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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!
New 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
Legandary Items
Find all 10 legendary items while playing The Adventures of Rowan the Wise in Hard difficulty:
Gem of Regeneration Increases the Hero's health regeneration by 2 hit points per second, and mana regeneration by 25% when worn.
Ring of Mastery Increases the damage of the Hero by 8 when worn. Also provides an additional 3 Strength, Agility and Intelligence.
Seal of Protection Increases the Strength of the Hero by 6 and armor by 3 when worn.
Swiftwalker Boots Increases the Agility of the Hero by 12 when worn. Also causes attacks against them to miss 15% of the time.
Mindstaff Increases the mana of the Hero by 250. Also grants the Hero and friendly nearby units a bonus to mana regeneration.
Runic Bracelet Increases the Intelligence of the Hero by 8 when worn. Also reduces Magic damage taken by 33%.
Sapphire Necklace Increases the Intelligence of the Hero by 12 when carried.
Axe of the Ages Increases the attack rate of the Hero by 15% and attack damage by 15.
Crusader Armor Increases the armor of the Hero by 10 when worn.
Blessed Crown of Kings Increases the Strength, Intelligence, and Agility of the Hero by 10 when worn.
Change Log
Fixed a game-breaking bug where the Lich King would not appear in Chapter 10 (Reforged version)
Fixed up certain custom models with inconsistent model portraits
Reduced the duration of Curse to 60 seconds (lasts half as long on Heroes)
Slightly increased the gold in some Gold Mines in Chapter 7 & 8
This Campaign is now compatible with Reforged (taortw_reforged.w3n). However, an alternate campaign file is still available for players who have the legacy version of Warcrat III (taortw_legacy.w3n)
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 Blademaster
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 ocur 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
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 x2 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
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
Check out these other campaigns in Turnro's Warcraft III Series!
Important Notes
There are 2 campaign files to download depending on your version of Warcraft III: taortw_legacy.w3n (Warcraft III versions v1.26-1.31) and taortw_reforged.w3n (Reforged version)
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
There is currently a model bug in Reforged where units will become invisible upon loading a saved game. To resolve this issue until Blizzard fix this bug, turn off Reforged graphics in your profile
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
Great campaign, really fun. A really good use of custom resources and a very Blizzardish style of doing things. One thing though, you might want to put air blockers round the last area of the silvermoon chapter.
Rowan's spells are very good and I like your mix of abilities. One thing about the Dwarf mission with the steam tanks is that it is very hard to keep your troops alive you might either want to replace the Dwarven Footmen with the shieldbreakers and change the difficulty or get rid of the troops and change the difficulty. I think you should change the troops.
really great champaign i loved custome aura design for rowan and those special skills of heroes. on last chapter u should have put ai to other teams since its quite messy to controll 3 bases at once.
it has really funny dialoges especially with archmages XD
i played resurection of scourge and jeopardy of hode and i really enjoyed both as i did adventures of rowan the wise so i am looking forward to see malfurion's quest.
just a tip you could put some more secrets
lets say u wanted to put mask of death in labirints mission as secret which doesnt seem like it you should have put it behind trees
really great champaign i loved custome aura design for rowan and those special skills of heroes. on last chapter u should have put ai to other teams since its quite messy to controll 3 bases at once.
it has really funny dialoges especially with archmages XD
i played resurection of scourge and jeopardy of hode and i really enjoyed both as i did adventures of rowan the wise so i am looking forward to see malfurion's quest.
just a tip you could put some more secrets
lets say u wanted to put mask of death in labirints mission as secret which doesnt seem like it you should have put it behind trees
Resurrection of the Scourge has finally been updated! You can view/download the new version here.
With my Undead Campaign updated, all thoughts now turn towards the development of the final campaign in my series of alternate Warcraft 3 Campaigns: Malfurion's Quest. The proposed project is HUGE, which twice the amount of maps and an overload of new models and spells.
Apart from The Adventures of Rowan the Wise, I will be working solely on Malfurion's Quest over the next year or so.
