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[Strategy / Risk] Warcraft III : A realm reborn

Level 5
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Jul 12, 2013
Messages
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Warcraft III
A Realm Reborn

Warcarft III : A Realm Reborn is a mod for Warcraft III. It adds new factions on the battlefield : High Elves, Blood Elves, Forsaken, Naga... playable on any melee map. This additionnal faction is faithful to that of Warcraft III : Reign of Chaos, Warcraft III : Frozen Throne, and follows the ambience created by Marshmalo in Siege of Quel'Thalas and Lordaeron The Aftermath.

SCREEN.jpg


High Elf Faction

High Elves Hero Units

High Elves Units

High Elves Structures

High Elves History



HEHERO01.png
Anasterian Sunstrider - The last high elven king of Quel'Thalas. Descendant of Dath'Remar Sunstrider, first of the name.
LIGHT OF THE QUEL'DOREI : Rays of light beam down and instantly heal nearby friendly units.
STAR SHARDS : Anasterian calls down waves of stars that deal damage to units in a target area.
DIVINE SHIELD : Empowered by the Light, Anasterian can surround themselves with an impenetrable barrier of positive energy. While they are encased in it, physical and magical attacks cannot do them any harm.
THUNDERSTORM : Anasterian wips up a terrific thunder storm to rain death on his ennemies.

HEHERO02.png
Alleria Windrunner - The eldest of the Windrunner sisters. Captain of the Rangers off to Draenor.
STRAITH : Increases the damage of the Alleria’s attacks by shooting multiple arrows at a single target.
TWIRLING BLADES : Launches deadly Elven Blades that spin around Alleria.
ARCANE VORTEX : Instantly teleports hero in a dazzling explosion of Arcane energy, stunning and damaging neravy enemy units.
ARCANE EXPLOSIONS : Alleria’s experience in the Arcane allows her to dispells unstable magic dealing massive damage to all ennemis.

HEHERO03.png
Sylvanas Windrunner - The middlest of the Windrunner sisters. General of the Rangers to Silvermoon.
RALLY : Gives friendly nearby units a bonus to damage and extra armor.
RUNE TRAP : Lay a deadly Rune Trap that deals massive damage to nearby enemies.
AMBUSH TACTICS : Nearby High Elves prepare themselves for battle with Sylvanas nearby.
ELVEN WRATH : Callds down a ray of vengeful light that deals massive lightning damage to nearby enemy units.

HEHERO04.png
Vereesa Windrunner - The youngest of the Windrunner sisters. Ranger General of the Silver Covenant.
MAGIC FLUX : Vereesa harnesses the energy of raw magic to strike multiple enemies.
ARCANE ARROWS : Increases the damage of Vareesa’s attack by adding arcane power.
TRUESHOT AURA : The commanding presence of Vereesa boosts the morale of her warriors, enabling their attacks to strike with heightened accuracy and power.
STARFALL : At the peak of her experience, Vereesa may call down a furious shower of falling stars that cause massive destruction amongst enemy forces. This catastrophic power, given to Vereesa by Elune herself, achieves its full duration as long as the ranger general stays in the spell’s vicinity.


HEUNIT01.png
High Elf Peasant - Peasants are worker units. They are produced at three high elf buildings, the high elf town hall, the high elf keep and the high elf castle. They serve Silvermoon by mining the gold and harvestinh lumber necessary to build up Ranger elves forces.

HEUNIT02.png
High Elf Swordsman - Trained in the arts of swordsmanship, the high elves swordsmans of the Alliance serve as Silvermoon’s first line of defense. Armed with broadswords and heavy kite shields, swordsman are capable of breaking any enemy charge.
DEFEND : By placing their shields at a precise angle and bearing down against oncoming opponents, swordsman can deflect incoming fire from enemy piercing attackers. Though this tactic does slow the swordsman’s movement, it is an invaluable skill when employed against piercing attackers.

HEUNIT03.png
High Elf Archer - Archers are attack units. These brave warrior women are expert marksmen and use the mysterious forests of Quel’thalas to their advantage. Their lightning-quick ambushes are legendary, for few warriors can match the proud archers' speed and cunning.
FROST ARROWS : Adds bonus cold damage to an attack and slows target, bur drains mana with each shot fired.

