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

The Scourge of Lordaeron - Enhanced

♦ The Scourge of Lordaeron Enhanced ♦

By Blizzard Entertainment (Edited by Teozamait)

Gameplay
[tr]

!IMPORTANT NOTICE: PLEASE MAKE SURE YOU HAVE THE LATEST VERSION INSTALLED (VERSION 2.40) BEFORE PLAYING!

ALSO, Cazu was kind enough to start a gameplay series of this campaign on Youtube. Check it out at this link if you want to get a better preview before you download : https://www.youtube.com/watch?v=RhWUPBfPsk0

Thank you and enjoy!



Do you remember the cinematic where Thrall dreams a massive battle between the humans and orcs? During that battle, there were quite a few human soldiers that carried spears. Come to think of it, most of that army is composed of pikemen. But during the actual Human campaign, they are nowhere to be seen. The human army is composed of just swordsmen and knights. At first, that may be fine and all for an RTS, but the scarcity of the Human army became quite apparent in the 6th mission of the Expansion Undead Campaign, when Garithos' forces are comprised of only these two units. It was then that I realized that the humans were entirely reliant on other races for ranged combat and support (and that Footmen and Knights are quite boring on their own). And it was then when the idea of making a more, well, not so much realistic, but believable human army came up, an army where even a unit such as the Footman can be interesting and viable throughout the whole game.
And then I implemented this army into the original Reign of Chaos Human campaign, while also adding a lot to the campaign itself to make it (hopefully) a fresh and fun experience.

Without further ado, below is a list of what you can expect from this campaign:

1. New Toys to Choose From

•3 Specializations - at the beginning of each base building chapter, you will be given a Locus of Power (there may be more hidden in the last few levels). Place it wherever you wish and upgrade the Generator to choose your specialization (which MUST then be researched at any Supply Hold/Farm). Upgrading it to Crimson will allow you to research State of Arms, a doctrine that focuses on the physical strengths of the human army - discipline and strong defensive units/upgrades. Upgrading it to Green will allow you to research State of Divinity, a doctrine which will allow you to access superior healing and restoration methods. Upgrading it to Blue will allow you to research State of Abjuration, a doctrine that provides stronger spellcasters and support options. Each State will unlock different new units and upgrades for your army, while remaining faithful to the general strengths and weaknesses of the Human faction.

•11 new units - (not counting summoned units, variants or buildings) including Battle Mages, Assassins and Lieutenants– it may seem a bit like overkill, but these units are not meant to be used all at once. Instead, they offer the player more choice when choosing his army composition. As a Human player, you will need healers in any situation, but now you can choose between the versatile Priest or the mana-efficient Cleric. For a tier 3 heavy hitter, train the agile Knight or the resilient Cavalier. Or you can mix and match them whichever way you like, especially since the food cap has been raised to 300.

•Balance - I tried to the best of my knowledge to make each new unit have both strengths and weaknesses. The Cavalier may be able to use its Heavy Defense passive and Piercing attack to match an Abomination 1 on 1, but it will struggle versus smaller but numerous units such as Skeletons or Ghouls. Assassins are the bane of Heroes, but if they attack at the wrong time you can easily lose a very expensive unit.

•Plenty of new upgrades for the old and new units.

•New enemy units that you need to watch out for – Bone Golems are very resilient to ranged attacks while Archnecromancers will unleash poisonous clouds upon your forces.


2. A few new “mechanics”

•Officers - Heroes remain an inspiration for the rank-and-file soldier, but they are no longer the sole leaders of an army. Officers are a new unit type that can greatly boost your forces’ efficiency if used correctly. Officers provide a passive aura (Command Auras) that increases the damage of other units around them. The Humans are the only race that has access to all 3 types of Command Auras, having 3 Officer units: Lieutenants, Captains and Alliance Commanders. The auras from different officer types stack, (keep in mind that a Captain’s aura has a longer radius than a Lieutenant’s). The bonus from one aura is not that large, but when all three auras are present on all of your units (which is not that easy to maintain), alongside bonuses from Weapon Supplies or a Hero’s aura, your army becomes a lot more dangerous.

-Officer units can also carry and use items like Heroes, as well as providing other benefits based on their Race (Orc Officers can Enrage other Orcs).

-Be warned! Each faction reacts differently when an officer unit or Hero is killed – for Humans, nearby units will be demoralized, losing a lot of armor for a short while (depending on the rank of the Officer). Should an Officer die, it would be best to retreat for a short while and regroup your forces.

!Members of the Cult of the Damned and Undead Heroes act as pseudo-officers for the Undead race – killing them will damage all nearby Undead units!

•Food and Weapons – Food is an aura which helps your units regenerate their life and mana faster, though not at such a rate to count as actual healing. Proper usage of food combined with other healing methods will ensure that your army has a higher chance of surviving consecutive battles. Food is generated directly by Farms or by buying Food Supplies from Farms.
-Weapon Supplies can be bought from a Blacksmith. When placed on the ground, they increase the attack rate of all nearby units.

•Combat Casters – while casters were a little too powerful in Warcraft I and II, I don’t really like the approach taken by Warcraft 3 where casters mainly just provide buffs or debuffs. Each race will have at least one combat spellcaster with means of inflicting direct damage or influence the battlefield in a stronger way. Humans now have two such units. Don’t worry, they’re still just as squishy as your average Priest.

•Mounted Units – Knights and other mounted units behave differently: they can more easily pass through most other units, enabling them to break through an enemy line and attack the fragile support units behind. However, mounted units cannot form a defensive line by themselves and have a slower turn speed than most units.

•Different Armor/Attack Type Values – The damage ratios for armor and attack types have been changed. For example, Heavy Armor now reduces damage from Normal and Magic attacks, but takes extra damage from Piercing. Check the description of each armor/attack type to see what it is good against.

3. An Enhanced Campaign

•Challenge – The campaign features two difficulty settings: Normal and Hard (Easy can be unlocked should you happen to lose a mission on Normal). Normal shouldn’t be too difficult for anyone that has completed the original RoC campaigns, but Hard is aimed to really put your skills to the test. Playing on Hard also unlocks more item rewards, boss fights and, in some missions, changes the map itself significantly. Play on Hard if you want to get the full experience.
!In order for difficulty to properly work, you must select it in both the Custom Campaigns menu and in the Frozen Throne Campaign menu (the one that contains the 4 Frozen Throne original campaigns)!

