• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

The Adventures of Rowan the Wise v4.5


183891-albums3097-picture73030.png


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


183891-albums3097-picture93963.jpg

183891-albums3097-picture93970.jpg

183891-albums3097-picture93968.jpg

183891-albums3097-picture93967.jpg

183891-albums3097-picture93966.jpg

183891-albums3097-picture93965.jpg

183891-albums3097-picture93964.jpg

183891-albums3097-picture93962.jpg

183891-albums3097-picture93961.jpg
Legendary Items

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

183891-albums3097-picture103323.jpg
Gem of Regeneration
Increases the Hero's health regeneration by 2 hit points per second, and mana regeneration by 25% when worn.
183891-albums3097-picture103326.jpg
Ring of Mastery
Increases the damage of the Hero by 8 when worn. Also provides an additional 3 Strength, Agility and Intelligence.
183891-albums3097-picture103331.jpg
Seal of Protection
Increases the Strength of the Hero by 6 and armor by 3 when worn.
183891-albums3097-picture103325.jpg
Swiftwalker Boots
Increases the Agility of the Hero by 12 when worn. Also causes attacks against them to miss 15% of the time.
183891-albums3097-picture103322.jpg
Mindstaff
Increases the mana of the Hero by 250. Also grants the Hero and friendly nearby units a bonus to mana regeneration.
183891-albums3097-picture103329.jpg
Runic Bracelet
Increases the Intelligence of the Hero by 8 when worn. Also reduces Magic damage taken by 33%.
183891-albums3097-picture103330.jpg
Sapphire Necklace
Increases the Intelligence of the Hero by 12 when carried.
183891-albums3097-picture103327.jpg
Axe of the Ages
Increases the attack rate of the Hero by 15% and attack damage by 15.
183891-albums3097-picture103328.jpg
Crusader Armor
Increases the armor of the Hero by 10 when worn.
183891-albums3097-picture103332.jpg
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


183891-albums3097-picture73030.png


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




Like my content? Donate above and help support me to continue to make great Warcraft 3 campaigns


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

The Adventures of Rowan the Wise (Campaign)

Reviews
14:32, 1st Aug 2010 ap0calypse: Approved
Level 31
Joined
Dec 8, 2009
Messages
1,327
The Adventures of Rowan the Wise has received a compatibility patch as a result of the latest Warcraft 3 updates over the last year. The newer versions of Warcraft 3 have affected the campaign in many ways, including sound problems, melee balance changes, and irregular camera angles for cinematics due to widescreen support. As the result, The Adventures of Rowan the Wise has been updated to allow a more smoother play-through on the more current versions of Warcraft 3.

Note that this update is primarily for those with Warcraft version 1.29 or above. If you play Warcraft 3 on an older version, there is no need to download the campaign again. Also note that despite the update, The Adventures of Rowan the Wise is still compatible with earlier versions of Warcraft 3 from v1.26.
 
Level 3
Joined
Jan 26, 2012
Messages
41
It is a pretty nice and entertaining campaign whose humor is justified.

- The difficulty is balanced.

-lastima heroes to be very powerful units are obsolete, except in the final level.

-the plot although it makes sense has many arguments that are not justified.

-the voice actors seem to be reading a script instead of acting or taking the role of the character.

4 stars.
 
Level 1
Joined
Mar 17, 2019
Messages
1
Hello everyone,

I'm new and I've just downloaded the map but it's in W3N file and I can't find it when I try to play.

Any help please?
 
Level 31
Joined
Dec 8, 2009
Messages
1,327
Hello everyone,

I'm new and I've just downloaded the map but it's in W3N file and I can't find it when I try to play.

Any help please?


Just remember that if your Warcraft 3 version is lower than 1.28, you will not have a Warcraft II folder in your documents folder and must use the location where you installed the game instead (eg. C drive).
 
Level 2
Joined
Aug 4, 2014
Messages
11
Hi can someone give me a hand on how to get the legendary item on chapter 4 as I have searched the whole city and destroyed the base but still nothing :( , I don't know if this is a bug that wont spawn the item or what?
 
Level 6
Joined
Jul 17, 2015
Messages
67
Make sure you're playing on Hard - the Lich in the undead base drops the item. Do yourself a favor, and focus on luring him out and taking him down. That base is too well fortified and rebuilds too quickly, and (I feel) cannot be reasonably taken out with the resources available to you.
 
