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Old 11-12-2017, 03:05 PM
Lon-ami Lon-ami is offline

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Default Warcraft III: Shadow of the Dragon - Second expansion idea

Warcraft III: Shadow of the Dragon

Some old ideas I rescued, for a potential second Warcraft III expansion.

It's sort of an adaptation of WoW and its first three expansions. The main villain is Deathwing, who is planning to merge the Elemental Plane with Azeroth. The final battle would be at Blackrock Spire, against the Dark Iron clan and the Dark Horde. Other events would include Varimathras betraying Sylvanas, Kael going demonic, cleansing of the Sunwell, Onyxia trying to take over Stormwind, etc.

Outland would reappear in some form. Deathwing would be hiding there, and would deceive us to cross back to Azeroth, using the portal linked to Dalaran.

The other dragonflights would appear in the story, but they wouldn't be at the front lines. They would imbue a champion of each race instead.

As for units, the first expansion, The Frozen Throne, focused on spellcasters and flying units. This one would focus on cavalry and siege weapons.

No new playable races. The naga and the draenei could get some updates, for the campaign only. No idea about new neutral races.

Pretty unfinished, might look at it later if I get any new ideas. Feel free to post yours.

================================================== ==============

Undead Scourge - Hour of Twilight

The Forsaken are losing the war against the Scourge.

Desperate times call for desperate measures. Sylvanas Windrunner has ordered her second in command, the dreadlord Varimathras, and the head of her newly appointed Royal Apothecary Society, master Faranell, to develop a new plague using demonic magic, powerful enough to kill both the undead and the living.

Joined by Kael'thas Sunstrider and his blood elves, returned from their defeat at Northrend, the Forsaken manage to turn back the tide, and lay siege to Kel'Thuzad's citadel at Stratholme.

However, unbeknownst to Sylvanas, her own allies plot against her. Kel'Thuzad surrounded and victory at her grasp, Varimathras and Kael use the new plague against both the Forsaken and the Scourge, slaughtering them all and forcing the queen and her loyalists to run away.

Now Kel'Thuzad has escaped, and the demons control Lordaeron once again. Surrounded by her enemies, and with no allies left, Sylvanas is approached by a mysterious ogre mage, with promises of power and vengeance.

Guided by the ogre, the Forsaken break into an ancient complex, deep underground below western Tirisfal Glades. There, they find the remains of a sinister civilization, and among the ruins, the recipe to victory.

Bolstering their ranks with horrors from the abyss, the Forsaken storm Silvermoon City and stop the construction of a new demonic gateway. Sylvanas, now turned into an eldritch abomination, consumes Varimathras and Kael, becoming even more powerful.

With the help of her new masters, no one will escape her wrath.

Characters
  • Sylvanas Windrunner - Dark Ranger
  • Grandmaster Faranell - Apothecary
  • Varimathras - Dreadlord
  • Kael'thas Sunstrider - Blood Mage

Units
  • Apothecary: An undead human hero playing with dangerous plague alchemy. Inspired by Grand Apothecary Putress.
  • Crypt Vizier: Nerubian spellcasters, count as cavalry. Can burrow, and then cast spells while burrowed.
  • Bloated Ghoul: You can now upgrade ghouls into bloated ghouls, turning them into living bombs in expense of movement speed. Very useful against packs of unarmored units and buildings.

================================================== ==============

Orcish Horde - Gods of Zuldazar

The Darkspear tribe fights for survival once again.

The tribes of the troll empire gather together at the capital city of Zuldazar to discuss the future of their race. Vol'jin joins them, accompanied by Nazgrel, representing the orcs. The elders do not approve of Vol'jin's decision to join the Horde once again.

Mysterious bugs have surfaced across the islands, giving the Horde an opportunity to prove themselves. The ancient library has nothing but legends about them, and some tablets seem to be missing, but it doesn't matter, they will drive them back to wherever they came from by sheer force. Unbeknownst to them, a larger conspiracy is brewing behind their backs.

