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You are Malfurion Stormrage, arch druid of the Night Elves and protector of Kalimdor. A great prophecy has foretold the return of the Burning Legion, who seek to destroy Azeroth once and for all.
For 10,000 years you have roamed the Emerald Dream, awaiting the day for your return to lead your people against the demons. However, you feel that the world has changed much during your absence. Despite Nordrassil being heavily guarded and Illidan the Betrayer sealed deep within his prison, you sense something terribly wrong that threatens your people's survival from the coming invasion.
Your mind is left in doubt, and the Prophecy's fulfillment draws near. Will you make sacrifices to ensure Azeroth's survival from the Burning Legion? Find out as you play Malfurion's Quest, the epic finale in Turnro's series of Warcraft III campaigns.
New Features
Choose Your Own Destiny Malfurion's Quest features two separate story lines (Good and Evil) with each providing different heroes, units, items, and much more.
New Custom Race: The Highborne This campaign will give you the opportunity to play as a fully new custom race: the Highborne. This mystical faction's strength lies with their powerful spells and their deep knowledge in arcane magics.
New Boss Fights Malfurion's Quest features several boss fights that will test your skill and ability in playing Warcraft III.
44 maps, including 20 Chapters and 17 Interludes Note that Malfurion’s Quest is still under development. The current version has 38 maps.
New Feature: Pouch Utility Drop items into Malfurion's pouch throughout the campaign, allowing you to hold onto additional items for later use.
New Heroes, Units, Spells, Items, and more!
Screenshots
Tech-Trees
Legendary Items
Specific Changes
New Units SENTRY - Tier-1 melee unit with supportive spells. Has the Shadow Meld, Light of Elune and Elune's Blessing abilities. Can be trained at the Ancient of War. FURBOLG SHAMAN - Supportive spell-caster with the Spirit Link, Lightning Shield and Earthbind Totem spells. Can be trained at the Ancient of Lore. STALKER - Melee stealth unit. Has the Shadow Meld, Envenomed Weapons, and Wind Walk abilities. Can be trained at the Den of Shadows. ASSASSIN - Tactical ranged unit. Has the Shadow Meld, Blink, Critical Strike, and Ensnare abilities. Can be trained at the Den of Shadows.
New Building DEN OF SHADOWS - Stealth unit training building. Trains Stalkers and Assassins, as well as containing the Permanent Invisibility and Blink upgrades.
New Upgrades LIGHT OF ELUNE - Grants Sentries with the Light of Elune ability, which allows them to recover 250 lost hit points per use. LUNAR UPGRADE - Upgrades Archers into Lunar Archers, permanently increasing their hit points by 100 and damage by 3. Lunar Archers also have access to the Moon Arrows ability, which allows them to deal area-of-effect damage to enemy units. Hippogryph Riders also benefit from the additional damage and Moon Arrows ability. ELUNE'S BLESSING -Grants Sentries with the Elune's Blessing ability, which increases the armor and hit point regeneration of a single-target friendly unit for 60 seconds. This ability is auto-cast. ETHEREAL FORM - Allows Faerie Dragons to transition in and out of ethereal form. Ethereal units are immune to physical damage but cannot attack. FURBOLG SHAMAN ADEPT/MASTER TRAINING - Increases Furbolg Shamans' mana capacity, mana regeneration rate, hit points, and grants them Lightning Shield/Earthbind Totem. WIND WALK - Allows Stalkers to move about while invisible, and deal bonus damage when breaking out of Wind Walk. ENSNARE - Allows Assassins to trap enemy units and bound air units to the ground. BLINK - Grants Assassins with the ability to teleport in and out of combat.
Other Changes - Huntresses now start off with the Moon Glaives upgrade automatically
Glaive Throwers have a new skin and icon
The Marksmanship upgrade for Archers has been removed in favor for the Lunar Upgrade
Mountain Giants now start off with Resistant Skin automatically upgraded
Find all legendary items while playing Malfurion's Quest v1.5b in Hard difficulty:
Gem of Power Increases the mana capacity of the Hero by 150 and mana regeneration by 25% when worn.
Wand of Feedback Increases the attack damage of the Hero by 10. The Hero's attacks also destroy 12 mana per hit against any unit, causing bonus damage equal to the mana destroyed.
Ancient Stone Tablet Summons a Furbolg to fight for you. Also increases the Intelligence of the Hero by 6 when worn.
Necklace of Elune Increases the Agility of the Hero by 10. Also blocks a negative spell that an enemy casts on the Hero once every 40 seconds.
Black Pendant Increases the mana capacity of the Hero by 250, and reduces Magic damage taken by 33%.
Shield of the Void Increases the armor of the Hero by 5 and Intelligence by 12 when worn.
Amulet of the Dream Increases the hit points of the Hero by 500 when worn. Also heals the Hero for 250 hit points when used.
Orb of the Elements Increases the Strength, Intelligence, and Agility of the Hero by 10 when worn. The Hero's attacks also have a chance to dispel magic and immobilize the enemy for 3 seconds.
Find all legendary items while playing Malfurion's Quest v1.5b in Hard difficulty:
Gem of Power Increases the mana capacity of the Hero by 150 and mana regeneration by 25% when worn.
Wand of Feedback Increases the attack damage of the Hero by 10. The Hero's attacks also destroy 12 mana per hit against any unit, causing bonus damage equal to the mana destroyed.
Ancient Totem Increases the Strength and Intelligence of the Hero by 6 when worn.
Shield of Darkness Increases the Hero's armor by 5 when worn. Also reduces all piercing and magic damage dealt to the Hero by 33%.
Moon Orb Increases nearby ranged units' damage by 10%. Also increases the Strength, Agility and Intelligence of the Hero by 5.
Sphere of Nature Increases the hit points of the Hero by 300 and regeneration by 4 hit points per second.
Master Scepter of Healing Grants the ability to heal a friendly unit for 400 hit points. Also increases the Intelligence of the Hero by 12.
Orb of the Void Increases the Strength, Intelligence, and Agility of the Hero by 8, and blocks a spell from hitting the Hero every 40 seconds.
Increased the hit points of Moon Owls from 300/400/500/600 to 300/450/600/750 per level
Malfurion's Ancient Form in the Good story path now grants 20/30 bonus damage per level
Updated the model of Satyr Heroes to make them more distinguishable from regular Satyrs
Fixed a bug where Jarod's Heroic Strike ability could target air units
Fixed up the spell descriptions for Jarod's abilities
Made slight dialogue revisions throughout the campaign
Increased the bonus Intelligence of the Sphere of the Void item from +3 to +6
The Shield of the Void item has been changed: it now provides +5 armor and +12 Intelligence to the Hero
Increased the bonus hit points of the Amulet of the Dream item from +300 to +500
Fixed a bug in Chapter 1 where the Sentinels in the "Free the Captives" quest would be frozen after a cutscene plays
Resolved a bug where enemy ancients would attack the player after being destroyed in Chapter 4 Good
Fixed a bug where the player would not regain their base after losing all their heroes in the Kobald Cave in Chapter 4 Good
Improved the AI of the Hel Bear to stop it from walking into the spiked trap unless lured there in Chapter 4 Good
Resolved some memory leak issues in Chapter 4 Good
Enabled Hippogryph Riders for players to train again in Chapter 5 Good
Added a Tome of Retraining for players to find who do not have Force of Nature in Chapter 6 Good
Fixed a bug where Malfurion would not have Mystic Affinity in Chapter 6 Evil
Monnos the Elder can now attack summoned Moon Owls in Chapter 7 Good
Slightly decreased the DPS of Monnos the Elder in Chapter 7 Good
Tyrande will now lose the Vault Key upon reaching the vault in Chapter 7 Good
The Gate at the end of Chapter 7 Good will now automatically open upon destroying both Naga bases
Disabled the Frost Bolt spell for certain Dragonspawn units during the Frozen Wasteland chase scene in Chapter 7 Good
Increased the end timer during the Frozen Wasteland chase scene in Chapter 7 Good
Fixed a bug where Legion bases would summon Undead Graveyard structures in Chapter 8 Evil
Resolved an issue where the Power Discharge ability was disabled on Arcane Golems in Chapter 8 Evil
Illidan and Kath'ranis now have additional items to make them stronger in Chapter 9 Good
Disabled the Silence spell from Mother Shahraz in Chapter 9 Good
Resolved an issue where Magtheridon would not recover his skill points in Shockwave in Chapter 10 Evil
Fixed a bug where killing Kazzak would not continue the mission in Chapter 10 Evil
Fixed a bug where Kil'jaeden would continue to cast his Meteor Strike spell while hidden in Chapter 11 Evil
NEW FEATURES
- Campaign is now compatible with Reforged (mq_reforged.w3n). However, an alternate campaign file is still available for players who have the legacy version of Warcrat III (mq_legacy.w3n)
- The Good story path is now available again, bringing with it the following new maps:
Interlude: Ancient Secrets
Interlude: The Aspects Convene
Interlude: Final Option
Interlude: Battle Preparations
Chapter 7: Cries of the Aspects
Chapter 7 Sub-map: The Frozen Wastelands
Chapter 7 Sub-map: The Secret Sect
Interlude: Dangerous Crossroads
Chapter 8: The Eternal Nightmare
Chapter 9: Final Conflicts
- Made several revision changes to the following maps in the Good story path:
Chapter 3: Ending the Chase
Interlude: Council of the Legion
Chapter 4: Spread of the Corruption
Chapter 5: Search for the Demigod
Interlude: The Return to Azeroth (previously known as The Legion's Return)
Chapter 6: Pathway into Darkness
- Malfurion's Pouch can now use certain items such as consumables (Eg. potions and scrolls), items with castable abilities and auras
- Updated some optional quests in the Good story-line to provide upgrades to the Horn of Cenarius item Malfurion has. These upgrades include:
Increased hit points
Increased hit point regeneration
The ability to summon Forest Wisps: a support unit that can replenish the life and mana of nearby friendly units
- Added a Story difficulty option to the campaign
HERO CHANGES
Swapped Entangling Roots and Lifesurge with Malfurion and Faradrella
Thorns Aura now provides a +1/+2/+3 armor bonus per level to nearby friendly units
Increased the healing of Lifesurge from 90/165/235/300 to 130/215/300/385 per level
Lifesurge no longer damages enemy units
Reduced the Area-of-Effect of Nature's Wrath from 200/275/350/425 to 200/250/300/350 per level