•“There must be some other way” – The 6th mission (The Culling) now has an alternative completion method. Be warned though, this method is significantly more challenging than the base one! Consider it as a secondary difficulty option. If you can do it while also playing the game on Hard, you will be rewarded with a nice item!
-The 1st and 2nd missions have a new quest chain that can be completed in two different ways (though you will have to search a little for the second method).
-Your small choices will be better reflected within each mission where you take them.

•Boss Fights – Remember fighting Khel'Thuzad in the original Human campaign? Yeah, me neither. But in this campaign he will put up quite a fight. Don’t expect WoW levels of depth, but most unique characters that you must defeat now have a few tricks up their sleeves that you need to pay attention to. You will encounter more bosses if you choose to play on Hard.

•Secrets - Each level has around two-three new extra secrets that await for you to discover them. Most secrets just require a bit of exploration, though getting others will demand some creativity (Hint: The Stormreavers hate the Blackrock Clan).

•A more believable setting – It’s a fantasy game after all, but you can expect a few changes in the environment in an attempt to bring the story in line with the lore revealed in World of Warcraft.

Screenshots
[tr]
221385-albums8414-picture101378.png

221385-albums8414-picture101379.png

221385-albums8414-picture101380.png

221385-albums8414-picture101381.png

221385-albums8414-picture101382.png


Features
[tr]
Arthas and other units can now Mount/Dismount
Spellcasters of a certain type (Mages/Holy Casters) have spellbooks containing a few basic spells known by any member of their class
Captain Falric will accompany you throughout the Campaign (credit to the makers of the 2Player Campaigns for this idea)

This campaign is NOT protected. Why?
1. It would be a little hypocritical of me to protect a campaign that is based on Blizzard’s hard work – had they protected their campaigns I would not have been able to create this one.
2. It makes easier for people to learn and/or make their own versions, as well as add little tweaks for their own preferences. Make no mistake, I intend to update this as the feedback comes in, but if you want a small, subjective change to happen (like a smaller/larger food cap) you can easily make that change yourself.

If you do decide to make your own version, crediting me would be nice :D, !BUT! crediting the resource owners is mandatory!

Speaking of which (the bigger credits list is at the bottom), Special Thanks go to:
•Blizzard Entertainment for making this game and the original campaign!
•The Hive Workshop team for taking care of this wonderful website!


!!!If you see a resource in-game that belongs to you and you are not credited, please PM as soon as possible so that I can properly thank you! This campaign uses quite a lot of resources and it didn’t cross my head to make a proper resources used list.

Credits
[tr]
Many thanks to all of you (in no particular order): Mephestrial, Hayate, Kuhneghetz, Wandering Soul, Tarrasque, Radagast, Norinrad, Tranquil, facelessuniverse (from Modb), Deolrin, Mr. Goblin, Pyramidhe@d, Fan and the rest of the Scars of Conflict team, AndrewOverload519, Kitabatake, Grendel, alfredx_sotn, Suselishe, General Frank, supertoinkz, Cavman, Ultimasa Hojo, Mike, Ket, Darkfang, NFWar, asdasdgfrw, Mad, wojia10502, JollyD, Apheraz Lucent, ~Nightmare, Arad MNK, Nox, Published Shadow, Apathetic, NightStalker06698, UnholyDobry, Kola, Paladon, Marshmalo, antihero, The_Silent, KelThuzad, Palaslayer, CRAZYRUSSIAN, -Berz-, PeeKay, Champara Bros, JesusHipster, darkdeathknight, Power, takakenji, wingednosering, Sylvie, Lelling.

Changelog
[tr]


Version 1.0

Version 1.1 Updated the description.

Version 1.2 -Significantly updated the description.

Units and General:
-Added an minor attack to Clerics in order to prevent them wandering around after they're out of mana.
-Fixed the Silver Hand Knight's Turn Undead Spell. Silver Hand Knights' Heal ability will now better reflect its WC2 version and allow the Knights to resume combat when they are out of mana or there are no targets to Heal.
-Reduced the duration and increased the cooldown of the Assassin's Vanish ability to emphasize the fact that this unit is quite micro-intensive.
-Holy Spellcasters will no longer sadistically Unheal themselves.
-The Holy Light has blessed Pack Horses with their own mana pool.
-Dwarven Captains can now properly carry up to 3 items.
-Greater Heal values tweaked.
-The Arcane Familiar is summoned faster and lasts an additional 10 seconds.
-Frost Bolt stuns for an extra second.
-Radiant Light becomes stronger after the 6th mission but only Arthas will be able to use it.
-Scrolls will display the same UI feature as Food/Weapon supplies so you can better keep track of your Area of Effect consumables.
-The Blessed Scepter can no longer be used to "bless" enemy units.
-The Charred Hand will properly damage the Hero who is using it.
-The Spell Tome contains a different third ability.
-Trebuchets can now properly target buildings.

Campaign:
-Frostmourne no longer grants a second Divine Shield.
-Frozen Deathwave deals more damage.
-Khel'Thuzad has finally mustered the guts to put up a half-decent battle.
-The Guardian on Hard difficulty has decided to no longer be your daddy and actually give you a fighting chance.
-Even so, the final mission has been tweaked to be a tad more difficult.
-The Undead have finally sorted out their Counter-Intelligence Department and will send Ghasts after you on Hard difficulty.
-A certain hidden paladin has a less peaceful second ability.
-The 5th mission has an additional secret.

+Other small tweaks and fixes.

Version 1.3 Quite a few significant fixes.

Units and General:

-Dwarf Captains are no longer available before Chapter 7 as intended.
-Arthas has increased health and damage while Mounted.
-Cleric’s Prayer of Mending costs more mana and has a longer cooldown.
-Staff of Lore has a longer cooldown and gives less life/mana per buff.
-Inner Flame costs more mana and has a slightly longer cooldown.
-Skeleton Archers deal 1 less point of damage.
-Death Spires deal more damage but attack slower.

Campaign:

-Menag has learned how to properly write down his name in official documents.
-The Abomination from the 3rd mission (Hard difficulty) moves and attacks even slower to give you a better fighting chance.
-Many issues with the 4th mission have been fixed (bugged attack waves, bugged AI, bugged rescuable units).
-On Hard mode (in the 4th mission) you will be attacked even after taking out the Green Undead Base.
-Khel’Thuzad has more hit points.
-Fixed some attack waves on the 6th mission.
-Some upgrades and units will no longer be available before intended.