While clearing the troll isle of Zandalar, they discover some mysterious blood cultists helping the bugs. They decide to investigate further, and find the source of the problem, south in Pandaria. The emperor's grand priest is leading the cult. His servants flee with an ancient artifact to Zul'Gurub, but Vol'jin and his new pandaren allies manage to stop them.

During the climax of the battle at Zul'Gurub, the priest reveals his true face, a black dragon by the name of Nefarian. His servants are controlling the bugs in some way, and have built tunnels to move between the isles. He kidnaps Vol'jin, and runs away to Kezan. Nazgrel won't tolerate the blackmail, and leads a force to rescue Vol'jin.

However, it's all a trap, and they barely escape Undermine as the island's volcano explodes, Vol'jin nowhere to be found.

Characters
  • Vol'jin - Shadow Hunter
  • Nazgrel - Warlord
  • Gazlowe - Goblin Tinker

Units
  • Warlord: Heavily armored orc warrior hero riding an equally armored dire wolf. Inspired by Orgrim Doomhammer, Blackhand, and the scrapped hero unit.
  • Troll Raptor Rider: Heavy cavalry with spears and shields for ground combat, and slings and shields against flying units.
  • Punisher: An arrow cart siege engine designed by the Darkspear trolls, effective against packed groups of infantry. Has no friendly fire, and can be upgraded to apply poison and cripple enemy units.
  • Ravager: Raiders can now receive the Ravager upgrade, turning stronger and gaining the charge ability. Once researched, all raiders become ravagers.
  • Kodo Dreadnought: Kodo Beasts can now receive the Kodo Dreadnought upgrade, turning stronger and gaining space to carry more orcs at its back, allowing it to fire more projectiles and at multiple targets at once. Once researched, all kodo beasts become kodo dreadnoughts.

================================================== ==============

Night Elf Sentinels - The Gates of Ahn'Qiraj

An ancient evil is stirring far in southern Kalimdor.

A mysterious race of insects has been spotted in the Desolation, corrupting the local centaurs. Shandris Feathermoon leads a sentinel expedition to investigate. In your journey south, you will fight the Twilight's Hammer cult, the naga, and a new insectoid enemy, the silithid.

Fandral Staghelm will accompany you, leading his famous Druids of the Antler. He's a veteran of war, having fought similar creatures millennia ago.

While you build a new stronghold in Feralas, you will find more allies: A lost garrison of highborne night elves, isolated since the War of the Ancients. These night elves fought against the demonic invasion, but they still keep to the old ways, that once doomed night elf civilization. And they're lead by the legendary Jarod Shadowsong, the greatest war hero of the night elves, thought dead.

Fandral does not tolerate his lost siblings, and Shandris struggles with the problem, needing the troops, but not trusting her own judgment at the moment, having fallen in love with Jarod long ago.

In the end, Fandral is deposed after he loses control and tries to kill the highborne. The assassins from the Watchers take him captive, and the Sentinel army regroups for the final push against Ahn'Qiraj, where the Twilight's Hammer is trying to resurrect a dead god.

After the final battle, the Old God C'Thun lies dead once again, with most of his qiraji and silithid servants rotting under the sun.

However, the problems are not over. Cho'gall, the high inquisitor of the Twilight Hammer, absorbs the powers of the dark god, and teleports away, to who knows where.

Characters
  • Shandris Feathermoon - Priestess of the Moon
  • Fandral Staghelm - Keeper of the Grove
  • Jarod Shadowsong - Arcanist

Units
  • Arcanist: This male night elf hero wields a spear and a shield, using highborne magic to fight his enemies. Inspired by ancient night elf military from the War of the Ancients, he excels in melee combat, leading his fellow rooksguard into battle.
  • Assassin: Permanent invisibility female melee fighters, the W3 version of StarCraft's dark templars. Inspired by the scrapped unit of the same name, which made a cameo during Tyrande's raid to free Illidan.
  • Druid of the Antler: Male druids, using magic longbows with entangling arrows to attack. Can transform into stag cavalry, switching to melee attacks.
  • Rooksguard: Ancient male night elf soldiers, wielding a longspear and a shield. Good in melee combat, blocking enemies so the rest of the night elf army can attack safely from the distance. Their melee attack has a bit of extra range, letting them attack from the second row during a fight. They can mount hippogryphs, replicating their ground role at aerial combat.

