinda lost all incentive to play. The lore discrepancies and even the inconsistencies within Rowan's own storyline also bothered me quite a lot. If you create an alternate timeline, you should follow through and do it right.

I hope the sequels are better than this, and without any goofy "jokes".

EDIT - I'm giving it 4 stars after processing it better.

PROS
- the potential of the campaign
- nice cinematics/cutscenes (if you ignore the obnoxious, goofy dialogues)
- augumented hero abilities
- diverse, fun and rather challenging missions
- great items (really liked the Spellbook)
- the Dwarven faction (really liked the Shieldbreakers)
- the ambition to create an alternate timeline

CONS
- obnoxious "silly" take on everything. Couldn't stand the goofy dialogues, the mentally retarded Uther, the prick Antonidas, the Draenai "Idiots", the Blood Elves addicted to blood, Nathan the Mountain King (his voice acting gave me an aneurysm), etc.
- massive lore discrepancies and inconsistencies
- dozens of holes in the plot and further discrepancies within Rowan's own storyline/timeline
- incoherent and chaotic progression of events; everything seems to whirlwind beyond understanding, yet none of the characters seem surprised, confused or even look into what is happening.
For example, Maiev shows up in Lordaeron and tells Uther to kill all villagers. Why? And no one investigates. The Night Elves are referred to as strange visitors or something, and you can kill them and destroy their base, and that's it. They make no further appearance in the campaign and no one seems to have wondered for one second who they were, how they got there or what they were after. Arthas appears in a cutscene in the second mission, and then he just shows up a few days later as a Death Knight with an Undead army, which is impossible, especially when it is said that he traveled to Northrend from where he planned the invasion and launched it.
What I am trying to say is that no explanation is given as to how anything happened, or when, and none of the characters are interested when they should be. They just move on, and you're being dragged along with them into the massive confusion of this campaign. I could go on forever about this... I guess the creator of the campaign simply expected a certain amount of familiarity with the lore and the main characters on behalf of the player, so he just skipped any exposure.

Like I've already stated, this campaign has potential, and I believe it can be greatly improved by taking out the voice acting, the dumb, goofy jokes, and by fixing the lore and storyline inconsistencies. Some real exposure to the storyline is also badly needed. And also some more character interactions, like Rowan actually talking to Maiev to at least learn why she was there, and where she came from. The potential is all there.
 
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Level 1
Joined
Mar 21, 2017
Messages
3
Is there a guide that tells us where to find the legendary itens on hard? 'Cause it's frustrating to face this on hard and don't find all of them...
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Why the Voicez actor of bevan ( The one with the sexy voice ) Is Anonymous ? WHY DO YOU PUT ME IN SO MUCH PAIN ?! WHY ?!

( Or his name IS Anonymous ! )

His game name is Anonymous ;)

Is there a guide that tells us where to find the legendary itens on hard? 'Cause it's frustrating to face this on hard and don't find all of them...

I know how you feel. I have been waiting a long time for someone to create such a guide, since it would look weird if I did it :/
 
Level 2
Joined
May 23, 2017
Messages
26
@Darth Manu:
I record a first person video of the whole campaign on hard, but have to put some commentaries over it.
Perhaps could benchmark the secret items or just cut and edit it on a whole new video but the whole process will take a lot of time.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
@Cowboy_Fang:
After clearing the base, you have to move all of your heroes to the end of the path (a tunnel blocked with some rocks).

I think he's referring to the destroying base objective. Some draenei have permanent invisibility, so they don't appear on the mini-map and will only attack you if you go near them. I'll have this fixed in the next patch.
 
Level 1
Joined
Sep 16, 2017
Messages
7
I think he's referring to the destroying base objective. Some draenei have permanent invisibility, so they don't appear on the mini-map and will only attack you if you go near them. I'll have this fixed in the next patch.
He is correct. And you could make it as easy as making the far sight orb item buyable/findable or dust of appearance.

