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The Adventures of Rowan the Wise v4.5


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

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

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





Features

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

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

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

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

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

New Background Music throughout Campaign

Variable Difficulty Levels, and much more!


Screenshots


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Legendary Items

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

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


Change Log

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


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


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


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


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



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



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



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



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



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

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

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

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

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

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

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



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

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

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

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

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



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

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

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

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

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

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



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



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



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



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


Other Campaigns in Turnro’s Warcraft 3 Series


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


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STORY, MAP DESIGN AND DEVELOPMENT: Turnro

LOGO DESIGN: carlvic

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


Ixmil
Arthas Menethil
Nathan the Mighty
Mal’Ganis
Raider


AnonymousOne
Bevan the Swift

bettylou
Tara the Magnificent
Huntress


Drathicus
Logan the Mysterious

Holly Lindin
Maiev Shadowsong

Pr0nogo
Lord Nicholas Buzan
Blademaster
Demon Summoner


Cord Grabarz
Rifleman
Chaplain
Spell Breaker


Mega Pieman
Shield Breaker

Johannes Envall
Priest

MODELS
JetFangInferno
Olofmoleman
Mr. Bob
Red XIII
R.A.N.G.I.T
Tranquil
Burning_Dragoon5
Norinrad
Ultimata
Lender
Mc
EviL_BuddhA
Ket
General Frank
SinisterX


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


ICONS
Blizzard Entertainment
Mc
Olofmoleman
R.A.N.G.I.T
Norinrad
Grey Archon
General Frank
Tenebrae
CRAZYRUSSIAN
Coinblin
PeeKay
kola
NFWar
Naro


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


Special Thanks:
map designer
Daffa the Mage
TDA
-Kobas-
Olivertkf
lightning brigade
252542477
Kiamati
Footman16
Shigu




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

The Adventures of Rowan the Wise (Campaign)

Reviews
14:32, 1st Aug 2010 ap0calypse: Approved
Level 31
Joined
Dec 8, 2009
Messages
1,326
But the site shows current which is for post 1.28.

The site bases its recommended version based on the latest patch the campaign was saved on. At the moment, maps do not work with earlier versions of Warcraft 3 only if they utilize World Editor features that are only available with later versions. The Adventures of Rowan the Wise was created using v1.26 and hasn't changed much since the latest updates so it should still work.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,802
The site bases its recommended version based on the latest patch the campaign was saved on. At the moment, maps do not work with earlier versions of Warcraft 3 only if they utilize World Editor features that are only available with later versions. The Adventures of Rowan the Wise was created using v1.26 and hasn't changed much since the latest updates so it should still work.
Fair, the 1.27 version sees it and the first chapter loads. Did not test the others.
 
Level 4
Joined
Jul 13, 2017
Messages
30
I just finished the campaign in hard, and i must say.. the maps are really well made and the ideas are well done. Tara and Proudmoore have the best voice acting. Overall its a fun campaign to say the least. The only criticism i have is the pace of the story, and the plot. There could have been more maps to be played to really make the experience feel full. For example, Bevan and Tara's journey to Northrend. I think this campaign has room to improve and make things more interesting. I can see an expansion from the current 10 maps, to atleast 14-15 maps. 8/10 for me
 
Level 5
Joined
Aug 31, 2018
Messages
64
After replaying this awesome campaign I must say that the chapters are a bit too easy later on. The legendary items are very good and give a lot of stats.
I also level up attributes asap with Rowan and the elf. Also teleporting is really strong on chapter 5 and the cooldown is only 20 seconds.
I would increase the CD to at least 60 seconds at level 1.

edit: I am someone who comes from DotA and Dota 2.
I don't expect this kind of balance of course but it won't hurt also.
I like the hero concept and that you have a lot of spells to choose.
I also like the attributes but I think they should give 2 to each stats and not 3.
3 times 4 and you have 12 to each stat which is insane in Warcraft 3.
Combined that with legendary items and you are simply overpowered.
With the nerf you would only have 8 to each stat and its still very good.
I also would nerf Ring of Mastery from +3 to all stats to +2 to all stats for example.
I give it 4*.

edit2: I would completely remove the runes that drop in the chapter where u are in the Dalaran dungeon.
Reason: Rowan has very high hp regen already with the legendary Gem and Tara provides more than enough Mana with Mindstaff.
U need to chill sometimes to enjoy the game and here you can just rush through.
The runes are completely unnecessary in the chapter imo.

edit3: I really like that you have to use the pocket factory from the tinker and the teleport spell to
get through to certain items. Well done.

edit4: I will give a short summary when I am done with this campaign.
Though I can't give it more than 4* because I am not satisfied with the challenge here.
It could be a lot harder.

edit5: Chapter 8 was good. This was harder than I thought and I needed to restart the mission to complete it. Still I think the heroes are way too powerful with the items. I did easily defend the attacks from the enemy Undead stronghold with my 3 heroes alone. Flame Strike was really useful from Logan and combined with banish it did very high damage. Also banish -> hammer throw -> holy light on a frost wyrm and he was good as dead.

edit6: Rowan's "Holy Light" should be nerfed. It only cost 65 mana on all levels. It is just too good. Make it scale like 65/75/85/95. This is really a decent nerf and enough to make it more interesting.
You don't need any mana or int items to spam heal and you can just stay behind.
I am on Chapter 9 and I did the faceless ones quest with the arena.
Also Retribution Aura is really strong on that one but I didn't even need it.

edit7: I really like the voice acting and Cinematic in general.
The riddles/use of certain spells to find/get into hideouts were well done and nearly in every corner there were some creature which dropped loot.
I like it. The music is also great and fitting. I am on Chapter 10 now and it's an Epic Finale Battle.
I have to control now 5 heroes and 3 bases which is a decent challenge.
The last chapter took me 1 hour and 37 minutes. It was a really good chapter.
Destroying the Lich King was not so easy at first :D. Well done.
 
Last edited:
Level 31
Joined
Dec 8, 2009
Messages
1,326
Hey guys! The end of 2019 is upon us, and the time has come for me to give in update in regards to the development of Malfurion's Quest. In addition, I also need to inform you all how my campaign series will be affected by the release of Warcraft 3: Reforged.