Level 9
Joined
Aug 26, 2017
Messages
166
It's amazing how this campaign manages to keep a fairly serious subject and then shoot itself in the foot in an attempt at comedy. The characters are odd bunch and are fairly bland to be honest, from their names to the oddly attached titles that don't fit them.
- Rowan the Wise: I haven't exactly seen him do or say anything that would warrant him the title of Wise not to mention that he never argues tactical decisions or gives others moral lessons to set them straight
- Logan the Mysterious: an elf turned vampire because of his mana addiction, there's hardly anything mysterious about him after he just openly admits that he needs to drink blood to stay sane
- Tara the Magnificent: she could have definitely used a custom model since right now she's just Jaina Proudmore's twin sister, after giving it a great amount of consideration I still don't see what makes her so magnificent except for her third skill
- Bevin the Swift: a rumored Ranger General with no personal army that is mostly known as a doomsayer
- Kevin the Mighty: a hillbilly dwarf that likes treasures and to fight and is the only character whose title fits him

There are also a LOT of weird story events and elements such as:
- Uther the Lightbringer, one of the most iconic characters in Warcraft, goes insane and starts to murder people randomly because Maiev promised him a shiny bauble. It is a shame to see such a great character turned into something like this.
- Antonidas, the most powerful Archmage in Dalaran, is an old man that tries to escape by means of a personal portal but somehow ends up in Outland smack in the middle of an Undead army. It is a shame that such a well known character was turned into something like this.
- The reason why Maiev was in Lordaeron was never explained and why she set Uther on a killing spree remains unclear and tossed aside for the rest of the story
- Mal'ganis getting kited by a Water Elemental for no real reason when Tara saves Bevin
- Arthas goes AWOL for no discernible reason and I had a very difficult time piecing together a reason as to why Arthas would betray his people and even work with Mal'ganis
- Bevin has no personal army even though he is ranked as Ranger General and some elves even treat him poorly and don't believe what he says. Even after Rowan lends him forces from the Silver Hand, Bevin hardly brings anything to aid the army except Sorceresses and Priests that could have also been provided by Logan later on.
- Arthas imprisons Bevin instead of turning him into an Undead and enslaving his will. Instead, Arthas attempts to convince Bevin to talk by nagging him over and over again and hardly results to more drastic measures.
- Bevin and Logan have no knowledge of eachother even though they are both Elves.
- Bevin didn't become a vampire like Logan did even though he must have been addicted to mana as well.
- The story shoots itself in the foot one last time at the end where King Terenas is rumored to be bit by a spider and never recovers and Rowan is named King where he gladly accepts the mantle of such an honor without too much fuss or asking nearly anything.


Despite all this, I had a great time playing it and after many attempts I've managed to beat it on Hard. The missions were challenging and rewarding at the same time on Hard. The maps were immersive and well detailed making some missions very entertaining and engaging. The person voiced Maiev did an amazing job at it. I grade this campaign with a solid 4.1/5, if it didn't shoot itself in the foot so many times story-wise it would have gotten a perfect score.
 
Level 8
Joined
Apr 14, 2011
Messages
463
Hi can someone give me a hand on how to get the legendary item on chapter 4 as I have searched the whole city and destroyed the base but still nothing :( , I don't know if this is a bug that wont spawn the item or what?
There's a Lich in the Green base, he has it.
 
Level 6
Joined
Jul 17, 2015
Messages
67
Many Words

This campaign was made many years ago with a plot intended to be a parody. Given that the creator tends to tell people not to take the plot seriously, and that I've heard that his later campaigns continue on from this story WITHOUT being written as parodies, I kinda get the feeling he regrets making it as a parody.

I absolutely agree with you if we DO take a look at the plot, though. I made a similar post expressing distaste after the first time I played. Love the gameplay, not so fond of the story.
 
Level 9
Joined
Aug 26, 2017
Messages
166
This campaign was made many years ago with a plot intended to be a parody. Given that the creator tends to tell people not to take the plot seriously, and that I've heard that his later campaigns continue on from this story WITHOUT being written as parodies, I kinda get the feeling he regrets making it as a parody.

I absolutely agree with you if we DO take a look at the plot, though. I made a similar post expressing distaste after the first time I played. Love the gameplay, not so fond of the story.

I know it was meant as a parody since the front page specifically says that. It's just that the story itself tends to be serious and maintains a certain level and then shoots itself in the foot suddenly for no real reason with poorly timed jokes or comedy attempts. I mean, Joe's Quest is a parody from beginning to end and doesn't attempt to touch a serious subject or even builds up tension which makes it perfect.
 
Level 1
Joined
Apr 14, 2019
Messages
1
Hey im curious about the deffence of dalaran mission. can I obtain a legendary item there since I aim to collect all 10 items. I did the extra objective and I killed all enemy heroes. Great campaigns btw, replaying all of them for a third time!
 
Level 31
Joined
Dec 8, 2009
Messages
1,327
Hey im curious about the deffence of dalaran mission. can I obtain a legendary item there since I aim to collect all 10 items. I did the extra objective and I killed all enemy heroes. Great campaigns btw, replaying all of them for a third time!

You will find the legendary item in Chapter 5 inside a magic vault somewhere on the map.
 
Level 2
Joined
May 23, 2017
Messages
26
A small issue (or at least inconsistency) I found on the latest (4.4) version on mission 8.
After Crypt Lord is killed, he is constantly revived and used by the Undead.
 
