|Warcraft III: Reign of Chaos|
North American box art
Sierra Entertainment (Europe)
|Platform(s)||Microsoft Windows, Mac OS, Mac OS X|
|Release date(s)||NA July 3, 2002
EU July 5, 2002
|Mode(s)||Single player, Multiplayer|
600 MHz processor, 256 MB of RAM, 32 MB 3D video card, DirectX 8.1 compatible sound card (Windows)
|Input methods||Keyboard and Mouse|
Warcraft III: Reign of Chaos (War3 or WC3 or RoC) is a real-time strategy computer game released by Blizzard Entertainment on July 3, 2002 (US). It is the second sequel to Warcraft: Orcs & Humans, and it is the third game set in the Warcraft Universe. An expansion pack, The Frozen Throne, was released on July 1, 2003 (US).
Warcraft III contains four playable races: Humans and Orcs, which had previously appeared in Warcraft: Orcs & Humans and Warcraft II: Tides of Darkness, and the Night Elves and Undead, which are new to the Warcraft mythos. Warcraft III's single-player campaign is laid out similarly to that of StarCraft, being told through all four of the game's races in a progressive manner. Multiplayer mode allows for play against other people, via the internet, instead of playing against computer-controlled characters as is done in the single-player custom game mode.
The game proved to be one of the most anticipated and popular computer game releases ever, with 4.5 million units shipped to retail stores and over one million units sold within a month. Warcraft III won many awards including "Game of the Year" from more than six different publications.
A game of Warcraft III takes place on a map of varying size, such as large plains and fields, with terrain features like rivers, mountains, seas, or cliffs. In Campaign mode, the map is initially covered with the Black Mask, a dark layer which obscures the landscape beneath until it is explored. The Black Mask, once gone, is permanently removed. Areas that have been explored but no longer are within sight range of an allied unit or building are covered with the fog of war. Though terrain remains visible, changes such as enemy troop movements and building construction are unseen. During a game, players must establish settlements to gain resources, defend against other players, and train units to explore the map and attack enemies (computer controlled foes). There are three main resources that are managed in Warcraft III: gold, lumber, and food. The first two are required to construct units and buildings, while food restricts the maximum number of units the player may control at one time.
The game also introduces creeps, computer controlled units that are hostile to all players. Creeps guard key areas such as gold mines or neutral buildings and, when killed, provide experience points, gold, and special items to a player's hero. Warcraft III also introduced a day/night cycle to the series. Besides having advantages or disadvantages for certain races, at night most creeps fall asleep, making nighttime scouting safer; however, the line of sight for most units is also reduced. Other minor changes to the gameplay were due to the 3D terrain. For instance, units on a cliff have an attack bonus when attacking units at lower elevations.
In previous Warcraft games, there were only two playable races, Orcs and Humans, which had more similarities than differences. Barring cosmetic changes, most Orc units were identical to their Human counterparts. In Warcraft III, the Night Elves and the Undead are added as playable races. Additionally, as in StarCraft, each race has a unique set of units, structures, technologies, and base-building methodology.
In addition, Warcraft III adds powerful new units called heroes. For each enemy unit killed, a hero will gain experience points, which allow the hero to level-up to a maximum level of 10. Progressing up a level increases the heroes attributes and also allows the hero to gain new spell options (bringing RPG elements to the series). Certain hero abilities can apply beneficial auras to allied units. All heroes can equip items to increase skills, defense, and other abilities. At level six, the hero can obtain an "ultimate" skill that is more powerful than the three other spells that the hero possesses. Heroes can also utilize the various natural resources found throughout the map, such as controllable non-player characters, and markets in which the hero can purchase usable items. Often, the playing style of ones hero units (it is bound up to three at one time) decides who wins or loses the match/battle.