+Other small tweaks and fixes.

Version 1.4 Some more significant fixes/tweaks.

Units:
-Clerics, Bishops, Battle Mages, Enchanters, Arcane Familiars and Assassins now have voices
-Updated Falric’s tooltip
-Updated the Bandit’s tooltips in the 2nd mission
-Transfer Mana Tooltip fixed
-Fountains are no longer invulnerable
-Orbs of Desecration will make a small effect to signal that they are dead

Campaign:
-Fixed a lot of issues/bugs with the Bandit’s side quest – completion message not displaying properly, ambush waves not working, some units not being rescued etc.
-Fixed some Hints in chapter 3
-Fixed some Hints in chapter 6

+Other small tweaks and fixes.

Credit cu cleavinghammer for poiting many of these problems. Credit to Clicker for pointing many other previous problems.

Version 1.5
Units:
-Fixed the Hotkeys of the Supply Hold and Stable (credits to Raider Neoh for pointing that out)
-Fixed the Alliance Commander's ability: Standard of the Alliance (credits to Stefan.K for pointing that out)

Campaign:
-Fixed the first mission's title

Version 1.6 Some more tweaks and fixes.
General:
-Fragmentation Shards/Bouncing Shot will now disable the other upgrade only after the chosen upgrade finishes
-The Guard's Taunt icon has a proper DSBTN path.
-Lancer Riders no longer try to barge into the Human's campaign. They'll have to wait until the Elven one comes out.
-Chapter 6, 7 and 9 have received some additional small but hopefully noticeable terrain/doodad additions

Campaign:
7th Chapter : Fixed a lot of issues with the chapter: - Creeps no longer help each other that much in the first part of the level.
-Rocks have to properly be destroyed to reach Muradin.
-The Purple Undead base is a little stronger.
-Fixed the issue pointed by cleavinghammer with the Steam Tank.
-One of the secrets in this map works a little smother.


Version 1.7
General:
-Jaina has more hit points
-Fixed the Hotkeys of all Spellbooks
-Redemption item has been fixed
Campaign:
-Chapter 5: - Fixed the crash caused by the villagers turning into Footmen
- Jaina returns faster and keeps her items with her
- The patrolling Bone Golems will no longer call the entire Purple base to attack you

-Chapter 6: -Arthas can no longer cast Cure
-Ghast attack waves have finally been fixed on Hard (do build stealth detection)
-Mal'Ganis respawns a little bit faster on Hard
-You will have to Cure a lot more villagers now to convince the city to help you

-Chapter 7: -Creeps helping each other problem has been fixed
-All creeps have the right amount of mana.

+Other small tweaks and fixes.
Version 1.7 Part 2 Small fixes:
-Fixed the Hotkeys for Garrison and Radiant Light
-Chapter 5: Added a warning in regards to a secret character
-Blade of Culling bug has been fixed
-Blessed Scepter not targeting self has been fixed

Version 1.8

Campaign
-Changed the death effect on Orbs of Desecration
-Chapter 1: The weird Sea Giant and the Emblazoned Shield are gone (they were not supposed to be there in the first place)
-Chapter 9: Fixed a few bugs with this chapter, such as Captain Falric spawning twice
-Chapter 9: The final battle is only available on Hard
-Chapter 9: Lich Guards are less stronger by default but they benefit from upgrades

Edit (Part 2):
- Adjusted the difficulty of the 6th mission on Hard
- Sorceress and Battle Mages can no longer Cure
- Cure requires the proper upgrade
- Arthas gets back his Divine Shield in his Spellbook

Version 1.9 Quite a few significant fixes.

Units and General:

-Fixed the Garrison Hotkey once again (to O)
-Spellbooks have been removed from the Cleric, Priest, Sorceress and Enchanter. -Sorceresses and Enchanters will have access to some of the former Spellbook spells directly from their command card if State of Abjuration is researched.
-Priest and Clerics will have access to some of the former Spellbook spells directly from their Command Card if State of Divinity has been researched.
-Steam Tank's cost has been increased by 30 gold and 10 lumber.
-Fortification upgrade now requires a Keep instead of a Castle.

Campaign:
-First mission has been updated with more tips and hints as things were too confusing.

+Other small tweaks and fixes.
Version 1.95 Quite a few significant tweaks and fixes.

Campaign:
-Fixed an issue where Arthas could ally with the Bandits before the prerequisites were completed
-Most loading screens now contain a hint and a set of warnings
-The Lich in Chapter 7 can now learn Death and Decay on Hard mode
-The Dwarves Base in Chapter 7 is better defended will still be destroyed after a while, especially on Hard mode


Units and Items:
-Updated the icons used by State of Divinity and Abjuration
-Enchanters have increased mana regeneration
-Siege Engines deal less Piercing damage but have slightly longer Piercing attacks
-Backpack upgrade no longer requires Arcane Vault
-Battle Mage’s Frostbolt costs 110 mana down from 125
-Trebuchet’s damage and range has been increased
-Fixed Charred Hand dealing no damage
-Lich’s Frost Nova deals less damage and has a slightly smaller radius
-Conjurer’s Elemental Blast has a larger splash radius
-Gyrocopter’s ground attack now deals a bit of splash damage
-Gyrocopters and Siege Engines can now attack Trees.
-Bishops now require 3 food
-Fixed the Fortification upgrade
-The tooltip of the Magic Resistance passive used by Mountaineers and Dwarven Captains displays properly
-Fixed the bug that created an effect out of nowhere similar to that of a Healing Fountain
-The Ring of Power has a proper tooltip in Chapter 4

+Many more other tweaks and fixes!

Version 2.0

General Features:
-New Structure: The Arsenal. The Arsenal is the new shop building of the forces of Lordaeron. It contains classical items such as the Orb of Fire and Tome of Retraining plus 3 new items, each unlocked by one of the three States. These new items give additional benefits if the wearer is NOT a Hero, allowing you to properly gear your command units without giving making the Heroes feel overpowered.
!As a bonus, the Arsenal serves an additional function: up to 3 Villagers (trained from any Supply Hold) can work there in order to produce a steady (but quite low compared to a gold mine) flow of income. This is part of my plan to implement a secondary system economy for all races.

