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The Scourge of Lordaeron - Enhanced

♦ The Scourge of Lordaeron Enhanced ♦

By Blizzard Entertainment (Edited by Teozamait)

Gameplay
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!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
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Features
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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
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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
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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
I think you mis'calculated the number of tomes lol

but I aint give any spoilers ;)

Edit:

Hello,

there is something I couldnt explain.

I won chapter 6, and then went to chapter 7 played and saved mid-game. After few minutes I restarted and I have no starting items. why?
a tome or 2 compared to an AoE HP/Mana burst spell on a low CD and it's passive effects.

Guess which one is better.
 
Level 1
Joined
Jun 25, 2017
Messages
1
Saw this from Jayborino and wanted to try it out but when I try to start the first mission my game crashes (it's not pc's fault, specs are very high). Other missions are okay, only the first one won't start. I know it's a great work and I would like to play it in its entirety. Thanks in advance!


Actually, now I can't build any structure either. My workers will just put down the building and then they'll just watch it without doing nothing...
 
Last edited:
Level 16
Joined
May 2, 2011
Messages
1,345
Saw this from Jayborino and wanted to try it out but when I try to start the first mission my game crashes (it's not pc's fault, specs are very high). Other missions are okay, only the first one won't start. I know it's a great work and I would like to play it in its entirety. Thanks in advance!


Actually, now I can't build any structure either. My workers will just put down the building and then they'll just watch it without doing nothing...
that might actually be quite true. it feels like it takes quite some time to load the game -__-
 
Level 2
Joined
Jun 29, 2017
Messages
1
It's not often when people create an 'enhancement' of something decent to begin with and actually manage to improve upon it. This makes it so much better when it happens! This campaign was a glorious experience.

The unit selection is wide and at the same time fairly viable across the board.
- Footmen can fit any role you might want from them - frontline, second line, ranged support, or get tougher for some resources. They do fall on the wayside later on, although such is the fate of a true jack-of-all-trades. The veteran is great at Culling, if you want to protect your home base, but don't want to commit too much wood to it. The mountaneer would probably be fine but it appears too late to have an impact.
- Crossbowman is better for most of the campaign except the very last mission, where a lot of damage tends to bypass the frontline - a perfect balance letting you make an actual informed decision if you want it.
- Cleric doesn't replace Priest as much as he supplements him. The channel heal is okay by itself but it's not good for most of the campaign, since you have access to Arthas who does single-target healing better. Autocasting that makes cleric waste all his mana during repositioning trying to heal people. That said, he brings to the table something unique - Appease Spirit, which goes some way towards denying the corpses to the enemy. On every mission save Culling (where consisntent healing mattered to me more) I tended to use one cleric per squad, along with 2 Priests to do actual healing. Appease Spirit has the unfortunate side effect of denying YOU corpses for resurrect, but in Hard usually if resurrect matters, you did something wrong and are in the process of getting wiped, so it doesn't really matter.
- Bishop is a viable replacement for a Priest as the team's health sustain. You still would want a Priest for his other utility, but pure hp throughput is hard to beat. Problem is, in Frostmourne, where every little bit helps, red locus is pretty mandatory (if you dont use the 'easy mode' tome). And everywhere else Arthas pulls most of the team's healing by himself just fine. Also, having Arthas armed with 'Old Horde memento' staff, Bishop's resurrect thing for 200 mana is extremely situational. His mana is best spent on the living - emergency teamwide heal is gamechanging.
- Cavalier is... I wouldn't say bad. But his time, while clearly defined, never comes. The enemy comes in mixed waves of Abominations, Ghouls, Crypt Fiends, Necromancers and Bone Golems and the heavy armor really only helps vs the former. In practical terms they appear more squishy than Knights, move slower and do less damage. This is clearly a PvP counter for mass Abomination spam but vs AI it doesn't work. Knights of the Silver Hand are somewhat better but they're locked with green locus and an upgrade, and they're not better enough.
- Enchanter is amazing. Being able to remove cripple, sleep or frenzy, or get more mana for that huge value emergency AOE heal really can't be hyped enough. Just need to remember to turn on the autocast :D Actually, even Blizzard got the similar idea with the Spellbreaker, but the elite High Elf infantry wouldn't really fit with generic Alliance human-led army.
- Battle mage is fine. He can substitute and be a direct upgrade above a dwarf rifleman, while having some AOE and stun options. It's certainly worth it to take one per squad with you.
- Conjurer is... Interesting. He's the definition of glass cannon, with significant damage output and a mighty elemental summon, but - 300 hp, no armor and no slots to compensate for that. He's also available extremely late, at least his summon is. And by that time, sustain and health pool beats pure damage. You can't really dps race an endless tide of the dead. That said, it's nice to have extra expendable 1500 hp on the field for the final push for Mal'ganis, so there's that. Again, along with the Cavalier, it really feels designed mostly for PvP, not Campaign mode.
- Leutenant is fine. Decently tanky, with two slots (to make him more tanky, usually I picked heavy armor + hp potion), with a nice damage buff and a speed boost active. Available early, they really should be deployed throughout the game, 1 per combat squad. Dwarf Leutenant is geared towards static defense, which is a nice option to have.
- Alliance Commander. Wow. As close to a hero as a mortal can get, with a price tag to match. If you want a frontline that will not break, pick them. When they fall, no one else is left either, so death penalty debuff is irrelevant. And they can fly up to brawl the frost wyrms so you are always prepared. Somewhere an Illidan gets sad every time you deploy one of them. Pure awesome.
- Mortar teams are extremely versatile now, on par with Footmen. Bounce Shot for brawling, Ironfoe Cannon for siege, Ballista for static defense, shrapnel upgrade for general purpose. Anything you need them to do, they are able to.
- Trebuchet. According to description, as impressive as dwarven cannons are, you can't really beat giant rocks slamming from the sky. To me, they seem a perfect tool for Frostmourne, bypassing the need to play attrition with the dead. Find a good spot, get up some ivory towers and a farm, some trebuchets and let the enemy come to you :3 The map's layout also plays in favour of this strategy. They also happen to clear out enemy meat vagons super fast.
- Walls are a nice touch. I do believe locking them behind red locus is somewhat unfair, but since red locus is the default choice for most missions anyway, it matters little. Also they can repell weaker waves by themselves, which is extremely helpful.
- Villagers really should be available with Keep, not Castle. A slightly cheaper repair-only unit would be super helpful in the earlier missions, and not all that much later on. The gold gain from the arsenal isn't good vs AI, you want resources early to power through these first critical minutes, not invest into mid- to late-game income where you are past the shortage phase anyway. Again, this would work much better in PvP.
- Pack horse. The unsung hero of the Alliance, the horse excells at keeping the frontline healthy, charged and protected with turrets for a minor investment of gold. If used right, it can be as vital to the effort as a trebuchet or a commander.