Since I have your attention, I am more than a little curious... I picked this campaign up maybe 4 days ago. Why did you decide to ignore the lore, reduce half of the most powerful and important lore characters of WC3 into retarded, selfish, vain jokes? And making your OC the hero of the story is understandable, but he's instantly the best paladin? There's people way ahead of him in the paladin order even without Uther
 
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Level 31
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Dec 8, 2009
Messages
1,330
Since I have your attention, I am more than a little curious... I picked this campaign up maybe 4 days ago. Why did you decide to ignore the lore, reduce half of the most powerful and important lore characters of WC3 into retarded, selfish, vain jokes? And making your OC the hero of the story is understandable, but he's instantly the best paladin? There's people way ahead of him in the paladin order even without Uther

You should know that The Adventures of Rowan the Wise is a parody campaign and its story should not be taken seriously. I am also not a dire-hard Warcraft lore fan as it limits the amount of creativity I have as a campagin maker.

Regardless, whether or not you enjoyed this campagin is your choice.
 
Level 10
Joined
Feb 21, 2015
Messages
363
Sylvanes in chapter 7 is so overpowered. She can solo the whole elven army, because her drain ability steals so much hp, and its like her ultimate is 0 cd, because every fight she steals 5-7 of my troops. The only way is to defend using Rowan and Logan + his phoenix.
I think it should be weakened in the next patch, if there will be. Also, currently for all those who wanna acquire swiftwalker boots, i found a way.
simply make two groups of knights with a few riflemen and priests. Aim The necropolis only, the acolytes will try to repair it, use holy light, and riflemen to wipe them out. After you destroy it, simply take it quick and run away. The acolytes will immediately reconstruct another one, but you will have got what you wanted. That's all
 
Level 2
Joined
May 23, 2017
Messages
26
@Ahman:
In chapter 7 you as suggested can hold the whole enemy force and their hero with 2 heroes alone, who do you think is more overpowered ?
Keeping her silenced with items will ensure she doesn't sustain herself with Life Drain and won't be a problem to nuke her down (Banish increase your Holy Light damage against Undead, and she doesn't attack while Banished).
 
Level 10
Joined
Feb 21, 2015
Messages
363
@kamukag3e :
Oh yes, you are absolutely right. Maybe it's the other way around. Maybe Rowan and Logan are the overpowered compared to Sylvanes alone.
And yes, silence helps to stop her drain ability, also stealing her mana with Logan's third skill proved quite good against her, as she would not have enough mana to drain health. I struggled a bit early game, but later on its easy to deal with her.
 
Level 2
Joined
May 23, 2017
Messages
26
Also, it's AI exploit (which Turnro said he would try to fix), to kill Acolytes and focus the Necropolis with air unit if possible. Air units (especially Flying Machines) have better mobility and area per damage - meaning they need less time to start doing damage, giving less time for the enemy army to catch-up and needing less time to get in position and start doing damage.

After the main building and all the building units are down, shredding the base one building at a time is not so hard, because it won't be repaired or rebuild. Any production building destroyed will reduce the speed at which the enemy units are created making it gradually easier and easier. Especially if you use only strong units (even only hero) and not losing anything while inflicting damage will overtime result in easy way to clear the whole base little by little.
 
Level 2
Joined
Sep 2, 2017
Messages
9
The campaign is good, the features for me is awesome... if you can try to have some new simple Warcraft models. Try to make the audio/dialougue of the unit's soundset better and clearer. Or try to find anohter Soundset source... But for me, well 20/10
 
Level 1
Joined
Dec 10, 2017
Messages
4
Through tedious work and a lot of time and effort lol

When I originally made that base, it was intended to be a base you're not meant to attack. A couple of years ago, someone suggested that the legendary item should be a reward you get for destroying the base. I listened to this suggestion, and I later regretted it.

I will be doing an update soon that will fix up a lot of issues, including changing the location of the legendary item. When available, you no longer have to destroy the undead green base other than for the satisfaction of destroying it.


Has the update you mention been uploaded?

I started this campaign recently and have enjoyed it greatly. My personal style is to play a mission on normal mode to learn the map first, then again on hard mode before advancing the Campaign. I have completed the Blizzard Campaigns on Hard mode, but am unable to beat the Green Undead base in Chapter 4 on hard mode. I can get the Boots of Quel'Thalas from the Black Citadel on normal mode, so I assume the change hasn't yet been made.