I've played Resurrection of the Scourge and Jeopardy for the Horde so far and I love them. I only have one issue with this campaign and that was the voice acting. The voices were just REALLY annoying. I'd rather read the subtitles while playing the campaign than hear the annoying voices. Please don't do voice acting for the other campaigns
I've played Resurrection of the Scourge and Jeopardy for the Horde so far and I love them. I only have one issue with this campaign and that was the voice acting. The voices were just REALLY annoying. I'd rather read the subtitles while playing the campaign than hear the annoying voices. Please don't do voice acting for the other campaigns
Well, I know that's your opinion and I respect that, really...
But the voice acting, for me, was great... It's the first custom campaign I ever played with voice acting (and I'm sure it took a lot of work to do that).
But, like I said before, you have the right of having your own opinion though...
Just started playing this. Pretty good campaign. I do have a pretty big problem, however. For whatever reason, probably because my computer is sort of old, whenever I try to use the 3rd Aura (the one that returns melee damage), my game crashes. m(_ _)m
I don't know if it takes up a lot of RAM or what, but I hope it's not necessary to complete the campaign, because I can't use it.
Well, I made it to the next chapter, and trying to select Bevan the Swift, in any manner (TAB, click, F2), also crashes my game. I don't know what's going on. I've never had consistent crashing errors like this before in any other Custom Campaigns I've played. I guess I'm just going to have to save often and grind my way through this one, because I doubt I've encountered the last of these fatal errors so early on in the Campaign.
Okay, so I made it through that chapter. Now I start the 4th, and since Bevan the Swift is the playable hero, as soon as the opening cutscene ends, the game crashes. Guess I'm done with this Campaign. It's a shame, it was pretty enjoyable until it started crashing every time I turn around. Now I can no longer progress.
Okay, so I made it through that chapter. Now I start the 4th, and since Bevan the Swift is the playable hero, as soon as the opening cutscene ends, the game crashes. Guess I'm done with this Campaign. It's a shame, it was pretty enjoyable until it started crashing every time I turn around. Now I can no longer progress.
Sorry for the multipost. I didn't notice the edit. Will remember for the future. I do have version 1.26.... I just hit up battle.net to make sure I wasn't missing a patch or something and nothing new.
Like I said, my computer is pretty obsolete by today's standards, but should be more than enough for Warcraft III. I even have tweaked the options enough to have it play pretty well with 4 vs. 4 games, with minor lag spikes during the more hectic battles, but never crash.
I'm playing on a G4 Mac with a whopping (facetious) 640 MB or RAM and a processor that does an astounding (again facetious) 640 MB. I've never had an issue where selecting a hero, or a hero's ability, has crashed the game before. There's nothing resource intensive going on the screen at the time, so I have no idea what the cause could be, unless it's something platform specific, which I haven't encountered in this game before.
Maybe I picked up a bug somewhere earlier in the playthrough. I'll give it another try tomorrow and post what happens.
Sorry for the multipost. I didn't notice the edit. Will remember for the future. I do have version 1.26.... I just hit up battle.net to make sure I wasn't missing a patch or something and nothing new.
Like I said, my computer is pretty obsolete by today's standards, but should be more than enough for Warcraft III. I even have tweaked the options enough to have it play pretty well with 4 vs. 4 games, with minor lag spikes during the more hectic battles, but never crash.
I'm playing on a G4 Mac with a whopping (facetious) 640 MB or RAM and a processor that does an astounding (again facetious) 640 MB. I've never had an issue where selecting a hero, or a hero's ability, has crashed the game before. There's nothing resource intensive going on the screen at the time, so I have no idea what the cause could be, unless it's something platform specific, which I haven't encountered in this game before.
Maybe I picked up a bug somewhere earlier in the playthrough. I'll give it another try tomorrow and post what happens.
I would say part of the problem would be to do with your computer. Having 640 MB of RAM is pretty low. On the other hand, both the aura and Bevan use imported files that aren't relative to Warcraft 3.
Your computer can run Warcraft 3, but may not cope with campaigns with particular imported materials. To confirm this, you may need to download another Warcraft 3 campaign and see if the game crashes again. For this reason, I recommend you download Mordork's Quest. That campaign uses plenty of imported files of models.
Well, I just played through "Mordork's Quest WOOD", in it's entirety, without issue. I used god mode to play through quickly and test the heros' abilities. No issues with that nor the unique music (sound files).