-Jaina now has her own personal horse (the cape is readjusted magically for riding -yeah it was the only model I found, credits to the unknown and unreadable for me Russian modeler that created this)

-Falric can permanently die in the 3rd Chapter and the first part of the 7th Chapter. Should this happen, the mission will be lost.

-New Chapter available! Don't get too hyped, it's just a melee map where you get to play the Undead race versus a Human race opponent. But you will have access to some of the new undead toys:p

-Quite a few human units have received slight buffs. Arthas' Holy Smite has been buffed.

-You can no longer accidentaly build the same generator twice in chapters 7 and 9.

Specific:
-Chapter 6 - some more bugs have been fixed and the difficulty slightly adjusted

-Chapter 7 - the first part of the mission has been made more interactive, requiring the player to pay some attention to his enemies. Furthermore, the Hand of Wrynn now has a purpose and you can get an alternative route to the Green Undead base.

-Chapter 8 - difficulty has been overall reduced in Hard Mode. You can now buy all types of Mercenaries from the first Camp, allowing you to pick and choose what units you'll be using for this mission. However, players will have to keep a closer look on the skies on both Normal and Hard mode.

-Chapter 9 - difficulty has been reduced (but not drastically) so that more than 10 people can beat this map.

+Plenty of other smaller bugfixes/changes.


Version 2.10 Mainly Bugfixes
-You can only build two Arsenals
-Morphing issue has been hopefully fixed (even the one in chapter 5)
-In chapter 5 the Undead will be a bit more aggressive towards the end on Hard mode
-The Dragon in chapter 8 drops a Tome of Knowledge if killed
-Removed some unfinished units and buildings from the Extra Chapter

Vesion 2.20 Quite a few additions

Fixes:

-Made the alternate questline in Chapter 1 a bit clearer
-Fixed the resurrecting Captain in Chapter 6
-Cure can only be cast once per Zombie in Chapter 6 as intended
-Fixed some Auras affecting enemy units

Changes:
-Riflemen now have Light Armor
-Farms and Food are more costly but will heal for more
-Changed the models for Farms and Arsenals

Additions:
-Arthas's Holy Light does increased healing the more Intellect Arthas has.
-Arthas's deals extra damage equal to his Strength to targets affected by Holy Smite
-Footmen, Riflemen, Liutenants and Mortar Teams can be replaced with alternate variants at the Altar of Kings starting with Chapter 4
-New upgrades for State of Abjuration available at the Arcane Sanctum: Arcane Overload and Violent Thaw.
-New upgrade for State of Divinity available at the Church: Communion
-There is an additional independent Undead Base in Chapter 9 that will aid Mal'ganis. Players can instantly destroy this base on both difficulties at the start of the mission by killing the red book pedestal. This serves as an additional challenge.

+Other small fixes and additions

Vesion 2.35 Fixed bugs created by 2.20

Hopefully all bugs have been fixed, including Formation targeting enemy units, weird names in Chapter 2, units being available for training when they were not supposed to be, weird targetting bugs and many other bugs.


Vesion 2.40 Bugfixing

Fixed a major bug preventing the use of alternate choices from Chapter 4 to 7, as well as removing some upgrades that had no use in the current level.



► Map Description Generator 「By Vengeancekael」

Keywords:
Reign of Chaos
Contents

The Scourge of Lordaeron - Enhanced (Campaign)

Reviews
10:51, 10th Sep 2015 Shadow Fury: Great revamp of the human campaign. By offering new units, spells, quests and buildings, players can replay the campaign using more synergies, tactics and strategies. More secrets are not lacking in this campaign...
Dagomar
I've loved Warcraft III since I was a kid as it was one of the first RTS games I ever played. For that reason I was a little sceptical of this campaign because of the amount of changes it makes. Having played through it however I can safely say I was...
Level 14
Joined
Oct 26, 2015
Messages
871
Necromancers aren't souless they are just the cult organization Kel'Thuzad formed. The are responsible mainly for the constructs like abominations and such creations that aren't simply reanimations. But for gameplay purposes holy light being able to counter necromancers still works IMO.
 
Level 11
Joined
Aug 24, 2012
Messages
429
Anaxie and MC_HeartAttack

Necromancers are technically alive. And lore-wise they do deal mostly with simple reanimations.

For gameplay purposes they are now considered Undead, so Holy Light can still damage them and they are immune to Plague. They don't heal as fast as other undead units on Blight though.

I will switch their undead status around as balance requires it:)
 
Level 2
Joined
Jul 2, 2014
Messages
23
I have to say, the Crypt Elders in the final mission are kinda vicious. Trying to take out the purple base is almost suicide even with a 200-supply army. Those damn spider casters just don't die, and you have no Spell Breakers to burn up their mana supply.

Any suggestions?

EDIT: FINALLY beat the last mission on Hard mode. Damn, that was brutal. Had to take out the Green base first, and then Purple. A shame, because you're supposed to do it the other way around, and doing so gets you an extra Locus.

Anyhow, looking forward to Path of the Damned Enhanced. In the meantime, I'll see about the alternate ending path.

-----

EDIT2: Decided to give my tips on how to beat the final mission, Frostmourne, on Hard mode.

At the start, you need to make Workers and Elven Engineers fast (because you don't actually have 5 on Gold, and too few on Wood), and use the Locus to go Red (State of Arms). This will help you out in that you can wall off the south-east entrance to your base with walls and Cannon Towers, so the Purple player will take a longer route and you can consolidate your defenses better. Research Fortifications FAST, and rely mainly on Cannon towers for defense, not Guard Towers (those will get frozen easily by Frost Wyrms, and you need splash damage anyways). Your starting army is likely to die to Mal'Ganis' first attack, so replace them with Gryphon Riders (primarily), Clerics, Knights, and Cavaliers. Gryphon Riders are your saving grace here, as they can easily handle Abominations, while Knights can obliterate Crypt Fiends. The only issue will be Gargoyles, but Footmen with bows or Steam Tanks can shred them.

As you defend your base, try to have Arthas retrieve Frostmourne as often as you can, but be very careful when you actually fight the Guardian, as another attack wave will spawn once Arthas starts fighting him. Again, walls and Cannons will help a lot.