I totally understand and accept the design choice of an unbeatable foe, to harass the player, or channel them into a different course of action. In this case the main quest is to rescue survivors and help them escape, not fight a battle of attrition. Makes perfect sense in this scenario.

Honestly, I am more interested in collecting all the Legendary Items, which is why I am wondering if you have changed the location of the item yet? A yes or no answer is all I am looking for, I do not want to know the the exact location you move it to.

I am playing through your campaigns in order. Although I enjoyed your Horde and Scourge campaigns, this one is better than both of them together. Looking forward to finishing it, and moving on to Malfurion's Quest.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Has the update you mention been uploaded?

I started this campaign recently and have enjoyed it greatly. My personal style is to play a mission on normal mode to learn the map first, then again on hard mode before advancing the Campaign. I have completed the Blizzard Campaigns on Hard mode, but am unable to beat the Green Undead base in Chapter 4 on hard mode. I can get the Boots of Quel'Thalas from the Black Citadel on normal mode, so I assume the change hasn't yet been made.

I totally understand and accept the design choice of an unbeatable foe, to harass the player, or channel them into a different course of action. In this case the main quest is to rescue survivors and help them escape, not fight a battle of attrition. Makes perfect sense in this scenario.

Honestly, I am more interested in collecting all the Legendary Items, which is why I am wondering if you have changed the location of the item yet? A yes or no answer is all I am looking for, I do not want to know the the exact location you move it to.

I am playing through your campaigns in order. Although I enjoyed your Horde and Scourge campaigns, this one is better than both of them together. Looking forward to finishing it, and moving on to Malfurion's Quest.

The update has not been brought out yet, although I have been working on it occasionally. You will be happy to know that this campaign will be patched over the next month or so, which will include several gameplay fixes and balance changes. This includes the location of the legendary item in Chapter 4, where you will not have to destroy the undead base in order to acquire it.

Other then that, thanks for playing the series so far and I hope you enjoy Malfurion's Quest :)
 
Level 1
Joined
Dec 10, 2017
Messages
4
Thanks for replying. I am definitely looking forward to the update, even though I haven't found any bugs. I know many people seem to complain about the grammar, or the characters behaving outside of cannon, but those things don't bother me. My only complaint is that I personally do not like tower defense games, at all. Since your Horde mission 10, and Rowan mission 5 are both of this sort (Horde 10 more so than Rowan 5), I enjoyed them least of all... but still loved the overall Horde campaign, and will definitely play through Rowan a second time after the update. Thank you for some great campaigns!
 
Level 3
Joined
Jul 8, 2017
Messages
45
Hey @Turnro, I just had a gaming marathon where I (re-)played all your campaigns, from Rowan's Adventures to Malfurion's Quest. Really looking forward to the full version of MQ BTW.

Do you think you'll ever remake Rowan to be more in line with its sequels? Because all the other campaigns in the series have a far more serious tone.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Hey @Turnro, I just had a gaming marathon where I (re-)played all your campaigns, from Rowan's Adventures to Malfurion's Quest. Really looking forward to the full version of MQ BTW.

Do you think you'll ever remake Rowan to be more in line with its sequels? Because all the other campaigns in the series have a far more serious tone.

Hi Alexandru3090, thanks for playing my campaigns :)

I don't have any intentions on remaking The Adventures of Rowan the Wise since it was designed to be a parody campaign. However, I am currently working on Malfurion's Quest and may remaster my other campaigns depending on the demand and support from the community.

I have also read your other posts and have seen your suggestion about the dialogues being improved. If you could elaborate more and explain which sections need improving, I can work to improve the dialogues in the future.
 
Level 3
Joined
Jul 8, 2017
Messages
45
I have also read your other posts and have seen your suggestion about the dialogues being improved. If you could elaborate more and explain which sections need improving, I can work to improve the dialogues in the future.

I would have to replay all cutscenes. I remember noticing a few typos here and there and a few lines that would sound better if rephrased.
 