Level 2
Joined
May 23, 2017
Messages
26
That's intended. Anub'arak got transferred to the Undead base after he's killed for the first time.
Being intended is OK in my book, but could be exploit and is not consistent with other similar situation.
The easy part being - destroy the Undead base except few buildings - then clear the bonus. No additional spawning, this (spawning) increases the difficult without a reason, give the Undead another hero not-related to the side quest IMO if the difficult needs to stay the same.
 
Level 2
Joined
May 12, 2019
Messages
10
any tips to pass chapter 5 ? on hard ovbiously since in normal are easy and in hard are really hard and feels unbalanced (no, im not that good on rts).

my problem is when it gets to around 15 or 10 minutes left
 
Level 16
Joined
May 2, 2011
Messages
1,345
any tips to pass chapter 5 ? on hard ovbiously since in normal are easy and in hard are really hard and feels unbalanced (no, im not that good on rts).

my problem is when it gets to around 15 or 10 minutes left
hmmmm,

I remember I used lots of blizzards, + towers. but then again, I played much older version of that :p

anyway, have you checked the vid in the description?


BugReport!

First level can possibly be finished while Rowan is still at level 2 and not yet level 3 (by using divine shield and ignoring the ogres). just saying :)

its very easy to fix. put 2 or 3 more grunts in the orc camp so that mission can never end if unless rowan is at lvl 3 (this is my lazy fix). either that or trigger that when I go back to sunwell for the last time, my level will become lvl 3.

after I won, in chapter 2 Rowan forgot his learned spell devotion aura because I dont have enough points to learn it xD
 
Last edited:
Level 2
Joined
May 23, 2017
Messages
26
any tips to pass chapter 5 ? on hard ovbiously since in normal are easy and in hard are really hard and feels unbalanced (no, im not that good on rts).

my problem is when it gets to around 15 or 10 minutes left
My advises are few:

1. Economy
a) get to 50 supply ASAP, which includes plenty of workers for wood which will later be transferred to the 3 different Tower locations one by one
b) you will need 2 workers in the middle and 1 on the side ones for reconstruction and repair but don't rush them, they can be there a little bit before the gates are breached to build the towers.
c) after reaching 50 supply start working on upgrades and add few additional production buildings (+1 barracks is mandatory), always keep at least 2-3 knights and few casters, everything else for Rifleman
d) get to 80 and 100 supply respectively after the timer ticks down and you have decent pile of gold and lumber

2. Heroes
a) sell weak items at the start, the additional gold will be handy
b) Rowan should have Divine Shield level 1 and all other points should be distributed for Holy Light and Aura, saving points is good thing, because at key levels you can level up both spells simultaneously
c) Arch Mage needs levels in Blizzard, use it to clear the back-lines of the enemy waves, casters and Meat Wagons die fairly fast and the other forces are not big of a threat of their own
d) there is a shop and you can always use scrolls of healing from there
e) setting a worker on clear ground on the 3 different paths and teleport on them is the easiest and faster way to move, teleporting on towers makes your army formation really bad and clunky
f) keep Aura to Devotion and buff the knights with AM's shield-thingy, coupled later with Inner Fire and 2-3 knights can easily endure everything thrown at them without dying and Holy Light efficiency is increased by a lot
g) use AM's stun to disturb Lich's Death and Decay, focus him down with Holy Light, his Nova is scary if let alone to cast it as much as he can

3. Army
a) keep the casters away from Meat Wagon range, manually use Inner Fire and Polymorph (Inner Fire for front-row, Polymorph on Frost Wyrms and Abominations if needed)
b) focus fire with Rifleman
c) if being infected by disease turn 'off' the healing of priests, also use the Mana Fountain on the right path as long as you can after holding up wave from there, before teleport away
d) you will need one Flying Machine on that level in all cases, use it on on Hold Position at the right path - on the high ground as scout to see incoming waves before they attack

Tips & Tricks:
Cannon Towers have Fortified Armor, so they are better at stalling for time against any unit (except Meat Wagon), other towers are great to be the first in line against Meat Wagon's range. Proper tower placement can buy you a lo-o-ot of time.
Basically - put your Guard Towers first at direct line to the enemy position and Cannon first on the walking path of the enemy.

High ground position have 25% chance to be missed from low-ground ranged units, they are also hidden in the Fog of War unless they start shooting. The second part can be easily used if you spam-click the stop button. This way your towers does not reveal themselves and enemy ranged units come closer - sometimes even siege units are in range of your towers. Prioritize siege units and unarmored units (a.k.a. casters) with piercing and siege damage.
 