Once Arthas returns (and Muradin dies T_T), you'll want to take out the green outpost to the north after you've built up an army. Be advised, Footmen are really bad in this mission due to all the ways AOE spells can eviscerate them. Get at least one Alliance Commander, as he can be a tough SOB and his aura is very powerful; equip him with leftover items from Muradin and the like. You might also want a Dwarven Captain for more aura power. Arthas, in the meantime, should try to have as much mana regeneration as possible to spam his healing spells and new Frostwave; you're going to be using a LOT of mana, so you may even want to try feeding him mana with Enchanters if you're good enough.

Upon taking out the green outpost to the north, things get a lot easier. Wall off the east side of said former outpost, create an expansion there, and also get the gold mine guarded by the Nerubians (don't get this one earlier, it'll be a bitch to defend if that outpost is still intact). This will channel all enemy ground attacks to one area at the center of the map, which you could easily fortify with towers, Trebuchets, etc. Do so.

Taking out the Purple base is really tough if you allow the enemy Lich to stay alive when you attack. He'll nuke the hell out of your army and make his Crypt Elders virtually unkillable, so use Assassins to annihilate him when you attack. Flesh Giants are your other major threat; they are super tough to kill, and only vulnerable to Mortar Teams, but if you've kept the Spellbook you got from Mission 3, you can Hex them to make them less threatening. Crypt Elders are also really annoying, as they can be seemingly unkillable if you don't stun/polymorph them. Once they're vulnerable, focus them down FAST. Be warned: if you attack the Purple base, Mal'Ganis will come to their aid, so watch out for being backstabbed.

Once you're done with the Purple base, you can use the extra Locus to get more army improvements. I'd recommend State of Divinity for better healing; Plague is going to hurt you a lot, so any amount of extra healing helps. Rebuild your army, and then rinse and repeat with the Green base until you've destroyed it.

My units of choice for this mission: Gryphon Riders, Knights, Cavaliers, Mountaineers, Flying Machines, Mortar Teams, Clerics.
 
Last edited:
Level 11
Joined
Aug 24, 2012
Messages
429
ETA on your next update? You said soon so I'm delaying a play through.

I don't like giving ETA's because I myself don't have an estimate:))

Hopefully should be around somewhere this weekend.

darkdill

Nice walk through, I really like your strategy, I'm really glad you were able to beat it:)

That beings said, in the next update the final mission will get a bit easier. I deleted the extra wave when you encounter the Guardian. I'll also have a look at those Crypt Elders.

But if you struggle with them, remember that all they do is buff friendly units - so pop up some mass dispels (which you should be doing anyway because of skeletons and other enemy summons).
 
Level 14
Joined
Oct 26, 2015
Messages
871
I don't like giving ETA's because I myself don't have an estimate:))

Hopefully should be around somewhere this weekend.

darkdill

Nice walk through, I really like your strategy, I'm really glad you were able to beat it:)

That beings said, in the next update the final mission will get a bit easier. I deleted the extra wave when you encounter the Guardian. I'll also have a look at those Crypt Elders.

But if you struggle with them, remember that all they do is buff friendly units - so pop up some mass dispels (which you should be doing anyway because of skeletons and other enemy summons).

Weekend? Better than expected!
 
Level 1
Joined
Oct 21, 2015
Messages
5
I love this CC

I greatly enjoyed this CC because of the fact of having a great number of new units and events, it gives me more gameplay for one of my favorite games. I hope there will be more of this and if possible other campaigns as well. One thing that disturbs me is that the footmen that you have equipped with a bow still run to the front line and get hit alot, but none the less this is a great CC. Good luck and have fun!:goblin_good_job:
 
Level 11
Joined
Aug 24, 2012
Messages
429
Marwick Calixto

I'm really glad that you enjoyed it and there will be other campaigns like this in the future (you can get a test of the undead from the extra chapter).

I'm still working on the Footmen issue, there must be a field in the object editor that dictates the formation place of a unit...
 
Level 14
Joined
Oct 26, 2015
Messages
871
Hey teo. On a lore point there was a reason humans had rank and file soldiers and no bowmen and relied on dwarven tech and elven farstriders. There was only I recall very few if any human rangers and they were trained by Sylvanas. The first being Nathos Marris. Spear throwers were a thing I think thou. But ya know game mechanics aside u don't carry a ton of spears jajaja. I love the bowmen tho. Spearmen I could go without fact you can mount them or leave them grounded or ranged. Spear is kind of redundant despite its extra range.

I do enjoy how the scourge has more a cult of the damned feeling to it with the officer system. You've done great work and this is skimming the maps not started a play through yet. But should smash it out this weekend.
 
Level 11
Joined
Aug 24, 2012
Messages
429
Anaxie

From my point of view archers are still rank and file soldiers. The humans still rely on dwarfish technology for long-range support and the elves for precise magical abilities.

However it would make sense for footmen soldiers to have basic training in using a bow. Mind you I said basic, they are nowhere near as profficient as Rangers of any race, they can merely use the bow - this is reflected by their mediocre damage with this weapon.

As for the spears from a lore-perspective yeah I agree it does not make much sense for a single Footman to carry a Sword, a Shield, a Bow with a Quiver and a Spear. But it allows Footmen to be somewhat reliable against units with Heavy Armor.

What will probably happen is that the Spear Footmen will be a permanent upgrade to the standard Footmen (like the Obsidian Destroyer from a Statue). In light of this the Spear Footmen will probably receive a buff.
 
Level 2
Joined
Jul 2, 2014
Messages
23
Nice to see another update, though I was kinda hoping for the Undead campaign. Oh well, that's probably still not ready yet for a while.

In the meantime, I have a few things I should suggest to you.

1. I've noticed that most of the neutral creeps are given Heavy armor, even in cases where it's inappropriate. Sure, it makes sense for an Ogre, but for Wolves and Troll Warlords? I dunno. I think it'd be neat if you could change up some neutral creeps' armor types to make creep fights a little better and not just a case of "bring lots of Piercing".

2. In regards to your new Arsenal, there's one worry to that: a player could build a large number of Arsenals and simply give themselves super-high amounts of income. Did you account for that by making the Arsenals expensive to produce, or perhaps find a way to limit the number of Arsenals a player can have?

3. Again, HOTKEYS! Please be sure in the future campaigns to make them in a QWER fashion.

EDIT: Found a bug with your Undead.

Obsidian Destroyers don't actually land when told to. They enter an animation, sure, but then nothing happens.

EDIT2: Got one more thing to ask. In the second mission, it gives the hint "The Stormreaver Clan has not forgiven the Blackrock Clan". The only thing I can find regarding that is a Stormreaver Warlock, but all he does is fight you. Is there something else that can be done with him?
 