================================================== ==============

Human Alliance - The Dragon Aspects

Jaina Proudmoore is visiting Stormwind, seeking to reestablish relations with the remaining members of the Alliance of Lordaeron. In the middle of the visit, a nefarious plot has been uncovered: Black dragons in disguise have infiltrated the court, and plan to take over the kingdom!

The king has been kidnapped, and Jaina has been framed for the crime. She will have to flee to Ironforge and gather the rest of the Alliance before the black dragonflight completes their nefarious plan.

Characters
  • Jaina Proudmoore - Archmage
  • Bolvar Fordragon - Crusader
  • Magni Bronzebeard - Mountain King
  • Gelbin Mekkatorque - Gnome Tinker

Units
  • Crusader: Heavily armored human knight hero riding a warhorse. Inspired by Garithos, and the scrapped hero unit.
  • Marauder: Axe-throwing dwarven ram cavalry. They can climb cliffs to escape from the enemy and harass it from above.
  • Flamethrower Team: Dwarven contraption, melee AoE cone, highly effective against unarmored enemies.

================================================== ==============

Neutral

Units
  • Draenei Chieftain: Draenei hero, inspired by Akama.
  • Gnome Tinker: Gnome hero, counterpart to the Goblin Tinker, with different skills.
  • Inquisitor: Ogre mage hero, inspired by Cho'gall.
  • Prophet: Qiraji hero, inspired by Prophet Skeram.
  • Stonemother: Earth elemental hero, inspired by Therazane.
  • Tidehunter: Water elemental hero, inspired by Neptulon.
  • Warlock: Eredar hero, inspired by Archimonde and Kil'jaeden.
  • Windlord: Air elemental hero, inspired by Al'Akir.

================================================== ==============

That's pretty much it. I really like how this started, and I still have a general idea of what I want to happen, but I'm not sure of how to write it down.
__________________


Metzen: They are one of the ancient races of Northrend that we haven't spoken of before... because we hadn't made them up before. (laughter)

~Main: Expansion theorycrafting, Expansions list, The Age of Nightmare, Empire of the Tides (coming soon)~
~Fan ficton: Anachronos Journey: The Timeless Heir~ ~Geography of continents series: Old Kalimdor (original), Pandaria~
~Locations as zones series: Azjol-Nerub, Barrow Deeps, Zul'Aman, Demon Hunter zone, Caverns of Time~

Last edited by Lon-ami; 04-22-2018 at 05:17 AM..
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Old 11-19-2020, 07:17 AM
Lon-ami Lon-ami is offline

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Default

I've been editing the original post over the years, but figured I would post the final result in a new one. I know the forum is pretty much dead, but anyway, archiving purposes, I guess.

Quoting myself from: https://www.hiveworkshop.com/threads...-ideas.325411/

-----

So, what if Warcraft III had a second expansion?

I had this idea lying around for years, and since I kinda went back into W3 during the confinement, I decided to give it another shot. That didn't last for long though, since I tried to make my own W3 map with a few of these changes, and predictably proceeded to hard-crash into the good old limitations of the World Editor. Eventually, I also found better things to do anyway, so I almost never got to finish it. But at long last, here it is.

Hope you like reading, because there's a lot of it. Feel free to rewrite parts of it, or just write a whole new thing altogether. My goal is to have an interesting "what if" discussion, so the more ideas the better.

And hey, if someone wants to try implementing these changes into the game, through a map or a mod, you're welcome.

-----

Premise: The year is 2003. Warcraft III: Reign of Chaos released a few months ago. Its first expansion pack, Warcraft III: The Frozen Throne, has just released. The game has been successful enough to guarantee production for a second expansion, and you're in charge.

Requirements: Expand the four playable races with new heroes and units, respecting the original themes as much as possible, and develop a new narrative that expands the scope of the Warcraft universe, introducing new characters and locations.