Enjoy the video and I look forward to continue making Warcraft 3 content in 2020 :)
 
Level 3
Joined
Jan 11, 2020
Messages
20
Nice custom campaign.But I expected a serious plot,maybe an interesting alternate take on the third war.Should've expected this since it was classified as a parody.I got turned off by the time of second mission.
 
Level 2
Joined
Jun 6, 2020
Messages
13
Hi, I'm new to this forum and would try to play this campaign on my Warcraft TFT 1.27b. It works on it or there is any version i can get to try this?
 
Level 4
Joined
Apr 4, 2020
Messages
19
Hi Turnro! Amazing campaign. Great job. I'm now playing in Hard difficulty to try getting the Legendary Items. I'm currently on mission 4 and I have a suggestion. Review the balance of the units in this mission in next updates. It is unfair for the undead base to have the necromancer + meat wagon combo and you no siege units to counter this.
I imagine that you made the base this way so that the player cannot destroy it. But it is always good to have the option to defeat all enemies on the map, even on Hard difficulty.
I hope you will consider my humble suggestion. :peasant-thumbs-up:
 
Level 7
Joined
Aug 5, 2018
Messages
62
The undead base can be destroyed in that chapter. But it's extremely hard.

If I'd change something in balance, it's the last mission, where eliminating all enemy bases make things harder, not easier...
 
Level 4
Joined
Apr 4, 2020
Messages
19
I did it, guys. Really, It's very hard to destroy the green undead base in mission 4, but it's possible. It's very tricky too to lure the Lich out of the base. If the difficulty only increases during the campaign, I already predict that I will have an aneurysm in the last mission. haha :goblin_boom:

WC3ScrnShot_060720_221635_01.png
 
Level 4
Joined
Apr 4, 2020
Messages
19
Yes. I was so traumatized by the necromancers raising skeletons all the time that I trained a lot of priests and started spamming dispel magic like it was the end of the world. I was so tense that I was using the dispel on ghouls, thinking they were skeletons. haha :ogre_hurrhurr:
Another thing, I come across a hilarious bug. I just finished the mission 5 (defend Dalaran). In the final cutscene, Rowan and Tara try to cross the last door, but only Tara succeeds and the door closes leaving Rowan outside with the Undead. haha :goblin_jawdrop:
The cutscene then proceeds as if everything is normal and Rowan were there beside Tara.

WC3ScrnShot_060820_022220_01.png

Edit: I just finished the last mission on Hard. Excellent campaign. Voice acting adds a special flavor to the quality in general. Too bad that not all custom campaigns have this feature. It improves the experience a lot. Congratulations on the good work, Turnro.
 

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Level 4
Joined
Oct 20, 2020
Messages
18
Ok, going to write a little review of this as I recently played it. I'll take it mission by mission.

Chapter 1:
-The custom voice acting! Truly a treat. I really appreciate the effort that must have gone into it, so I'll try not to criticize it. So far Rowan sounds pretty good!
-Fun mechanics with learning new skills and performing tasks.
-I love the way that you modified Divine Shield.
-The aura-switching ability is a little weird. I didn't really understand how it affected my mana pool at first.
-Solid introductory level.

Chapter 2:
-The objective of building/upgrading your base in time for Arthas's arrival was a creative and unique aspect that I haven't seen before! Pretty tricky too.
-The Uther/chicken plot point was funny as hell, but one thing I didn't understand was if he was always an idiot (if he was, how did he become leader of the Silver Hand?) or if he suddenly went insane.
-Some more elaboration on the motives of Maeiv and the Night Elves would have been nice.

Chapter 3:
-I liked exploring Quel'thalas, always great to see it and the High Elves in a campaign.
-Bevan's abilities are cool.
-That Blademaster was great.
-Good bait-and-switch with the Orcs and the Undead.
-Not much else to say, just good fun.

Chapter 4:
-Interesting splitting of the main characters. I liked only having Bevan in this mission.
-The Shade quest was pretty creative.
-Decently challenging without being overwhelming.
-More of Silvermoon and the High Elves=good
-Seemed a little strange how fast the situation escalated-in the last mission the undead had just arrived and were a fairly minor, albeit mysterious, threat and seemingly just a few hours later Silvermoon has been destroyed?

Chapter 5:
-Pretty tough! The only way I could beat it was with smart use of Tara's Mass Teleport.
-Tara's voice was awesome.
-Tara could have benefited from a custom model.
-Cool level design.
-Antonidas and the Archmages' character derailment was funny, but if they were such selfish assholes, how did they get into such positions of power?

Chapter 6:
-Loved the Draenei Idiots (even though they felt a little out of place).
-The use of the two Goblin heroes was fun.
-Some fun secrets accessible by clever use of mass teleport, but I managed to soft-lock myself at the first rat helper as I had no way to teleport back to the main area, I had to reload and move Rowan all the way across the room in order to make it work.
-Rowan felt a little bit weak in this mission, due to the absence of healers. Divine Shield seems to have been made to last a shorter time and have a longer cooldown, so that made it a little tough to keep Rowan alive at some points.

Chapter 7:
-The timed segment where you have to find the Demon Summoner was challenging and fun. I liked all the false paths that just led to items.
-Boss battle with Arthas was impressive.
-Logan could have used a custom model.
-No problem with the change from having the Blood Elves be addicted to magic to being addicted to blood, but it doesn't really show up again aside from the initial mention of it.
-Pretty challenging. Sylvanas attacked often with huge amounts of troops. This lent itself to interesting gameplay.
-Loved the modified Blood Elf tech tree with the new custom models.

Chapter 8:
-Nathan's voice was kinda weird, didn't really sound Dwarflike but I will admit it grew on me.
-The Dwarf tech tree was cool, loved the custom models.
-Cool to see Anub'arak.