Last edited:
Level 2
Joined
Jul 20, 2015
Messages
12
Hello there, teozamait, here is my colorful review yet again.

This time I will focus on the Undead extra mission. I understand that this is like an alpha for the gameplay in Path of the Damned Enhanced campaign, so there are crapload of bugs. I will give you a short list what I did not like about the gameplay and the what I think is a KUDOS idea.
The Bad: Obsidian Destroyers did not land.
No units were able to receive the item buff.
Ziggurats have still rather low food capacity maybe raise it to 15 to compensate for higher upkeep.
I could not upgrade my necromancers into archnecromancers.
The Nerubian caster seemed rather useless (maybe I was not playing him right).
The worst bug/thing I found with the new ziggurat upgrade, as much as I like it, it seems way overpowered. Undead are my weakest race and I often found the last chapter of their campaign harder than the remaining climactic missions, the new defensive structure is great but it needs to be nerfed the hell out. Also the unit that it creates is unclickable.
Lastly some spelling mistakes (its not something necessarily bad for alpha, but it bugs the hell out of me).
The Good: I really liked the idea of Wyrm riding Death Knight, although I think its pretty imbalanced for Arthas, even though he will receive this ability in last third of the campaign, it seems way too powerful for seventh Chapter "The Siege of Dalaran." maybe give it to some slightly nerfed version of Death Knight, similar to Alliance Commander for Humans. Also me likey the Wyrm walking, can't wait what will the other Graveyard unit be.
I also like the new summoning undead spell and how its strength depended on the caster.
First I was not sure how to feel about the zombies, compared to ghouls they suck as front assault unit, but with the Walking Dead upgrade I find them strangely appealing as an alternative siege unit that (despite Frostwyrm usefulness against towers) the undead lack.
Aditional skeleton (wonder how it would work with ArchNecros) is a nice touch, it gives further the Zerg feel to the Undead. 2 full Meat Wagons and 8 fully upgraded necromancers were bestial combo for my finish of the mission.
I also like that the Red dragons could heal, it felt really lore friendly. :thumbs_up:
The Suggestions: I do not want to tell you what to do, since you probably already got it planned mostly, nevertheless here are some suggestions that might interest you.
First, I am speaking for the whole Undead-Fanbase (despite the fact that I don't include myself into it) I believe that Sylvanas should get a bigger role in Undead campaign, maybe a second captain like unit. It might also be cool if you could include the same mounting principle to Arthas as you did in SoL Enhanced. Both these things would be very neat, especially lorewise. You might also change the Archmage in chapter 5 to King Sunstrider.
You might also bring some Varimastras to aid the player more directly in last battle, I know I felt rather cheated of the Dreadlord experience in Vanilla.
Chapter One: Not sure if having Captain Falric right at the begging would not be little too overpowered (although I am not sure how will you strengthen the Alliance presence).
Chapter Two: Give little more story for the Sasquatch gag, I always found it funny, but I am still curious about it to this day.
Chapter Five: To raise the stakes, you might think of giving the messenger an escort or speed buff, to make it more difficult on Hard.
Chapter Six: Substitute the Horde' traditional troll units with the Forrest trolls.

That's about it for the Undead from my perspective.

I can not speak for the SoL Enhanced 2.0, as I have finished playing 1.95 just day prior its release and don't feel like doing it again, although I did peek into chapter seven and I like the alternative transport. :grin:

Keep up the good work.
 
Level 11
Joined
Aug 24, 2012
Messages
429
darkdill

Darkdill please don't message me with your feedback if you are going to post it here anyway:)) just post it here and I will see it.

1. Arsenals will probably be limited by number ( something like a maximum of 3).

2. Yes I will look into the hotkeys again - BUT switching all hotkeys to QWER will take a LONG time...I'll think about it...

3. Lure some Blackrocks near the Stormreavers...

Toneai

Many thanks for your feedback as always:D

1. The Nerubian Defensive Structure was not meant to be in the mission, I thought I deleted it :-"

2. Arthas will most likely not be riding a Frostwyrm in the campaign. He will be able to Mount/Dismount Invincible though:)

3. Sylvannas will play a slightly bigger role in the campaign, she will accompany Arthas after Silvermoon.

4. Silvermoon will be defended both by Anasterian Sunstrider (Warrior/Mage hero) and the Grand Magister of that time (can't remember his name). And that lonely messenger will get his escort:p

5. The Horde will either be getting Forest Trolls or all of their units will be Orcs (Orcs Spearthrowers).

Thanks for all of your support guys, you are of great help to me!
 
Level 11
Joined
Apr 9, 2013
Messages
710
This is a great overhaul, I appreciate your work and effort you put in. Though there is room for many improvements it is still very nice. (The Campaign seems a bit easy, though I didn't read in to your "For Hard to work you must have it on Original campaign hard and in Custom Campaign Hard" I only had it in Custom Campaign, so that may be it.
(The Defence of Hearthglen was a bit dull (may be because of the difficulty not working), I was thinking you should make it 45 minutes or more as 30 minutes is quite easy to defend (Again it may be because of the difficulty bug)
Btw, I've encountered several bugs
In the Defence of Heartglen, when you train Sorceress they morph in to "Cavaliers".. Yeh..
And you can't buy "Food Supply" with normal units.
Anyway cheers and thanks for this awesome campaign.
EDIT: I have encountered a tedious bug that I have it in my project as well, "Workers called to arms and back to work are not able to build structures, they simply won't build the building", If you find out how to fix this I would more than appreciate it if you could tell me how you've done it, as I'm having the same problem. Basically Workers that were Militia are not able to build structures even if the "Menu" is availabe.
 
Last edited:
Level 11
Joined
Aug 24, 2012
Messages
429
SNIper of DARKness

Thanks for the feedback, I'm really glad that you enjoyed it:D

That Cavalier bug again....are you sure that you used no cheats in that mission? Using cheats should cause that problem...if you did not, I'll look into it:)

I never noticed that Militia bug....I'll have to look into it...what I suspect caused it is the fact that in Gameplay Constants I changed the value of "Morphing Units keeping abilities" to False...that might be it, but I'll look into it:)

Also give it a try on Hard Mode, it will make a difference:D

aeman

Here's where Stefan.K pointed me to download the Mounted Jaina model: http://wc3-maps.ru/load/modeli_dlja_...a/52-1-0-20216
 
Level 14
Joined
Oct 26, 2015
Messages
871
When u do the undead enhanced campaign I highly reccomend putting anasterian sunstrider as the final guardian to the sunwell instead of golems. His absence in the official campaign is silly he was quit an important figure arthas killed in his spree across lordaeron.