Notes: Neither World of Warcraft nor any of the novels released after 2003 do exist. You might take ideas from them, but there is no need to respect their established canon.

-----

Features

Warcraft III: Reign of Chaos
  • Ten units per race, summoned units not included.
  • Three heroes per race.
  • Between nine and ten buildings per race, upgrades not included.
  • Thirteen tilesets.
Warcraft III: The Frozen Throne
  • Two new units per race, emphasizing magic users and flying movement, for a total of twelve units per race.
  • One new hero per race, plus eight (five at release) neutral heroes, recruited from a new neutral building, the tavern.
  • One new building per race, providing a race-exclusive item shop service.
  • Five new tilesets: Black Citadel, Icecrown, Outland, Ruins of Dalaran, and Sunken Ruins.
Warcraft III: Heart of the Mists
  • Three new units per race, emphasizing cavalry and large creatures, for a total of fifteen units per race.
  • One new hero per race, plus four new neutral heroes.
  • Between zero and one new buildings per race, for a total of eleven buildings per race.
  • Ten new tilesets: Burning Steppes, Eldre'Thalas, Hinterlands Summer, Hinterlands Winter, Khaz Modan Summer, Khaz Modan Winter, Quel'Thalas, Silithus, Stranglethorn, and Tanaris.
-----

Campaign
  • Episode 1: Crown of Thorns - Undead Scourge
  • Episode 2: The Veiled Empire - Orcish Horde
  • Episode 3: Blood of the Forgotten - Night Elf Sentinels
  • Bonus Episode: The Black Prince - Human Alliance
-----

Human Alliance

The two previous installments put the spotlight on humans and blood elves respectively, so I went with dwarves for the third, following a monster hunting theme. The human campaign would be a bonus episode, much like The Founding of Durotar, where you would accompany Brann Bronzebeard (Sharpshooter) and his party of hunters across southern Azeroth. Eventually, the story would progress into a conspiracy plot involving the return of Lord Prestor, the black dragon Deathwing on disguise, following a similar plot to that of Lady Katrana Prestor and Onyxia in World of Warcraft. Jaina Proudmoore (Archmage) would return as a playable character, having been imprisoned during a diplomatic mission to Stormwind, together with new characters such as Vereesa Windrunner (Ranger), Bolvar Fordragon (Paladin), and Magni Bronzebeard (Mountain King). Journey across Azeroth, Khaz Modan, and Lordaeron to find the truth about the mysterious noble trying to take over the throne of Stormwind.

New units
  • Ballista: New baseline siege weapon unit. Specially effective against large creatures, ground or flying.
  • Mountaineer: Axe-throwing dwarf ram rider. Can climb cliffs up and down. Specially effective against air units.
  • Oliphant: Crew of two humans armed with longspears, riding an oliphant atop a palanquin. The Oliphant can use the Rampage skill to charge at enemies, swinging its tusks. Specially effective against cavalry.
New hero
  • Sharpshooter: Dwarf agility hero armed with an advanced hunting rifle. These stalwart defenders of Ironforge roam the mountains of Khaz Modan, using camouflage to ambush their targets. They're accompanied by a loyal raccoon pet, able to scout and carry items for them, and use various traps to immobilize their targets.
Changes to classic units
  • The original Footman skill, Defend, can now be used by Militia and Spell Breakers as well.
  • The Peasant transformation into Militia is no longer temporary, and can remain active for as long as you want. Move your unit to a nearby town hall to turn it on and off.
  • The Knight can now transform into a Crusader, swapping his damage type from normal to siege. Move your unit to a nearby Barracks to turn the transformation on and off.
  • The Spell Breaker now follows an adept/master training like the rest of the spellcasting units. Control Magic is unlocked upon research of the adept training, and Magic Sentry, a new skill which provides visibility of a target enemy unit, is unlocked upon research of the master training.
  • The Flying Machine has been renamed back to the Gyrocopter.
  • The Mortar Team can now transform into an Engineer Team, losing its ranged attack in exchange of an enhanced repair ability. Move your unit to a nearby Workshop to turn the transformation on and off.
  • The Siege Engine has been renamed back to the Steam Tank, and has been redesigned into a powerful endgame unit, able to attack both ground and air targets effectively. Steam Tanks can now transport units as well.
Changes to classic buildings
  • The Barracks now trains Footmen, Riflement, Knights, and Ballistas.
  • The Gryphon Aviary has been renamed to the Royal Menagerie, and now trains Mountaineers, Oliphants, Dragonhawk Riders, and Gryphon Riders.
  • The Blacksmith has been redesigned as a support building, and can now repair nearby mechanical units.
  • The original tower upgrade, Magic Sentry, has been removed.
  • The Arcane Tower now requires an Arcane Sanctum to be built, and gains invisible unit detection upon research of Spell Breaker Adept Training.
  • The original Arcane Tower skill, Reveal, has been removed.
  • The original Mortar Team skill, Flare, can now be used by the Cannon Tower as well.
  • The Scout Tower can now be upgraded to the Signal Tower, a new support building with greater sight range and no visibility penalties at night. Requires a Royal Menagerie to be built.
-----