Warcraft III's campaign mode is broken up into four campaigns, each featuring a different race which the player controls. Each campaign is itself divided into chapters, which are like missions. Unlike previous Blizzard titles, such as Warcraft II or StarCraft, players are not directed to mission briefings in which plot exposition occurs and objectives are announced; rather, Warcraft III uses a system of "seamless quests." Some plot development happens in an occasional cinematic, but most occurs in-game with cutscenes. Objectives, known as quests, are revealed to the player during the progress of the map. Main quests are those that the player must complete to proceed to the next chapter, but there are also optional quests which are not initially revealed, but can be discovered and completed alongside the main objectives.
Through each race's campaign, the player retains control of one or more heroes, which slowly grow in experience as the levels progress. This experience is carried over to subsequent missions, allowing the hero to grow throughout the course of the campaign.
While different in terms of storyline and precise gameplay, all of the different races' campaigns are structured similarly. Each begins with a level involving simple mechanics to introduce the player to the race and the basic elements of their hero and units. After one or two such levels the player's first "building mission" occurs, requiring them to build and maintain a base while competing with one or more enemy forces. The only campaign that breaks this pattern is the Night Elf campaign, whose first mission involves building a limited base. The last level of each race's campaign is an "epic battle" which means that the player has to strike down a large number of enemy foes and finally destroy their main base. For that, the player has to use the knowledge he acquired during the latest quests and also has to invent some war-strategies.
While campaign games can have many different objectives, the sole objective in melee games is to destroy all the opposition buildings. In default melee matches, players can pick their own heroes, and losing one will not end the game. To make the game proceed more quickly, by default the map is covered in fog of war instead of the Black Mask. Warcraft III, like Blizzard's previous title StarCraft, allows for single and multiplayer replays to be recorded and viewed, allowing a game to be played at slower and faster speeds and viewed from the perspective of all players. Like all previous Blizzard titles since Diablo, Warcraft III uses the Battle.net multiplayer network. Players can create free accounts in regional "gateways," which helps reduce lag; these are Azeroth (U.S. East), Lordaeron (U.S. West), Northrend (Europe), and Kalimdor (Asia). Unlike previous Battle.net-enabled games, Warcraft III introduced anonymous matchmaking, automatically pairing players for games based on their skill level and game type preferences, preventing players from cheating and inflating their records artificially. If players want to play with a friend in ranked matches, Warcraft III offers "Arranged Team Games", where a team joins a lobby and Battle.net will search for another team; as with anonymous matchmaking, the enemy team is not known beforehand. Players can also host custom games, using maps created in the Warcraft III World Editor. The game also offers Friends Lists and Channels for chatting, where players can create custom channels or join Blizzard-approved ones. Warcraft III also allows players to band together to form "clans", which can participate in tournaments or offer a recreational aspect to Warcraft III. Global scores and standings in matchmaking games are kept on a "ladder". These rankings can be checked online without the need of the game.
Due to the latest patch, version 1.24, many third-party programs have been rendered unusable. Several third-party programs that reveal the entire map, commonly known as maphacks, have been released for the update. It also disabled collided maps, which would make modified custom maps appear to be the same as the original. Another effect of the patch, which is not included in the release notes, is that custom maps with large filenames will not appear in the game. The limit is believed to be 20 characters, but this has not yet been tested.
Warcraft III takes place in the fictional world of Azeroth. Several years before the events of the games, a demon army known as the Burning Legion intent on Azeroth's destruction corrupted a race called the Orcs, and sent them through a portal to attack Azeroth. After many years of fighting, the Orcs were defeated by a coalition of humans, dwarves and elves known as the Alliance; the surviving combatants were herded into internment camps, where they seemed to lose their lust for battle. With no common enemy, a period of peace followed, but the Alliance began to fracture. The events of Warcraft III occur after a timeskip from Warcraft II. This period was originally intended to have been documented in Warcraft Adventures, but that game was canceled in mid-development.