Like the kelthuzad figh . Uther, Antonidas, and Anastetian should be memorable. Uther certainly should be accompanied by number of silver hand knights compared to the paltry force in the main game. I would suggest making this mission Mich more difficult include abominations having access to abombs will allow for a better tuned quelthalas campaign too instead of waiting till dalaran to get your melee units which are outahines by frost wyrms in the previous level. The death of other and the silver hand shouldn't be handled by groups of footmwn IMO.


Oh I just read your last post nvm! Your undead campaign is going to be that already sexy baby. Also dismount dk art has? Noice

I'm no prophet but in your orc campaign is Thrall going to have a white wolf and a dismount? Also clearly his captain will be VolJin jaah Mon!

Night elf campaign obviously Shandris. But hell we are talking three years from now.


Lastly I've been advertising your campaign on MMO champion the last month. In fact its my first listing http://www.mmo-champion.com/threads/1881861-Warcraft-3-High-Quality-Custom-Campaign-List
I hope you like the image I used. You could probably use it for your campaign image for the human and undead campaigns. :D

Its understandable if you never finish remaking RoC let alone TFT. But the undead RoC campaign is in dire need of your touch more then any because all the stuff left out that is integral to the story. The Human overhaul was masterful and the human campaign is timeless. I'm sure people have played scourge of lordaeron 3x as much as the others. But really it was rediculously easy even on hard. Your campaign is a breath of wondrous fresh air.
 
Last edited:
Level 11
Joined
Apr 9, 2013
Messages
710
SNIper of DARKness

Thanks for the feedback, I'm really glad that you enjoyed it:D

That Cavalier bug again....are you sure that you used no cheats in that mission? Using cheats should cause that problem...if you did not, I'll look into it:)

I never noticed that Militia bug....I'll have to look into it...what I suspect caused it is the fact that in Gameplay Constants I changed the value of "Morphing Units keeping abilities" to False...that might be it, but I'll look into it:)

Also give it a try on Hard Mode, it will make a difference:D

aeman

Here's where Stefan.K pointed me to download the Mounted Jaina model: http://wc3-maps.ru/load/modeli_dlja_...a/52-1-0-20216

I have replayed the Campaign on Hard difficulty, it is indeed bit more challenging and quite different, though all my points remain valid, the defense of Hearthglen last wave was absolutely pathetic.
Also a very, very immersion break was the Dissension, thought there was something wrong when I saw the "Destroyer" but I quickly overpassed it when I saw the Mounted Deatknight on the Frostwyrm, also some creeps are allied to you and the boneyard as well, I'm sure you know about this, still, I'm now at the "last" mission (Frostmourne) and I hope there aren't anymore game breaking problems.
Btw, you have so many complex units and such but there is really, no time to use them, the "Shores of Northrend" could have been a great opportunity to try all those things out but it really was no push over it really should be a "bit" more difficult in my opinion, it really is just a mass troops and rush the base situation (I kinda rampaged the Purple base with the starting army, though I love that you can actually lose the optional mission), I like the Lich leveling up though, The only reason I stayed over an hour in that mission is for treasure hunting.
Also many hotkeys are contradicting themselves (casters mainly, and should knights spawn with a horse? as they spawn mounted in the "Culling)
Anyway, I hope you can fix all those things, Obviously those are not all of them, I really liked the "Alternate" version (Culling), it was very nice and all. Btw I don't see the "Magistrate" anywhere on the map.
Cheers.
 
Last edited:
Level 11
Joined
Aug 24, 2012
Messages
429
Anaxie

I do intend to finish all campaigns:) But yeah it could take quite a while.

Thanks for the ad on MMO-champion:)


SNIper of DARKness

AHHHHHHHHHHHHH!!! Those creeps in mission 8 were only intented for testing some features of the map, I completely forgot about them! I will remove them and update the map asap! Thanks for pointing that out.

And yeah the Gnoll is there as a Tank unit that you don't need to focus on...it just adds a little bit of challenge to the first mission.

aeman

You can extract the model from my map, in the Import Manager of the Campaign Manager - the model's name is simply jaina.mdx , no custom textures to worry about:)
 
Level 11
Joined
Apr 9, 2013
Messages
710
Anaxie

I do intend to finish all campaigns:) But yeah it could take quite a while.

Thanks for the ad on MMO-champion:)


SNIper of DARKness

AHHHHHHHHHHHHH!!! Those creeps in mission 8 were only intented for testing some features of the map, I completely forgot about them! I will remove them and update the map asap! Thanks for pointing that out.

And yeah the Gnoll is there as a Tank unit that you don't need to focus on...it just adds a little bit of challenge to the first mission.

aeman

You can extract the model from my map, in the Import Manager of the Campaign Manager - the model's name is simply jaina.mdx , no custom textures to worry about:)

What about the "Magistrate" from "The Culling" ?
 
Level 14
Joined
Oct 26, 2015
Messages
871
He said he's missing from the level. I'll check

If so its game breaking

Editor shows the Magistrate where he should be in V2.0 so idk. maybe just look harder Sniper

Thanks for quick bug update release today Teo.
 
Last edited:
Level 11
Joined
Apr 9, 2013
Messages
710
He said he's missing from the level. I'll check

If so its game breaking

Editor shows the Magistrate where he should be in V2.0 so idk. maybe just look harder Sniper

Thanks for quick bug update release today Teo.

Hopefully I'm blind and I didn't see him, still could you point him to me? :d

Thanks again to Teozamait for his great campaign. Btw, I somehow managed to get Uther Killed during mission "Black'n Roll", he just abandoned the base to go after some orcs and then died. And in the Cinematic Arthas appears to be talking to his ghost Heh... Maybe you could do something about it? Add one more item to his inventory?
 
Level 11
Joined
Apr 9, 2013
Messages
710
I've noticed some interesting models and useful models in your map, I would have liked to export them from your map directly instead of bothering you, but it seems I've run in to a "problem", I seem to lack the knowledge of opening Campaigns. If you could lend me some kind of help?
Mostly interest in your "Walls" and "Gates" and how they exactly work.
 