HEUNIT04.png
Highborn Elite - Elven warrior trained to disrupt and contort magical energies.
MAGIC SHIELDING : By their magic shields, Highborn Elite can deflect incoming fire from enemy piercing attackers.
SUN SHIELD : Creates a magical shield that increases armor.

HEUNIT05.png
Ballistae - Crafted from the sturdy Quel'Thalas trees, the high elves’ ballistae are deadly siege machines built to fling heavy bolts of ironwood at both enemy forces and structures. Ballistae are considered an invaluable asset to the high elf Rangers due to their mobility and accuracy in tense combat situations.

HEUNIT06.png
High Elf Sorceress - These female magic users use their arcane powers to aid les high elf rangers in times of peril. Although their powers are not always used directly in combat, the sorceresses are able to aid their comrades with a wide array of specialized conjurings and magical effects.
SLOW : The high elves sorceress has developed a technique that envelops a person in a field that reduces kinetic energy. This spell actually pulls the energy directly from the creature trying to move and attack, and channels it into the ground, causing the creature to have reduced attack and movement speeds.
INVISIBILITY : This form of illusion has come back into widespread use since the Second War. It creates a magical field around a person that does not impede the passing of light. Thus, normal people simply see directly through the invisible person. However, any attempts to attack or cast spells while invisible will cause the invisibility to dissipate.
POLYMORPH : Long ago, this spell was considered to be the ultimate insult to the enemy. It has the ability to turn any enemy into a mere sheep for a limited duration of time.

HEUNIT07.png
High Elf Priest - The altruistic priests of Quel’Thalas are healers units. The high elven priests use their Light-given powers to heal the wounded and bolster the spirits of Silvermoon’s fighting elite.
INNER FIRE : The high elves mages discovered a way to bring out the potential of the warrior’s fighting spirit and essentially wreathe them in their own spiritual energies. This has had the overall effect of making the High elves warriors more resistant to damage and better able to deal damage.
DISPEL MAGIC : Many wars have been turned by this simple spell that allows priests to counter the spells of some of the most accomplished wizards. While not necessarily flashy, this spell’s effects should never be underestimated.
HEAL : The positive energies of the Light can be channeled to create a healing energy wave. This technique, developed by the high elves, has remained relatively unchanged since its original discovery.

HEUNIT08.png
Mana Wyrm - Mana wyrms are floating creatures. They are attracted to and feed off of arcane energies, and so have been seen in Quel'thalas. They are generally considered more of a nuisance than a real threat, but in large numbers they can be very deadly to magical creatures and magic-users.
PHASE SHIFT : Causes this unit to shift out of existence whenever it takes damage. While out of existence, this creature cannot: attack, move, cast spells, be attacked, or have spells cast upon it.
MANA FLARE : Causes the Mana Wyrm to channel negative magical energies that damage nearby enemies when they cast spells. Also increases the Mana Wyrm's armor.
SPELL IMMUNITY : With this ability, the mana wyrm itself is immune to magic in all forms.
MANA BURST : Sucks all the power from the Mana Wyrm and gives it to nearby friendly unit.

HEUNIT09.png
Dragon Hawk - Swift flying unit mounted by an Elven warrior. The fierce warriors of the Dragonhawk battalions are often the first into combat, picking apart the enemy ranks and surrounding enemy towers with dense fog so that reinforcements can strike unhindered by enemy defenses.


HEBUILD01.png
High Elf Tawn Hall - The town hall is the nerve center of any high elves community and serves as the primary exchange for gold. It is also a center for training high elves peasants in their particular vocations, whether it be lumber harvesting, building construction, or gold mining. In time the town hall can be upgraded to stronger fortifications.

HEBUILD02.png
High Elf Keep - With the advancement of high elf technology and the need to support growing numbers of fighting troops, the town hall may be upgraded to a keep. In addition to adding heavier fortification, the keep allows for the introduction of the mage class into high elf society. The keep can later be upgraded even further, to a Castle.

HEBUILD03.png
High Elf Castle - Castles represent the pinnacle of advanced high elf civilization. With this advancement comes the ability to support stables for housing the war-steeds of the heroic knights. This progression also allows the arcane towers.

HEBUILD04.png
High Elf Barracks - The barracks are the staging area and bunking quarters for most high elves troops. It is within the barracks’ walls that swordsman are taught the art of shield defense. It is also here that archers develop their accuracy.