Chapter 9:
-Fun breather level.
-The inclusion of the Nerubians and the Faceless Ones felt logical and not out-of place.
-Some enjoyable puzzles and moving elements helped spice up the gameplay.
-Could have maybe included a hint that you might want to keep your ranged units alive so as not to miss out on some items later.
-Boss battles against the Faceless Ones were creative.

Chapter 10:
-A lot of fun! Really liked the epic feel of the level.
-Very satisfying to attack the Undead on three fronts.
-Felt like a satisfying culmination of the entire campaign.
-The reviving heroes at the frozen throne felt a little like overkill. Would have preferred just having to fight them once and then have only the throne itself attacking you, or to at least have the throne take longer to revive them. It basically forced me to use unconventional attack methods, such as massing siege units to attack from a distance while the heroes acted as meat shields.

Final remarks:
-Custom music was great.
-Worked perfectly on version 1.26 Mac.
-Going up to level 20 was really cool.
-Story and characters were a little light, but as this was a parody it doesn't really matter.
-Some spelling and grammar mistakes here and there, but not enough to distract from everything else.
-All in all great work! I'll give this campaign a 4.5 out of 5. Thank you!
 
Level 16
Joined
May 2, 2011
Messages
1,345
the link for Resurrection of the Scourge is unclickable for me (the middle picture). am I the only one?

also,
I wish link to the model creators where provided. Here are the ones I found (there are 4 who I could not find their profile)
JetFangInferno
olofmoleman
Red XIII
Tranquil
Burning_Dragoon5
Norinrad
Lender
EviL_BuddhA
Ket
https://www.hiveworkshop.com/members/general-frank.127492/#resources


There are some Which I could not find:
Mr. Bob
R.A.N.G.I.T
Ultimata (searched all names with ultima- and still only one mini map is found)
Mc
SinisterX
 
Level 31
Joined
Dec 8, 2009
Messages
1,326
the link for Resurrection of the Scourge is unclickable for me (the middle picture). am I the only one?

also,
I wish link to the model creators where provided. Here are the ones I found (there are 4 who I could not find their profile)
JetFangInferno
olofmoleman
Red XIII
Tranquil
Burning_Dragoon5
Norinrad
Lender
EviL_BuddhA
Ket
https://www.hiveworkshop.com/members/general-frank.127492/#resources


There are some Which I could not find:
Mr. Bob
R.A.N.G.I.T
Ultimata (searched all names with ultima- and still only one mini map is found)
Mc
SinisterX

Yeah, I think I forgot to provide the link when adding in the dreadlord image.

In regards to the list of creators, it is possible their accounts do not exist on Hive anymore, or I may not have spelt their names correctly.
 
Level 16
Joined
May 2, 2011
Messages
1,345
Yeah, I think I forgot to provide the link when adding in the dreadlord image.
In regards to the list of creators, it is possible their accounts do not exist on Hive anymore, or I may not have spelt their names correctly.
I just needed those names cuz I was looking for the dwarf models of footmen dwarfs (Guardians) and dwarven shield breakers. I think I already found them.
DwarvenShieldBreaker
Dwarven warrior

From what I know, Critical Strike is a normal ability that should not be bugged if Cold Arrows/an Orb is used. From my experience, I only know that you cannot use both Cold Arrows and an Orb at the same time.
According to dota guides from the dead forums, critical strike is an orb effect for ranged heroes.


Edit:
Rowan the Mighty? is this intended? (it might not be relevant now after the updates). the mighty certainly fits the spoken line.
RowanTheMighty
 
Last edited:
Level 1
Joined
Jun 20, 2017
Messages
4
Just finished the campaign on hard and wanted to give my opinion.

Overall I enjoyed it, although sometimes it was very frustrating. The AI on hard is merciless and I yelled more than a couple of times at my screen.
The humor was alright, the voices made me chuckle, half of them sounded very stupid. I loved Maiev's voice, she was spot-on. Too bad she only had a small role. What I found annoying were the mouse clicks you could hear in the voice recordings.

Thanks for making this.
Onwards to the other campaigns.
 
Level 16
Joined
May 2, 2011
Messages
1,345
Overall I enjoyed it, although sometimes it was very frustrating. The AI on hard is merciless and I yelled more than a couple of times at my screen.
That is the point of hard difficulty.
I usually do Easy/normal before I start hard campaigns, just to get to know the units and all, and then use them efficiently later.

which chapter you found most difficult?
for me it was the Quel'Thalas chapter, when we met the elven ranger (Baven?)
 
Level 1
Joined
Feb 18, 2021
Messages
3
Hi i just completed whis campaign second tyme on hard with bonus misions (kiling anubarak so he joins UD in mision 8). First of all it was amazing, u always hawe the feeling u are playing blizard campaign. And its great. I am realy surprised, what single man can create a campaign, whis good. Only downside was masacre of Uther and Antonidas. I am not fan of this humoristic alternative universe. I also noticed what humans colect wood in 10 - 20 -30 quanties, instead 10-15-20 (as it was in original), dont now if its on purpose.
Only bug i noticed was in mission 2, when i killed all chickens and Uther didint apiered, but i restarted mision and all was fine.
Still great campaign. Now i am going to try your other creations starting with Jeopardy of the horde.
 
Level 3
Joined
Mar 17, 2018
Messages
13
Hello, Turnro! I finished the Adventure of Rowan the Wise on Hard Mode and all collected legendary items. Despite I played on slow speed on gameplay options depending if the enemy so large & heroes get troubling maneuver.

I don't want full review campaign & about the absurd-lampoon lore of characters get derailment like Uther & Antonidas just quick summary and some complications while I played on Hard Mode for derisory like Chapter 10 is satisfying on Arthas & Kel'thuzad base get demolish by mass one front from humans, elves & dwarves and the Frozen Throne-endgame is ridiculous on enemy five heroes just eradicated my mass force even the Frozen Throne 20k HP with insane splash-slow and attack, then decide to mass-Gyrocopter with Rowan meat shield with divine shield, but the biggest problem the Gold Mine from enemy base are very limited and laid-back waiting-tight over worker to get gold calculated, although I'm rush to use cheat: warpten and greedisgood to spam Gryocopter and Rowan meat shield. Also I just quicksave for iseedeadpeople for fog of war to see the creep for legendary and load it normalise gameplay.