Increased the cooldown of Tranquility from 60 to 90 seconds, and mana cost from 125/150 to 150/200 per level
Enemy units hit by Tyrande's Moonfire now receive 1/2/3/4 reduced armor per level instead of attack speed
Increased the damage of Tyrande's Searing Arrows from 10/18/24/30 to 12/20/28/36 per level
Reduced the bonus damage granted by Trueshot Aura from 10/20/30% to 10/17.5/25% per level
Moon Owls no longer possess Spell Immunity
Changed the armor type of Moon Owls from Medium to Small
Replaced Faradrella's Spirit Link spell with Solar Beam, which prevents enemy units from casting spells for a short period of time
Faradrella's Dispel Magic ability no longer drains mana, and mana cost increased from 100/75/50/25 to 100/90/70/60 per level
Replaced Faradrella's Faerie Swarm spell with Revitalize, which revives nearby friendly units from the dead
Jarod's Heroic Strike now stuns the target for 5 seconds across all levels, and removed the healing secondary effect
Replaced Battle Shout on Jarod with Thunder Clap
Increased the duration of Jarod's Seal of Protection from 15 seconds to 30, and cooldown decreased from 30 seconds to 15
Jarod's Command Aura has been reworked to provide a melee damage bonus to nearby friendly units instead of increased attack/movement speed
Reduced the damage dealt by Kathranis' Arcane Blast spell to 20/30/40/50 per level
Kath'ranis' Restoration Shell now lasts 12 seconds instead of 15, and cooldown reduced to 6 seconds
The total hits points replenished by Restoration Shell changed to 300/400/500/600 per level, and mana replenished to 50/65/85/100 per level
Increased the cooldown of Kath'ranis' Mass Teleport spell from 20/12 seconds to 30/20 per level
Velinde's Impaling Shot has been reworked: the spell now deals significant initial damage to the target but damage per second has been removed. Armor reduction still works as normal
Reduced the mana cost of Velinde's Enchanted Arrows from 4/6/6/8 mana to 4/5/5/6 per level
Reworked Velinde's Lightbeam spell to now heal all friendly units in a large area by 20/30 hit points per second
Replaced Rain of Fire with Shockwave on Magtheridon
Increased the damage of Meteor Strike from 40/60/80/100 to 60/90/120/150 per level
Increased Immolation's damage per second from 10/15/20/25 to 12/18/24/30 per level
Replaced Flame Crash on Illidan with Immolation
Removed the damage cap from Firewave and Moonfire
Increased the movement speed of all player heroes with 270 base speed to 300
Resolved an issue where Arcane Explosion can be exploited to damage nearby enemy units multiple times in a row
Fixed an issue where a unit casting Moonfire would cause the game to crash
Tyrande's Searing Arrows ability now has a new icon
Faradrella's hero icon has been updated
Removed the custom skin for Shalis Darkhunter
SENTINEL TECH-TREE CHANGES
Increased the hit points of Furbolgs from 550 to 600
Furbolgs now benefit from attack/armor upgrades
Renamed the Sentries Elune's Blessing ability to Light of Elune, as well as giving it a new icon
Replaced the Swiftness of Elune ability with Elune's Blessing for Sentries. Elune's Blessing can be used to increase the armor and hit point regeneration of a target friendly unit
Increased the base damage of Sentries from 16 to 18
Reduced the build and repair time of Glaive Throwers from 48 to 40 seconds
Increased the hit points of Dryads from 435 to 450
Increased the hit points of Druids of the Claw (Night Elf form) from 430 to 475
Druids of the Claw (Night Elf form) now benefit from the Reinforced Hides armor upgrade
Furbolg Shaman spells have been revamped to the following
Spirit Link
Lightning Shield
Earthbind Totem - Places an immobile totem on the ground, reducing the attack and movement speed of all nearby enemy units
Druids of the Talon in Storm Crow Form can now attack ground units
Reduced the damage of Druids of the Talon in Storm Crow Form from 35-41 to 23-27
Druid of the Talon Storm Crow Form mana cost reduced from 50 to 25 mana
Mark of the Talon upgrade now only requires Adept Training
Hippogryphs can now attack land units via a missile attack
Hippogryphs can now use the Prioritize ability (Reforged only)
Faerie Dragons no longer replenish lost hit points while casting Phase Shift
Renamed Jailors to Assassins
Swapped the Critical Strike and Envenomed Knives abilities between Stalkers and Assassins
Removed Permanent Invisibility from Stalkers and added Shadow Meld instead
Stalkers now have the Wind Walk ability which requires an upgrade at the Den of Shadows before usage
Decreased the attack cooldown of Stalkers from 1.30 to 1.00
Increased the hit points of Assassins from 500 to 550, and changed their armor type from Medium to Unarmored
Assassins no longer possess mana
Added the Ensnare ability to Assassins, which requires an upgrade at the Den of Shadows before usage
Blink no longer requires an upgrade
Removed the Shadow Strike ability from Assassins
Ancients no longer lose their fortified armor typing while uprooted
Added the Talisman of the Wild (2 charge usage) for purchase at the Ancient of Wonders
Removed the Dust of Appearance for purchase at the Ancient of Wonders
Revised the hotkeys for several Night Elf units and buildings
HIGHBORNE TECH-TREE CHANGES
Increased the movement speed of Scholars from 220 to 250
Increased the hit points of Battle Maidens from 525 to 550, and reduced their mana capacity from 300 to 250
Increased the base damage of Battle Maidens from 14 to 16
Reduced the cast range of Battle Maiden's Frost Armor spell from 800 to 600, and slow duration from 5 to 4 seconds
Changed the damage type of Arcane Golems to normal, and reduced their damage from 27-35 to 25-30
Reduced the armor of Arcane Golems from 4 to 2
Reduced the gold repair cost of Arcane Golems, but increased their lumber cost to compensate this change
Arcane Golems can now be upgraded to Siege Golems at the Foundry, granting them Siege damage and Fortified armor
Arcane Golem's Power Discharge spell no longer deals damage. Instead, nearby enemy units will have their attack and movement speed reduced by 50%
Power Discharge no longer requires an upgrade
Removed the Enhanced Defenses upgrade
Renamed Glaive Launchers to Blade Throwers
The Enchantress' Anti-Magic Shell spell now grants spell immunity instead of Magic/spell damage absorption
Reduced the damage of the Highmistresses' Frost Bolt from 75 to 50
Renamed the Clone spell on Highmistresses to Illusion
Reduced the cooldown of Illusion from 30 seconds to 1 second
Illusion can no longer be cast on Heroes
The Feedback upgrade is now available at the Foundry, which unlocks the Feedback ability for Arcane Wyrms and Towers
Arcane Wyrms can now use the Prioritize ability (Reforged only)
Removed the attack damage bonus from the Highguard's Arcane Bolt ability
Arcane Bolt no longer affects enemy structures
Reduced the hit points of Demonesses from 1050 to 950
Violet Sanctums, Observatories and Citadels no longer possess mana, and Blizzard no longer costs mana
Changed the armor type of Arcane Towers from Heavy to Fortified
Changed the Staff of Mana Absorb (now renamed to Wand of Mana Absorb) to a perishable item with 3 charges
Revised several items sold at the Vault of Power, including adding and removing items
Mana Wells now have a new model
MISSION CHANGES/IMPROVEMENTS
Made several polishing changes throughout the campaign including cutscence changes, improved map terrain and gameplay balancing
Quests that reward additional Hero skill points will now affect future Heroes throughout the campaign
Removed Resurrection Stones from all sub-maps. Whether the player losses the mission if their Heroes die will now depend on the lose conditions of the parent map
Added new loading screen images for each map
Resolved an issue where unit and spell stats would differ depending on the player's version of Warcraft III
Tyrande's Summon Moon Owl spell is now available during cave-based missions
Resolved an issue where players could acquire duplicate items by replaying certain missions
Certain non-hero characters throughout the campaign now have unique names and stats to set them apart from regular units
Malfurion has Thorn's Aura once again from Chapter 2 onwards in the Good story-line
Researched Mark of the Claw by default in Chapter 2
Updated the terrain and doodads to use a Winterspring tileset in Chapter 3 (both story-lines)
Added a Way Gate at the start of the underground instance to allow players to backtrack more easily in Chapter 3 (Good)
An additional inventory slot upgrade for Malfurion's Quest is now acquired from completing the "Golem Mystery" quest in Chapter 3 (Good)
Fixed an issue where the player could avoid engaging in Fordred's boss fight in Chapter 3 (Good)
Replaced the existing Fountain of Mana with a Fountain of Health in Chapter 3 (Good)
Replaced Keeper Ordanus with Remulos in Chapter 4 (both story-lines)
Added villager units in Astranaar in Chapter 4 (both story-lines)
Moved the corrupted bear from "The Kind Request" quest in Chapter 4 (Good) to a new location on the map
Replaced the "Free the Beasts" optional quest with a new objective to kill all patrolling Sentinel forces in Chapter 4 (Evil)
Updated the Blackmaw Furbolgs to have unique skins in Chapter 5 (Good)
Revised the "Blackmaw Suspicions" quest requirements in Chapter 5 (Good)
The player now receives different rewards based on the "Rise of the Makrura" quest choices in Chapter 5 (Good)
Added a new optional quest "The Defiled Fountains" in Chapter 5 (Good)
The player now starts off with additional structures in Chapter 5 (Good)
Removed the Foot Switches that kills the enemy undead units in Chapter 5 (Good)
Disabled Hippogryph Riders and Lunar Archers from being trained in Chapter 5 (Good)
A short cutscene will now play if the player losses the "Key to Hyjal" quest in Chapter 5 (Evil)
The player no longer starts off with the Lunar Upgrade but can acquire it through a secret in Chapter 6 (Good)
Hidden areas of the map will no longer show as black in Chapter 6 (Good)
Renamed the "Shalis' Request" quest to "Void Secrets" in Chapter 6 (Good). In addition, this quest is no longer discovered after acquiring Assassins
Removed all Healing Fountains in Chapter 6 (Good)
Revamped the end boss fight in Chapter 6 (Good)
Updated the finale cutscene in Chapter 6 (Evil)
Made the Velinde fight scene less confusing for players in Chapter 6 (Evil)
Made numerous fixes to the Hyjal Guardians AI in Chapter 6 (Evil)
Renamed the "Cenarian Horn" to the "Horn of Mount Hyjal" in Chapter 6 (Evil)
Renamed the "Denying Reinforcements" quest to "Horn of Mount Hyjal" in Chapter 6 (Evil). In addition, a bug was fixed that prevented the Guardians AI from claiming the Horn before the player