HEBUILD09.png
High Elf Arcane Sanctum - Sorceresses and priests diligently study their mysterious arts within the depths of the arcane sanctum. Over time, continuous study provides additional reserves of mana and the mastering of ever more difficult spells.

HEBUILD10.png
High Elf Waygate - A powerful portal that allows you and your allies to teleport to another. This portal is also capable of interrupting its connection at any time.

HEBUILD06.png
High Elf Blacksmith - It is here that weapons and armor are enchanted, in compliance with high elves' traditions and methods stretching back thousands of years.

HEBUILD05.png
High Elf Lumber Mill - The master masons of the high elf lumber mills strive constantly to improve structural integrity. The site is also a processing mill for lumber harvested from the surrounding landscape. The wood harvested is used in everything from raw building materials to weapon handles.

HEBUILD07.png
Farm - The Farm provides sustenance for troops and citizens. The uncanny ability of these skilled farmers to harvest almost any landscape under the harshest conditions is highly regarded in the lands of Quel’Thalas. The number of troops sustainable at any village is dependent upon the amount of land harvested by the small farms.

HEBUILD08.png
Altar of Kings - The Altar of Kings acts as a harness for the derelict life forces of fallen high elf champions. It is only at this site, once erected, that heroes may be resurrected to do battle once again. The specifics of this building’s magical properties are among the most guarded secrets in all the high elf realm.

HEBUILD14.png
Arcane Vault - Shop. The objects are available depending on the level of improvement of the Town Hall and the buildings you have.

HEBUILD11.png
High Elf Guard Tower - Tower protection to the base of the Elves. Attack terrestrial and celestial units.

HEBUILD12.png
Furry Guard Tower - Tower protection to the base of the Elves. Attack only terrestrial units.

HEBUILD13.png
Sky Guard Tower - Tower protection to the base of the Elves. Attack only celestial units.

HEBUILD15.png
High Elf Power Generator -.


The High ElvesQuel'Dorei in Thalassian, are cousins of the Night Elves, Kal'Dorei in Darnassian.
Their story begins so in the same way, there are ten thousand years ago.

The Elves and the Well of Eternity
Ten thousand years ago, the world of Azeroth cradled only one massive continent, known as Kalimdor, surrounded by the infinite, raging seas. At the dark continent’s center was a mysterious lake of incandescent energies. The lake was the true heart of the world’s magic and natural power. Drawing its energies from the infinite Great Dark beyond the world, the Well acted as a mystical fount, sending its potent energies out across the world to nourish life in all its wondrous forms.
In time, Elves made their way to the edges of the mesmerizing, enchanted lake. These Elves, by the Well’s strange energies, built crude homes upon its tranquil shores. Over time, the Well’s cosmic power affected the strange tribe, making them strong, wise and virtually immortal.


The highborn and the lowborn
Yet, as the seemingly endless ages passed, the elves’ civilization expanded both territorially and culturally. Their temples, roads, and dwelling places stretched across the breadth of the dark continent. Azshara, the elves’ beautiful and gifted Queen, built an immense, wondrous palace on the Well’s shore that housed her favored servitors within its bejeweled halls. Her servitors, whom she called the “high-borne”, doted on her every command and believed themselves to be greater than the rest of their lower-caste brethren. Though Queen Azshara was loved equally by all of her people, the high-borne were secretly hated by the jealous “low-borne”.
Sharing the priests’ curiosity towards the Well of Eternity, Azshara ordered the educated high-borne to plumb its secrets and reveal its true purpose in the world. The high-borne buried themselves in their work and studied the Well ceaselessly. In time they developed the ability to manipulate and control the Well’s cosmic energies. As their reckless experiments progressed, the high-borne found that they could use their newfound powers to either create or destroy at their leisure. The hapless high-borne had stumbled upon primitive magic and were now resolved to devote themselves to its mastery. Although they agreed that magic was inherently dangerous if handled irresponsibly, Azshara and her highborne began to practice their spellcraft with reckless abandon. Many of the elf scholars warned that only calamity would result from toying with the clearly volatile arts of magic. But, Azshara and her followers stubbornly continued to expand their burgeoning powers.
As their powers grew, a distinct change came over Azshara and the high-borne. The haughty, aloof upper class became increasingly callous and cruel towards their fellow night elves. A dark, brooding pall veiled Azshara’s once entrancing beauty. She began to withdraw from her loving subjects and refused to interact with any but her trusted high-borne priests. A great war is committed which leads to the destruction of eternity well. The gigantic explosion that followed ravaged the land and hid the heavens ...