I really intrigue anti-cheat like whosyourdaddy for purpose play on Hard Mode for player get legendary items and add some challenges like Arkains-level. My very surprised was Chapter 7 where I when retreated my force on the island on limited gold mine (8k) safely build a town hall then the Sky Barge from Sylvanas force drop on the island that some genius-level. I build mass tower defense with heroes near enemy base to grind to advantage to eradicate enemy force with some derisory save-and-load only Chapter 7 and 8 my mass tower defense.

I give the campaign 4.75 out of 5.00.
 
Level 9
Joined
Dec 1, 2021
Messages
62
So, I've recently been doing a playthrough of every campaign on hard (or very hard, in the case of this campaign), but with the twist of not being able to go above no upkeep, or 20/25 supply, if it was one of those missions where you can't build stuff. I've decided to start doing all the Turnro campaigns, since in essence, they're very similar to the original ones, but with a bunch of new fun ideas all around. I also do like campaigns with a neat mix of challenge and fun.
I really enjoyed playing through this thing, and it's undoubtedly the best campaign out of the 4 that Turnro has created (though they're all extremely close). It just simply felt like the one with the highest overall quality, and it had a very clear idea of what it wanted to be. Malfurion's quest could beat it, but I'd say we should wait and see how the Sentinel path holds up.

The story of this campaign probably got the most amount of discussion out of all campaigns, beaten only by Legends of Arkain (which is obviously a great thing, if the discussion isn't all negative, of course). I have a few things to say about it myself:
  • It has a pretty smart strategy of how it wants to hook in players. It basically puts up questions for the player over and over again, and it makes sure to answer them thoroughly every time. This makes the story quite engaging, which works especially well here since the campaign is kind of a weird take on the hero's journey.
  • There are a few tiny issues too, though. One of them is that the campaign is kind of disconnected from the rest. We never see the characters in the other campaigns, and it's just mostly used to show why Maiev or the Undead Scourge isn't there. And I guess you could say that most of the characters have died of old age, but you can't really make the same excuse for Bevan, Logan and all the Blood Elves, who just disappeared off the face of Azeroth (my memory kind of blacked out on that one, as I didn't quite remember the end of Malfurion's Quest... whoopsie :hohum:).
  • It's definitely rushing a little bit. Most campaigns tent to settle down in certain places for a while, but this one goes to 5 very different locations throughout 10 chapters (you also go from Arthas being normal to Silvermoon being destroyed in a span of 2 chapters). It definitely makes for a rollercoaster of a campaign, which can be fun for some, but annoying for others.
  • The characters are extremely cartoony. Basically they all got a core personality trait, and then had it multiplied by an insane amount. This might annoy some people, but personally, I'm fine with it, as it's kind of what makes this campaign stand out (even Joe's Quest doesn't do this with the original characters). Though the fact that some characters (like Jaina) just straight up don't exist was a tad weird.
  • Now, this might sound weird, but I actually feel like the campaign is kind of a commentary on leaders. Basically, there wasn't a single person in power here that actually cared for their people, and every single one of them represented a shitty trait that lots of real rulers had (Admiral Proudmoore was dishonest, Arthas was power hungry, Antonidas was selfish, Nathan was overly paranoid to the point where it harmed him, and so on). The only leader that had nothing but good traits while also caring about his people was Rowan himself, and yet despite that he just follows along with everything while expressing no desires to get into a position of power himself. And the ending encapsulates everything perfectly, as we had Nathan and Proudmoore having absolutely no care for Terenas, while Rowan had the position of king offered to him on a silver platter, and was like "nah, I'd rather try and save him". And this really shows why it's so rare to see actually good people in a position of power. With all that being said, I highly doubt that this was intended. Turnro probably just wanted to give a different, more fun spin to the story of Warcraft 3, and all of this was most likely just a happy accident (also, story interpretation is subjective and all).

The gameplay is absolutely the strongest point of this campaign. It's just brilliant:
  • The balancing is absolutely top notch. Neither the player, nor the enemy gets something dumb that feels completely unfair. Your enemies can hit you hard at times, but if you fail, it's most likely on you.
  • The difficulty was also ramping pretty smoothly. Every mission was a bit harder than the last, and there wasn't a random mission that came out of nowhere with an extremely easy or a nightmarishly hard difficulty.
  • The way I feel about the tech trees is a little... mixed. I do get that the idea was to make all 3 of the alliance races really bad on their own to show that they can only match the undead if they team up, which definitely works. But it's a little disappointing that the Blood Elves are exactly the same as in the default campaigns (but without nagas or humans to tank for them), and the Silver Hand should probably be a pure human faction. Shield breakers are awesome though, I'll give you that.
  • I find it interesting how the campaign balances the time that the maps take to complete. Most of them have that perfect length where completing them will feel make you feel satisfied, but not exhausted (the only ones that were too short are chapters 1 and 3, though it's ok for the early missions to be like that). Lots of campaigns can be inconsistent with this, and some can definitely be too short or too grindy, but this campaign suffers from none of these issues.