Last edited:
Level 2
Joined
May 12, 2019
Messages
10
My advises are few:

1. Economy
a) get to 50 supply ASAP, which includes plenty of workers for wood which will later be transferred to the 3 different Tower locations one by one
b) you will need 2 workers in the middle and 1 on the side ones for reconstruction and repair but don't rush them, they can be there a little bit before the gates are breached to build the towers.
c) after reaching 50 supply start working on upgrades and add few additional production buildings (+1 barracks is mandatory), always keep at least 2-3 knights and few casters, everything else for Rifleman
d) get to 80 and 100 supply respectively after the timer ticks down and you have decent pile of gold and lumber

2. Heroes
a) sell weak items at the start, the additional gold will be handy
b) Rowan should have Divine Shield level 1 and all other points should be distributed for Holy Light and Aura, saving points is good thing, because at key levels you can level up both spells simultaneously
c) Arch Mage needs levels in Blizzard, use it to clear the back-lines of the enemy waves, casters and Meat Wagons die fairly fast and the other forces are not big of a threat of their own
d) there is a shop and you can always use scrolls of healing from there
e) setting a worker on clear ground on the 3 different paths and teleport on them is the easiest and faster way to move, teleporting on towers makes your army formation really bad and clunky
f) keep Aura to Devotion and buff the knights with AM's shield-thingy, coupled later with Inner Fire and 2-3 knights can easily endure everything thrown at them without dying and Holy Light efficiency is increased by a lot
g) use AM's stun to disturb Lich's Death and Decay, focus him down with Holy Light, his Nova is scary if let alone to cast it as much as he can

3. Army
a) keep the casters away from Meat Wagon range, manually use Inner Fire and Polymorph (Inner Fire for front-row, Polymorph on Frost Wyrms and Abominations if needed)
b) focus fire with Rifleman
c) if being infected by disease turn 'off' the healing of priests, also use the Mana Fountain on the right path as long as you can after holding up wave from there, before teleport away
d) you will need one Flying Machine on that level in all cases, use it on on Hold Position at the right path - on the high ground as scout to see incoming waves before they attack

Tips & Tricks:
Cannon Towers have Fortified Armor, so they are better at stalling for time against any unit (except Meat Wagon), other towers are great to be the first in line against Meat Wagon's range. Proper tower placement can buy you a lo-o-ot of time.
Basically - put your Guard Towers first at direct line to the enemy position and Cannon first on the walking path of the enemy.

High ground position have 25% chance to be missed from low-ground ranged units, they are also hidden in the Fog of War unless they start shooting. The second part can be easily used if you spam-click the stop button. This way your towers does not reveal themselves and enemy ranged units come closer - sometimes even siege units are in range of your towers. Prioritize siege units and unarmored units (a.k.a. casters) with piercing and siege damage.



i wonder how im gonna resolve the lich problem since my problem was always him with the banshees putting that antimagic shield and the mass amount of siege.

so devotion aura ok i was using the dmg return aura since it wasnt so clear if it affected everyone or just melee or what.

i always rush a second barrack

didnt though about rushing many workers

and specially about towers i´ve never gave a damn since i always if i do them are the standart ones
 
Level 2
Joined
May 23, 2017
Messages
26
@sorrowzs:
Lich can be stunned by Archmage, she has a stun spell on "F". While damage needs to break the shell, stun persist (if you are worried about the Death and Decay).
Nuking with Holy Light is also quite effective, doing 400 damage per cast on 5-6 second cooldown, basically - both spells and focus from 6-8 rifles is how you can kill him in 6-7 seconds (or two casts of Holy Light and every bit of damage in-between), despite Anti-Magic Shield.

Command Aura affects only melee units, which is not that good during this campaign. Most battles don't have the space for a big melee army aside from perhaps the last level, but I still prefer to have just few melee units just to soak damage and have a big bunch of ranged units dealing damage. Devotion Aura is very strong and increase the survivability of front-line troops, especially if coupled with other armor increasing abilities.
All that armor synergy very well with Holy Light, because each point of health 'behind' so much armor is much more valuable when facing non-spell damage.

Well, you need just the right amount of workers so you can have enough resources to do fuel all of your production and upgrading buildings simultaneously and few of them building and repairing towers.
The Cannon Towers have Fortified armor as already written in previous comment, while Guard Tower have Heavy armor.
Fortified armor is very effective against anything except Siege damage, so those towers can buy you a lot of time, more then enough for your army to move and regroup properly after a teleport. Even if you lose 1-2 towers per attack and lose no units because of that - it's all worth it, you can always re-build during down time.
If you are not aware you can check the damage reduction of different armors in Liquipedia warcraft/Armor_and_Attack_types, but basically fortified reduce 30% out of any normal damage and 65% from piercing and magic.

Keeping all waves separated makes it much easier to suppress them, once they start grouping (if you lose the tower-positions) becomes a lot harder.

Rowan the wise 05.flv

Sharing a video of how I manage to win, it's on older version of the map, but I don't believe the changes are that big anyway. (it was recorded on 2th September 2017). Too lazy to record a new one.
 
Last edited:
Level 2
Joined
May 12, 2019
Messages
10
@sorrowzs:
Lich can be stunned by Archmage, she has a stun spell on "F". While damage needs to break the shell, stun persist (if you are worried about the Death and Decay).
Nuking with Holy Light is also quite effective, doing 400 damage per cast on 5-6 second cooldown, basically - both spells and focus from 6-8 rifles is how you can kill him in 6-7 seconds (or two casts of Holy Light and every bit of damage in-between), despite Anti-Magic Shield.