The split of the Kal'Dorei and Quel'Dorei
As the aftershocks from the Well’s implosion rattled the bones of the world, the seas rushed in to fill the gaping wound left in the earth. Nearly eighty percent of Kalimdor’s landmass had been blasted apart, leaving only a handful of separate continents surrounding the new, raging sea. At the center of the new sea, where the Well of Eternity once stood, was a tumultuous storm of tidal fury and chaotic energies. This terrible scar, known as the Maelstrom, would never cease its furious spinning. It would remain a constant reminder of the terrible catastrophe and the utopian era that had been lost forever…
The few elves that survived the horrific explosion rallied together on crudely made rafts and slowly made their way to the only landmass in sight. The weary heroes agreed to lead their fellow survivors and establish a new home for their people. As they journeyed in silence, they surveyed the wreckage of their world and realized that their passions had wrought the destruction all around them.
It was clear that Azshara and her elite high-borne followers had been smashed to the bottom of the raging sea. Still, there were many high-borne amongst the survivors who made their way to the shores of the new land.
As the centuries passed, the elves’ new society grew strong and expanded throughout the budding forest that they came to call Ashenvale.
However, many of the original high-borne survivors grew restless. They fell victim to the withdrawal that came from the loss of their coveted magics. They were tempted, once again, to tap the energies of the Well of Eternity and exult in their magical practices. The elves unable to bring themselves to slaughter so many of their kin, decided to exile the reckless high-borne from their lands. High-born adopted the name.
Forever after, highborne elves would be known only as the High Elves, Quel'Dorei, which meant "children of noble birth" in Thalassian. The lowborne elves adopted the name Night Elves, Kal'Dorei, which meant “children of the stars” in Darnassian.


Quel'Thalas and the Sun Well
Dath'Remar Sunstrider and his followers boarded a number of specially crafted ships and set sail upon the seas. Though none of them knew what awaited them beyond the waters of the raging Maelstrom, they were eager to establish their own homeland where they could practice their coveted magics with impunity. The high-borne, or ‘Quel’dorei’ as Azshara had named them in ages past, would eventually set shore upon the eastern land men. They planned to build their own magical kingdom - Quel'Thalas - and reject the night elves’ precepts of moon worship and nocturnal activity.

Blood Elf Faction

Blood Elves Hero Units

Blood Elves Units

Blood Elves Structures



HERO01.png
Valeera Sanguinar -
WIND WALK : Allows the Ranger to become invisible, and move faster for a set amount of time. When the Ranger attacks a unit to break invisibility, he will deal bonus damage.
DEMON ARROWS : Adds extra damage to attacks. Units killed while under the effect of Demon Arrow will turn into Demon.
LIFE DRAIN : Absorbs the life essence of a target enemy unit by taking hit points from it every second and giving them to the Blood Elf Ranger.
DEMON INSIDE : Transforms the Ranger into a powerful demon with a ranged attack (60 range) and 500 bonus hit points.


HERO03.png
Halduron Brightwing -
SCOUT : The scout is an owl that may be sent to any area of the map for observation purposes and to reveal invisible enemies. The owl will only reveal for a limited amount of time.
FEL ARROWS : Calling upon the powers of the Moon Goddess Elune to imbue her arrows with searing magical energy, the priestess is able to fire deadly volleys at any foe.
VAMPIRIC AURA : Those who are fortunate enough to have a powerful Dreadlord as an ally can gain the benefits of his Vampiric Aura. This dark, unholy aura causes the Dreadlord’s allies to actually gain life by spilling their enemies’ blood.
TRANQUILITY : Halduron may call down a mighty shower of rain that will restore health to all friendly forces within its range for its entire duration. The ranger is also healed by the majestic powers of nature that are unleashed.


HERO02.png
Kael'thas Sunstrider -
FLAME STRIKE : Conjures a pillar of fire which damages ground units in a target area over time.
SOUL BURN : Wreaths an enemy unit in magical flames which cause damage over time, prevent the casting of spells, and reduce attack damage by 50%.
SIPHON MANA : Transfers mana between the Blood Mage and a target. Drains mana from an enemy, or transfers mana to an ally. Siphon Mana can push the Blood Mage's mana over its maximum value, though excess mana drains off rapidly if not used.
PHOENIX : Summons a powerful Phoenix. The Phoenix burns with such intensity that it damages itself and nearby enemy units. Has Spell Immunity, and Resistant Skin. When a Phoenix dies, it creates an egg that will hatch into a Phoenix.