Orcish Horde

All three orc campaigns so far have dealt with the orcs of the New Horde, so I chose to move away from them and focus on the trolls and their fallen empires instead. The troll campaign would be the second episode of the expansion's trilogy, and herald the return of Zul'jin (Troll Warlord), the famous forest troll who made his debut on Warcraft II. After the events of the undead campaign, the trolls of Zul'Aman would abandon their ancestral homeland, following an ancient prophecy that would lead them into the lost kingdom of Zandalar, where legend says a new emperor would rise to lead all troll races. Zul'jin would meet other characters in his journey, including Vol'jin (Shadow Hunter), chieftain of the Darkspear tribe from the New Horde, whom he would recruit and mentor, trying to lure him away from the treacherous orcs, plus Anub'arak (Crypt Lord), commander of the Scourge forces, surrounded on one side by the ice trolls and on the other by the servants of the Old Gods, who would form an uneasy alliance with the warlord. In the wake of the final ascension, greed would overcome Zul'jin, and Vol'jin would take the mantle of emperor instead, leading the trolls to a final battle against the aqir.

New units
  • Blade Guard: Male troll raptor rider armed with a polearm and a shield. Can leap forward, jumping over small units and cliff gaps. Specially effective against ranged units. Can be upgraded to Temple Guard.
  • Brutosaur: Gargantuan longneck saurian, armed with a palanquin full of heavy troll firearms. Can transport units, but his height and size makes it vulnerable to aerial and siege attacks.
  • Blood Serpent: Flying unit ridden by a female troll blood fanatic. Gets stronger when nearby units receive damage.
New hero
  • Troll Warlord: Troll strength hero armed with a pair of axes. Natural leaders of the troll tribes, they are able to fire a stream of hatchets at their enemies right before engaging in melee combat. Nearby allies are boosted with their powerful aura, driving them to slaughter his enemies. The eldest warlords are able to tame and ride a ravasaur in combat, an imposing bipedal monstrosity who can chomp lesser saurians in half.
Changes to classic units
  • Tauren have been renamed to Tauren Braves.
  • Witch Doctors can now be upgraded to Voodoo Priests.
  • Wind Riders have been renamed back to Wyvern Riders.
Changes to classic buildings
  • The Barracks now trains Grunts, Troll Headhunters, Tauren Braves, and Demolishers.
  • The original Troll Headhunter upgrade, Berserker Upgrade, has been renamed to Blood Rites, and now affects Witch Doctors and Blade Guards as well.
  • The original Bestiary has been split in two: The Bestiary and the Aviary.
  • The Bestiary now trains Raiders, Blade Guards, Kodo Beasts, and Brutosaurs.
  • The Aviary trains Troll Batriders, Wyvern Riders, and Blood Serpents.
  • The Tauren Totem has been redesigned as a support building, providing an aura effect to nearby allied units and buildings.
-----