Command Aura affects only melee units, which is not that good during this campaign. Most battles don't have the space for a big melee army aside from perhaps the last level, but I still prefer to have just few melee units just to soak damage and have a big bunch of ranged units dealing damage. Devotion Aura is very strong and increase the survivability of front-line troops, especially if coupled with other armor increasing abilities.
All that armor synergy very well with Holy Light, because each point of health 'behind' so much armor is much more valuable when facing non-spell damage.

Well, you need just the right amount of workers so you can have enough resources to do fuel all of your production and upgrading buildings simultaneously and few of them building and repairing towers.
The Cannon Towers have Fortified armor as already written in previous comment, while Guard Tower have Heavy armor.
Fortified armor is very effective against anything except Siege damage, so those towers can buy you a lot of time, more then enough for your army to move and regroup properly after a teleport. Even if you lose 1-2 towers per attack and lose no units because of that - it's all worth it, you can always re-build during down time.
If you are not aware you can check the damage reduction of different armors in Liquipedia warcraft/Armor_and_Attack_types, but basically fortified reduce 30% out of any normal damage and 65% from piercing and magic.

Keeping all waves separated makes it much easier to suppress them, once they start grouping (if you lose the tower-positions) becomes a lot harder.

Rowan the wise 05.flv

Sharing a video of how I manage to win, it's on older version of the map, but I don't believe the changes are that big anyway. (it was recorded on 2th September 2017). Too lazy to record a new one.


thanks , ive won thanks to your advise even tho i didnt do much towers at all, i almost lost i made janna tank in the last seconds while uther healed her cuz he was with 100 hp , janna died and uther survived by little and the IA just focused me instead of entering so gg (i was at the side of the last gate)

now im at chapter 10... idk how im gonna win it tho 3 bases to manage? dang
 
Level 2
Joined
May 23, 2017
Messages
26
@sorrowzs:
You are welcome !

At Chapter 10. First - build sturdy defenses and gather your heroes (with staff of teleport you can easily do it, passing it into the Mountain King and Mass Teleport the human Heroes and army to the elf base).
With ~100 limit of army (50 from Human and 50 from Elf) and all heroes, you can relatively easy breach the first Undead base, then hold any attacks from there.

Thing to consider - somewhat of a 'cheat' for me - slow the game speed for easier management (be it base or combat).
A big group of long ranged siege units with few sturdy melee, decent group of ranged to clear any air or passing (the front line) enemies and few casters for support can clear any base in seconds.

That's usually my battle-plan for all campaigns which I played.
 
Level 2
Joined
May 12, 2019
Messages
10
@sorrowzs:
You are welcome !

At Chapter 10. First - build sturdy defenses and gather your heroes (with staff of teleport you can easily do it, passing it into the Mountain King and Mass Teleport the human Heroes and army to the elf base).
With ~100 limit of army (50 from Human and 50 from Elf) and all heroes, you can relatively easy breach the first Undead base, then hold any attacks from there.

Thing to consider - somewhat of a 'cheat' for me - slow the game speed for easier management (be it base or combat).
A big group of long ranged siege units with few sturdy melee, decent group of ranged to clear any air or passing (the front line) enemies and few casters for support can clear any base in seconds.

That's usually my battle-plan for all campaigns which I played.

ahh the slow , i used it on chapter 5 when i tried the first time and i got to 5 minutes (i lost) and the AI had problems in starting to attack, it started at 20 minutes lol.
 
Level 2
Joined
May 23, 2017
Messages
26
@sorrowzs:
I don't think delay on enemy attacks on chapter 5 to be related to game-speed slow. It happened to me (played the map plenty of times to check different strategies and builds) few times despite not slowing down the game.
 
Level 2
Joined
May 23, 2017
Messages
26
@Yuefang:
Won't be able to check right now, but keep in mind that the newest WC3 patch make a lot of custom triggers just crashing the whole game.
Happens in multiple custom maps and campaigns.
 
Level 2
Joined
May 23, 2017
Messages
26
@map designer:
I have experience with "Founding of Durotar" vanilla campaign and Malfurion's Quest from Turnro (where Glaive Thrower make the WC3 crash), but basically some triggers crash the game in the newest patch.
 
Level 10
Joined
Dec 11, 2009
Messages
234
Completed on Hard and found all 10 legendary items.
At first I missed one in Chapter 5, since there wasn't much time to explore (had to load back from the next level).
Chapters 5 and 10 were the hardest, of course. Didn't have much problem with everything else.

Abilities hotkeys are good, but new build hotkeys are confusing, not sure if it was the best decision.

Bumped into several lazy invisible walls at bridges (Chapter 1 and some other).

Secrets with teleporting to rats and such were neat (Chapter 6).