The Prophet, aka, Magus Medivh, The Last Guardian: Medivh was the son of Magna Aegwynn and the last Guardian of Tirisfal, given enormous power at youth in order to keep the demons from Azeroth. He was, however, possessed from birth by Sargeras, of the Burning Legion, and used to bring the Orcs through the Dark Portal as a precursor to a full invasion. He returns in Warcraft III as The Prophet to ensure the Legion is defeated.
Thrall: The son of Durotan, an Orcish chieftain who had refused the demonic corruption, Thrall was brought up in slavery by the humans after his parents were betrayed and killed. Having escaped from his human masters, he freed his people, imprisoned in the internment camps after their loss of the Second war. He became overall ruler ("Warchief") after the death of the previous leader in battle. He is an honorable and idealistic leader.
Grom Hellscream: The chieftain of the Warsong clan, Grom willingly acquiesced in the corruption, but as it left him he had to fight the lethargy that was usually an inevitable result. His clansmen were the first free orcs that Thrall found after his escape from slavery, and they became friends: they address each other as brother. Grom briefly fell again to demonic corruption after the legion's invasion, but was rescued and freed by Thrall and Jaina. Grom was killed by the action of slaying Mannoroth.
Terenas Menethil II, King of Lordaeon: Terenas was a very old man by this time. He ruled Lordaeron, a kingdom involved in almost all the campaigns, but only appeared in the game cut scenes. He was murdered by his son, Arthas, who had been corrupted by the Lich King. He was pivotal in creating the Alliance that defeated the Horde in the Second War.
Uther the Lightbringer: Uther was the creator of the first order of the paladins, the Knights of the Silver Hand, that fight and heal by the power of the Light. Although he is the original mentor of Arthas, not even he can prevent the prince's eventual corruption. In the end, he is slain by Arthas while protecting the ashes of King Terenas.
Arthas Menethil, Crown Prince of Lordaeron, Son of King Terenas: Arthas, as seen at the beginning of the story, is an honorable, although slightly arrogant, paladin, a pupil of Uther's, who fights with enormous devotion to save his people. Driven to madness by the battle against the plague, he seeks to end the Scourge forever by journeying to Northrend, the "roof of the world". However, once there, he comes across his old friend and mentor, Muradin Bronzebeard. Although Muradin is able to slow his descent into madness for some time, eventually Arthas supposedly killed him by freeing the runeblade, Frostmourne, which consumed Arthas' soul turning him into a deathknight. He returns to his kingdom and turns on his father, slaying him and putting himself on the path to join the Lich King.
Antonidas: An archmage in Dalaran, seen only briefly. He sends Jaina to deal with the plague and is at the forefront of the defense of Dalaran from the Scourge. He lead the forces of Dalaran during its siege, however was murdered by the mad prince when the scourge stormed parts of the city. During the battle, a tome, known as the Book of Medivh, is stolen from Dalaran. Although the remnants of his forces succeed in breaking the siege, and almost kill both Arthas and his majordomo Kel'Thuzad, Archimonde (a demon lord and leader of the Burning Legion) arrives just in time in Azeroth, and destroys the city state.
Jaina Proudmoore: A young Archmage, the daughter of Admiral Proudmoore, taught by Antonidas. She is an old flame of Arthas's and still his close friend when she first appears. She alone of the human leaders listens to the prophet, and journeys to Kalimdor. She then joins up with Thrall, Malfurion, Cairne and Tyrande Whisperwind and they defeat the Burning Legion, and the scourge.
Kel'Thuzad: He is first seen living. He was thrown out of Dalaran for Necromancy, and submitted to the Lich King. Arthas kills him before his own fall to the Scourge, and later raises him as a Lich. In this form he summons Archimonde, field commander of the burning legion, to Azeroth.
Mal'ganis: One of the demonic Nathrezim, otherwise known as a dreadlord. He is responsible for much of the plan that leads Arthas to the Lich King, and to corruption. Appears to be killed by Arthas (seemingly on the direct orders of the Lich King, which surprises the Dreadlord), but is actually still alive and plotting for revenge.