The only issue I had about the units in general is the Siege Engine. The tank didn't have any changes made to it, which means it's now fairly weak in comparison to everything happening around it. Building-type armor used to protect from piercing to compensate for it's relatively low hp, but with it redefined the tank can't really be used as intended - to break through static defenses. If you ever come back to the game, it would be nice of you to show it some love.

The new abilities are great. Anti-siege trait really lets flying machines take their place with the Alliance, and the dream of combined warfare ability comes ever closer. Plated is also amazing, the heavy frontline really feels like they're wearing actual armor... Which only makes the spell damage they recieve feel that much worse :3 The food deployable is great, even midfight the regeneration field can matter. Weapons is more tricky, since it seems to affect both friend and foe, so I tended to avoid it. The spell books are situational, but super useful when the time comes, the traits help shape the fight like you want it to go... Every little bit does something, and that's awesome.

The changes on the maps are great. More neutral camps, more items, more STUFF going on. You can play the map quite a bit more than in the original, personally I enjoy that greatly. The scarab rush on Shores of Northrend was memorable. The Alterac mini-series. The Culling... You took the story of Arthas and improved upon it as well :3 I really accept that as headcanon now. Frostmourne really feels like a struggle, once I had a glitch with both air and land waves arriving at once, nearly wiped two full squads backed by turrets and mortars. I'm not really good at W3 so I had to play that mission at slow.

Overall, really. Flat 10/10. The minor drawbacks just pale before the amazing work you've done here. This is one of those cases where you can't even say 'this should've been from the start', because it really couldn't have :3

I hope you get through with the undead campaign. Human one is a masterpiece, so I wouldn't expect you to surpass it, but even something WORSE than this one would be a major improvement over the original. Archimonde summoning was plenty epic alredy, I wonder what will you do with it :3

UPD: The next day I realised I forgot one unit.