Voice acting was bad in a few moments, but otherwise fine for the most time.
Btw, Nathan the Mighty sounds like Fire Marshall Bill from "In Living Color".

As for story, it's hard to criticize with this whole "parody" approach in mind.
Made me smile a few times, but it's kind of silly. I was expecting more twists and crazy stuff.
 
Level 1
Joined
Aug 5, 2019
Messages
5
Well, I just finished this right now. It's amazing how someone can do such a great work and allow people like me to have so much fun! Great campaign, the voices are a little weird but in the end everything fits. Thanks for this!
 
Level 1
Joined
Apr 15, 2015
Messages
1
I find the campaign very interesting, good job!

I still can't find the legendary item in chapter 3? I killed the orc and the undead base as the main quest demands. I even used iseedeadpeople in the end to see what i missed, only to see i cleared everything.. help
(And i play on hard ofc)
 
Level 8
Joined
Apr 14, 2011
Messages
463
I find the campaign very interesting, good job!

I still can't find the legendary item in chapter 3? I killed the orc and the undead base as the main quest demands. I even used iseedeadpeople in the end to see what i missed, only to see i cleared everything.. help
(And i play on hard ofc)
Near the High Elfs base there's a path.
 
Level 12
Joined
Mar 4, 2014
Messages
204
Just finished replaying this campaign and i had a blast!

It was a great adventure with lots of epic fights and an interesting story,but the most amazing thing about this campaign was certainly the Comedy! Oh boi i haven't seen in my life such well executed comedic skits in any other game/campaign i have played so far!
My favorite comedic part was the one with Antonidas and his wizards,it was one of the best things i've saw, pure comedy, the overall jokes reminds me of the legendary Monty Python (The king of comedy).

Oh and of course how could i forget about the awesome job the people with the voice acting did, It was such an awesome surprise to hear them, the overall script and jokes surely benefited greatly because of that, props to them, they did a great job! My favorite was Rowan,i could listen to him talk all day and not get bored. :grin:

In terms of balance/negatives/bugs i haven't found much to be honest,i played all missions on hard and they were great, maybe in the last mission the fact that the undead heroes revive super fast near the Frozen throne might be a bit inconvenient and hard to get through, but alas i managed to kill it in 3 attacks losing my heroes multiple times, I suggest reducing the revive time for the undead heroes to make that mission less annoying.

Overall the campaign was awesome and it definitely became one of the classics campaigns that are a Must to play!:thumbs_up:
 
Level 1
Joined
Oct 2, 2019
Messages
2
I just signed up to say this:

Hi Turnro!

I played this campaign many years ago and I remembered it so fondly I had to play it again. I was pleasantly surprised to see you kept supporting and updating it! I had a blast playing through it again, Hard mode is not as frustrating as it was back then but still a challenge. I wanted all those legendary items and I got them! The voices are better than I remembered and the whole campaign seems to have higher production values now.

Congratulations on an amazing job! I wish there were more people with your skill and dedication providing us with Blizz-like campaigns :peasant-grin:

To give something back and help polishing this campaign even more, I caught some typos in the cinematics I will list here, should you wish to correct them some day (I will try and give some context for each one but I wasn't able to transcribe whole sentences):



Chapter 1: The Silver Hand

-Lord Nicholas Buzan talking to Rowan: ..."I will give you tasks to fulfil"... It should be " tasks to fulfill". Also, I think you should change all "the light" references to "the Light", when speaking about the mystic energy and not simple generic light.

Chapter 2: Arthas' Request

-Rowan when speaking about Uther to Arthas: ..."Uther has fallen to the invaders tricks"... It lacks an apostrophe somehwere, should be either "invader's" or " invaders' ".
-At the ending cinematic, the guy who appears is named "Emissary" but Rowan calls him "Chaplain".

Chapter 3: A New Enemy

-Blademaster talking to Rowan: ..."I knew you dogs will fall for my trap"... It should be "would" fall.
-The elf Captain talking to Rowan about Bevan: ..."he's attempting to incite fear amongst the villages"... It should be "amongst the villagers", I think.

Chapter 4: Betrayal

-The dwarf Rifleman talking to Bevan: his voiceover says ..."to help find any survivors"... but it reads "to help find the survivors".
-Arthas talking to Bevan: ..."I need to get pass the defenses"... It should be "past the defenses". ..."your new body guards"... It should be "bodyguards".

Chapter 5: The Invasion of Dalaran

Tara the "Magnificant" should be Tara the "Magnificent"! It's quite amazing nobody pointed this out yet!
-Antonidas talking to Rowan: ..."do not get passed this gate"... It should be "past this gate".

Interlude: Portal to the Damned

-Landazar talking to his fellow archmage: ..."it's ever man and horse for himself"... It should be "every man".
-Arthas talking to Antonidas: ... "I thought you would be more cunning then that"... It should be "than that".