Kath'ranis' base is no longer accessible to the player once the Power Generators have been destroyed in Chapter 8 (Evil)
Moved the location of some of the Gems of Power for the "Claiming Power" quest in Chapter 8 (Evil)
Moved the location of the Secret Key in Chapter 8 (Evil)
Renamed Chapter 9 in the Evil story path to "Ysera's Heart"
Improved the triggers for claiming the Cenarian Obelisks from Remulos' forces in Chapter 9 (Evil)
Players will now lose the mission if any Cenarian Obelisks are lost in Chapter 9 (Evil)
Way Gates are now distinctly color coordinated to make map travel easier in Chapter 9 (Evil)
Gave Cenarius the Entangling Roots and Sunfire spells in Chapter 9 (Evil)
Increased the starting Goldmine capacity for Normal difficulty in Chapter 9 (Evil)
Increased the number of starting units for the player in Chapter 9 (Evil)
Resolved an issue where certain units would not cost any lumber to train in Chapter 9 (Evil)
Increased the player's starting gold and lumber in Chapter 10 (Evil)
Enemy bases will now initiate attacks against the player on a set time limit in Chapter 10 (Evil)
Replaced the enemy Keeper of the Grove and Priestess of the Moon heroes with Jarod Shadowsong in Chapter 10 (Evil)
Replaced Sleep with Banish for Ysera in Chapter 11 (Evil)
Ysera now has a duel melee and ranged attack type in Chapter 11 (Evil)
Changed Ysera's armor type from Divine to Hero in Chapter 11 (Evil)
Added a timer to reach Kil'jaeden in Chapter 11 (Evil)
Updated the models for all Dragon Aspect characters
Kazzak the Supreme now has a new model
ITEM CHANGES
Made numerous item changes throughout the campaign, including the addition of legendary items in the Good story-line
Items dropped from creeps throughout the campaign are no longer randomised. This change has resulted in some items being removed from the game
Legendary items now have a different model to set them apart from regular items
Item abilities no longer cost mana to cast
Revised the items sold at neutral shops throughout the campaign
Reduced the Horn of Cenarius' bonus hit points from 200 to 100, and bonus hit point regeneration per second from 2 to 1
Reduced the Gem of Power's bonus mana capacity from 200 to 150
Increased the Sapphire of Mana's bonus mana from 50 to 75
Reduced the Demon Blade's life steal rate from 25% to 15%
Increased the Token of Healing's bonus hit point regeneration per second from 3 to 4
The Scepter of Healing can no longer heal friendly Hero units
Reduced the stat bonuses of the Orb of the Void legendary item from +10 to +8
BUG FIXES
Fixed an issue where the Glaive Launcher's missile attacks would result in a game crash
Fixed a bug where loading the "Lying in Deceit" interlude would result in a game crash
BUG FIXES/GAMEPLAY CHANGES
Revised the entire campaign for map leaks
Fixed a bug where the background music would randomly stop playing after a cutscene
Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
Resolved a bug where carrying certain items on Malfurion would cause him to lose his stat benefits while in his Twisted Ancient form
Fixed an issue where Malfurion would lose all bonus skill points acquired throughout the campaign after using a Tome of Retraining in his Twisted Ancient form
Resolved a bug where the Book of Spiders and Staff of Corruption shared the same cooldown group
Increased the build time for all furbolg units in Chapter 3
Made numerous fountain changes in Chapters 3 & 8
Resolved a bug in Chapter 4 Part 2 where Tyrande would not turn invisible during the boss fight phases
Added additional enemy Sacred Wells for the Guardians in Chapter 5
Velinde must now survive during the final boss fight in Chapter 5
Changed the model of the Fountains of Power in Chapter 6 to look more corrupted
Fixed a bug where the Crystal Golem's hit points were not correct on certain levels in the bonus map of Chapter 6
Increased the amount of enemies to kill between each phase of Velinde's boss fight in Chapter 6
Resolved a bug in Chapter 6 where Illidan would occasionally become permanently invulnerable during the end boss fight
Made slight rune changes to all boss fights in Chapter 6
Moved the location of the Secret Key in Chapter 7
Added more gold to several Gold Mines in Chapter 7
Moved the location of the Orb of Thorns from Chapter 7 to Chapter 8
Magtheridon now starts off with the Orb of the Legion in Chapter 8
Reduced the time required to protect Malfurion at each obelisk in Chapter 8 from 4 to 3 minutes
Reduced the time in order to reach most of the obelisks in Chapter 8
Resolved some obelisk timer bugs in Chapter 8
Added an additional Way Gate near the path to Ysera's Heart in Chapter 8
Resolved an issue in Chapter 8 where Malfurion's Pouch would remain inaccessible once Malfurion revived
Reduced the attack rate of all enemy AI bases in Chapter 9
Increased the build time of all enemy dragon units in Chapter 9
All Night Elf AI bases no longer rebuild lost structures on Normal difficulty in Chapter 9
Fixed an issue in Chapter 9 where Malfurion would have his normal spells while in his Twisted Ancient Form
Fixed an exploit in Chapter 9 where the player could complete the mission without activating the Demon and Naga enemy AI bases
Changed the armor type of Dream Portals to Heavy Armor in Chapter 10
Slightly decreased Kil'jaeden's auto attack damage in Chapter 10
Decreased the power of Kil'jaeden's Meteor Strike and Armageddon spells on Normal difficulty in Chapter 10
Changed the number of meteors summoned while Kil'jaeden channels Meteor Strike to make the spell feel progressively harder throughout his boss fight in Chapter 10
HERO/UNIT/ITEM CHANGES
Increased the duration of Malfurion's Meteor Strike spell to 6 seconds
Added a death sound to Tyrande's model
Reduced the melee damage reflected from Barkskin for Furbolg Shaman to 15%
Royal Archer attack range increased to 600
Decreased the mana cost of Arcane Arrows for Royal Archers to 6
Highmistress clones now only last half as long if the cloned unit is a Hero
Renamed Elite Highguard to Highguard
Reduced Arcane Wyrm hit points to 465
Increased the hit points of Felhounds to 975
Academy hit points decreased to 1200
Added a death animation to Mana Wells
The Demon Blade is now classified as an artifact
Reduced Orb of Thorns's aura melee reflect damage to 10%
Increased the mana burnt by the Wand of Feedback against Heroic units from 4 to 6
Shield of Darkness now grants 33% magic damage reduction for Heroes. In light of this change, bonus armor has been reduced to 5 and piercing damage reduction to 33%
Removed stock start delays for all items purchased from neutral shops throughout the campaign
MAIN CHANGES
- Added the following maps:
HIGHBORNE
Interlude: Pillars of Power
Chapter 7: Howling Treachery
Interlude: Unexpected Measures
Chapter 8: Ysera's Heartbeat
Chapter 9: The Last Guardian
Chapter 10: Darkness and Sorrow
Epilogue
- Made numerous story changes throughout the campaign, affecting the following maps:
HIGHBORNE
Chapter 3: An Arch Druid Reborn
Interlude: The Yearn for Magic
Interlude: Lying in Deceit
Chapter 5: War at Mount Hyjal
Interlude: Battle for Tomorrow
Chapter 6: Shattered Skies
The Sentinel story path maps from Chapter 3 onward have been locked for revision. These maps will become available again in v2.0
Hard and Insane difficulty have been merged to be more consistent with the difficulty settings throughout Turnro's campaign series
Most Anti-Cheat systems have been removed. The player will now only instantly lose in Hard difficulty if ‘WhosYourDaddy’ is used
Added legendary items into the campaign for Hard difficulty. There are a total of 8 legendary items to find
Some optional quests throughout the campaign now grant the player's Heroes additional skill points upon completion
HERO CHANGES
Increased the item pick up/drop radius of Heroes by 33%
All main Hero spells now have 4 levels instead of 3. These spells have also been rebalanced to suit this change
Switched the hotkeys for each Hero's ultimate spell with their aura or equivalant ability. This means that Hero ultimate spells now use R, making hotkeys more consistent across Turnro's campaigns
Updated the campaign to be compatible with Patch 1.30.3 As a result, the following spells have been affected in one way or another:
Force of Nature
Tranquility
Mystic Affinity
Arcane Explosion
Summon Moon Owl
Entangling Roots
Mass Teleport
Impaling Shot
Enchanted Arrows
Blink
Removed Thorns Aura from Malfurion
Renamed Wrath of Nature of Nature's Wrath
Made numerous changes to Malfurion's Crystal Golem spell:
- Removed Taunt, Hardened Skin and Spell Immunity
- Gains Bash from Level 2 onwards
- Gains Resistant Skin from Level 3 onwards
Decreased the mana cost of Spell Steal from 50/25/10 per level to 25/10/0
Increased the cooldown of Spell Steal from 5/3/1 per level to 10/5/1
Changed the color of Malfurion's and Tyrande's hair to green
SENTINEL CHANGES
Decreased the hit points of Sentries from 575 to 550
The Furblog Shaman's Barkskin ability now reflects 25% of melee attack damage back to enemy units. In addition, the mana cost for this spell has been increased to 35
Increased the mana and mana regeneration rate of Furbolg Shaman
HIGHBORNE CHANGES
Increased the attack range of Scholars from 400 to 500
Increased the hit points of Royal Archers to 300
Increased the attack range of Royal Archers to 550
Increased the damage dealt by Arcane Arrows from 6 to 8
Decreased the hit points of Battle Maidens to 525, and increased their mana capacity to 300
Reduced the mana cost of Frost Shield to 40
Removed the Taunt ability from Arcane Golems
Changed the attack type of Arcane Golems to Siege, increased their damage to 27-35 and attack rate to 1.9 seconds
Power Discharge now requires an upgrade at the Foundry. In addition, its damage has increased from 50 to 70
Increased the mana capacity of Arcane Golems to 250
Replaced Power Shield from Clerics with Orb of Sight, which summons an invisible orb at a target location. This spell requires no research to begin using
Increased the healing of Mass Heal from 10 to 12. In addition, this spell now requires Cleric Adept Training before it can be used
Anti-magic Shell for Enchantresses now absorbs 300 magic damage instead of granting spell immunity
Enchantresses now have Counterspell instead of Energy Blast, which silences and reduces an enemy unit's damage for a set amount of time
Added new adept and master training icons for Clerics and Enchantresses
Highmistresses now have a proper death decay animation
Increased the mana and mana regeneration rate of Highmistresses