UNIT01.png
Blood Elf Peasant - Peasants are worker units. They are produced at three high elf buildings, the blood elf town hall, the blood elf keep and the blood elf castle. They serve Silvermoon by mining the gold and harvestinh lumber necessary to build up Ranger elves forces..

UNIT02.png
Blood Elf Swordsman - Trained in the arts of swordsmanship, the blood elves swordsmans serve as Silvermoon’s first line of defense. Armed with broadswords and heavy kite shields, swordsman are capable of breaking any enemy charge..
DEFEND : By placing their shields at a precise angle and bearing down against oncoming opponents, swordsman can deflect incoming fire from enemy piercing attackers. Though this tactic does slow the swordsman’s movement, it is an invaluable skill when employed against piercing attackers.

UNIT03.png
Blood Elf Archer - Archers are attack units. These brave warrior women are expert marksmen and use the mysterious forests of Quel’thalas to their advantage. Their lightning-quick ambushes are legendary, for few warriors can match the proud archers' speed and cunning.
BURN ARROWS : Adds bonus burn damage to an attack, bur drains mana with each shot fired.

UNIT04.png
Blood Elf Dragon Hawk - Swift flying unit mounted by an Elven warrior. The fierce warriors of the Dragonhawk battalions are often the first into combat, picking apart the enemy ranks and surrounding enemy towers with dense fog so that reinforcements can strike unhindered by enemy defenses. Attacks land and air units.

UNIT05.png
Ballistae - Crafted from the sturdy Quel'Thalas trees, the high elves’ ballistae are deadly siege machines built to fling heavy bolts of ironwood at both enemy forces and structures. Ballistae are considered an invaluable asset to the high elf Rangers due to their mobility and accuracy in tense combat situations.

UNIT06.png
Blood Elf Sorceress - These female magic users use their arcane powers to aid les high elf rangers in times of peril. Although their powers are not always used directly in combat, the sorceresses are able to aid their comrades with a wide array of specialized conjurings and magical effects.
SLOW : The high elves sorceress has developed a technique that envelops a person in a field that reduces kinetic energy. This spell actually pulls the energy directly from the creature trying to move and attack, and channels it into the ground, causing the creature to have reduced attack and movement speeds.
INVISIBILITY : This form of illusion has come back into widespread use since the Second War. It creates a magical field around a person that does not impede the passing of light. Thus, normal people simply see directly through the invisible person. However, any attempts to attack or cast spells while invisible will cause the invisibility to dissipate.
POLYMORPH : Long ago, this spell was considered to be the ultimate insult to the enemy. It has the ability to turn any enemy into a mere sheep for a limited duration of time.

UNIT07.png
Blood Elf Priest - The altruistic priests of Quel’Thalas are healers units. The high elven priests use their Light-given powers to heal the wounded and bolster the spirits of Silvermoon’s fighting elite.
INNER FIRE : The high elves mages discovered a way to bring out the potential of the warrior’s fighting spirit and essentially wreathe them in their own spiritual energies. This has had the overall effect of making the High elves warriors more resistant to damage and better able to deal damage.
DISPEL MAGIC : Many wars have been turned by this simple spell that allows priests to counter the spells of some of the most accomplished wizards. While not necessarily flashy, this spell’s effects should never be underestimated.
BLOOD STONE : Summons a magic bloodstone, the Bloodstone heals nearby units.

UNIT08.png
Spell Breaker - Elven warrior trained to disrupt and contort magical energies.
SPELL STEAL : Steals a positive buff from an enemy unit and applies it to a nearby friendly unit, or takes a negative buff from a friendly unit and applies it to a nearby enemy unit.
CONTROL MAGIC :Give Spell Breakers the ability to take control of enemy summoned units. The spell's cost is relative to the current hit points of the target.
SPELL IMMUNITY : Renders this unit immune to negative spells.
FEEDBACK : Spell Breaker attacks destroy 20 (4 to Heroes) Mana per hit. The Mana combusts, dealing damage to the attacked unit. Each point so removed causes 1 point of damage to the target. Feedback does not affect spell-immune units.