I've been playing Warcraft III since it's release date, on even crappier computers than this, so I don't believe it's a hardware issue. I believe it may have to do with multi-platform compatability. Those imported files you are using may not be Mac friendly.
I haven't done any map creations, as of yet, but I do have some programming experience. Since selecting a hero usually plays a sound file, I'm guessing Bevan the Swift may use a non-Mac friendly sound file (like .wav), but I have no idea if that's the issue or not. Since the game crashes for me at the start of Chapter 4 without even selecting Bevan, I'm not sure. Unless it opens a sound file for him at the start of that Chapter.
No idea about that 3rd Aura spell, but I'm guessing it is also using a non-Mac friendly file type.
I realize I'm probably in the minority playing on a Mac and all. I just thought I'd provide some feedback.
I usually bust out Warcraft III for in the summer, for kicks. Last year I played your "Resurrection of the Scourge" campaign, I believe without issue, but it's been a year so I don't remember.
I also downloaded "Jeopardy for the Horde", but haven't played it yet. Should I even bother, or will I run into the same issues?
Well, I just played through "Mordork's Quest WOOD", in it's entirety, without issue. I used god mode to play through quickly and test the heros' abilities. No issues with that nor the unique music (sound files).
I've been playing Warcraft III since it's release date, on even crappier computers than this, so I don't believe it's a hardware issue. I believe it may have to do with multi-platform compatability. Those imported files you are using may not be Mac friendly.
I haven't done any map creations, as of yet, but I do have some programming experience. Since selecting a hero usually plays a sound file, I'm guessing Bevan the Swift may use a non-Mac friendly sound file (like .wav), but I have no idea if that's the issue or not. Since the game crashes for me at the start of Chapter 4 without even selecting Bevan, I'm not sure. Unless it opens a sound file for him at the start of that Chapter.
No idea about that 3rd Aura spell, but I'm guessing it is also using a non-Mac friendly file type.
I realize I'm probably in the minority playing on a Mac and all. I just thought I'd provide some feedback.
I usually bust out Warcraft III for in the summer, for kicks. Last year I played your "Resurrection of the Scourge" campaign, I believe without issue, but it's been a year so I don't remember.
I also downloaded "Jeopardy for the Horde", but haven't played it yet. Should I even bother, or will I run into the same issues?
Just wow. I must say, this is your best campaign you have ever made. Just well done really. Great work! I found the first few missions fun and exciting, while laughing to the voices of the characters. It greatly added to how funny the game was. But I literally loved this campaign as I really didnt expect it to be that great, but to be honest it was just great! I loved how strong the champions were and the best part was that you werent overwhelmed with loads of champions like in your Horde campaign. You could just focus on a few of them and use them to their greatest potential. I must say, the hardest mission was the one where you had to kill Sylvanas. Personally I love Sylvanas so I didnt like that I had to kill her but I was just reminding myself that she was under Arthas' control and it couldnt be helped! Hahaha. But otherwise, I'd rate this map 5/5, best map you've ever made, and there was nothing I didnt like!
Lord Nicholas Buzan is so annoying. Seriously ... shut up dude. I know its probably the guy's first time doing a voice over in a game, but he went overboard with it.
Uther = LOL. Just LOL x 1000.
Invasion of Dalaran ending = LOL too. Stupid wizard. "Oh look, a tunnel!"
When I progress more I'll send another update. But this campaign isn't bad at all. I favor the voices over the caption-reading.
Lord Nicholas Buzan is so annoying. Seriously ... shut up dude. I know its probably the guy's first time doing a voice over in a game, but he went overboard with it.
Uther = LOL. Just LOL x 1000.
Invasion of Dalaran ending = LOL too. Stupid wizard. "Oh look, a tunnel!"
When I progress more I'll send another update. But this campaign isn't bad at all. I favor the voices over the caption-reading.
But the voice acting, for me, was great... It's the first custom campaign I ever played with voice acting (and I'm sure it took a lot of work to do that).
It makes it feel like real blizard campaign, I so much like, and no, not because of the lot of work, but because I like it
Edit: I actually feel it gives life for the campaign
OK finished campaign.