- Royal Guard. Well... The concept is interesting. The thing with it, though, is that they're available at the point where Arthas is by far the most durable asset in your disposal. Not quite one-man army like in the original, but definitely one-man frontline if he could hold aggro away from the squishies. He absolutely needs no help surviving whatsoever, assuming you did at least some of the optional stuff in missions prior to Frostmourne. He can duel Mal'ganis and win, duel the Doomguard and win... What ends up happening as you deploy the guards is, if you're using lore-friendly approach (3-4 well-rounded squads spread around the map for the duration of the game, like I did), the command squad which is supposed to spearhead the asssaults gets too squishy. Light armor really isn't all that good for a melee tanking unit, not at this point. No inventory, so they can't be improved through the gear, they're fairly slim, so it doesn't make them that all that great at holding the chokepoints. Even dismounted Knight makes for a better blocker, not to mention the glorious Alliance Commander sharing most of the same requirements. If you're using gamey approach with endless unit production to overwhelm the enemy, the Knights again come out ahead as more cost-effective fighters. Even in PvP, unlike most units, I don't think the Royal Guard would be all that interesting with how late they are available and how durable Alliance Paladins and Mountain Kings are. The Lichguard with it's active hp/mana restore on a hero and a wider model is much, much better.
 
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Level 2
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Aug 10, 2017
Messages
3
Hi. Are you still up for the Undead Campaing? If you are pls give us some updates. Your mod has made this 15 years old game a better game.
 

Deleted member 237964

D

Deleted member 237964

Any chance for Undead campaign now?

Also...a two questions.How do i deliver Alterac insignia? Bandits just attack me when i get too close and second....how do i save people from bein turned to zombies?

5/5 from me,just the bonus chapter...a bit dissapointing,unles making it a melee map with new units was intended?
 
Level 14
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Oct 26, 2015
Messages
871
Clerics purify undead

In chapter 2 take insignia to the bandits east of the gnoll village thats south of the blademaster area

In cullingnof stratholm kill every single red before u make them non hostile to get an artifact that gives arthas a 25% damage cleave an active use haste and damage. Insanely powerdul especially after frostmourn. THEN AFTER you kill all reds purify everyone to gain the redemption artifact. Gaining both is hard since u have to fight malganis off longer while u wipe the map before you even start ripping houses down

After u make the turn in insignia and meet their leader. Use her to taunt a blackrock orc to the stormreaver necrolyte.

Your welcome

Also any campaign updates? How many chapters done? Potential beta at the least? Hype is really dying down

You mentioned in junen on your profile to someone hopefully summer release.... is there a surprise coming in the next few months? Because that sounds like its innthe home stretch :)
 
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Level 1
Joined
Oct 13, 2017
Messages
1
Hi people,

I've got a problem and I can't figure what's causing it.

Last week I downloaded this custom campaign, and I'm super excited. Only: it constantly crashes the game. Sometimes I can finish the first map, but it crashes every time in the second map when I try to pick up the power locust.

AFAIK I got the most recent version of the campaign, and tft is version 1.28. I'm playing on a Mac (macOS 10.12.6).

Anyone got an idea how to fix this?

Cheers!
 
Level 10
Joined
Feb 21, 2015
Messages
363
Very well done campaign! I like the way that there are so many options you can choose from. So many units, and so many skills plus the whole race specialization change. By the end of the campaign, Arthas and Mauraden will be full of powerfull items. In the last chapter, Arthas had almost 2000 hp and 900 mana! plus other permanent awesome stuff, and after Mauraden's death I transfered his items to Falric, who is almost a new hero too, so whoever is yet to play this, make sure not to miss secrets because they contain glorious items that increase your POWAAAA immensely hahahahahah
 
Level 4
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Feb 18, 2017
Messages
99
Very well done campaign! I like the way that there are so many options you can choose from. So many units, and so many skills plus the whole race specialization change. By the end of the campaign, Arthas and Mauraden will be full of powerfull items. In the last chapter, Arthas had almost 2000 hp and 900 mana! plus other permanent awesome stuff, and after Mauraden's death I transfered his items to Falric, who is almost a new hero too, so whoever is yet to play this, make sure not to miss secrets because they contain glorious items that increase your POWAAAA immensely hahahahahah
I discovered that in the last mission after you return to you base the knight that is in the upper entrance to your camp is in fact an other captain falric.Dismount him and you will see!!!Then you will have 2 of them
 
Level 10
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Feb 21, 2015
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363
I just finished the whole campaign on hard and I'm so proud of myself haha :ogre_hurrhurr::ogre_hurrhurr:
I have a few tips for those of you who are having a hard time finishing this on hard difficulty:

1- as @lesnarpower12 said in the previous post, the lieutenant at the upper left side of the base is in fact Arthas' other captain (forgot his name) so make sure to unmount him immediately because if he dies, you lose the captain permanently, but if you unmount him, he will turn to another captain and he will have his permanent reincarnation skill. This is very important because captain Falric is an essential semi-hero to finish the campaign. His name will be "captain Falric" too, so in other words you will have two Falrics, but this is an ignorable bug.