Removed the Reveal ability from Violet Sanctum/Observatory/Citadels and Arcane Towers
Blizzard can now be used by Violet Sanctums
Removed Wands of Illusion and Arcane Scrolls from the Vault of Power
Staff of Absorb Mana no longer requires a Violet Observatory in order to purchase from the Vault of Power
Added Amulets of Recall to purchase at the Vault of Power, which requires a Violet Citadel before they become available
Highborne attack and armor upgrades now have new icons
Revised the gold and lumber cost for several Highborne structures
GENERAL CHANGES/IMPROVEMENTS
Updated all mission loading screen images
Changed the user interface for the Highborne story path
Satyr Hellcallers are now Hero-based units
Resolved a bug in Chapter 4 Part 2 Highborne where the player could use Kath'ranis to explore out of bound areas
Increased the hit points of Fel Orc Berserkers from 535 to 600
Updated the Mount Hyjal Guardians to make their units more unique compared to regular night elves
Removed the Cenarian Horn item from the game in Chapter 5 Highborne
The player's units in "Remnants of the Ancients" have been rebalanced to make trained units more viable
Made numerous changes to existing items throughout the game
Reverted the hotkey for Build back to B
Command hotkeys (such as Build, Attack, etc) can now be overwritten by player custom hotkey settings
Updated the icon position and hotkeys for all upgrades to reflect the 1.30 patch changes
Added a unique model for Potions of Invisibility
Updated the Lunar Upgrade icon
Resolved several game breaking bugs in Chapter 6 for both story-lines
Heroes must now be within 1200 range of killing units in order to gain experience
Regular Hero spells no longer require a level greater than 1 in order to be learnt
The player no longer needs to repeat Chapter 2 in order to progress to Chapter 3 for both story-lines. However, game caches for Chapter 3 have been reset
Improved entering through the Way Gates for the first optional quest in Chapter 3 Sentinel
Turned on ally attack alerts for the furbolg player in Chapter 3 Sentinel
Changed the hotkey of Fire Cage from V to F in Chapter 3 Highborne
Players can now enter and leave the kobold cave whenever they choose in Chapter 4 Highborne Part 1
Fixed a bug where Malfurion would become invulnerable in the kobold cave in Chapter 4 Highborne Part 1
Fixed a bug where rescue-able Sentinels would not transfer to the player's ownership in Chapter 4 Highborne Part 1
Tyrande will now correctly gain experience in Chapters 5 & 6 Sentinel
Fixed an issue in Chapter 6 Sentinel where the main quests were not accurate in the Quest Log
Increased the shield life of Anti-magic Shell for the final boss in Chapter 6 Sentinel
Changed the ending cinematic for Chapter 6 Highborne
Increased the damage caused of Rain of Fire in the final boss fight in Chapter 6 Highborne
Plagued Ancients now deal area-of-effect damage to ground units, fixing a bug where the mouse icon would not appear for the 'Attack Ground' move
Changed the color of the player's team from orange to red in the Highborne story-line
The birth animation for Highborne buildings have been reworked, resolving several in-game issues
Increased the damage of Moonfire from 60/100/145 to 65/125/170 per level. In addition, units hit by Moonfire will have reduced attack speed as oppossed to movement speed
Increased the duration of Bladestorm from 5 to 7 seconds
Trueshot Aura now has a new icon
Highmistresses now have a new attack missile model
Stalkers no longer possess Shadow Meld
Changed the armor type of Arcane Wyrms from Unarmored to Light
Corrupted Entangled Goldmines now have a new model
Moon Wells in Chapter 1 are now invulnerable
Changed the loading screen for Chapter 6 Highborne
Made slight revisions to the dialogue across the campaign
Made minor item changes, as well as their locations, throughout the campaign
NEW MAPS
INTERLUDE - The Legion's Return (Sentinel)
INTERLUDE - Realm of the Demigod (Highborne)
CHAPTER 6 - Cave of Shadows (Sentinel)
CHAPTER 6 - A World Transformed (Highborne)
CHAPTER 6 BONUS - Remnants of the Ancients (Highborne)
NEW FEATURE: Malfurion's Pouch
- Malfurion now possesses a pouch in each mission, which serves as a storage place for additional items. These items will also transfer into future missions
HERO CHANGES
Fixed the description of Malfurion's Force of Nature ability for Levels 2 & 3, as well as giving the spell a new icon
Reset Malfurion's Thorns Aura to reflect melee attacks by a percentage basis rather than flat damage
Added a new icon for the Taunt ability possessed by Crystal Golems
Increased the damage per second of Fire Shield from 15/20/25 to 15/25/35
Arcane Explosion will now damage magic immune units
Reduced the mana cost of Arcane Explosion by 50 for each level
Tyrande's model and skin have been improved
Renamed Owl Scout to Summon Moon Owl, as well as giving this ability a new icon and owl model
Increased the cast range and mana cost of Crystallization
Crystallization has been re-balanced to be weaker on lower levels and stronger on higher levels
Decreased the damage dealt by Arcane Blast from 25/40/60 to 20/35/50 per wave
Jarod's Sword Slam ability has been replaced with Battle Shout, which silences nearby enemy units for a short time
SENTINEL CHANGES
Replaced the Marksmanship upgrade with the Lunar Upgrade. Once researched, all Archers will be transformed into Lunar Archers, granting them 100 additional hit points, 3 extra damage and access to the Moon Arrows ability
Increased the hit points of Sentries to 575 and mana to 250. In light of these changes, Sentries now also cost more resources to train
Sentries and their upgrades now require a Hunters Hall
Increased the healing of Elune's Blessing from 150 hit points to 250
Reverted the build time for Glaive Throwers back to 48 seconds
Increased the mana cost of Healing Wave from 90 to 125
Increased the mana pool of Furbolg Shaman from 200/300/400 to 250/375/500 per level of training
Stalkers now possess the Evasion ability, as well as an increase of hit points from 575 to 650
HIGHBORNE CHANGES
Scholars have been slightly buffed in regards to health, damage and movement speed. In addition, they now deal piercing damage instead of magic
Increased the mana capacity of Royal Archers from 100 to 200
Cold Arrows has been replaced with Arcane Arrows, which gives Royal Archers 6 bonus damage to attacks at the cost of mana
Renamed Guardians to Battle Maidens
Battle Maidens and their upgrades now require a Foundry
Increased Battle Maidens health to 550 and mana capacity to 250. They are also slightly more expensive to train
Mana Shield no longer requires research. In addition, Battle Maidens can now gain a new upgrade that increases the amount of hit points absorbed by Mana Shield from 1 per point of mana to 2
Battle Maidens now have Frozen Armor, which increases a friendly unit's armor by 5 and slows the attack and movement speed of enemy melee units that attack it
Reduced the amount of lumber Arcane Golems can carry from 50 to 40
Arcane Golems have been reworked to suit more of a tanking role. This includes:
- Increased hit points to 800, and reduced damage dealt from 34-61 to 17-23
- Has access to 2 new abilities: Taunt and Power Discharge
- Will now benefit from the weapon and armor upgrades at the Foundry
- Added a new upgrade at the Foundry, which changes the armor type of Arcane Golems and Towers to fortified once researched
- Glaive Launchers noww require a Violet Observatory to build - Slow mana cost for Enchantresses increased from 40 to 50
Anti-magic Shell mana cost for Enchantresses increased from 50 to 75
Renamed the Enchantress' Crushing Wave spell to Energy Blast, as well as giving it a new icon and special effect
Clerics now cast Mass Heal instead of their usual Heal ability. In addition, Violet Observatories and Citadels no longer possess Mass Heal
Increased the mana cost of the Cleric's Resurrection ability from 200 to 250. In addition, this spell has a new icon
Clones summoned by Highmistresses will now only deal 50% of their original damage. However, all clones will now last for 60 seconds or until their hit points reach 0
Renamed Wind Serpents to Elite Highguard
Increased the hit points of Elite Highguard from 785 to 825
Violet Sanctums no longer cost lumber to summon
Violet Observatories and Citadels can no longer attack
Violet Observatories can now cast Blizzard. In addition, Blizzard has been improved to become more powerful with each tier level
Renamed the Arcane Vault to Vault of Power
Improved the items offered for sale at the Vault of Power
Foundries no longer cost lumber, but now cost 210 gold instead of 140
Increased the build time of Foundries from 60 seconds to 70
Arcane Towers now start off with heavy armor instead of fortified
Increased to build time for Arcane Towers from 50 seconds to 60
The Reveal spell now has a cooldown of 30 seconds
GENERAL IMPROVEMENTS/BUG FIXES
All chapters and interludes at and before Chapter 6 are now automatically unlocked in the campaign loading screen
The image and music for the victory score screen has been changed
Faradrella will no longer have a Spell Immunity icon show when Nature's Gift is upgraded to Level 3
Fixed an issue where several Hero custom spells would cause memory leaks to occur
Increased the cooldown of the Sphere of the Sea item from 20 seconds to 60
Corrupted Ancient Protectors now deal piercing damage instead of siege
Added Moon Wells throughout all Sentinel bases in Chapter 1
Added additional Fountains of Health throughout the campaign
Arcane Towers no longer possess Magic Sentry in Chapters 1 and 2 on Insane difficulty
Fixed a bug where the Magical Blades upgrade would have no effect on Glaive Launchers
Your troops will now start off with tier-1 weapon and armor upgrades in Chapters 1 & 2
The Arcane Golems harvesting trees in Chapter 2 will now attack when encountered by the player
The Elune's Blessing ability is now automatically upgraded in Chapter 3 Sentinel
Slightly reduced the difficulty of Chapter 3 Sentinel for all difficulty levels
Sentries owned by the player no longer have Swiftness of Elune in Chapter 4 for both story versions
Added improved anti-cheat triggers to Chapter 5 bonus maps
Fixed a bug in Chapter 5 Sentinel where the furbolgs would not attack the red Satyrs
Jarod now starts off on level 9 in Chapter 5 Sentinel
Rearranged the tablet fragment locations in Chapter 5 Sentinel in order to make them easier to find
Fixed the Restoration Potion icon in Chapter 5 Sentinel from having it appear as a green square
Fixed the boss music playing for all sub-maps for Chapter 5 Sentinel
Items are no longer dropped by destroying creep buildings