I'm giving it an 8.5/10.
One thing wrong about it was the maps. Getting your troops stuck to the point of tip-toeing past each other was a little nerve racking. However, no need to change them - its a challenge to micro your troops and hold the right position when they're practically elbowing each other through a small spot.
Another thing wrong was ... the ending. Was hoping it'd be better. Little bit of a let-down.
Characters were funny for the most part.
Nathan the Mighty = cracked me up.
Bevan the Swift = interesting guy with cool spells
Logan the Mysterious = good BM with upgraded ultimate
Tara the Magnificent = good supporter
Rowan = awesome character with choice of aura
Arthas = cool, awesome fight against him
Mal'Ganis = FUNNY. haha. "Don't just stand there. Say something!"
This'll be a good campaign to keep around and play over
OK finished campaign.
I'm giving it an 8.5/10.
One thing wrong about it was the maps. Getting your troops stuck to the point of tip-toeing past each other was a little nerve racking. However, no need to change them - its a challenge to micro your troops and hold the right position when they're practically elbowing each other through a small spot.
Another thing wrong was ... the ending. Was hoping it'd be better. Little bit of a let-down.
Characters were funny for the most part.
Nathan the Mighty = cracked me up.
Bevan the Swift = interesting guy with cool spells
Logan the Mysterious = good BM with upgraded ultimate
Tara the Magnificent = good supporter
Rowan = awesome character with choice of aura
Arthas = cool, awesome fight against him
Mal'Ganis = FUNNY. haha. "Don't just stand there. Say something!"
This'll be a good campaign to keep around and play over
I have to ask you though; what were you expecting at the end of the story? I ask because I'm considering about changing the ending in the next update. Your feedback could help me make the ending better.
can we perhaps play last chapter of this togeather online? I dont have anyone to play with us, as I dont personally know that many melee players, but maybe I can find third one in hive chat or somehting
if yes, what program would you be using to play online?
can we perhaps play last chapter of this togeather online? I dont have anyone to play with us, as I dont personally know that many melee players, but maybe I can find third one in hive chat or somehting
if yes, what program would you be using to play online?
In Chapter that baven go to silvermoon (I think chapter 4), when I have dwarf cinematics while my peasants build, they never continue building after the cinematic. not sure if this happens in any other chapters
In Chapter that baven go to silvermoon (I think chapter 4), when I have dwarf cinematics while my peasants build, they never continue building after the cinematic. not sure if this happens in any other chapters
I have seen this bug not only at this campaign, but in the Campaigns of Blizzard (reign of chaos and frozen throne), and it began in this last version (1.26a)
It may be a bug in the game itself (especificaly with the ability of the peasant relating to cinematics)
I have seen this bug not only at this campaign, but in the Campaigns of Blizzard (reign of chaos and frozen throne), and it began in this last version (1.26a)
It may be a bug in the game itself (especificaly with the ability of the peasant relating to cinematics)
I'll still look into it anyway. I may be able to prevent it depending on the events in triggers I use.
I was able to fix a similar problem when updating Jeopardy for the Horde (even though the peons continued building once the cinematic ended, they appeared outside the constructing building).
Just finished. I'm a long term lurker that created an account specifically to review this.
Cons first, and these aren't negative so much as they are "things that could have made this a little shinier."
1. Rowans abilities were well done but I felt like a few things weren't working properly. Firstly, his retribution aura wasn't working right at all, at least not for me. Even at max level I felt like units weren't taking any of the damage back. It might have been working as intended but it was virtually useless unless you were fighting an enemy hero, and even then the command aura was still better. The armor one went completely unused. I also feel like his ult really wasn't that useful. Maybe if you'd been fighting a race beside the undead but follow my logic. When you're getting attacked by enough enemies to actually kill people they're just being rezzed by necromancers anyway, or they aren't dieing fast enough to where his ult could be used and NOT be wasted. It did come in handy fighting the Faceless Ones in the arena style event though. I don't have a suggestion for what could been better, maybe some kind of sick buff similar to inner fire, mixed with massive regen and damage mitigation? THAT would have been an ult worthy of him.
I loved every other part about him though, his Holy Light was game breaking and I liked how you incorporated a mechanic to keep his mana pool up.