The heroes of this campaign are quite refreshing:
  • Most of them are changed to work like a DotA Allstars hero with the 4/4/4/3 max levels on their spells and the bonus all stats that you can level, but they also have a touch of League of Legends with an extra skill that they have from level 1 and they can't level up.
  • Rowan basically fixes everything people hate about the Paladin. He isn't boring anymore thanks to his aura switching, which is a mechanic I really liked. (But shouldn't his Retribution Aura return 60% damage at level 4 instead of 45%?) He can now reliably damage non undead enemies much easier thanks to Command and Retribution Aura. And Divine Shield isn't an absolute trainwreck of an ability design anymore.
  • Bevan is a tad weird. He reminds me a bit of the Shadow Hunter, but that hero is more of a utility caster who happens to be an agility hero, while Bevan is a DPS with a giant AOE heal. Ranged agility heroes always have some form of utility (but less than intelligence heroes), and this guy fits in perfectly while being a little unique.
  • Tara is an Archmage, but simply better. Mage Armor is one of the strongest hero basic abilities I've seen, and giving her a stun makes her have literally everything that you'd want in an intelligence hero. She's just awesome.
  • Logan was a little disappointing compared to the rest. Banish having a cooldown is very annoying, as it stopped me from doing my multi-Banish animation cancel trick, though I definitely see how level 1 Banish having a 0 second cooldown might have been a little stupid. The lifesteal passive doesn't feel fitting though. Sure, it makes sense cus he's taking the enemy's blood, but it just doesn't match with his gameplay. Maybe he should have something like "Logan marks enemies affected by his basic abilities for 6 seconds. When a marked enemy dies, he heals for 5% of the target's maximum health" or "Logan heals for 10% of damage done by Flame Strike and 20% of mana stolen by Siphon Mana" or anything that fits a spellcaster.
  • Nathan was just a Mountain King with Demolish. The new passive was extremely helpful in chapters 8 and 10 and he fit nicely into the group, though he wasn't the most exciting hero out there.
  • Tek and Razzil are two default Tavern heroes, which I don't mind because they have very little screentime (and because there aren't many campaigns where you can play Tinker or Alchemist). Though they should get an extra ability, for the sake of consistency.

This campaign has a lot of extra things to spice it up, and I really liked all of 'em:
  • The legendary items are a lovely addition and they make me feel great for all the potential suffering I had to endure for doing a challenge run on hard. They remind me a lot of the Day of the Dragon artifact items, as these are also a lot stronger than normal items, but they won't really carry you singlehandedly (unless you find a lot of them, at which point, you will really feel them).
  • The difference between them and the DotD items is that these ones are extremely well hidden, and some of them frustrated me a little. It's still worth it in the end though, as I do love being rewarded for looking everywhere like a madman.
  • The fact that this campaign is voice acted is awesome. It does a lot, especially for the comedy. It would be nice if the other campaigns could be voice acted too, but I guess it isn't that easy to voice a full campaign, otherwise we'd see a lot more voice acted projects. There weren't many characters that sounded bad or out of character, and I imagine the recording must have been quite fun, especially when Nathan and Uther was being done.
  • The music was awesome. Instead of having a default theme for a race like usual, this campaign has music that is switching based on the maps and the situations. It really helps establish the general mood, and I found it quite fitting how the background music starts off peaceful, and then it becomes creepier but also more heroic, and by the end, the heroic tracks completely take over the eerie ones.
  • Difficulty that can be selected at the start of each map is a blessing for sure. I guess the anti cheat system on hard was added to prevent people from taking legendaries for free (to normal difficulty too, potentially), which I suppose I can accept. It's nice that every cheat other than whosyourdaddy is allowed, as they might help, but they won't grant you a win for free (and a lot of them affect enemies too, like thereisnospoon or warpten)
  • The little changes made to the maps on the loading screens are a nice touch (like Dalaran being removed in the epilogue's loading screen, or "Arthas' Landing Site" being renamed to "Landing Site". I didn't even know that this was possible, since I don't think I've ever seen Blizzard do it.

So without further ado, let's move onto my thoughts regarding the 10 lovely chapters of this campaign:

CHAPTER 1 - This is a pretty interesting way to start the campaign for sure. I imagine that the campaign was intended for people that are already knowledgeable with Warcraft 3, so it's kind of strange that you would do a tutorial style mission about Paladins and footmen (which would have been perfect as the first mission of The Scourge of Lordaeron tbh). The idea is pretty cool though, and the only thing I'd really change is that I would make Holy Light an actually important spell in the first section (similarly to Divine Shield in the second one). Maybe the villagers could punch the bandits, and your quest would be to keep them alive while they're being focused. The rest of the map was quite solid, and thank you for giving the enemy buildings heavy armor in a lot of these micro missions. Most campaigns keep it fortified which makes destroying buildings very annoying due to the player being unable to train siege weapons. And by the way, is Nicholas Buzan secretly evil? It's certainly implied by him constantly sending recruits to die in the forest, but was never really elaborated upon. (Or I guess it was a lesson about "seeking help at every chance you get"?)

CHAPTER 2 - If I have to name the mission that really slaps you in the face with the cartoony nature of this campaign, then it's this one. The sheer absurdity of Uther got everyone (including myself) completely off guard, but it's always important to establish the tone of a story very early on, so I see why Turnro did this. Though the whole Uther situation has some very weird implications. (we either have A - the Silver Hand was led by a complete idiot for multiple years, but they were taught to not question anything so they were ok with it, B - Arthas was already evil and he set this whole thing up, which would also explain why he destroyed Silvermoon so fast, or C - Uther simply got dementia. I'll let you guys decide the correct one.) So remember how I said that the first mission could easily replace the first one in the Scourge of Lordearon? Yeah, the parallel with that campaign keeps going for the first 5 chapters, and the 2 campaigns only really separate at the 6th level. The timed base building is an interesting idea, and not that frustrating since even if you failed, you didn't loose much time and you can just try again. Having knights this early is a tad weird (and reminded me a bit of Garithos with his only footman/knight army), but the enemies definitely were formidable, so I don't mind it.

CHAPTER 3 - A pretty simple and short micro mission, and one of the only Turnro levels where the player actually gets an AI ally (I wish more missions would have them, and please don't remove any from the Sentinel path of Malfurion's Quest, the sheer number of allies is the appeal of that path). I just wish that the ally wouldn't immediately start moving forward, but 1 or 2 minutes later instead, so that the player has time to explore towards the dead end with the legendary item, and then do everything else together with the elves afterwards. I don't really have a lot to say here, as this is a very small, but also extremely well made map, and I hope that I'll get to see the giant mirror image army as a usable ultimate one day (seriously, someone should do it). Appreciate the heavy armor buildings here too.