Changed the hotkey for all tier 2 and 3 Town Hall buildings from W to Z
Improved the hotkeys for all worker Resource Gather and Repair commands
Unique models have now been given to Tomes of Retraining, Scrolls of the Beast and Scrolls of Resurrection
Runes are now color coordinated, making them easier to identify for the player
Shandris now has a new skin
Tyrance now has a new model and icon
Fixed a problem with saving unit groups at the end boss fight in Chapter 2
Fixed a problem with the final cinematic not playing in Chapter 5 Highborne
Altered the dialogue for the ending cinematic in Chapter 5 Sentinel
Slightly reduced the damage of the final boss in the Sentinel bonus mission 'Ruins of Zin-Azshari'
Increased the selection priority of Sentries, making it easier to alternate between them in a selection of units
Added 5 new maps:
CHAPTER 5 - The Search for Cenarius (Sentinel)
CHAPTER 5 BONUS - The Restless Dead (Sentinel)
CHAPTER 5 BONUS - Ruins of Zin-Azshari (Sentinel)
INTERLUDE - The Last Guardian (Highborne)
CHAPTER 5 - War at Mount Hyjal (Highborne)
- All upgrades for the Sentry at the War of the Ancient have been replaced with the following:
ELUNE’S BLESSING: Allows Sentries to recover their lost hit points at the cost of mana
SWIFTNESS OF ELUNE: Allows Sentries to bless nearby friendly units, increasing their attack and movement speed
Fixed a problem where the Prologue could not be skipped by the user
The player's units no longer become still and un-killable after Murloc cinematic in Chapter 1
Fixed a problem in Chapter 3 Sentinel where the elevators through the Way gate would stop working
The Druid in Chapter 4 Sentinel no longer disappears until his associated quest is completed
Units no longer get stuck after the Temple of the Moon quest in Chapter 4 Sentinel
Orc Bosses in Chapter 4 Sentinel now deal Chaos damage instead of Hero
Rend no longer casts Bladestorm indefinitely in Chapter 4 Sentinel
The Hunters Hall is no longer attacked during a cinematic in Chapter 4 Part 1 Highborne
Obelisks will now correctly grant shard vision to the player in Chapter 4 Part 2 Highborne
Added additional healing/mana runes to the boss fight at the end of Chapter 4 Part 2 Highborne
Changed the build hotkey for Glaive Throwers to T. This fixes an issue where its previous hotkey was conflicting with the War of the Ancient’s Root/Unroot ability
Reverted hotkeys for unit movement actions and Hide ability
Fixed an issue where Searing Arrows would not deal additional damage to Heroes, summoned units or creeps above level 5
Increased the cast range of Kath'ranis' Restoration Shell
The Highborne Enchanted Gold Mine and Arcane Cathedral buildings now have new icons
Increased Guardian base armor from 2 to 3
Increased the mana cost of the Highmistress' Frost Bolt ability from 75 to 100, and Clone from 150 to 200
Changed the building summon icon for the Highborne Scholar
Changed the summon animation for all Highborne buildings
Fixed a problem throughout the campaign in Insane difficulty where the player would randomly lose. In addition, the player will now be notified of the actual cheat that was used should they cheat
Fixed a bug where the wrong loading screen buttons would unlock after completing Chapter 2
Fixed a bug in Chapter 4 Sentinel where killing the creeps at Astranaar would not allow the player to complete the main quest objective
The Hel Bear in Chapter 4 Sentinel will now be hidden from the player until the quest to slay it has been discovered
Tyrande will now properly say her ready dialogue when revived by the player
Kath'ranis can no longer cast Restoration Shell on himself
Removed the flags from the Highborne Academy model
Slightly altered the music lists for chapters 2 and 3
Added 5 new maps:
INTERLUDE - Council of the Legion
CHAPTER 4 - Spread of the Corruption (Sentinel)
CHAPTER 4 PART 1 – Journey to Astranaar (Highborne)
CHAPTER 4 PART 2 - Temple of the Moon (Highborne)
INTERLUDE - Fear of the Prophecy (Sentinel)
- Numerous changes have been made to the Highborne:
- All units have altered stats to make them more balanced
- All buildings have either been renamed, recolored or have had their models replaced
Added new custom background music
Hotkeys for all unit and Hero spells have been changed to Q/W/E/R/T respectively
Increased Lifesurge healing from 90/160/250 to 110/180/265
Wrath of Nature has been improved: its area selection indicates the radius of enemy units it will hit. In addition, enemies hit by Wrath of Nature have greater reduced movement speed and chance to hit (but no longer reduced attack speed)
Replaced Highborne Malfurion's Ignite ability with Fire Shield
Fixed a bug for Arcane Explosion where it would not always damage nearby enemy units
Increased the casting speed of Arcane Blast by 25%
Restoration Shell regenerates 90/135/180 mana instead of 100/170/250
Hero spells have been changed to have mana costs change with each incremental level. This means that level 1 spells will be cheap while level 3 spells with be more expensive. This change, however, have no effect on passives spells or spells that have lower mana costs with each level
Reverted Archer and Glaive Thrower hit point increases
Reduced Furbolg Shaman mana pool from 250 to 200. In addition, Furbolg Shaman now gain reduced mana pool and regeneration from caster upgrades
Renamed Guardians to Royal Archers, Adepts to Guardians, and Overseers to Highmistresses
Fixed Faradrella's Nature's Gift icon not showing
Fixed items not selling bug in Chapter 3
Changed the Entangling Roots icon ability
Slightly reduced the hit points, armor and/or damage of Treants from Force of Nature for all levels
The difficulty levels have been changed. Easy is now called Normal, Normal is Hard, and Hard is Insane. Each difficulty level has also been re-balanced to reflect these changes
Added more items to the previously existing maps
Permanent items dropped by creeps/crates are now randomized. However, other item types and items received from quests and secret areas remain unchanged
Barkskin now has a new icon
Numerous dialogue changes to the already existing maps
Murloc Flesheaters no longer use Cannibalize in Chapter 1
Fixed a bug in Chapter 1 where the Magical Pens would remain invulnerable
Added new models for Scrolls of Healing/Mana/Protection/Restoration
- Cheats are now disabled depending on the difficulty level chosen:
NORMAL - No cheats are disabled
HARD - Only WhosYourDaddy is disabled
INSANE - All cheats are disabled
Added 3 new maps:
CHAPTER 3 - Ending the Chase (Sentinel)
CHAPTER 3 - An Arch Druid Reborn (Highborne)
INTERLUDE - The Yearn for Magic (Highborne)
In these maps, new heroes, spells, items, doodads and units have been included. In addition, custom background music has been added into the cinematics for both the old and new maps.
SPELL CHANGES:
Fixed a bug which prevented Lifesurge from healing
Mana cost of Lifesurge reduced from 115 to 110
Lifesurge now heals slightly more hit points with each level, but deals less damage to enemy units overall
Changed the hotkey for Lifesurge from L to E
Reduced the mana cost of Force of Nature from 150 to 125
Increased Wrath of Nature’s enemy units chance to miss with each level
Malfurion no longer possesses Barkskin. Instead, he has Thorns Aura
Changed the level requirements for all spell levels
Vast changes to the Highborne units including hit points, spells, and names
Slight improvements to the dialogue and cinematics throughout the game
Slightly increased the health of Archers
Glaive Throwers now have a new custom skin
Highborne Ballista have been replaced with Glaive Launchers, a new custom siege unit
Changed the Ancient Oracle's skin to a custom one
Changed the benefits given from the Staff of the Oracle and the Sapphire Necklace items
Healing and Mana potions now have their own unique model
- Demo Version uploaded to Hive Workshop
Check out these other campaigns in Turnro's Warcraft III Series!
Important Notes
There are 2 campaign files to download depending on your version of Warcraft III: mq_legacy.w3n (Warcraft III versions v1.30-1.31) and mq_reforged.w3n (Reforged version)
The normal background music of Warcraft III has been replaced with better music. Be sure to enable music through your profile as it is an integral part of the campaign experience
If you use the ‘WhosYourDaddy’ cheat while playing Malfurion’s Quest on Hard difficulty, you will automatically lose the mission
There is currently a model bug in Reforged where units will become invisible upon loading a saved game. To resolve this issue until Blizzard fix this bug, turn off Reforged graphics in your profile
ICONS 4eNNightmare
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Apheraz Lucent
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CRAZYRUSSIAN
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SOUND & MUSIC Benjamin Barlett - WALKING WITH DINOSAURS
Blizzard Entertainment - WORLD OF WARCRAFT, STARCRAFT 2
BrunuhVille – DRAGON EMPRESS
Chikayo Fukuda – CENARIUS & MEDIVH BOSS THEMES
Clint Mansell - REQUIEM FOR A DREAM
Henry Beckett and Keith Zizza - ZEUS: MASTER OF OLYMPUS
Ian Livingston - BIONICLE HEROES
Inon Zur – DEEP ROADS
Jo Blankenburg - GARADORS FLIGHT
Matt Holle - BATTLE REALMS
Mikolai Stroinski - TESHAM MUTNA
Nick Phoenix - THE LAST STAND
Soundcritters - DARK TIDES
i think for now in sentinel story, my favourite could be The search of Cenarius, will you also doing map rework? Maybe one way to go to save furbolg, then take Goblin's Zeppelin to cross to shore because way to shore had been blocked for unknown reason. Just suggestion.
Most probably there will be an update video showcasing some of the new improvements and story changes, much like the update video we've done for the Highborne Campaign.
What I can confirm however is that we do plan on making a trailer for the Sentinel story like we've released for the highborne.
Finally downloaded and checked it out after beating the last 3 campaigns. It's quite good definitely enjoyed the custom race. The story was pretty good although a bit predictable a couple of times near the end but still a really good story. Difficult was pretty good and yeah I generally enjoyed it. Few bugs/annoyances I noticed, 1 was the shield maidens losing their mana shield after a cutscene that screwed me over a couple of times. Also, it seems that after Howling Treachery no campaign buttons will appear. Other than that I haven't found any other issues. Although I do think on the temple map (puzzle map) the tome of retraining should probably be hinted more at sine I almost gave up until I saw a crate that I decided to destroy while backtracking to find anything for xp.