2- It is very important to smash the green looking orbs in fights first, and the (crypt elders) because they grant enemy units crazy continuous heals:vw_wtf: so keep that in mind. "state of arms" is a very good choice of the three energy choices i think, because "Alliance leader" unit is almost like a captain Falric unit!! But I'm not sure whether state of divinity is better or state of arms.

3- There is a purple tome pedestal at the begining near where Arthas and Maraudin appear, it will help a bit if you destroy it because it destroys the small purple base to the right.

4- It is extremely helpful to take the gold mine a little bit to the north, and the gold mine to the right (after destroying the purple tome pedestal) as they will grant you a good amount of gold income that you will need to train and ready your armies for battle!

5- I suggest you start out with the purple base to the right because if you attack green base first, Purple will make a surprise attack from the rear and destroy your army easily as green will block your army from the front (pincer attack). Another thing is that on hard, you need at least 250/300 food or more !! because remember this is hard (insane?) difficulty.

6- in order to win, you will have to destroy both purple and green bases first so that the final battle with Malganis begins! You will get few units depending on your choice of the state of the humans (divinity, arms or mystical). Make sure to stun Malganis when he channels the zombie-infernal skill, or waves of frost as they will be hard to deal with if you don't do that, and will destroy your group easily. Overall, the boss fight is easy to deal with, unlike dealing with Green and Purple bases.

7- getting the other captain Falric will not give you trouble deciding what to give arthas and what to leave behind because if you found all the campaign's secrets, you will have to choose from 12 amazing items!! So just put the stat and mana+mana regen items on Arthas, and leave the rest for your two captains. Also, Alliance leaders (if you choose state of arms) can use items but only 3 slots, so this is also very helpful in choosing the items.

Good luck to you all!
 
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Level 4
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Feb 18, 2017
Messages
99
Oh i suppose you dont know that in the last mission you can have all the crystal updates since if you search well you will find two more.
1.The first crystal is equipted to one of your captains.
2.When you destroy the big purple base in the southeast after destroying their cidatel it will drop an other one.
3.As you continue further from that base to the upper path if you destroy the trees there (mortar or cannon) you will find a powerfull doom guard behind them (chaos attack + divine armor).Kill him with arthas and he will drop the last crystal so you will have every single update.
Also it is esential to build the arsenal because despite i works as a shop it is a very rich gold mine too(10 billion gold) that can be harvsted by the sivilians that you train from the suply holds(you cannot train them from farms).only 3 sivilians can harvest an arsenal at a time (they stick upon it like the undead acolites).
 
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Level 1
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Mar 12, 2018
Messages
2
Hey!

I made an account here just to give my appreciation! Solid work!

I hope you'll continue with the rest of the campaigns as well.

U da man
 
Level 1
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Mar 8, 2018
Messages
8
Hello, want to first say great campaign!!! I was wondering if you planned on updating this to the most recent patch release? Currently for me at least, 90% of the time clicking on a generator or a custom unit crashes the game will crash the game.
 
Level 4
Joined
Mar 30, 2014
Messages
85
Hello does anyone can help me ?
I was playing on mac before and to install custom campaign I was putting the map downloaded in a folder call campaigns.
But know I have a pc and want to play this campaign again. Yet I can’t because I don’t see any folder called campaign. Can anyone help me ?
 
Level 14
Joined
Oct 26, 2015
Messages
871
It's in the documents folder now as of 1.28
also as of 1.29.2

Entire campaign plays perfectly

the unpatched bug in

THE CULLING where you cure zombies still makes them invulnerable instead of dissappear.
Reccommend skipping this part of campaign.

I just added the item you get for healing them all to Chapter 7 in the editor and just play it as normal. the only game breaking thing in this campaign and it's completely optional to even see it.
 