CHAPTER 4 - The concept of this level is pretty neat, as you don't really see many missions where you're going back to a city that the enemy just destroyed a few days/hours ago. And it was a well executed chapter too, for the most part. As you have to wander around in a completely decimated Silvermoon, looking for surviving citizens and invisible shades. That enemy base however, felt like an immortal mosquito, as it's placed in a way where 90-80% of the time, you will not be able to intercept their attacks, and those attacks are decently big and frequent, so you're gonna have to ditch what you're doing to deal with them quite frequently, and since you don't have access to siege weapons, you can forget about ever destroying the base itself. I guess that's what makes the mission challenging, but it's still very annoying nonetheless. The legendary item being hidden inside the Lich in the base was also annoying, and forced me to tower spam a bit on that tiny area between the bridge and the base (that should be a little bigger imo), though I'm very thankful that it wasn't a Death Knight. The survivors just sitting there with the undead near them was weird of course, but the ending explained why that was happening pretty well, which was good.

CHAPTER 5 - A defense mission that doesn't bore me to death or cost me my sanity to complete? Sign me up! Now, I actually do like defense missions a lot, I just feel like most campaigns don't make them as nuanced as they should be, and just doing a mission where the player has to sit in their base for some minutes and kill attack waves is not enough. This map plays with some concepts that make the level somewhat more interesting than an ordinary defense map. The little tower areas, the villager quest, the hidden items, the gate being the objective rather than the base behind it, the big boss, and the slow introduction of the 3 undead bases all help make this level very fun. And I also liked how the player starts off basically defending the entire map, but the areas he can hold will slowly get smaller, as the undead is claiming more and more of the city. My only complaint is that the map didn't feel Dalaran-y enough. There wasn't anything related to experiments, magical traps and auras, activatable runes or anything weird in general (other than the box I guess, which was a neat way to hide the legendary item). I'd definitely like to see some of the creativity from the Dalaran of Resurrection of the Scourge being used here, which would turn this level from good to excellent. Oh, and how is it possible that Antonidas needed the book of Medivh to summon the portal, yet his son could just do it out of nowhere? It just doesn't add up, and it also makes the book feel pointless.

CHAPTER 6 - Despite Turnro campaigns being very similar to the original ones, there are still a few hero focused missions, like this one for instance (the only campaign that has none is Jeopardy for the Horde, I think). The majority of the map was very easy, since the Paladin - Archmage hero combo is probably the safest one that you can have in a micro mission, and the enemies would need to have insane damage (like in Dwarf Campaign) for the player to be put in real threat. Destroying the draenei base is definitely a little challenging though, and there are also cleverly hidden secrets, which should be present in every dungeon map of course. I liked the little rat helpers and goblins that the player can use to Mass Teleport across obstacles, but there should probably be a safety net for the rat that you can find way before reaching the goblin base, since teleporting to it could get you stuck if you forgot to leave Rowan or a water elemental behind.

CHAPTER 7 - The first section of this mission made me realize how absent tomes are in this campaign, which is somewhat unusual, but it makes collecting them feel even better (and I recommend that you reset if you failed to get all 4 while also killing the summoner, if you're playing on hard that is). The Arthas boss fight was a decent one, and it made me realize how items and proper micro can turn a seemingly fair matchup (3 knights + Rowan vs 3 abominations + Arthas) into a one sided stomp that makes the enemy call for reinforcements multiple times. The Logan section was alright. I liked the way ships were used, and that they can be an excellent backup plan if the player has resources but is still struggling with the enemy base. Shylvanas in this chapter was one of the most annoying heroes I ever had the pleasure of facing, as her Silence is really good into a high utility/spellcaster faction, her Life Drain can only be interrupted by the Silence of the spellbook, and her Charm apparently works on magic immune spell breakers (it's kind of weird how Resistant Skin counters it, but Spell Immunity doesn't). The lore is really what I felt iffy about, though, as the blood addiction of the blood elves literally never got brought up again in Turnro canon after Logan's introduction cinematic, and it left me a bit confused about how the blood elves dealt with that, or if it was even there after Sylvanas' base was gone.

CHAPTER 8 - This is the point where I got convinced that the campaign was made for more experienced players, because oh boy, these enemies are no joke! Though the fact that the map literally starts off by forcing the player to destroy two bases with mostly just heroes really goes to show how insane the hero powercreep in this campaign is. The good thing is that the campaign was made in a way that the hero powercreep doesn't make everything laughably easy while also making normal units useless, which is a trap that many campaigns (especially the Arthas Campaign series) has fallen into, so I'm pleasantly surprised that this one managed to avoid it. I found it pretty dumb how Anub'arak comes back to help the undead base after the player completes the sidequest, because those aren't supposed to have tradeoffs like this (the tradeoff is the time and resources that the player put into completing it after all), so I'd probably change that in some way. This is also the map that has two legendaries, and one of them is really well hidden, so I recommend that you get some mortar teams and throw flares across the map.

CHAPTER 9 - Ah, long and hard micro missions. These are what I would call Turnro's speciality, as they're all very memorable and really well designed (plus they're somewhat rare in WC3 campaigns). My only complaint with this mission is how the map gives you guardians as starting units, along with some very low tier items on the way (like Healing Salve). Both of these are completely worthless at this point, and I would definitely swap out a few of these consumables for better ones, while removing the two guardians and swapping out them with some blood elf units (preferably priest/spell breaker, but a sorceress is fine too), in order to make up for their lack of chapters, as they only got 1 while the dwarves got 2. The number of enemies in this mission is absolutely insane, and I don't think my sanity could have survived that big faceless one section without all my Dispel and magic protection items. This is really one of those missions that I absolutely despise, yet also really love at the same time because it's just so damn well made.