Chapter 6: Underground Mayhem

-Tara in one of the brief cinematics after you arrive at a collapsed tunnel entrance: ... "it must be from the affects overtime"... Double typo here, it should be "effects over time".
-Tek when you first meet him: ..."my trusted body guard"... should be "bodyguard" and a bit later his voiceover correctly says ..."to get rid of those stupid Draenei"... but it reads "to get of those stupid Draenei".

Chapter 7: Curse of the Blood Elves

-Logan when explaining their curse to Rowan: ..."we still have its powers"... It should be "we still had its powers".

Chapter 8: Dwarven Refuge

-Rowan talking to Nathan when they arrive at the dwarven base: ..."how do you survive the undead". It should be "how did you survive".
-Nathan talking to Rowan in the same cinematic: ..."my attempts to attack so far have failed"... It should be "my attempt to attack it so far have failed". A bit later: ..."valuable supplies I found for my expedition"... It should be "found on my expedition".

Chapter 9: Siege Hunt

-Nathan to Rowan at the starting cinematic: ..."it must of been taken over"... It should be "it must have been".
-Nathan to Rowan when you find the Engines: ..."none of them looked damaged"... It should be "none of them looks damaged".

Interlude: The Alliance's Reunion

-Logan to Rowan: ..."I am sorry if we had disturbed you"... It should be "we have disturbed you".
-Rowan to his troops: "Head my voice!"... It should be "Heed my voice". A bit later: ..."we are humanities only hope"... It should be "humanity's only hope".

Chapter 10: The Frozen Throne

-Rowan: "May the light be with us all". As I said at the beginning, I think it's better to capitalize it.

Epilogue: Living in Glory

-Rowan to Admiral Proudmoore: ..."I thought you were on navel patrol"... It should be "naval patrol".


Phew! I'm sure I didn't catch them all but here you go.

Thanks for all your effort and keep up the great work!
 
Last edited:
Level 31
Joined
Dec 8, 2009
Messages
1,327
Just finished replaying this campaign and i had a blast!

It was a great adventure with lots of epic fights and an interesting story,but the most amazing thing about this campaign was certainly the Comedy! Oh boi i haven't seen in my life such well executed comedic skits in any other game/campaign i have played so far!
My favorite comedic part was the one with Antonidas and his wizards,it was one of the best things i've saw, pure comedy, the overall jokes reminds me of the legendary Monty Python (The king of comedy).

Oh and of course how could i forget about the awesome job the people with the voice acting did, It was such an awesome surprise to hear them, the overall script and jokes surely benefited greatly because of that, props to them, they did a great job! My favorite was Rowan,i could listen to him talk all day and not get bored. :grin:

In terms of balance/negatives/bugs i haven't found much to be honest,i played all missions on hard and they were great, maybe in the last mission the fact that the undead heroes revive super fast near the Frozen throne might be a bit inconvenient and hard to get through, but alas i managed to kill it in 3 attacks losing my heroes multiple times, I suggest reducing the revive time for the undead heroes to make that mission less annoying.

Overall the campaign was awesome and it definitely became one of the classics campaigns that are a Must to play!:thumbs_up:

Glad to hear you enjoyed the campaign :)

I just signed up to say this:

Hi Turnro!

I played this campaign many years ago and I remembered it so fondly I had to play it again. I was pleasantly surprised to see you kept supporting and updating it! I had a blast playing through it again, Hard mode is not as frustrating as it was back then but still a challenge. I wanted all those legendary items and I got them! The voices are better than I remembered and the whole campaign seems to have higher production values now.

Congratulations on an amazing job! I wish there were more people with your skill and dedication providing us with Blizz-like campaigns :peasant-grin:

To give something back and help polishing this campaign even more, I caught some typos in the cinematics I will list here, should you wish to correct them some day (I will try and give some context for each one but I wasn't able to transcribe whole sentences):



Chapter 1: The Silver Hand

-Lord Nicholas Buzan talking to Rowan: ..."I will give you tasks to fulfil"... It should be " tasks to fulfill". Also, I think you should change all "the light" references to "the Light", when speaking about the mystic energy and not simple generic light.

Chapter 2: Arthas' Request

-Rowan when speaking about Uther to Arthas: ..."Uther has fallen to the invaders tricks"... It lacks an apostrophe somehwere, should be either "invader's" or " invaders' ".
-At the ending cinematic, the guy who appears is named "Emissary" but Rowan calls him "Chaplain".

Chapter 3: A New Enemy

-Blademaster talking to Rowan: ..."I knew you dogs will fall for my trap"... It should be "would" fall.
-The elf Captain talking to Rowan about Bevan: ..."he's attempting to incite fear amongst the villages"... It should be "amongst the villagers", I think.

Chapter 4: Betrayal

-The dwarf Rifleman talking to Bevan: his voiceover says ..."to help find any survivors"... but it reads "to help find the survivors".
-Arthas talking to Bevan: ..."I need to get pass the defenses"... It should be "past the defenses". ..."your new body guards"... It should be "bodyguards".