Level 9
Joined
Mar 16, 2008
Messages
316
I've noticed some interesting models and useful models in your map, I would have liked to export them from your map directly instead of bothering you, but it seems I've run in to a "problem", I seem to lack the knowledge of opening Campaigns. If you could lend me some kind of help?
Mostly interest in your "Walls" and "Gates" and how they exactly work.

Gotta open it up in the "Campaign Editor," the little book icon on the same bar as the Object Editor and such ^.^
 
Level 14
Joined
Oct 26, 2015
Messages
871
First impression getting up to starting Chp 7 soon.

Maybe too many Artifacts lol Falric and Arthas are decked out.

Was able to destroy Purple in March of the Scourge on HM and Entirely wipe the map and base in the Culling. GG

Once you kill Barthilas Hardmode is TOO easy. Maybe just me.
Also you could use cure as many times on a zombie and it counted for multiple atleast in your earlier versions. Didn't check no try to do it in this playthrough since I didn't want map to end prematurely. Mal'Ganis escort needs to get significantly bigger when you have a high villager kill/cure count imo.

Confirmed still bugged. I got 90 Cures off the 8 houses in the walkway at the bottom by spamming cure on zombies. Could of got 100 easily.

Where is the Cleaving Artifact from? sounds like the perfect item to get Falric to defend the base in Frostmounr chapter.
 
Last edited:
Level 14
Joined
Oct 26, 2015
Messages
871
Awesome found it super goddamn secret.

Kill every single red WHILE HOSTILE

You DONT CURE ENOUGH TO GET UTHERS/JAINA

But you need to cover Mal'Ganis's ass like a beast.

thats fucking awesome and your best most hidden item.

Should make last level a brease with AOE damage Falric until Arthas returns to take and AoE chaos damage their face.
 
Level 14
Joined
Oct 26, 2015
Messages
871
I feel like the game loses it's

"warcraft 3 Feel" when you can have 5 armies of knights.

What I highly suggest teo

Is make it WC3.

Cap it at 100 Food. Keep upkeep gone.

This will prevent sillyness like your destroying the camps in march of the scourge instead of defending and would bring the others inline VS zergfest.

With the addition of your arsenal you would be focused on outfiting your units you can make. upkeep I would keep gone.

100 Food cap would also make your large unit cast more versatile VS massing Cavaliers / kngihts / Gryphons and calling it a day. I have no need to touch a caster on hard ever.

MAYBE 150 Food. Those abombs and Archnecromancers are kinda imba


Also Chapter 8 is has an issue.

You moved the Pandren with the tomes at the end of the level behind Rocks with zero path. I think they used to be in the shoreline by the rowboats. Might want to fix that.
Cavaliers Upgrade to Paladins and have no spells? Useless atm.
Arthas extended spellbook bugs out ALOT so Holy Radiance is best forgetten since the spell is clunky and the book being bugged is hit and miss. I would remove the extended book on units altogether honestly.
The extended spells aren't why you build units and they feel very out of place.

LOVE the Arsenal though. I would remove the Orb of Fire though.

All in all exceptionally fun and great item hunting. I LOVED the secrets and getting the Culling Blade AND Redemption was satisfying.
 
Level 4
Joined
Mar 30, 2014
Messages
85
You say it's to easy.
Yes it is if you go on silver hand upgrade and do mass knight and Paladins.
But did you have try with only the magic boost? It's really funny because there is spell everywhere but also your units are easily dying. You want a hard game? So take the magic on hard. That will be fun.
 
Level 14
Joined
Oct 26, 2015
Messages
871
Magic is a support unit keyword Support.

Also Cavaliers are too clunky and Paladins are bugged and don't work.

All you need is a Tank Falric with the Shield / Enchanted Armor / Warhorn

Mass knights which can move in and out and a handful of Cavaliers to Block and Riflemen / Siege and trade it in for Gryphon / Knight Mass in the end.

The magic output and how strong Gargs / Abombs are your casters are sitting ducks with the Functionality of Knights.

Arthas with Ancient Tome / Holy Light can pretty much Heal everyone anyhow. Take fucked up units far away and bring them back when you pop Falrics Shield



Finished Playthrough: My issues

Frostmourn was extremely easy. I never even broke a sweat. I was maxing army and just doing whatever. Ending stats was 977 enemies killed 27 lost

Again I would cap Armies at 150 Food to keep the intergrity of hard mode.

Morphed Paladins are bugged and useless. 0 Spells they even lose the Damage reduction from Cavalier.

The ONLY ones with spells I had were the final ones VS Mal'Ganis Boss and Uther's in Culling.

When picking up frostmourn I lose i went from 1725 to 1400 hp. Not impressed.

Not sure what joke spell is used to make the Crypt Elders survive a 300 army onslaught.

Reloaded and raised their base and ignored them they died somehow inbetween so I'll take it

All 3 Loci in Generators when I went for Mal'Ganis's base. RiP not a single unit lost and I went all in.

ENDING THOUGHTS

I enjoyed this version immensely and can't wait for the Undead Enhanced. BUT I feel this one needs a new edition it's just way way way too easy. Food Limit is too high. I would do Medium Upkeep at 80 Units High Upkeep at 120 and Hardcap at 150. With Arsenals gold shouldnt be an issue. Hell I never needed to take an expansion mine in any missions and was constantly training from 3+ buildings.

And the bugged Paladins are a huge issue

The Frost Wyrm Boss on the Chapter 8 didn't drop anything after I ran to the shore to kill him at his landing site. ? Oversight? Seems like he should drop something you run past the last ship find him and get nothing but sadness.


EDIT:

I can see how it MIGHT be harder if you don't try to find any items.

Plenty of Levels without the Ancient Tome which is EXTREMELY EASY to miss in 3rd level. I feel bad for those that did.

Redepmtion and Allerias Flute on Falric are another core set. hehe without those and all the other relics might of been harder I suppose.
 
Last edited:
Level 11
Joined
Apr 9, 2013
Messages
710
I can see how it MIGHT be harder if you don't try to find any items.

Plenty of Levels without the Ancient Tome which is EXTREMELY EASY to miss in 3rd level. I feel bad for those that did.

I must disagree here, I didn't use the Ancient Tome that much and didn't take it with me to Northrend. And I can assure you the Campaign was as easy without it.
 
Top