Undead Scourge

The undead campaign kicks off as the first episode of the expansion's trilogy, continuing the story of Warcraft III: The Frozen Throne. The Forsaken forces led by Sylvanas Windrunner (Dark Ranger) and Varimathras (Dread Lord) have surrounded Kel'Thuzad (Lich) and his Scourge forces in Stratholme. Far too fortified for a mere frontal assault, strange whispers lead her to find a new ally among the prisoners, an undead nerubian by the name of Xal'atath (Apothecary), who suggest an alternative strategy. Moving into the ruins of Quel'Thalas to flank the city from the north, Sylvanas meets the blood elf resistance, led by prince Kael'thas Sunstrider (Blood Mage) and her very own sister, Vereesa Windrunner (Ranger). Joining forces, they assault Straholme by land, sea, and air. Victory at her grasp, the blood elves betray her, their prince having formed a secret pact with the demons. Kel'Thuzad escapes, and Sylvanas is saved by Xal'atath, who carries her damaged body to an ancient sanctum deep beneath Tirisfal Grove. There, fueled by rage, she pleads loyalty to the Old Gods, and rises to lead a new army of nerubians reborn into aqir, marching back into her ancient homeland and slaughtering what little remained of her own former people. However, right before the final act of vengeance, her old self fights against the new whispers and takes back control, sacrificing her new life to save her sister and other elven renegades, who had fled after opposing Kael's demonic pact. Xal'atath is amused by the betrayal, for it was foretold by his masters. The swarm now moves east, to the homeland of his people's ancient enemy, the trolls.

New units
  • Crypt Horror: Undead nerubian armed with bladed appendages. Specially effective against ground units.
  • Crypt Vizier: Undead nerubian spellcaster. Can infest either allies or enemies with parasites, summoning maggots upon death of the target.
  • Terrormaw: Gigantic undead siege wurm. Can store corpses, and consume them to attack at range. Specially effective against ground units and buildings.
New hero
  • Apothecary: Undead nerubian agility hero, his body upgraded with limbs and other parts collected from his experiments. Sorcerers of the Spider Kingdom in life, the apothecaries are the original craftsmen of the Scourge, and seldom appear in battle, preferring to use their creations in combat instead. Discontent with the biddings of the new Lich King, some of them have found a new master, one who could revert undeath and restore their ancient empire.
Changes to classic units
  • Acolytes no longer need to interact with a Sacrificial Pit to transform into Shades, and can now transform automatically after researching the new Sacrificial Daggers upgrade.
  • Crypt Fiends can now be transformed into Crypt Horrors after researching the new Putrid Chrysalis upgrade.
  • The original Crypt Fiend skill, Burrow, can now be further upgraded to allow underground movement, and can now be used by Crypt Viziers and Terrormaws as well. Burrowed units now gain fortified armor.
  • The original meat wagon upgrade, Exhume Corpses, now affects Terrormaws as well.
  • The original Necromancer skill, Raise Dead, has been renamed to Raise Skeleton Warriors.
  • The original Necromancer upgrade, Skeletal Mastery, has been removed.
  • The original Necromancer skills, Unholy Frenzy and Cripple, have been replaced by two new skills, Raise Skeleton Archers and Raise Skeletal Mages. The two previous skills have been moved into the Crypt Vizier.
  • The attack type of Skeletal Mages has been changed from Piercing to Magic.
  • Gargoyles are now considered mechanical while Stone Form is active, and can thus be repaired.
Changes to classic buildings
  • The Crypt now trains Ghouls, Crypt Fiends, and Meat Wagons.
  • The Slaughterhouse now trains Abominations, Obsidian Statues, and Terrormaws.
  • The Temple of the Damned now trains Necromancers, Banshees, and Crypt Viziers.
  • The Boneyard now trains Gargoyles and Frost Wyrms.
  • The Sacrificial Pit has been redesigned as a support building, and can now consume a nearby unit, recovering part of its initial cost.
  • The Ziggurat can now be upgraded to the Plague Tower, a new defensive building equipped with a magical censer and armed with siege attacks.
  • The original meat wagon and abmination upgrade, Disease Cloud, now affects Plague Towers as well.
-----