2. Tara was awesome in everyway, the only thing that would have been neater is the Brilliance Aura.
3. The way you scaled Logan's flamestrike was awesome and crucial for the big battles and initial pushes into enemy bases, but I felt like his other abilities were kind of useless. His spells aren't that mana intensive so mana drain wasn't needed, and the only people worth banishing were enemy heroes who ended up getting healed by it anyway due to their own spellcasting. It would have been cooler if had the banish and a heavy single target nuke for nice burst damage. I think it would have been more in keeping with the character for him to have a mass dispel as well.
4. My only gripe with Nathan is that he might be too overpowered lol. I didn't realize that the Lich King could revive the enemy heroes on top of him, nor did I realize that he would have an attack and a vicious one at that. Needless to say I took my five heroes up there completely unprepared, Tara and Bevin died almost instantly, and after getting arthas and sylvanas I'd lost both Logan and Rowan. It was just Nathan vs Anub, Malgannis, and KT. Nathan, by himself, while tanking the LK's heavy damage and slow, killed all three, and that was without Rowan's Command Aura. I loved the voice acting on him.
5. Bevin was the hero that was perfectly done. He had really high damage potential but was still grounded by his lack of survivability. He was perfectly balanced, while it seemed the others were too much in one thing and not enough in another.
Now for things I straight LOVED...
1. The Story. It was always a hard digest for me that there were so many powerful characters in Azeroth but that the Scourge still took Lordaeron so easily. Your story was far more believable.
2. The level design was really well done. I liked that you provided incentive to explore by rewarding people for doing so. The only thing I didn't like was the lever in the water. I still have no idea what that led to as my Riflemen were already dead at that point.
3. The items, while I know I didn't get all of them, they complimented the game perfectly. Due to the sheer volume of enemies I thought it would have been cool to get something adding melee crit or cleave. I don't know how many times I just had Logan, Nathan (who doesn't need it at at all) and Rowan fighting the entire enemy force by themselves.
4. The heroes. Don't let the above fool you, they for the most part were very well done, and actually felt like legendary heroes that lore could be built around.
That's all. I look forward to playing the next installment. Keep up the good work!
Just finished. I'm a long term lurker that created an account specifically to review this.
Cons first, and these aren't negative so much as they are "things that could have made this a little shinier."
1. Rowans abilities were well done but I felt like a few things weren't working properly. Firstly, his retribution aura wasn't working right at all, at least not for me. Even at max level I felt like units weren't taking any of the damage back. It might have been working as intended but it was virtually useless unless you were fighting an enemy hero, and even then the command aura was still better. The armor one went completely unused. I also feel like his ult really wasn't that useful. Maybe if you'd been fighting a race beside the undead but follow my logic. When you're getting attacked by enough enemies to actually kill people they're just being rezzed by necromancers anyway, or they aren't dieing fast enough to where his ult could be used and NOT be wasted. It did come in handy fighting the Faceless Ones in the arena style event though. I don't have a suggestion for what could been better, maybe some kind of sick buff similar to inner fire, mixed with massive regen and damage mitigation? THAT would have been an ult worthy of him.
I loved every other part about him though, his Holy Light was game breaking and I liked how you incorporated a mechanic to keep his mana pool up.
2. Tara was awesome in everyway, the only thing that would have been neater is the Brilliance Aura.
3. The way you scaled Logan's flamestrike was awesome and crucial for the big battles and initial pushes into enemy bases, but I felt like his other abilities were kind of useless. His spells aren't that mana intensive so mana drain wasn't needed, and the only people worth banishing were enemy heroes who ended up getting healed by it anyway due to their own spellcasting. It would have been cooler if had the banish and a heavy single target nuke for nice burst damage. I think it would have been more in keeping with the character for him to have a mass dispel as well.
4. My only gripe with Nathan is that he might be too overpowered lol. I didn't realize that the Lich King could revive the enemy heroes on top of him, nor did I realize that he would have an attack and a vicious one at that. Needless to say I took my five heroes up there completely unprepared, Tara and Bevin died almost instantly, and after getting arthas and sylvanas I'd lost both Logan and Rowan. It was just Nathan vs Anub, Malgannis, and KT. Nathan, by himself, while tanking the LK's heavy damage and slow, killed all three, and that was without Rowan's Command Aura. I loved the voice acting on him.