Level 3
Joined
Oct 5, 2008
Messages
38
I just finished playing this campaign (Hard Mode) again after doing it 4 years ago. There was some noticable changes, for example i don't remember basic base building in Chapter 2 being so intense (in a good way, i certainly didn't expect to fail 3 times at building base..:D). The gameplay was just as good as i remember as it's your strongest suit in making campaigns.

If i had to nitpick few things :
- I hate QWERTY style hotkey, it must have been implemented later because i don't remember it? I got used to hero spells after a while but the buildings didn't need to to simplified into that.

- I know it's a mock-up campaign but Nathan's voice seriously could use redo...

- In the Interlude after Chapter 9, Rowan says "we are humanity's only hope for survival" to all Lordaeron armies. Was it intended to line as humans are very arrogant in Warcraft universe? If not in my opinion he should say "we are Lordaeron's only hope for survival"

- In Chapter 9, at the end "Faceless Overlord" was too weak. I mean he was weaker than many foes in this campaign, he should cause some trouble imo.

Now moving into next one :)
 
Currently in the dungeon with Rowan and Tara. I bought ivory towers in the previous mission, but one of them is left on my hero. I don't think it should be possible to carry Ivory Tower item out of that level, it can probably produce some weird bugs down the line. Make sure before saving the hero to carry him over, that none of the heroes have Ivory Tower in their inventory. Else, you can abuse the ivory tower + teleport.

Also, one more thing about the dungeon level - having the paladin + another hero is awkward, when that hero is a ranged int hero. The reason for this is that it is ACTUALLY OPTIMAL to have Tara tank instead of the paladin, because as paladin, you can heal her, but she can't heal you as a mage.

So the ideal way to play this level is to have Tara and her Water Elementals tank all the damage while you heal them (healing summoned units is already bad enough so Tara should tank) and this is reeeeally awkward.

Alright, finished the campaign, I must say it is one of my favorites. It's also really funny and doesn't try to take itself very seriously.

5/5
 
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Level 1
Joined
Feb 2, 2018
Messages
3
Great campaign, loved the humor, props to the creator.

Bugs or things that could improve :

In the cave level, I ported onto a mouse and couldn't port back the other side, kinda stupid to strat again just for that :/

In the last map, Arthas forces wiped my base but they didn't destroy my buildings in the path to the creeps. (Why is the creeps again if they only drop bad items and my heroes are maxed out?) I had also buildings in the forest that I harvest and AI didn't finish the job, that gave me time to rebuild and finaly win 1 hour later. Small Bbug but I think it was inteded to fail the mission once you lost a base :/

Finally, I disliked having OP heroes, it disminished the Macro part of the aspect of building a strong army. All I did alot of the time was to use only heroes and leave troops in base to defend cause they died to quickly.

Otherwise fantastic job. 5/5
 
Level 2
Joined
May 23, 2017
Messages
26
@namahc:
In the cave level, I ported onto a mouse and couldn't port back the other side, kinda stupid to strat again just for that :/
You can leave elemental behind, but even without it - you can always summon a unit (in and out) of a place like that by proper position of your heroes - making them close all the places around your summoner and the 'nearest' open space detected by the game on the other side of the obstacle you want your unit to pop-up.

Finally, I disliked having OP heroes, it disminished the Macro part of the aspect of building a strong army. All I did alot of the time was to use only heroes and leave troops in base to defend cause they died to quickly.
Completely agree with you, most of the missions were basically my heroes clearing everything while amassing resources, upgrades and army (on low upkeep for defense only) home and chipping the enemy base/units which are not rebuild. And then go to 100 limit with a good composition for the mission and clear the objective in one fell swoop.
 
Level 31
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Dec 8, 2009
Messages
1,330
Hey guys! The Adventures of Rowan the Wise v4.4 is now live, bringing you several changes such as bug fixes and gameplay improvements. You can read the specific changes brought in this patch below:


- 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
- Rebalanced the Lich King and its defending heroes in Chapter 10
- Made slight terrain changes around the path to the Lich King in Chapter 10
- Rebalanced 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


One major reason for this patch was to revise the difficulty of the campaign in Hard difficulty. Previously, a lot of the maps relied on micro-ing in order to complete the mission objectives, such as destroying enemy bases. The campaign was also unforgiving in a way that it provided no alternative strategies or tactics for people who could somewhat micro their units and wish to play on a harder difficulty. While AI teams were slightly nerfed in some missions, most of the changes included the addition of fountains, healing items and terrain changes to provide the player with more options in completing the mission objectives. As such, Hard difficulty still provides a challenge to players while no longer being insanely hard as it was before.