Chapter 5: The Invasion of Dalaran

Tara the "Magnificant" should be Tara the "Magnificent"! It's quite amazing nobody pointed this out yet!
-Antonidas talking to Rowan: ..."do not get passed this gate"... It should be "past this gate".

Interlude: Portal to the Damned

-Landazar talking to his fellow archmage: ..."it's ever man and horse for himself"... It should be "every man".
-Arthas talking to Antonidas: ... "I thought you would be more cunning then that"... It should be "than that".

Chapter 6: Underground Mayhem

-Tara in one of the brief cinematics after you arrive at a collapsed tunnel entrance: ... "it must be from the affects overtime"... Double typo here, it should be "effects over time".
-Tek when you first meet him: ..."my trusted body guard"... should be "bodyguard" and a bit later his voiceover correctly says ..."to get rid of those stupid Draenei"... but it reads "to get of those stupid Draenei".

Chapter 7: Curse of the Blood Elves

-Logan when explaining their curse to Rowan: ..."we still have its powers"... It should be "we still had its powers".

Chapter 8: Dwarven Refuge

-Rowan talking to Nathan when they arrive at the dwarven base: ..."how do you survive the undead". It should be "how did you survive".
-Nathan talking to Rowan in the same cinematic: ..."my attempts to attack so far have failed"... It should be "my attempt to attack it so far have failed". A bit later: ..."valuable supplies I found for my expedition"... It should be "found on my expedition".

Chapter 9: Siege Hunt

-Nathan to Rowan at the starting cinematic: ..."it must of been taken over"... It should be "it must have been".
-Nathan to Rowan when you find the Engines: ..."none of them looked damaged"... It should be "none of them looks damaged".

Interlude: The Alliance's Reunion

-Logan to Rowan: ..."I am sorry if we had disturbed you"... It should be "we have disturbed you".
-Rowan to his troops: "Head my voice!"... It should be "Heed my voice". A bit later: ..."we are humanities only hope"... It should be "humanity's only hope".

Chapter 10: The Frozen Throne

-Rowan: "May the light be with us all". As I said at the beginning, I think it's better to capitalize it.

Epilogue: Living in Glory

-Rowan to Admiral Proudmoore: ..."I thought you were on navel patrol"... It should be "naval patrol".


Phew! I'm sure I didn't catch them all but here you go.

Thanks for all your effort and keep up the great work!

Thanks for the list of typos. It is rare to receive feedback like this, and I am happy to apply the spelling fixes once Reforged comes out.
 
Level 13
Joined
Feb 3, 2019
Messages
802
Ok, Malfurion's Quest inspired me to replay this campaign after many years. It's version 1.31.1.something, on hard difficulty. I must say I'm impressed:
  • The terrain was nailed again. I must say it's amazing how terrain is on Blizzard's level.
  • Loved all the different heroes.
  • Having godtier powerful level 20 heroes is an awesome mechanic.
  • Loved that you play all three races humans, elves and dwarves in separate chapters.
  • The Campaign was hilarious. It's so hilarious. Nathan's voice was the most funny thing in the campaign. Well done.
  • Haven't encountered a single bug in the game play, which is really impressive. The only bugs I encountered were that Rowan and Antonidas were talking behind the open door, and another like that in chapter 7 or the interlude where Tara saves Bevan.
It was also enourmously challenging on hard, a lot harder than Malfurion's Quest. Chapter 10 especially.
Few suggestions though:
  1. Legendary items could use a different model to set them apart from other items(e.g Blue Treasure Chest), it's not acctually my idea I saw it in another campaign (Day of the Dragon), but I doubt anyone would mind cause it's a really good idea.
  2. In chapters 3 and 7, the song "Lament of the Highborne" is played as the backround music. Imo it really doesn't fit the campaign. It's too melancholic for a parody campaign, and it's Sylvanas's theme song, and here she is a funny enemy and the song doesn't really fit. Maybe change it with some other themes from WoW(e.g Eversong Woods theme, Sylvermoon theme or Blood Elf theme).
  3. When you control the elves, you have only elven units. When you control the dwarves, you only have dwarven units. And when you control the humans, you have a mix. Maybe change the Sorceress in chapter 5 with the Hydromancer from Rexxar campaign(Crushing wave is far more useful than invisibility), and give the Priest Chaplin model. That way they would look like the Kirin Tor a lot more. Also change the Riffleman with human archer. In chapter 10 in Rowan's base change the Sorceress with the Hydromancer, Priest with the Chaplin, Rifflemen with Human Archer and Mortar Team with Catapult/Cannon,
  4. Would you consider making High Elves playable in chapter 4, changing all human and dwarven units with high elven ones. They would fit perfectly and would have a playable chapter. You can find the shades using Arcane Tower's Reveal.
And another question. Are the other three campaigns meant to be parodies? Because Malfurion's Quest really doesn't seam like one.
 
Last edited:
Top