UNIT09.png
Mana Wyrm - Mana wyrms are floating creatures. They are attracted to and feed off of arcane energies, and so have been seen in Quel'thalas. They are generally considered more of a nuisance than a real threat, but in large numbers they can be very deadly to magical creatures and magic-users.
PHASE SHIFT : Causes this unit to shift out of existence whenever it takes damage. While out of existence, this creature cannot: attack, move, cast spells, be attacked, or have spells cast upon it.
MANA FLARE : Causes the Mana Wyrm to channel negative magical energies that damage nearby enemies when they cast spells. Also increases the Mana Wyrm's armor.
SPELL IMMUNITY : With this ability, the mana wyrm itself is immune to magic in all forms.
MANA BURST : Sucks all the power from the Mana Wyrm and gives it to nearby friendly unit.

UNIT10.png
Blood Elf Sorcerer - Elite Unit Spell Caster.
BANISH : Turns a unit ethereal and slows its movement speed by 50% for few seconds. Ethereal units cannot attack, but they can cast spells and will take many more damage from Magic attacks and spells.
SUMMON FIRE ELEMENTAL : Summons a Fire Elemental to attack the Ranger's enemies.
INCINERATE : Each attack is augmented by bright flames that attach to the target. These flames add a few points of damage to the first attack, twice as much to the second attack, three times more to the third attack, and so on.
PHOENIX STRIKE : Leads a powerful Phoenix attack to enemy units facing.


BUILD01.png
Blood Elf Tawn Hall - The town hall is the nerve center of any high elves community and serves as the primary exchange for gold. It is also a center for training high elves peasants in their particular vocations, whether it be lumber harvesting, building construction, or gold mining. In time the town hall can be upgraded to stronger fortifications.

BUILD02.png
Blood Elf Keep - With the advancement of high elf technology and the need to support growing numbers of fighting troops, the town hall may be upgraded to a keep. In addition to adding heavier fortification, the keep allows for the introduction of the mage class into high elf society. The keep can later be upgraded even further, to a Castle.

BUILD03.png
Blood Elf Castle - Castles represent the pinnacle of advanced high elf civilization. With this advancement comes the ability to support stables for housing the war-steeds of the heroic knights. This progression also allows the arcane towers.

BUILD04.png
Blood Elf Barracks - The barracks are the staging area and bunking quarters for most high elves troops. It is within the barracks’ walls that swordsman are taught the art of shield defense. It is also here that archers develop their accuracy.

BUILD09.png
Blood Elf Arcane Sanctum - Sorceresses and priests diligently study their mysterious arts within the depths of the arcane sanctum. Over time, continuous study provides additional reserves of mana and the mastering of ever more difficult spells.

BUILD10.png
Blood Elf Waygate - A powerful portal that allows you and your allies to teleport to another. This portal is also capable of interrupting its connection at any time.

BUILD05.png
Blood Elf Blacksmith - It is here that weapons and armor are enchanted, in compliance with high elves' traditions and methods stretching back thousands of years.

BUILD06.png
Blood Elf Lumber Mill - The master masons of the high elf lumber mills strive constantly to improve structural integrity. The site is also a processing mill for lumber harvested from the surrounding landscape. The wood harvested is used in everything from raw building materials to weapon handles.

BUILD07.png
Farm - The Farm provides sustenance for troops and citizens. The uncanny ability of these skilled farmers to harvest almost any landscape under the harshest conditions is highly regarded in the lands of Quel’Thalas. The number of troops sustainable at any village is dependent upon the amount of land harvested by the small farms.

BUILD08.png
Altar of Kings - The Altar of Kings acts as a harness for the derelict life forces of fallen blood elf champions. It is only at this site, once erected, that heroes may be resurrected to do battle once again. The specifics of this building’s magical properties are among the most guarded secrets in all the high elf realm.

BUILD14.png
Power Generator - This build regenerates the mana points of nearby Blood Elf units.

BUILD13.png
Arcane Vault - Shop. The objects are available depending on the level of improvement of the Town Hall and the buildings you have.

BUILD11.png
Blood Elf Guard Tower - Tower protection to the base of the Elves. Attack terrestrial and celestial units.

BUILD12.png
Blood Elf Improved Guard Tower - Tower protection to the base of the Elves. Attack terrestrial and celestial units.