EDIT: I forgot to update the AI scripts for Chapter 2 in the initial patch. This has now been fixed and it is recommended to re-download the campaign again for those who have done so since yesterday.
 
Last edited:
Level 2
Joined
Apr 8, 2017
Messages
12
Hey guys! The Adventures of Rowan the Wise v4.4 is now live, bringing you several changes such as bug fixes and gameplay improvements. You can read the specific changes brought in this patch below:


- 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
- Rebalanced the Lich King and its defending heroes in Chapter 10
- Made slight terrain changes around the path to the Lich King Chapter 10
- Rebalanced 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


One major reason for this patch was to revise the difficulty of the campaign in Hard difficulty. Previously, a lot of the maps relied on micro-ing in order to complete the mission objectives, such as destroying enemy bases. The campaign was also unforgiving in a way that it provided no alternative strategies or tactics for people who could somewhat micro their units and wish to play on a harder difficulty. While AI teams were slightly nerfed in some missions, most of the changes included the addition of fountains, healing items and terrain changes to provide the player with more options in completing the mission objectives. As such, Hard difficulty still provides a challenge to players while no longer being insanely hard as it was before.

I remember the diffuclty of some missions was insane (that Sylvana mission made me mad so many times), but since i beat them anyway, i dont want it to be changed.
 
Level 10
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Feb 21, 2015
Messages
363
I remember the diffuclty of some missions was insane (that Sylvana mission made me mad so many times), but since i beat them anyway, i dont want it to be changed.
Well then, unfortunately it did get changed:ogre_icwydt:. Happy to play the campaign once more just to see the changes though:ogre_love: and maybe it is a preparation for a major update, but I doubt it, because the campaign doesn't seem lacking in storywise, and major stuff.
 
Level 5
Joined
Sep 13, 2017
Messages
105
Well then, unfortunately it did get changed:ogre_icwydt:. Happy to play the campaign once more just to see the changes though:ogre_love: and maybe it is a preparation for a major update, but I doubt it, because the campaign doesn't seem lacking in storywise, and major stuff.
*cough cough* Where's Kael'thas? *cough cough*
 
Level 5
Joined
Jan 28, 2018
Messages
33
Great campaign, Turnro! Still recording the new version, should be able to finish them in at least 3 - 4 weeks. Although it'll be played on Normal difficulty, since I mostly want to enjoy the additional new dialogues :)
Also my computer isn't that powerful enough to do it smoothly :)
 
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Level 1
Joined
Feb 14, 2018
Messages
2
Guys, I am unable to play custom campaigns. I've downloaded them, moved them into my warcraft 3 campaign folder and opened them in Frozen Throne. I get the prologue screen, but once I click it, the screen goes blank. On a few others it takes me back to the prologue selection screen. Any help would be great, I have no clue what to do
 
Level 1
Joined
Feb 14, 2018
Messages
2
Good luck, Jay! I love your videos and this is a great campaign. I'd like to see you playing it :)
Guys, I am unable to play custom campaigns. I've downloaded them, moved them into my warcraft 3 campaign folder and opened them in Frozen Throne. I get the prologue screen, but once I click it, the screen goes blank. On a few others it takes me back to the prologue selection screen. Any help would be great, I have no clue what to do
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Guys, I am unable to play custom campaigns. I've downloaded them, moved them into my warcraft 3 campaign folder and opened them in Frozen Throne. I get the prologue screen, but once I click it, the screen goes blank. On a few others it takes me back to the prologue selection screen. Any help would be great, I have no clue what to do

I see. I have some questions for you to better understand what the problem could be:
  • Are you playing Warcraft 3 on a Mac or Windows computer?
  • What version of Warcraft 3 are you playing?
  • What is the file size of The Adventures of Rowan the Wise you downloaded?
  • What campaigns have you tried so far?
 