Level 14
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Oct 26, 2015
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871
i can't wait to play it!!!! looks so awesome, thank you for your heroic work
its really good

protip kill every single Red human in stratholme. and get the shield in level 2. the shield mass heals units around you and restores mana. if youre playing hard mode missing thease items can makes your chances very poor to complete.

do not cure undead in straholme. it's still not fixed and it's a mess.

The cleave item you get for arthas is invaluable with frostmourne it helps on the last level for him to spread 25% of his damage

also pay attention armor and damage is different for what its weak against.

pay attention to your loci upgrades.

mounted units ignore collision

the food cap is 300

killed archnecromancers and necromancers fast they summon 4-10 skeletons per cast.

Good luck with abombs 1300 hp and resistant to normal attacks.

you're going to <3 the Crypt Elders in last level.

one of them can stay alive against 48 Gryphons focusing on them and theres 5 of them.
 
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Level 3
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Dec 13, 2017
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33
its really good

protip kill every single Red human in stratholme. and get the shield in level 2. the shield mass heals units around you and restores mana. if youre playing hard mode missing thease items can makes your chances very poor to complete.

do not cure undead in straholme. it's still not fixed and it's a mess.

The cleave item you get for arthas is invaluable with frostmourne it helps on the last level for him to spread 25% of his damage

also pay attention armor and damage is different for what its weak against.

pay attention to your loci upgrades.

mounted units ignore collision

the food cap is 300

killed archnecromancers and necromancers fast they summon 4-10 skeletons per cast.

Good luck with abombs 1300 hp and resistant to normal attacks.

you're going to <3 the Crypt Elders in last level.

one of them can stay alive against 48 Gryphons focusing on them and theres 5 of them.
Chapter 7 now and did most of what you said already, i ws so fking struggling in 100 food cap, never knew it was 300 until now xD
 
Level 4
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Mar 30, 2014
Messages
85
I have done and redone this game on hard, and love it so much.
I still found sad that their is only those map with this gampelay of the Humans.
The only thing I dislike is the locus power system. You never choose anything else than military because this one make your unit so much stronger and resistant against anything. Only the last map allow you to get the three and only if you know where to look for the third one.

Hope the enhanced scourge campaign will be released soon I can’t wait to get my hand on the Undeads after the test map.
 
Level 14
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Oct 26, 2015
Messages
871
I have done and redone this game on hard, and love it so much.
I still found sad that their is only those map with this gampelay of the Humans.
The only thing I dislike is the locus power system. You never choose anything else than military because this one make your unit so much stronger and resistant against anything. Only the last map allow you to get the three and only if you know where to look for the third one.

Hope the enhanced scourge campaign will be released soon I can’t wait to get my hand on the Undeads after the test map.

except when using knights. who benefit not a bit from Arms Loci but gain blessed attack with Divine that gives them more damage to summons, heroes, and Necromancers.

Or Arcane loci giving knights and gryphs a stacking Slow attack.

But hey the last 2 building missions you get 2 loci and 3 loci on the last 2 building missions anyhow.
 
Level 4
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Mar 30, 2014
Messages
85
Yeah but the defensive bonus that give the state of arm, and the wall plus the boost of mobility of your army, are just stronger
 
Level 14
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Oct 26, 2015
Messages
871
Yeah but the defensive bonus that give the state of arm, and the wall plus the boost of mobility of your army, are just stronger
The wall is pointless when resources could just go towards hitting the 300 food cap

your wall isnt augmenting those 300 food units.

hell you dont even need towers.

the last level usually boils down to well over 100 Gyphons marked to follow arthas. anything I walk into dies in a hail of hammers that do splash damage damage.

mix that with 3 Command Auraz from Falric, General, and Lt. and the Allerias Flute Trueshot Aura you find in stratholm and it's GG Mal'Ganis.

and since arthas has about +50 added attack damage with 2 +12 Claws, Frost orb 6, fire orb 7, Giant Belt 6, and Corruption Blade 7 plus Redemption Aura from Falric and it's all Chaos, and Cleave Artifact anything that reaches the only ground unit dies a second later

every level after Blackrock and roll before i Get knights I do Mass amounts of Mounted Footmen. I destroy Purple, Green, and all creep camps on the 30 Minute Survival mission. Mounted Footmen get no benefit from any Loci.