Hi, Turnro, I know you're a little busy with the new patch of Malfurion's Quest and I know it will take longer to finish the Sentinel storyline, hopefully at the end of 2020 might be, but can you tell me the names of some musics of this campaign. Like the ones starting in Chapter 6 (both storylines), the Illidan boss fight music (Chapter 6 Highborne), the Void Trap music (Chapter 6 Sentinel) and the Zar'shull boss fight music (Chapter 6 Sentinel)
Hi, Turnro, I know you're a little busy with the new patch of Malfurion's Quest and I know it will take longer to finish the Sentinel storyline, hopefully at the end of 2020 might be, but can you tell me the names of some musics of this campaign. Like the ones starting in Chapter 6 (both storylines), the Illidan boss fight music (Chapter 6 Highborne), the Void Trap music (Chapter 6 Sentinel) and the Zar'shull boss fight music (Chapter 6 Sentinel)
To be honest, I don't know the exact names of the songs since most of them are from WOW. But I can tell you roughly where they are from:
- Chapter 6 Sentinel (Emerald Nightmare)
- Chapter 6 Highborne (Eversong Woods dark theme)
- Void Trap & Zar'shull fight (Legion fight music)
Also, the Ililidan boss fight music is the rahkshi theme from Bionicles:Heroes.
To be honest, I don't know the exact names of the songs since most of them are from WOW. But I can tell you roughly where they are from:
- Chapter 6 Sentinel (Emerald Nightmare)
- Chapter 6 Highborne (Eversong Woods dark theme)
- Void Trap & Zar'shull fight (Legion fight music)
Also, the Ililidan boss fight music is the rahkshi theme from Bionicles:Heroes.
Ok, Thank you.
And about your progress, I know it will take you both a while, more than it took to finish the Highborne storyline. Anyway, take your time and continue with your work, I still have hopes that you will finish this amazing campaign by the end of 2020 or the beggining of the next one.
Good Luck with that.
You already did. @FallenStar
To play the next installment must we play the highborne campaign again? Are they linked through the game cache or just pertaining the story?
You already did. @FallenStar
To play the next installment must we play the highborne campaign again? Are they linked through the game cache or just pertaining the story?
When the full version is released:
Both campaigns will be set in one since it involves a choice that branches out.
No, you won't have to replay through the highborne story.
Both Highborne and Sentinel will be linked in one. Turnro has the final say though so it's up to him how he wishes things done.
I haven't talked about this with Turnro yet but we'll probably leave the first two chapters open for a week or two so that players won't have to play through them again thus giving an easy way to the decision that determines the chosen path.
We will give vets a reason to replay through the highhborne story once more since we'll implement gameplay sections that were dropped before release.
When the full version is released:
Both campaigns will be set in one since it involves a choice that branches out.
No, you won't have to replay through the highborne story.
Both Highborne and Sentinel will be linked in one. Turnro has the final say though so it's up to him how he wishes things done.
I haven't talked about this with Turnro yet but we'll probably leave the first two chapters open for a week or two so that players won't have to play through them again thus giving an easy way to the decision that determines the chosen path.
We will give vets a reason to replay through the highhborne story once more since we'll implement gameplay sections that were dropped before release.
okey good to know, i still have no idea when the full released will be, at a cerntaine date, however i could just make my own Guess about when it would be released, so now i wont be bothering about it as much anymore, maybe. Also i am just extremely hyped for the full relase so, thats why i am asking so much
How could you fix the sound bug since patch 1.30? Many sounds like the 'switch' sound aren't played anymore by triggers (as i had to experience). But as i saw in your campaign the broken sounds seem to work properly.
How could you fix the sound bug since patch 1.30? Many sounds like the 'switch' sound aren't played anymore by triggers (as i had to experience). But as i saw in your campaign the broken sounds seem to work properly.
Blizzard did some foundational changes to how sounds work in the game. Here's what I did to get them to work:
- Go into the the Sound Editor of the map
- Double-click on a sound your using in the map to go into its properties
- If '3D Sound' is turned off, select 'Default' for Effect and 'General' for Channel
- If '3D Sound is on, select 'Spells' for Effect and 'Animations' for Channel
These settings are not absolute, but they will get the sounds to play again.
It's normal to get that message, since the Sentinel storyline hasn't been completed yet. Only Highborne storyline is available, so chosing to consume the fountain energies will lead you to the Highborne storyline.
It's normal to get that message, since the Sentinel storyline hasn't been completed yet. Only Highborne storyline is available, so chosing to consume the fountain energies will lead you to the Highborne storyline.
- Completed everything on Hard except Chapter 9. After you destroy the green night elven base it becomes next to impossible to lead an assault with all the dragons and you can't even attack the Naga or Legion bases. But for me the braking point was when I tried to counter the Legion since I thought - "Hey, they use flying barrages to transport their assault waves, what if I build 4 arcane wyrms to destroy the barrages and not having to fight Legion armies?" Well I did it, but guess what - the barrages were INVULNERABLE.
Then I tried to use only my heroes since I won't trigger Naga or Legion attacks then, but I only had 4 Legendary items, and Velinde and Magtheridon were too weak. After that I replayed the mission on normal with 'whosyourdaddy' to finish the first quest.
Chapter 9 is not fun, it's frustrating and has to be toned down. Interestingly, Chapter 10 was challenging as well, but doable. Even the Kill' Jaeden fight was fun even though I had to make like 10 saves.
- Velinde's Q deals next to no damage.
- As other people have pointed out, the corrupting of Furion happens way too abrupt \. The way he treats the Furbolgs, the Kelorian druid and Tyrande in Chapter 3 and 4 feels almost like some sort of a troll fan fiction - hilarious but way out of character. I understand that the fountains' powers are corrupting him, but it would make more sense for Furion to have a more noble justification other than "exterminating the weaklings", at least until Chapter 6.
What I liked:
- Highmistress's clone ability
- Clerics' revive
- Most of the gameplay and bosses - challenging on Hard, you are required to micromanage your Pouch and abilities during boss fights. A lot of rewarding side quests.
- Music
- The story is really immersive
Questions:
- Which of the path lines is the canon one in your Storyline?
- In Chapter 8 Medivh did a magical ritual. It was implied that it will protect the World Tree if Furion and Kil Jaeden enters it. But nothing really happens once they do eventually. Did I miss something?
- Completed everything on Hard except Chapter 9. After you destroy the green night elven base it becomes next to impossible to lead an assault with all the dragons and you can't even attack the Naga or Legion bases. But for me the braking point was when I tried to counter the Legion since I thought - "Hey, they use flying barrages to transport their assault waves, what if I build 4 arcane wyrms to destroy the barrages and not having to fight Legion armies?" Well I did it, but guess what - the barrages were INVULNERABLE.
Then I tried to use only my heroes since I won't trigger Naga or Legion attacks then, but I only had 4 Legendary items, and Velinde and Magtheridon were too weak. After that I replayed the mission on normal with 'whosyourdaddy' to finish the first quest.
Chapter 9 is not fun, it's frustrating and has to be toned down. Interestingly, Chapter 10 was challenging as well, but doable. Even the Kill' Jaeden fight was fun even though I had to make like 10 saves.
- Velinde's Q deals next to no damage.
- As other people have pointed out, the corrupting of Furion happens way too abrupt \. The way he treats the Furbolgs, the Kelorian druid and Tyrande in Chapter 3 and 4 feels almost like some sort of a troll fan fiction - hilarious but way out of character. I understand that the fountains' powers are corrupting him, but it would make more sense for Furion to have a more noble justification other than "exterminating the weaklings", at least until Chapter 6.
What I liked:
- Highmistress's clone ability
- Clerics' revive
- Most of the gameplay and bosses - challenging on Hard, you are required to micromanage your Pouch and abilities during boss fights. A lot of rewarding side quests.
- Music
- The story is really immersive
Questions:
- Which of the path lines is the canon one in your Storyline?
- In Chapter 8 Medivh did a magical ritual. It was implied that it will protect the World Tree if Furion and Kil Jaeden enters it. But nothing really happens once they do eventually. Did I miss something?
The sentinel story will address a lot of your criticism and questions. It will provide insight on why Malfurion was corrupted so easily as well as the ritual though you can figure out what's happening (some already did)
We haven't thought about which one is canon or not but I believe Turnro prefers the Sentinel one (don't tell him I told you).
The sentinel story will address a lot of your criticism and questions. It will provide insight on why Malfurion was corrupted so easily as well as the ritual though you can figure out what's happening (some already did)
We haven't thought about which one is canon or not but I believe Turnro prefers the Sentinel one (don't tell him I told you).
I hope we'll also see Eredon the Illusionist having at least some role in the Sentinel campaign, since we haven't seen him in the Highborne storyline, but only in Resurrection of the Scourge. It doesn't matter if we don't, it would be reasonable, since there are many Legion lieutenants... At first I was hoping to see him making the preparation for the Legion's arrival with Smolderas
I hope we'll also see Eredon the Illusionist having at least some role in the Sentinel campaign, since we haven't seen him in the Highborne storyline, but only in Resurrection of the Scourge. It doesn't matter if we don't, it would be reasonable, since there are many Legion lieutenants... At first I was hoping to see him making the preparation for the Legion's arrival with Smolderas
will the dreadlords play a much bigger role in the sentinel campaign becuase if its going to be like so that the dreadlords betray the legion and then make their own "legion" idk am just brining it out. and make it be like at the Chapter 9 highborne line where you have the naga and the legion both attacking you, while in the New sentienl campaign it will be the dreadlords or something that is going to attacking am not sure, also now that you guys have included the Naga into Turnros campaigns obvs they will be in the sentinel story right??? just to bring it up if i as much ask a question about the New sentinel story it would be way to early to answer if am not mistaken?
will the dreadlords play a much bigger role in the sentinel campaign becuase if its going to be like so that the dreadlords betray the legion and then make their own "legion" idk am just brining it out. and make it be like at the Chapter 9 highborne line where you have the naga and the legion both attacking you, while in the New sentienl campaign it will be the dreadlords or something that is going to attacking am not sure, also now that you guys have included the Naga into Turnros campaigns obvs they will be in the sentinel story right??? just to bring it up if i as much ask a question about the New sentinel story it would be way to early to answer if am not mistaken?
first of that was quick, second good to know that they will, becuase they just died instantly in the highborne story and it was quite dissapointing and i know that you cant really say much about the sentienl story so i Guess there is no real point in asking about what will happen, so LEL
Just to be Clear should i even be botherd about constantley asking you guys about the sentienl story, because there is really no point in me doing it so should i?