5. Bevin was the hero that was perfectly done. He had really high damage potential but was still grounded by his lack of survivability. He was perfectly balanced, while it seemed the others were too much in one thing and not enough in another.
Now for things I straight LOVED...
1. The Story. It was always a hard digest for me that there were so many powerful characters in Azeroth but that the Scourge still took Lordaeron so easily. Your story was far more believable.
2. The level design was really well done. I liked that you provided incentive to explore by rewarding people for doing so. The only thing I didn't like was the lever in the water. I still have no idea what that led to as my Riflemen were already dead at that point.
3. The items, while I know I didn't get all of them, they complimented the game perfectly. Due to the sheer volume of enemies I thought it would have been cool to get something adding melee crit or cleave. I don't know how many times I just had Logan, Nathan (who doesn't need it at at all) and Rowan fighting the entire enemy force by themselves.
4. The heroes. Don't let the above fool you, they for the most part were very well done, and actually felt like legendary heroes that lore could be built around.
That's all. I look forward to playing the next installment. Keep up the good work!
Just finished Jeopardy. I enjoyed it, I was kind of upset at first that Grom's Critical Strike had been removed for Cleave, but then I saw how overpowered his stun was when he has Unholy Frenzy and his Bloodlust on and thought it worked perfectly. Grom is my favorite character in Warcraft Lore so I'm pretty picky when it comes to him.
The story seemed kind of weak at first but by the fourth act I was really engaged. It was immersing even without the VA.
I liked Samuro but it would be cool if his ult was something that can be used against heroes. I think it would be in keeping with his character to have an Omnislash, where he gets four or five critical strikes in a row against a random enemy.
Drek Thar was my favorite hero of them all but I wish his ult had been more practical. It doesn't work against buildings and affects allies as well as enemies? There isn't a whole lot of potential for something like that, except for the final level but even then it only worked because Azgalor and his escorts covered half the screen due to their size.
Thrall was boring. I know it was your first campaign but after seeing the level of customization in Rowan the Wise I was hoping for something even cooler with Jeopardy, especially since the Orcs are my favorite race. All of his abilities were vanilla except the totem which I didn't care for. I think it would have been awesome if you did the shaman totems like you did the Pally Auras from Rowan.
Drak Thul/Arastor (sp) are both fun but have so little time in game that they're hard to appreciate.
I enjoyed the campaign immensely and really enjoyed the challenge of the final level.
I'm playing Scourge right now. I'm glad that you're giving the Dreadlords so much attention since they're largely ignored in the regular game.
Just finished. I'm a long term lurker that created an account specifically to review this.
Firstly, his retribution aura wasn't working right at all, at least not for me. Even at max level I felt like units weren't taking any of the damage back. It might have been working as intended but it was virtually useless unless you were fighting an enemy hero, and even then the command aura was still better. The armor one went completely unused.
All his auras works, retribution aura is actually pretty strong with the percentage of damage it returns at max level. You cant write "it felt like" when it comes to bugs man, test it actually, or you end up wasting creater's time. I can understand it though it is indeed pretty useless in early levels due to % of damage return mechanics instead of actual numbers. Missions such as last mission where enemy produces high damage units like Frost Wyrm endlessly, it have great use. Paladin armor aura is probably most op aura in whole Warcraft 3 Melee game back in days when maxed (Tier 3 human is close to unbeatable), its like 2 free armor tier tech for your units, in this campaign its stronger than ever. But you seems like very casual player to me
All his auras works, retribution aura is actually pretty strong with the percentage of damage it returns at max level. You cant write "it felt like" when it comes to bugs man, test it actually, or you end up wasting creater's time. I can understand it though it is indeed pretty useless in early levels due to % of damage return mechanics instead of actual numbers. Missions such as last mission where enemy produces high damage units like Frost Wyrm endlessly, it have great use. Paladin armor aura is probably most op aura in whole Warcraft 3 Melee game back in days when maxed (Tier 3 human is close to unbeatable), its like 2 free armor tier tech for your units, in this campaign its stronger than ever. But you seems like very casual player to me
*creater
*you seems like
*implying that Devotion Aura is in anyway shape or form comparable to the Command Aura
If you're going to pretend you know what you're talking about at least use correct grammar and actually know what the auras are called, but then again you're only casual so what can I expect?