What I'm saying is flying units and mounted units have the MOST important strength in the entire game. NO clunky ass collision so you can rapidly get them on the battlfield where you want them while abombs stumble around.



and you mention the wall which is from Arsenal thats available on THE CULLING or later.

your knights gain
A Blessed Attack which does extra hero, summons, and necro damage Divine Loci
Arcane attack which stacks a slow on attacked targets Magic Loci
or 10% mount speed State of Arms Loci

So...?

Thats not even talking about the insane Mass healers or powerful casters you can make with their respective locis. State of Arms really doesnt do much unless you Tower hard.
 
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Level 3
Joined
Jun 18, 2018
Messages
50
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 wrong. I particularly enjoyed the way you set the footmen up - games always go on about how 'versatile' Humans are, but in this case it's actually true. I had one or two minor issues while playing though.

Hearthglen, the 5th map, felt very easy. I had no problem holding the two western openings of the village while I sent Arthas and a third group of soldiers north to claim the goldmine and then take out the Undead Caravan. I imagine it would play out very differently on hard mode though.

Map 7 the Undead that are attacking the Dwarven base seem to spam the carrion beetles. It may just have been that I took my time moving up to help them but when I got there, I saw a horde of, I don't know, 50 carrion beetles swarming the opening of the Dwarven base.

As mentioned by other users, in the beginning cinematic for the last mission, Arthas and Muradin run over to Captain Falric, then just stand next to him without doing anything.

Overall the missions have felt a bit too easy, though this is probably more to do with the fact that I always play as the Humans and I've gone through the original campaign several times. It may also have to do with the huge army cap you've given us which makes it easier to overwhelm the enemy and hold onto expansions. The later maps were more challenging which was nice.

I also noticed there are a fair number of small spelling mistakes throughout the campaign as well as a few inconsistencies with tooltips vs gameplay. I've put those in spoiler tags.


BUILDINGS
Knight Tooltip in Barracks - Minor spelling mistake it should be against
Dwarven Captain Tooltip in Barracks - Minor spelling mistake it should be lieutenant
Formation Tooltip in Barracks - Minor spelling mistake it should be tightly
Siege Engine Tooltip in Workshop - Tooltip says the siege engine can hold up to four units but unless I'm mistaken it can't hold any
Barrage Upgrade Tooltip in Workshop - Minor spelling mistake it should be Gnomeregan
Fragmentation Shards Upgrade Tooltip in Workshop - Minor spelling mistake it should be Gnomeregan

Peasant Build Menu - Scout Tower Tooltip - Tooltip says the Scout Tower can be upgraded to train footmen but this does not appear correct
Veteran Research Upgrade in Altar of Kings - Tooltip repeats the word 'before' twice.
Crossbowmen Research Upgrade in Altar of Kings - Several minor spelling mistakes, title should be Crossbowmen not 'cossbowmen', damage instead of 'damager' and affect instead of 'afect'.
Ironwrought Cannons Research Upgrade in Altar of Kings - Tooltip says Ironwrought Cannons then just below refers to them as Ironfoe Cannons. The description below says 'require no peon to man then, then surely' it ought to be 'require no peon to man them, then surely'
Mountaineers Research Upgrade in Altar of Kings - Tooltip repeats the word 'before' twice.
Dwarven Captains Research Upgrade in Altar of Kings - Tooltip title has 'D|warven' instead of Dwarven. Should be lieutenants instead of 'liutenants'.

UNITS
Royal Guard Unit - Bash Attack Tooltip - Minor spelling mistake, it should be interrupted not 'intrerupted'.
Alliance Commander - The Alliance Commander's portrait goes black whenever he speaks.
Ballistae Research Upgrade in Altar of Kings - Minor spelling mistake it should be accidentally

ITEMS
Blazing Lance Item - Minor spelling mistake it should be meddling
 
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Before picking up frostmourne, Arthas without items was this strong:
Before Frostmourne.JPG



After picking up Frostmourne, (the most powerful runeblade, acording to lore)
After Frostmourne.JPG


- 425 HP
- 7 strength
- 2 Agility
- 2 intelligence
+ 7 damage
- 30 mana
- 1 armor

I'd rather do this mission without frostmourne.
 
Level 3
Joined
Jun 18, 2018
Messages
50
Well there are tomes you can loot in this campaign which increase your stats. It's possible these stat increases don't transfer over to the frostmourne version of Arthas properly which results in him having lower stats. That or the version of Arthas with Frostmourne just has lower stats than the base Arthas unit. Still that's interesting, never noticed that. I wonder if it was like that in the original or it's specific to this version of the campaign.
 
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