Just to be Clear should i even be botherd about constantley asking you guys about the sentienl story, because there is really no point in me doing it so should i?
Just wanted to say 'thank you' to Turnro and FallenStar for all of your hard work and time spent making this campaign. I've just finishing playing through the Highborne storyline and I've thoroughly enjoyed the entire experience. I know this must've been probably said at least a dozen times now, but the overall quality of this production is superb, probably surpassing Blizzard's own work in some aspects. I've especially liked the map design, triggering, and seamless integration of WoW models and music.
After finishing the Highborne storyline, I wanted to refresh the unfinished Sentinel one in my memory, only to find out that I no longer have the old campaign file. If someone still has the old campaign file (version 1.3.1b, I believe), could this someone please upload it somewhere and post a link here or send it to me via PM? Much appreciated.
Just wanted to say 'thank you' to Turnro and FallenStar for all of your hard work and time spent making this campaign. I've just finishing playing through the Highborne storyline and I've thoroughly enjoyed the entire experience. I know this must've been probably said at least a dozen times now, but the overall quality of this production is superb, probably surpassing Blizzard's own work in some aspects. I've especially liked the map design, triggering, and seamless integration of WoW models and music.
After finishing the Highborne storyline, I wanted to refresh the unfinished Sentinel one in my memory, only to find out that I no longer have the old campaign file. If someone still has the old campaign file (version 1.3.1b, I believe), could this someone please upload it somewhere and post a link here or send it to me via PM? Much appreciated.
-some demons, especially the succubus, get through the pillar on their right (on the left for the observer) after exiting the portal.
-Cenarius said something about gods, not Elune.
-Kil'Jaeden instead of Archimonde, Cenarius still alive? So, generally, I guess the second coming of the demons is not RoC or at least it's a reboot?
-the question still stands since he awoke by himself without the horn sounded by Tyrande.
-About Pouch is a surplus.
-Furion the murloc killer.
-from what I know, kind is used with verbs in singular.
-why dark trolls so evil ?
-nice satellite view technique he has. Back in The Frozen Throne he did it but not from continent to continent.
-does Furion know about Lordaeron? I mean, so that to recognize it through the rubble?
-situation more dire than the nightmare?
-fighting the enemy near a Fountain of Health is a time waste. At least, make them stronger.
-why change the treants and Force of Nature icon?
-forcing players to use Force of Nature to get tomes behind trees? Actually, spell levels aren't chosen like in the original game.
-now the Horn raises bridges?
-why were the orcs there anyway? Wasn't their home a wasteland?
-Furbolgs have their selection circle too small; not sure if you've edited it or it's the original one.
-guess Furion never played Ashenvale melee maps with mutant murlocs.
-Emerald Dream schizophrenia.
-Slow is still slow why change the FX and icon?
-no atrophy, malnutrition on that Illidan. Maiev was truly in love with him. Let's see why they left their post.
-Illidan sees a well, Illidan drinks.
-I guess the well made him look like after he'd consumed the Skull of Gul'dan (wings, hoofs and horns)?
-suddenly he's against the demons? Also, who/what told him about their second coming?
-sucks for Furion not having Entangling Roots anymore; now Illidan can run without problems.
-starting to feel like Terror of the Tides.
-he was right. Makes no sense. If they kill all the other night elves, how are they going to stop the Burning Legion?
-I guess, no Quel'thalas? Or, Illidan managed to convince so many night elves to drink from one well and nobody found out until Furion came along or something.
-I don't think this can be still happening as a dream for Furion (or in his mind) as someone or something is trying to corrupt him since what you do in the dream shouldn't have effect in the "real"/outer planes.
-why is he wondering about Illidan killing night elves? That happened before, did it not? I doubt they sentenced him to infinite time prison just for dropping a bit of Well of Eternity juice in a pond.
-wolves are running around like crazy.
-got me on this one. Never would've guessed it was wildkins. I could've sworn it was Highborne and the ancient gave them a good fight. Didn't know they were some sort of raccoons.
-maybe another icon for the Life Stone or a hue change ?
-somewhere near the fountain of health I've got a sort of brief game pause; not sure if it's the triggers or the game.
-suddenly the night elves became more important than the beasts when Furion+co. engaged.
-Hide still has the same hotkey? I mean why not closer to the QWERTY?
-so, why didn't Tyrande come to wake Furion first? She didn't want to anger him?
-the druids were left alone by the Higborne?
-the Highborne must be keeping artifacts in these vaults, in the middle of the road. I mean a wagon (blood elven one) would've made it obvious they were moving the vault and being caught doing so.
-love the rune colours.
-a bit too many runes of healing.
-poor neutral passive units; the glaives seem to bounce on them.
-Illidan+fellows aren't allowed to cut trees but Furion to convert them to treants and send them to their deaths is OK.
-looked more like Kathranis was ambushed than actually waiting
-he said Illidan was no brother of his but called him brother when speaking to Remar.
-little to no questions or desire for an explanation from Furion before deciding to take the power of the fountain. I mean, it was a voice, not his mind talking to him, he realized that.
-Kil'jaeden the bully.
-pit lord genocide!?
-chapter 3 intro: some trees aren't properly lowered.
-no spells for Furion!? Oh, phew, they started appearing. However, the first one is so lame not only compared to the previous one but it's just Breath of Fire.
-kind of meh having him just change colour instead of skin/model.
-intended for the Sentinel units not to start with full mana?
-now, he's called Sage, well, guess that means wise and not stupidly evil?
-not impressed about Emerald Nightmare Furion's spells. They're regular renamed Warcraft III ones.
-crazed night elf, huh, not an arachnidologist?
-auras should be disabled during cinematic mode.
-of course it makes sense, fighting alone is always the best option, because every war was won that way. Furion should have tried to regain the trust of the ancients somehow in time.
-Furion is way too gullible and/or the inner voice is way too impatient risking the corruption operation calling him a fool.
-another sudden transition. This time from good to evil and addicted Furion. Rationalization fell too quick. It was the daughter of Cenarius plus, tricking her was bad enough but fair. At least, it didn't look like he wanted to kill her.
-why didn't Remar come faster so that Faradella would not escape? Plot line so that there would be a reason to fight cenarians?
-too bad you can't go back to the Faradella zone to kill spiders and satyrs hopefully didn't lose any goodies.
-Blizzard should mention the range since it's a building that uses it.
-Scroll of Regeneration is now blue as the rune of mana...
-should the foundry rotate its tower crystals even if not researching?
-Mass Heal=Essence of Blight. Essentially, healing spells are not really arcane related since they are part of the Light (paladins, clerics, priests etc.), druidism and shamanism.
-his transition is not sudden, it's insane. He makes enemies without any logic. He had no reason to be pissed at the furbolgs as they did not reject him like the ancients. Plus, what's with that arrogance? At this point, it's not Furion anymore. It's another character which just happened to pop out of nowhere.
-cinematic scenes disable Mana Shield.
-many recycled Warcraft III spells on units.
-they were not wondering why Remar became a traitor and suddenly switched sides?
-why was Kath'ranis so sure Furion would lead them to what he/they wished for? At least with Illidan they started something. That he was certain about.
-at last, an Egyptian outfit, I mean new skin for Furion.
-I don't see how civil war will help against the demons which aren't even coming from what I've seen until now. Nobody asks any questions. They're all a bunch of carpe diem junkies.
-they would get suspicious if the beasts were set free and destroyed the encampment but would not if only some of them would be set free and they thought that the creatures did it?
-Furion's a stand up comedian when talking to the druid about the necklace. No wonder the druid could not take him seriously and become offended. Don't tell me he accepted so that he could take the artifact for himself?
-Enchanter's Pouch? Does it change name with level or should it be called Arch Sage's Pouch?
-satyrs in the north are under Feral Beasts?
-first time your units are being moved until now (entering the cave).
-why was that kobold so unknowing of the trap?
-a rock chunk crumbled when the druid was impaled.
-took the archer and quickly wen up to the druid of the talon and only got one update message, for the archer.
-well, the quest completed after getting the other two unis east of the druid and then I got the message that I should find more in the wilderness Technically, quest completed came last.
-Tyrande: "It's not like you to act so demandingly!" Furion: "We don't have time for petty differences! Tell me where the key is!" Tyrande: 'Alright." I mean, Tyrande is just another no questions asked person. Skepticism is so low in this campaign that it's almost inexistent. Excuse me, the ancients had it proper.
-instead of going north, Tyrande and a few Sentinels went south and circumvented a part of the forest before actually going to the blockade.
-they bock the way out and their glaive throwers can't go forth at least until they moved some of them.
-Tyrande's patrolling like crazy up and down.
-reached the satyr's main base but it was invulnerable
-maybe you could make/find/request some actually corrupted skins
-the title is a bit of a spoiler, not that anyone wouldn't have thought of it since Furion is not Furion. One thing's for sure, his name suits him now, MALfurion.
-more like Temple of the Water.
-Malfurion and the Highmistress must survive for the barrier at least.
-finally, she realized.
-guess that ends Furion's order to stop anyone entering.
-should make the mooncrystals variables not to occupy inventory space.
-Kath'ranis can teleport everywhere whenever, it seems. Why not just teleport to the key instead.
-Cold Arrows?
-Rune of Greater Healing is too much.
-too easy vs Tyrande on normal.
-two fountains and Furion turned Death Knight and killed his girlfriend. At least with Arthas it was understandable, he had an arrogant and almost narcissistic character plus the time spent in that wasteland so his mind could fully be twisted.
-enjoyed the gameplay with Kath'ranis on this one.
-I think it was pretty obvious why he wanted the key that Tyrande did not need Medivh to tell her or was she so hazed that it was necessary for Medivh to even tell her about the night elven encampments?
-why didn't Medivh interfere earlier then?
-Furion is completely nuts thinking that he'd stand a chance against Cenarius, dragons etc. but Kath'ranis too?
-I assume, for comedic purposes Rend and Maim are here.
-night elves and co. were not using obelisks.
-summoning troops out of nowhere.
-Firelords are not demons. Corrupted elemental?
-so, yeah, every scene disables/stops Mana Shield.
-I mean there is that item with %33 magic damage reduction. No need to change its icon and name.
-so, only the orcs attack the base?
-the source guards are weak. You can finish them off only with your heroes without any trouble.
-it's pretty clear by now that Furion will probably dispose of Remar, so him still being on his side starts to become foolishness since he hasn't gone full crazy like his master.