Muradin Bronzebeard: A brother of one of the dwarvish kings. He was one of Arthas's mentors. He was searching for the legendary runeblade in Northrend before Arthas arrived. Believed to be killed by the shattering of the ice when Arthas released Frostmourne.
The Lich King (aka Ner'zhul): Ner'zhul was once an orc shaman, who in their old homeland was deceived by the demons and served them, later trying to escape. He was caught, and his body preserved and tortured. His spirit has been frozen in a block of ice in Northrend, and his mind greatly enlarged. He controls all the vast armies of undead by his mental power. He is not an ally of the Legion when he can avoid it (this is why he kills Mal'Ganis).To summon the loyal Arthas, the Lich King thrusted his sword, Frostmourne, out of his icy prison. Later, the sword would call to Arthas, who would follow its call. Arthas's soul was the first one taken by the runeblade. He (conjoined with Arthas) is the main villain in World Of Warcraft:Wrath Of The Lich King.
Tichondrius the Darkener: The ranking dreadlord in the Legion. First seen overlooking Arthas's work for the Scourge/Burning Legion, later direct commander of the undead. Killed by Illidan in Felwood.
Sylvanas Windrunner: Ranger general of the High Elves, before becoming leader of the Forsaken. She loses her life to the Lich King during the attack on the Sunwell (murdered by Arthas for the petty slight of irking him and delaying his army's advance), but she then is raised as undead, and becomes a major focus in the expansion.
Archimonde the Defiler: The field commander of the Burning Legion, at this time second in command only to Kil'jaeden, he serves as the main antagonist for the 2nd half of the game. His summoning is the final objective of the Undead Campaign, and his death the final objective of the game. Killed by the ancestral spirits (wisps) of the night elves on the command of Malfurion Stormrage.
Cairne Bloodhoof: The chieftain of the majority of Tauren in Kalimdor. Almost defeated by the Centaurs, Thrall befriends him and aids his people to retreat. He then joins and aids Thrall.
Mannoroth the Destructor: An Annihilan, otherwise known as a Pit Lord. Responsible for both the original corruption of the orcs and the attempted recorruption. Killed by Grom Hellscream in a canyon in Ashenvale, which was named Demon Fall Canyon after this event.
Cenarius the Forest Lord: Believed to be the son of Elune, the moon goddess of the night elves, he is the son of the ancient woodland demigod, Malorne and the adopted son of Ysera the green dragonflight aspect. Cenarius has dwelt in Ashenvale for ten thousand years with his people. Killed by Grom in his brief demonic recorruption.
High Priestess Tyrande Whisperwind: High Priestess of Elune and greatly favored by her, lover of Malfurion Stormrage. She fought in the original defeat of the Legion ten thousand years before. Until she awakens the druids, she is the sole leader of the night elves after Cenarius's death.
Malfurion Stormrage: Leader of the Druids. Woken by Tyrande to fight the Legion. He is the first Night Elf druid, taught by Cenarius.
Illidan Stormrage, The Betrayer: Illidan is the brother of Malfurion and a Night Elf Demon Hunter in his own right. As a younger night elf, in his right mind, Illidan loyally served the Queen, who went out of her mind in the legion's first invasion. He too fought against the demons in their first invasion, though by unconventional means that others (possibly rightly) distrusted. He was imprisoned for recreating the Well of Eternity on the summit of Mount Hyjal, an action which the Night Elves believed would cause the demons to return. He was cursed by Sargeras which left him "blind" but still able to see all magical properties around living or non-living objects. After being released from his prison 10,000 years later by Tyrande Whisperwind, he consumed enormous power from the Skull of Gul'dan, and transformed into a demon (later in the game series he is half demon, half night elf, but can transform into a demon at will).
General Shandris Feathermoon: A young Night Elf and leader of the Sentinal Army. She's the survivor of the War of the Ancients when King Neltharion, the black dragonflight leader and Aspect of the Earth, went crazy due to the influence of the Old-Gods. She later tags along with Tyrande during the last quarter of the game, where she attempts to safeguard Jaina's base from the Defiler's insane decent to the world-tree.