CHAPTER 10 - Good lord. So far I've played the challenge run in all of the default campaigns and in 6 custom campaigns, and this was the second toughest final mission after Twilight of the Gods, which is quite the achievement, cus it's not like the other final missions were easy. There's two things that really boil my blood when it comes to this mission. The first is that there's no location where you can position to intercept all of the enemy attacks, so defending your 3 bases is very rough. And the second is that destroying the base of an enemy hero will make it spawn in front of the Frozen Throne, so if you want to remove that insane pressure, then you're shooting yourself in the foot by doing so, meaning that you're now put in a loose - loose situation, which is a very frustrating way to design a level. It's still absolutely beatable, especially if you've found all 10 of the legendaries, as the hero composition is basically unkillable as long as they have mana, and they have a lot of mana. I've once lost right at the end due to the blood elven base being destroyed (which honestly caught me off guard, since the quest description didn't say that all 3 bases have to survive), but it turns out that the AI is a dummy, and you can just build a single building very far away, and they'll just simply ignore it, which totally saved me at the end. Overall, it was a really great finale for the campaign, but I definitely wouldn't mind seeing a few changes to it.


So, that was my review of the Adventures of Rowan the Wise himself. Overall, the campaign was very fun and had a ton of charm to it, with a decently simple design that was very well executed. Despite the few things that I'd change, I still think it's an absolute 10/10 that tops everything else that Turnro has made so far. I would recommend it to anyone who likes Warcraft 3 campaigns in general, as the campaign offers something for everyone. Looking for an exciting story with hilarious moments? Or a source of challenge? Or a fun adventure where your heroes really get to shine? Or something that lets you really get a feel for the power of the Alliance? Or even just a nostalgia trip that perfectly captures everything that made all the original campaigns fun (unlike a certain reforge)? Then look no further than this great campaign!
Thank you Turnro, for putting up so much wonderful content, and wish me luck as I slowly, but surely grind through the 30 remaining maps. (Or I guess 32, because of Malfurion's Quest CH4 having 2 parts and Jeopardy for the Horde having 2 different versions of its fifth chapter)
Wish you all a good day and night!
 
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Level 31
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Dec 8, 2009
Messages
1,326
So, I've recently been doing a playthrough of every campaign on hard (or very hard, in the case of this campaign), but with the twist of not being able to go above no upkeep, or 20/25 supply, if it was one of those missions where you can't build stuff. I've decided to start doing all the Turnro campaigns, since in essence, they're very similar to the original ones, but with a bunch of new fun ideas all around. I also do like campaigns with a neat mix of challenge and fun.
I really enjoyed playing through this thing, and it's undoubtedly the best campaign out of the 4 that Turnro has created (though they're all extremely close). It just simply felt like the one with the highest overall quality, and it had a very clear idea of what it wanted to be. Malfurion's quest could beat it, but I'd say we should wait and see how the Sentinel path holds up....
Thank you for the detailed feedback. There is always changes that can be made to previous works, but I'm glad you enjoyed playing through this campaign :)
 
Level 13
Joined
Jun 22, 2020
Messages
196
Interesting story, wonderful terrains, great gameplay, not a minute to be bored or want to play another campaign. 5/5 I recommend
 
Level 1
Joined
Feb 14, 2022
Messages
2
第四关敌人家死活拆不了啊,你连迫击炮小队都不给,搞毛啊!电脑不仅能造绞肉车,还有巫师女妖,这就也算了,他绞肉车还自动生成尸体,每次一来就无中生有一堆骷髅兵。这也就算了,尼玛电脑资源是无限的啊,我金矿就那么点钱,每次堵他家门口把他兵引出来全部杀光,杀掉的部队价值怎么也得3000-4000G吧,结果进去一看,好家伙,完全白打,电脑又直接满员,你让我怎么拆家?这也就算了,最不能忍的是我方什么JB单位都没有,你说你那吝啬干嘛,你TM自己打得过吗?在这搞玩家。你就给了个骑兵、牧师,牧师还连心灵之火都没有,这也就算了,关键是除此之外毛都没有了,NTM攻城武器呢?我不求坦克,迫击炮你得给一个吧?不说魔法破坏者了,你女妖都没有,就只有个裸牧师,你拿我玩呢?人家可是石像鬼+蜘蛛+男巫+女妖+能产生尸体的绞肉车,这也太TM离谱了。



这战役前面还行,本来渐入佳境,我还以为做得很好呢,结果玩到这一关的时候令人恼火,比巨龙之日差远了。作者你自己到底玩过没有啊,请你来,请,我就想看下你自己怎么拆掉电脑家,我建议你自己来好好玩玩第四关,狠狠地玩!我看你爽不爽。


建议:加女巫、加迫击炮。

EDIT by Ralle TRANSLATED to english:

The fourth level, the enemy's house can't be demolished, you don't even give it to the mortar team, what a mess! Computers can not only build meat grinders, but also witches and banshees, and that's fine. His meat grinder also automatically generates corpses, and every time he comes, there are a bunch of skeleton soldiers out of nothing. That's okay, Nima's computer resources are unlimited, I only have so much money in my gold mine. Every time I block his door and lead his troops out to kill them all, the value of the troops killed should be 3000-4000G. As a result, I went in and took a look, good guy, it was completely useless, and the computer was directly full. How do you want me to demolish the house? That's fine. The most unbearable thing is that we don't have any JB units. Why are you being stingy? Can you beat it by yourself? Gamers here. You gave a cavalry, a priest, and the priest didn't even have the fire of the soul, that's fine, the key is that there is no more hair, what about the NTM siege weapon? I don't ask for a tank, you have to give one for a mortar, right? Not to mention magic destroyers, you don't even have a banshee, you only have a naked priest, why are you playing with me? They are gargoyles + spiders + wizards + banshees + meat grinders that can produce corpses, which is too TM outrageous.



The battle was okay before, it was getting better and better, I thought it was doing well, but it was annoying when I got to this level, far worse than the day of the dragon. Author, have you ever played it yourself, please come, please, I just want to see how you dismantle the computer home, I suggest you come and play the fourth level, play hard! I see how happy you are.


Suggestion: add witches, add mortars.
 
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Level 1
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Feb 14, 2022
Messages
2
It's a really good campaign, interesting plot and well deveoped missions, BUT you should consider tuning down some missions because they are simply impossible.
Specifically, almost all missions in which you have to destroy the enemy's bases are perhaps a bit overpowered and the retard it of your troops doesn't make it easier. Solo missions are flawless.
I give you 4/5, with some minor changes this campaign will definitely be one of my favourites.
I can't agree more, man! I think exactly the same haha👍. The RPG missions are flawless!5/5. But the RTS missions have big problem. 3/5. I think the problem is not they are too hard, but the author artificially set many man-made troubles 😂. I feel deep malice (in our chinese players' words,我感受到作者的恶意). Sum up 4/5 for me 🥺. What a pity.
 