-if you want to take the nearby mine, you're being attacked by the orcs and the mountain elves. Better leave the mine alone else you'd have to leave an army for defense as towers alone aren't enough. The good part is they don't send artillery along with the hero.
-since the second fountain, the inner voice replaced Furion's mind.
-could've been nice for the obelisks to be converted/disabled in time while some orcs would attack (something like Illidan shutting down the portals).
-Kil'jaeden likes to be ass kissed. Who's the deceiver, I wonder.
-they can teleport wherever they want but they needed a huge planet breaking portal to bring everyone at once to the same place?
-Kil'jaeden has satellite type spies bringing news live to Outland directly from Azeroth.
-right, 10k years and Furion had no idea about Cenarius' "secret" hippie place.
-the explosion ruined his fancy robes.
-if the world was weak, why save it and not destroy it like the rest of the weak stuff in it?
-telling Kil'jaeden she was going to kill him after not even being sure she would succeed to do so with Furion, is not only reckless.
-feels weird for those kobolds to throw spears out of their scythes,
-Corrupted Moon Wells have the same ability as the originals but with different icon. I mean, it could be something a bit, you know, at least given thought.
-so, why can't he also convert the fighting corrupted treants?
-crates, crates everywhere, even the corrupted use them.
-the cenarian should have been in their base.
-Essence of Aszune doesn't say how much it heals.
-correction: to recover some of his spells (fountain of power).
-I thought demon hunters appeared after RoC, Illidan being the first.
-what's not to like about them, aren't they fighting the demons?
-in terms of gameplay yes but in terms of story, why weren't any other elves with Furion during the scenes where he was pursuing Velinde?
-so, you've made a combination of the WoW Velinde Starsong and Velene Starstrike?
-Black Arrow icon could be changed with something custom for Impaling shot.
-Quel'thalas doesn't exist then, if the Boots have been renamed to of Dexterity.
-I've no idea where/why/how Furion knows of these various types of units like he's been a Highborne or arcane user all his life.
-Sea Drake but it's flying?
-if you're strong, you risk being corrupted instead of killed.
-he didn't tell about Tyrande ? No one did!
-oh cool, he takes runes too.
-sure Illidan wanted to fight the demons, like Furion, killing all night elves in the process.
-Illidan was that sure Azshara wasn't faking that illusion? Plus, shouldn't Tyrande have been a rotten corpse by that time?
-maybe, you should have made this branch of the story with Illidan instead.
-the big golem which activated near the vault had its animation frozen and moved like sliding
-Arcane Blast also affects buildings. The description isn't clear on that.
-no flying units for the demons?
-he was right; fighting Shahraz was not as interesting as fighting your own troops.
-surrounded, really!? As if Magtheridon would have any chance without the rest of the demons he killed.
-I assume he was still being naive thinking it would be better to try get on Furion's side. And it damn worked too... at least for now.
-how did Magtheridon spy on Hyjal with almost detail is beyond me. It's enough that he somehow not only had orcs (which were rioting by the way) under his control but (if not all) satyrs as well. I mean he was just the petty ruler of Outland.
-yeah right, so those wells were there since when exactly that nobody discovered them until this period?
-this was a stupid move. Magtheridon should have used the satyrs...
-by the way, no uni inventory/item backpack?
-Lord Melena It's plural, even better
-so, now Furion actually enjoys killing (Shahraz) and even laughs? I mean, either he is emotionless or not.
-Cenarius' daughter talks like an American teenage girl.
-so, this fountain of power does regenerate.
-what bridge timer?
-Remulos was struck by War Stomp during the scene when he was on the bridge, then Magtheridon turned with his back, Velinde shot another arrow and the keeper died. He's weak during the fight.
-why was Magtheridon so impatient even more than Furion usually was? Everything was part of the plan... he had patience up to meeting Furion, did he not?
-the implosion/explosion ultimate was far better than this metamorphosis/robo-goblin stuff. Well, against Cenarius, it's a different story.
-lol, a stag with Disease Cloud. Even a poor Raccoon
-Cenarius is silly attacking summoned units instead of Furion.
-in the second phase he is pretty weak. Of course, I had the life steal dagger, Bone Chimes and Aszune's Heart on.
-no Vashj?
-at least they're all attacking from the front.
-Coutl's attack hit sound is like a blunt object touching the target.
-guess on normal, no artillery for the elves. Not that Tornado and Rain of Fire aren't enough.
-where Malygos and Neltharion @?
-if they would all just attack at once... Furion would be killed at least gameplay-wise.
-so Ysera made an artifact called after her that is so powerful in the hands of Furion that even affects Nozdormu and Alexstrasza's powers?
-got a crash when tried loading. Was with my troops and heroes near the fountain of power and Starfall was on me with dragons and stuff. Worked after restarting the game.
-that's the exit but where's the entrance to the cave through which Velinde and Magtheridon passed?
-guess the warblade was too heavy for Archimonde.
-too strong!? Magtheridon was obviously beating the crap out of Kazzak Not only that but there were runes around too.
-why not the newborne?
-I got Furion's non-corrupted ancient spells on the corrupted form during the battle with Azshara. Possibly an issue because the hero was not properly transformed back due to the cinematic scene? Unless it's intentional of course.
-why does Medivh have Hero instead of Divine armour? For Fire Shield to deal proper damage?
-victory will be hers eh but she's running like not playing with them anymore.
-got a crash after pressing continue on the victory message... Worked on game restart and map load but this time I left Furion ranged right before Medivh died.
-fighting Medivh is less impressive than Azshara, just one phase where the uses Mirror Image, Chain Lightning and Soul Burn. No crow phase or something interesting. Not only that but Chain Lighting gives him away.
-he's saying: "bid farewell to your life" when he's almost dead.
-the first part of the map could have been puzzle oriented. It's too straightforward.
-for instance, make the green elevator timed so that you'd have to figure out that using a summoned unit on the switch while Furion has to be near the elevator should be the thing to do to get on the elevator in time before it gets down.
-Furion climbing the way to the Frozen Throne. Maybe, all the dragons should've used their powers on him at once?
-nightmare units should come together. Faradrella remained behind.
-at least vs Remar something was happening but Faradrella is just like fighting a neutral hostile unit.
-not sure it was necessary to make mini-boss fights of all these memories. Since it's the finale, it should be very enticing and these strolls in the park aren't quite interesting the way they are now. A mini-film would have been more suitable.
-so, why didn't Ysera just take the heart instead of leaving Remulos to defend it?
-not sure if intended but you can seal life from portals.
-how is Furion's will weak? It's very strong. He only wants one thing and he's doing it without any remorse.
-those generators fall quickly. Maybe have to kill those dragons protecting them first to be able to destroy the generators?
-SargAras?
-how did Kil'jaeden find out about Magtheridon's demise if he was busy going up the mountain? Ah, those satellites, I forgot.
-Azshara swims up waterfalls. Even so... were the Hyjal inhabitants so stupid to close the well with only a gate where you were supposed to walk through? That place should've been under walls or sealed like Chernobyl's plant.
-everyone's crazy about gold that they do stupid things like turn their backs to the enemy.
-thing is that after Remar's revolt, little no skepticism remained that Furion won't win.
-so Azshara isn't actually dead as the body can be clicked ?
-how's this fair, circles appearing right under the heroes?
-why impossible? I mean, he lost, what was he expecting?
-Alexstrasza was killed off-screen?
-yeah right, as if they couldn't go before Furion became powerful to kill him or stop him.
-ah, so Quel'thalas does exist?
-why did he need those weakling servants after consuming the Well?
Enjoyed the gameplay but not the story as parts of it are improperly developed and a jumble of events from the original campaigns, WoW and StarCraft II: Legacy of the Void (give or take).
Just wanted to say 'thank you' to Turnro and FallenStar for all of your hard work and time spent making this campaign. I've just finishing playing through the Highborne storyline and I've thoroughly enjoyed the entire experience. I know this must've been probably said at least a dozen times now, but the overall quality of this production is superb, probably surpassing Blizzard's own work in some aspects. I've especially liked the map design, triggering, and seamless integration of WoW models and music.
After finishing the Highborne storyline, I wanted to refresh the unfinished Sentinel one in my memory, only to find out that I no longer have the old campaign file. If someone still has the old campaign file (version 1.3.1b, I believe), could this someone please upload it somewhere and post a link here or send it to me via PM? Much appreciated.
I must admit, altough the entire sentinel campaign is not fully completed it is still as good as i once played it before, and i will admit that i am more hyped for the sentinel story then i would for the highborne story, so i really can not wait until full realize, So keep the good work as you guys did With the highborne story and as put as much effort into the sentinel story, because i myself think that it will be much better then the highborne storyline
After finishing War at Mount Hyjal last quest (the obelisk quest) the game starts the cinematic and then just crashes.
Edit: I had to do the Obelisks quest first and then the Fountain of Power fountain quest after.
But again, my game crashes at The Guardian Mission, right after the cinematic after reaching Nordrassil.
Ok, Highborne campaign is amazing "spoiler alert, but no legendary item reveal"
ps. i'm sorry if this review is long
Every chapter i played felt and played amazing, normal difficulty is balanced and playable, the legendary items are clutch on hard and can be tricky to find, even i couldn't find the gem of power, and i used iseedeadpeople coz i suck"
"Nitpicks"
Some descriptions are wrong:
"chapter 8, void orb, 1st description says it gives 8 to all attributes but it gives 10, not sure if it was supposed to be +8 to all attributes before"
"twisted ancient, level 1 desc are true but level 2 desc are a lie i think, 30 bonus damage is still 20, no bonus +7 armor, health is alright"
"meteor strike on twisted ancient is underrated coz meteors take too long to fall"
"Issue/s"
1. Chapter 9 on hard is really unplayable on hard, it keeps crashing when i attack the base near mount hyjal everytime the dragons appear, some people said it's possible but the crashes will pain those who try to beat it on hard.
2. Dragons on Chapter 9 are too OP, the level 10 ones because they deal chaos dmg and benefits greatly from upgrades like strength of nature and reinforced hides, maybe change the dragon's damage type to piercing, on normal it's fine, on hard they crash the game if too much are made
Questions:
1. What happens to furion when he consumes a cenarian obelisk at chapter 8? I mean it gives him power to use ysera's heart but no change after consuming obelisk
2. i don't care how long sentinel campaign takes, i can wait, not a question but keep up the good work
3. what's "Mal" on Malfurion stand for since it's an expansion for Furion's name?
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