Level 5
Joined
Jun 15, 2013
Messages
83
Hey mister map maker
I've restarted the campaign with the newest version (On Hard mode of course)

And to be honest, some missions don't really feel hard anymore
First, on mission 2, the raids from the NE were nerfed or what ?
I didn't have any trouble against those, maybe it's because its the second time I play the campaign, maybe not

On Mission 3, the MalGanis base used to be much harder to destroy if I'm not wrong, I didn't even need to reload a single time
But well, might be for the same reason as m2

On Chapter 4 I almost had an heartattack when I discovered the legendary item wasn't in the Necropolis LUL
Give legendary to a silly crate is, I'm sorry, but silly, especially when there's a speed rune just nearby
Take the item and run, why?
It doesn't feel hard at all, if people wanted an easy game they would pick easy mode, not hard
This need to be fixed, the situation is currently not viable, especially when you got OP items and more ressources than you need to destroy the Undead base
Put the item back in the Necropolis, replace the speed rune with healing rune, give more gold to the mine on Hard Mode
And that would be really good for the map

On Chapter 5, I found a really weird bug which wasn't here before
I guess people complained about the Helm of Valor dropping on the ground if the Inventory was full
But when I played it ... Rowan the beautiful died right after
First Helm dropped where he died
Second Helm appeared where Jaina's Mirror was
Third and 4th Helm appeared next to the Altar

I suggest you don't give item anywhere else but in front of the last door
Or maybe next to the shop, somewhere that is easy to access and you're sure to come nearby

Also, I don't see why you "Hint" people to buy towers on shop as any decent players would rather fill up both inventories with scrolls rather than towers
As weird as it might sound, towers and gates are not the way to play the map if you want easy win
I must admit, this is quite silly, but none of the good chokepoints are near the door, and none of the possible tower placements are decent for towers LUL

No sane man would even try to defend Dalaran at the gate points on Hard mode
BUT that would actually be a nice challenge which I'll try to record for youtube

Those are only my thoughts obviously, do whatever you want
I only want the best for the maps and campaigns I review
Sorry if I seem too harsh

And, for the sake of balance, nerf those blizzard and divine shield LUL
 
Level 21
Joined
Dec 20, 2015
Messages
330
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?
 
Level 5
Joined
Jun 15, 2013
Messages
83
Look at Curse of the Forsaken, it's an awesome campaign right ?
But do you think that not making any difficulty is a good thing?
Basic difficulty is set to Medium-Hard and I think half of the current wc3 community can't fully complete it
Which is why making different difficulties is important, sadly a lot of map makers don't do it
Mainly because they think like you, why you make different difficulties when it takes a lot of time and doesn't have any use or not that much?

Why make a Hard diff when only 10% of the community can make it ?
Because that's 10% that will be happy to have to challenge
If you have a good level but can only play on easy difficulty you won't find any challenge
And challenge plays a big part in the player's fun to play the game
 
Level 21
Joined
Dec 20, 2015
Messages
330
Look at Curse of the Forsaken, it's an awesome campaign right ?
But do you think that not making any difficulty is a good thing?
Basic difficulty is set to Medium-Hard and I think half of the current wc3 community can't fully complete it
Which is why making different difficulties is important, sadly a lot of map makers don't do it
Mainly because they think like you, why you make different difficulties when it takes a lot of time and doesn't have any use or not that much?

Why make a Hard diff when only 10% of the community can make it ?
Because that's 10% that will be happy to have to challenge
If you have a good level but can only play on easy difficulty you won't find any challenge
And challenge plays a big part in the player's fun to play the game

I appreciate that perspective and was not angling to say it's wrong to cater to the top players, rather that it's a unique challenge to decide how to design difficulty in general considering the vast diaspora of player skill. I also agree - making multiple difficulties is definitely worthwhile assuming they can be properly tested. Turnro rewards playing on the higher difficulty by having legendary items drop, which is a great addition.
 
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