*creater
*you seems like
*implying that Devotion Aura is in anyway shape or form comparable to the Command Aura
If you're going to pretend you know what you're talking about at least use correct grammar and actually know what the auras are called, but then again you're only casual so what can I expect?
*creater
*you seems like
*implying that Devotion Aura is in anyway shape or form comparable to the Command Aura
If you're going to pretend you know what you're talking about at least use correct grammar and actually know what the auras are called, but then again you're only casual so what can I expect?
I admit my english is bad, barely able to connect few words since its not my mother tongue, not even 2nd language. I only tried to explain to you few things, how i feel about the auras in terms of their strength and weakness, but why are you... idk man, sorry if i offended you in any way which i dont understand.
*implying that Devotion Aura is in anyway shape or form comparable to the Command Aura
Since we can activate only 1 aura at the same time, we should compare them in every level and take the strongest given the situation. Isn't this the point of creating them and make us choose one ? Again dont take this as some sort of disrespect again, i already understand that command aura is your personal preference in every situation.
Ok, the last chapter in this campaign is just so amazing. I don't think I ever had a campaign where I repeated playing fun chapters other than those made by Blizzard.
So this made me rethink my evaluation. I believe for the repeatablity (that I wanna play it again every now and then) in addition to the voice act, which I really enjoyed and made it easier for me to follow the dialogue, I believe this deserves 5/5 rating and even should be given a director's cut!
The best human campaign I played(I played all campaigns from hive).
There is no bugs at all just as in other Turnro's campaigns.
This guy deserves 10/5 but unfortunately 5 is max
Yes I loved this campaign so much that I downloaded the latest version but Turnro has changed some of the icons so it also quits for me now on the ranger and blood Mage.
Some of the icons don't have a proper mip map thing this explains it:
Overall, campaign looks good ... except...
1. mission 9 hard (or normal). It is okay that human has no tank, no gryphon, no many space to build, no mass towers, 3 vs 1, goblin shop is at far away place and enemies' invincible buildings, but it is not okay that one gargoyle flew pass beyond the gates area and I lost! may be change the condition that one of three archmage died and player lost? * imagine that when you are fighting happily and one troll gargoyle fly pass to beyond the gates area and you lose...
2.difficult look ridiculous. After mission 9, everything is very very easy, but before that, it look okay.
About the map, I have already finished it many times on hard mode likely every time I come back and play wc3 but I still see no change in mission 9 about that lovely gargoyle... please change it... to something better...
I've been notified of this problem, and rest assured I'll work to fix this within the next update. If you are interested in testing my maps to see if this bugs occurs later in the future, let me know
About the map, I have already finished it many times on hard mode likely every time I come back and play wc3 but I still see no change in mission 9 about that lovely gargoyle... please change it... to something better...
O.K.,
I just finished last chapter, again, on hard mode
I discovered some good strategy to play it
Train 7 workers in all camps
move Rowan and Archmage (Jaina? Not sure of names -.-) to take the expansion:Level up teleport; similtanuously move Nathan Mountain king to his gold expansion
build two expansion towns for dwarves and humans
move blood mage and ranger general to the gold mine
teleport rowan and the archmage only, with no other units, and take the mine for the blood elves. Level up teleport
dont forget to make upgrades
take an expansion for the blood elves
make good defences for dwarves
Teleport back and defend against Arthas; you can summon some water elementals before and defend with heroes only!
train mortor team, knights, and Rifle men with the humans
train spell breakers, Dragon hawk Riders, Sorceresess and priests.
Teleport to blood elves and defend, with only 4 heroes, against Sylvanus attack
Teleport back to get your army or use the teleport item which make you can take your units to your hero
Attack with both Human and blood elves the undead on the right
life will be more easy
one mistake I done is that I upgraded barrage upgrade for siege engines which made attack move useless in destroying buildings cuz siege will target dragons
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