The game's plot is told entirely through cinematics and cutscenes, with additional information found in the Warcraft III manual. The campaign itself is divided into five sections, with the first acting as a tutorial, and the others telling the story from the point of view of the humans of Lordaeron, the Undead Scourge, the Orcs, and the Night Elves.
The game opens with the Orc leader Thrall waking from a nightmare warning him of the return of the Burning Legion. After a brief encounter with a man called "the Prophet", and fearing that his dream was more of a vision than a nightmare, he leads his forces in an exodus from Lordaeron to the forgotten lands of Kalimdor.
Meanwhile, Arthas defends the village of Strahnbrad from demon-controlled Orcs slaughtering them all.. He even gets his hammer enchanted from slaying Searinox, the black drake and one of King Deathwing's finest warlords. He then joins Archmage Jaina Proudmoore, who aids him in investigating a rapidly-spreading plague which kills and turns human victims into the undead. Arthas kills the plague's originator, Kel'Thuzad, and then purges the infected city of Stratholme. Jaina parts ways with him, unwilling to commit genocide, or even watch him do so. The Prophet, after previously trying to convince other human leaders to flee west, begs Jaina to go to Kalimdor as well. Arthas pursues the dreadlord Mal'Ganis, who was the leader behind Kel'Thuzad, to the icy continent of Northrend, where he helps his old friend Muradin Bronzebeard find a powerful sword called Frostmourne. Meanwhile, Arthas begins to lose his sanity, burning his ships to prevent retreat even when given an order to leave. Fortunately, Arthas and Muradin find Frostmourne and soon Muradin learns that the sword is cursed; Arthas disregards the warning and offers his soul to gain the sword. By doing so, Muradin was struck down by a shard of ice when Frostmourne is released. Arthas kills Mal'Ganis and abandons his men in the frozen north as his soul is stolen by the blade. Some time later Arthas returns to Lordaeron and kills his father, the king.
Now a Death Knight, Arthas meets with the leader of the dreadlords, Tichondrius, who assigns him a series of "tests". Arthas first exhumes the remains of Kel'Thuzad, contained it in a magic urn of the ash of his father and protected by Uther, then later attacks the Quel'thalas, kingdom of the high elves and destroys their capital of Silvermoon. He kills Sylvanas Windrunner, the Ranger General of Silvermoon (only to resurrect her as a banshee), corrupts their sacred Sunwell and revives Kel'Thuzad as a Lich. The Lich informs him of the Burning Legion; a vast demonic army who are coming to consume the world. Kel'Thuzad's true master is the Lich King, who was created to aid the Legion with his Undead Scourge, but in truth he wishes for the Legion to be destroyed. Arthas and Kel'Thuzad open a dimensional portal and summon the demon Archimonde and the Burning Legion, who begins his purging of Lordaeron with the destruction of Dalaran.
Thrall arrives on Kalimdor, meeting Cairne Bloodhoof and the tauren, and clashes with a human expedition on the way to find an Oracle. Meanwhile, the Warsong clan are left behind in Ashenvale to build a permanent settlement, but anger the Night Elves and their demigod Cenarius by cutting down the forests for resources. To defeat them, the Warsong leader Grom Hellscream drinks from a corrupted fountain of health contaminated with the blood of the Legion's pit lord commander Mannoroth, successfully killing Cenarius, but binding his clan to the Legion's control. Thrall manages to reach the Oracle, in fact the Prophet, who tells him of Grom's doings. Following the Prophet's directions, Thrall and Jaina join forces to purge both Grom and the world of demonic influence. They succeed in capturing Grom and healing him of Mannoroth's corruption. Thrall and Grom begin to hunt Mannoroth and Grom kills him, dying in the process, but in doing so freeing the orcs from the their demonic control for good.