Night Elf Sentinels

The third and final episode of the expansion's trilogy narrates the journey of Shandris Feathermoon (Priestess of the Moon) as she leads the Sentinel army into the southlands of Kalimdor, following the trail of an ancient evil. During her campaign, she will meet the night elves of Eldre'Thalas, a group of kaldorei who survived the Sundering, lead by none other than Shandris's own first love, the famous commander Jarod Shadowsong (Highlord). Tensions won't take long to arise, for these night elves still clench to the ancient ways of their people, wielding the same arcane magic that once nearly doomed the world. Lady Vashj (Sea Witch) and her naga pull the strings from the shadows, planning to bolster their ranks with the addition of these crafty elves. Even their own commander will falter, for her own sister (Maiev Shadowsong, Warden) is still alive, and hostage to the naga. Meanwhile, the ancient aqir city of Ahn'Qiraj lies south, dormant, waiting for someone to awaken the horrors within. In the final battle against the Old Gods, the night elves would join the trolls and defeat the ancient enemies of their people together.

New units
  • Rooksguard: Male night elf heavy warrior armed with a spear and a shield. Can kneel to hold position more efficiently. The long reach of his spear allows him to attack through other units. Specially effective against melee ground units.
  • Druid of the Antler: Female night elf spellcaster armed with a bow. Can blind enemy units, shield against ranged projectiles, and transform into a stag. Ranged attacks on night elf form, and melee attacks on stag form. Specially effective against ranged ground units.
  • Chimaera Rider: Chimaera mounted by a Rooksguard. Capable of attacking other flying units. Specially effective against large creatures and buildings.
New hero
  • Highlord: Male night elf strenght hero armed with a spear and a shield. Commanders of the kaldorei armies during the fabled reign of Queen Azshara, their role al but vanished upon the rise of the Sentinels. The tradition was well preserved among the halls of the hidden city of Eldre'Thalas, and the highlords rise once again to reclaim their lost glory. Highlords carry a latent greatsword at their back, which they can choose to wield once they grow powerful enough.
Changes to classic units
  • The original night elf skill, Shadow Meld, can now be used by Rooksguards as well.
Changes to classic buildings
  • The Ancient of Lore now trains Druids of the Talon, Druids of the Claw, and Druids of the Antler.
  • The item shop service of the Ancient of Wonders has been moved into a new building, the Barrow Den.
  • The Ancient of Wonders has been renamed to the Ancient of Earth, and now trains Dryads, Rooksguards, and Mountain Giants.
  • The Ancient of Wind now trains Hippogryphs, Faerie Dragons, and Chimaeras.
  • The Chimaera Roost has been renamed to the Skyward Haven, and has been redesigned as a support building which provides air visibility at a great sight range.
-----

Neutral

New heroes
  • Arcanist: Female night elf intelligence hero armed with a grimoire. These spellcasters served as the royal archivists of the ancient Kaldorei Empire. Nowadays only a few of them remain, in charge of the libraries of Eldre'Thalas. Specializes in mana restoration and support.
  • Elder Sage: Male draenei agility hero armed with two sickles. Based on Akama from The Frozen Throne. Specializes in stealth and guerrilla warfare.
  • Inquisitor: Female human intelligence hero armed with a greatstaff. With the advent of paladins, these priestesses moved on to lead the now neutral Church of the Holy Light. Nowadays, they're tasked with finding demonic elements infiltrated in mortal societies. Specializes in healing and support.
  • Warlock: Male eredar intelligence hero. Based on Archimonde from Reign of Chaos. Specializes in heavy damage, and can also mass teleport allied units towards his position.
-----

Well, there goes my take, hope you liked it!
__________________


Metzen: They are one of the ancient races of Northrend that we haven't spoken of before... because we hadn't made them up before. (laughter)

~Main: Expansion theorycrafting, Expansions list, The Age of Nightmare, Empire of the Tides (coming soon)~
~Fan ficton: Anachronos Journey: The Timeless Heir~ ~Geography of continents series: Old Kalimdor (original), Pandaria~
~Locations as zones series: Azjol-Nerub, Barrow Deeps, Zul'Aman, Demon Hunter zone, Caverns of Time~
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