Forsaken Faction

Forsaken Hero Units

Forsaken Units

Forsaken Structures



FUHERO01.png
Sylvanas Windrunner -
ARCANE VORTEX : (//).
SILENCE : (//).
TRUESHOT AURA : The commanding presence of Sylvanas boosts the morale of her warriors, enabling their attacks to strike with heightened accuracy and power.
LOST SPIRITS : (//).


FUUNIT01.png
Forsaken Acolyte - ()

02
Forsaken Ghoul - ()
CANNIBALIZE : Ghouls that are wounded can consume the flesh of the newly dead to replenish their own lost health.

FUUNIT03.png
Forsaken Archer - ().
BLACK ARROWS : ().

FUUNIT02.png
Fallen Ranger - ().


FUBUILD01.png
Forsaken Bastion - (//).

FUBUILD04.png
Forsaken Crypt - (//).

FUBUILD05.png
Forsaken Haunted Mine - (//).

FUBUILD06.png
Forsaken Grave Yard - (//).

FUBUILD07.png
Forsaken Ziggurat - (//).

FUBUILD08.png
Forsaken Ziggurat Upgrade - (//).

FUBUILD09.png
Forsaken Altar of Darkness - (//).

FUBUILD10.png
Forsaken Temple of the Damned - (//).

FUBUILD11.png
Forsaken Slaughter House - (//).

FUBUILD12.png
Forsaken Tomb of Relics - (//).
 
Last edited:
Probably because Spell Breakers epitomises the identity of Blood Elves, who steal/feed on magic rather than get it directly from the Sunwell. So Spell Breakers in a high elf army wouldn't make much sense, imo.

This reminds me of Revival of the High Elves which attempted to implement a fifth race in wc3, but that was way back and it never did get finished. Hopefully this can be a fun High Elf race, though personally I would have made them significantly more magical in nature rather than stick firmly to their portrayal in RoC - completely change their building methods, pseudo-spellcasters all over the place, giant spell-flingers as siege units, etc. But that's just me :p

Good luck with this :)
 
Level 5
Joined
Jul 12, 2013
Messages
117
Thank you for your feedback.

So Kael and the Windrunners are going to be the four melee heroes? How will they differ in abilities? I'm curious what you would pick.

It is not Kael but his father Anasterian. The model looks like that of Kael but I modified it: at the armor (arms and upper body) and head which is much finer. Like his son, he is a mage. I made the choice to keep a model close to Kael to be more faithful to Warcrafts III : Reign of Chaos and Warcraft III : Frozen Throne.
The different Windrunner have different skills. Details of skills has been added.

Also, why not keep the spell-breaker?
Probably because Spell Breakers epitomises the identity of Blood Elves.

Indeed, the "Spell Breaker" are more representative of the blood elves. However, the model of "Spell Breaker" is stored and used for "Highborn Elite". The capacities however are different.
 
Last edited:
Level 5
Joined
Jul 12, 2013
Messages
117
Thank you ! Soon, I hope. It only needs the finalization triggers (GUI and JASS). I work at the moment but it is quite difficult.
 
Level 2
Joined
May 16, 2013
Messages
31
Looks great! And ambitious.
I did not know if Windrunner models differ a lot or not. They should since those are different heroes.
Good luck!
 
Level 28
Joined
Aug 7, 2015
Messages
602
For the whole set buildings, I recommend using Ujimasa Hojo's buildings ;)

And yet, actually the idea of adding 3 new races are awesome, but I don't get it, why add High Elves and Blood Elves? Even though it's a good idea, but some of them have already made their appearance in the Human tech-tree tho, if you haven't begin the development(I guess you had) of one of those races yet, I recommend set up Demon(It can be pretty unique, like Fel-Orcs and Demons together)

Still, good luck on this project :piru:
 
Level 20
Joined
Feb 23, 2015
Messages
243
Hi,
I really like what you are doing here, but I have one suggestion:
I don't understand why you decided to stick with that portrayal of elves. It's mostly humans CnP, and it's completely imbalanced. I played original siege of quelthalas and I loved it, but it's races wouldn't work in melee map. Heroes are OP and meant for different playstyle. Also, there is no melee hero. Why not go original, elves deserve own units. Maybe high elf race that deals most of their damage as magic damage, who knows :)
 
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