Level 8
Joined
Oct 24, 2018
Messages
78
Just ended the campaign. I must say It was awesome, the last chapter was a tough challenge on hard, especially the part where you have to face the 5 bosses in the throne room. The voice actors were awesome, Nathan blew my mind as Malganis :ogre_haosis:. 10/10 Recommend this one and if you wanna see some gameplayof every level just check out my youtube channel.

Also looking for a new campaign so if anyone as any suggestion is highly appreciated!!!
 
Level 5
Joined
Jul 13, 2015
Messages
53
I did it. I finally destroyed the whole enemy base. Tower strat is da best. (Don't mind the "iseedeadpeople
:p) This is the third time I replay this campaign and every time I come with different strategy and it always give different feeling. Well done Turnro :DView attachment 398742
:eek: good job man have you did this in HARD mod ?? if so please tell me how you did this i tried lot of time :(
 
Level 3
Joined
Nov 21, 2016
Messages
17
:eek: good job man have you did this in HARD mod ?? if so please tell me how you did this i tried lot of time :(
Yes this is HARD mode. I used tower strategy. Have 3-4 peasants build some towers near the bridge (you can see my minimap), lure the undead out and the tower will help you do enough damage to kill them. Also train a lot of Riflemen because they have medium armor which reduced damage from piercing, siege and magic. The Undead's damage mostly are Piercing from Crypt Fiends, Siege from Wagons and Magic from Banshe and Necro, they only have Ghoul as Normal Damage so train only 5-6 knights is enough for tanking. Try to aim the necromancers first or they will keep summon skeletons. That's is all I could say hope it helps.
 
Level 5
Joined
Jul 13, 2015
Messages
53
Yes this is HARD mode. I used tower strategy. Have 3-4 peasants build some towers near the bridge (you can see my minimap), lure the undead out and the tower will help you do enough damage to kill them. Also train a lot of Riflemen because they have medium armor which reduced damage from piercing, siege and magic. The Undead's damage mostly are Piercing from Crypt Fiends, Siege from Wagons and Magic from Banshe and Necro, they only have Ghoul as Normal Damage so train only 5-6 knights is enough for tanking. Try to aim the necromancers first or they will keep summon skeletons. That's is all I could say hope it helps.
tank you so much i will try this !! :)
 
Level 9
Joined
Dec 1, 2021
Messages
62
Yes this is HARD mode. I used tower strategy. Have 3-4 peasants build some towers near the bridge (you can see my minimap), lure the undead out and the tower will help you do enough damage to kill them. Also train a lot of Riflemen because they have medium armor which reduced damage from piercing, siege and magic. The Undead's damage mostly are Piercing from Crypt Fiends, Siege from Wagons and Magic from Banshe and Necro, they only have Ghoul as Normal Damage so train only 5-6 knights is enough for tanking. Try to aim the necromancers first or they will keep summon skeletons. That's is all I could say hope it helps.
Honestly, using riflemen here is quite brilliant. I don't really think a lot about the armor and damage types of units unless it feels really gamebreaking (like anything with siege damage vs fortified buildings and siege engines, or piercing damage ranged attackers vs wind riders), but this explains why these dwarves have always felt so tanky. It's definitely the perfect armor type for a ranged units, though it's also one that you don't really want on melees (it's the reason why raiders are mostly just situational utility units that aren't worth massing, at least in my opinion). Some additional ideas that could also potentially help are the following:

1. Put all of the legendary items at the end of CH3 to Bevan (which won't be a problem, cus there should be enough loot for Rowan in the future missions).
2. Have at least 1 or 2 priests with enough mana to Dispel skeletons and Curse, in case you couldn't kill the casters in time.
3. Don't go above no upkeep unless you've already harvested the entire mine, or are 100% sure that the undead base is defeated.

You could also potentially try and rush the shade sidequest for the extra skill point, but that might mess up some things (like health/mana, time, base state, etc), so I'm not 100% sure if it's worth it.
I doubt that you really have to min max everything this much (it is pretty clear that you don't need all the legendaries, for instance), but it sure helps. I'll definitely make sure to keep the medium armor in mind in case I run into something difficult with a lot of piercing/magic/siege damage in the future myself.
 
Level 4
Joined
Oct 20, 2020
Messages
18
Ok, so my deathless run on this campaign is currently underway, but I felt I had to post on here and let everyone know that it IS possible to beat chapter 5 on hard without losing a unit!! Honestly, I thought it was impossible. I tried countless times to do it, but by the time the third gate fell, I couldn't get away with not losing anyone. I tried everything I could think of. I tried blocking the enemy pathing with mechanical critters. They destroyed them. I tried blocking them with items. They pathed through them. I tried going to their bases with a bubbled Rowan and destroying some of their production structures. They were invulnerable. I tried duping out the attack waves by leaving one unit from an early wave alive as long as possible. Didn't work. Finally, though, I found something that worked. The undead pathing could successfully be blocked by peasants holding position with invisibility cast on them. So what I did was set up a line of peasants across a choke point near the final gate, trained a ton of sorceresses, held out till the third gate fell, then teleported to the arcane vault and sit behind my wall of six brave peasants, continually reapplying invisibility until the timer ran out and the mission ended. A little cheesy, perhaps, but I don't think I ever could have accomplished this any other way. I managed to also get the mindstaff in the same run, though I failed the optional quest. I do believe it would be possible to complete and still beat the mission deathless, though. Anyway, I'm feeling pretty elated! Now on to a nice break in chapter 6...
 
Level 24
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Jun 26, 2020
Messages
1,850
I played the map (on hard) and have a question, why in the missions I can build a base the enemies are so insane? They build huge armies too fast making invaible using an army, if it was the intention so you should call it "BRUTAL +6" instead of "hard".
 
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