Tyrande Whisperwind, leader of the Night Elves, is outraged to find the humans and orcs violating the forests, so she initially vows to destroy them. However, she soon finds out that the Burning Legion has arrived on Kalimdor. In order to oppose the Burning Legion, Tyrande reawakens the sleeping Elf Druids, starting with her lover, Malfurion Stormrage, and frees his brother Illidan Stormrage from prison. Illidan meets Arthas, who tells him about the powerful "Skull of Gul'dan". Consuming the Skull and becoming a demon-elf hybrid, Illidan uses its power to kill Tichondrius. he is however banished from the forest by his brother as he is now demon. Meanwhile, the Prophet reveals that he used to be Medivh, the betrayer from Warcraft: Orcs & Humans. The humans, Orcs, and Night Elves form a reluctant alliance to spring a trap on the Burning Legion, and many ancestral spirits destroy Archimonde at Mount Hyjal. Peace once again comes to Kalimdor as the Burning Legion's forces wither away in defeat.
Most of the music within Warcraft III was composed by Tracy W. Bush, Derek Duke, Jason Hayes, and Glenn Stafford. The Limited Edition of Reign of Chaos came with much of the orchestral music on a separate soundtrack. Each of the four playable races has different music: monastic music for the humans; ambient and Native American-sounding music for the Night Elves; warlike African-sounding music for the Orcs; and fast, haunting music for the Undead. New musical themes were added in the expansion.
One of the signatures of Blizzard games are the unit quotes. If a single unit is clicked four or more times in a row, the unit's voice samples become increasingly comical. The unit may start getting angry at the player, or make allusions and references to other games, movies, or jokes. Movies quoted include Monty Python, Blade Runner, Star Wars Episodes IV & V: A New Hope & The Empire Strikes Back, Army Of Darkness, and Toy Story. Games like Mortal Kombat, Warhammer 40,000, Blizzard's own Starcraft, and Banjo-Kazooie are paid homage, in addition to shows such as Saturday Night Live, The Twilight Zone, and Beavis and Butthead. For example, the Humans in particular do the Monty Python impressions. Click on a peasant character enough, and he'll say things like "We found a witch! May we burn her?" or "YOU'RE the king? Well I didn't vote for you." Or click on a knight, he may say "I NEVER say 'ni'!" or "My favourite colour is blue... No, YELLOW!"
As did Warcraft II and Starcraft before it, Warcraft III ships with a "World Editor" program that allows players to create their own custom scenarios and maps. The World Editor has features such as unit editing and event triggers. Through Battle.net, players can download and play peers' custom maps. To facilitate modding, third-party developers released tools for spell editing through SLK spreadsheets, customizing skins with .BLP converters, JASS editing, and a file importer that opened up .MPQs. The World Editor was expanded and improved for The Frozen Throne expansion. Though the editor has received updates through game patches, it is not officially supported as a product.
In addition to the regular game, there also exists a limited Collector's Edition Warcraft III bundle. The collector's edition box contained a Warcraft III cinematic DVD, including behind-the-scenes features and the cinematics of all prior Warcraft games; a Collector's Edition Soundtrack; a Collector's Edition instruction manual; The Art of Warcraft book; and lithographic prints.
Blizzard Entertainment also released the Warcraft III Battle Chest, which contains Reign of Chaos bundled with The Frozen Throne in one box, along with guides from BradyGames.
Another version, the Exclusive Gift Set, came bundled with the cinematic DVD, official BradyGames strategy guide, and Warcraft II: Battle.net Edition.
Warcraft III is also available in the Best Sellers Series along side StarCraft, StarCraft: Brood War, Diablo, Diablo 2, and World of Warcraft. Also, a selection of games from other companies other than Blizzard have been included in the Best Sellers Series.
Reception of Warcraft III was extremely positive; the game averages a 93.09% at GameRankings.com, and "Universal Acclaim" at MetaCritic, based on dozens of reviews. While GamePro noted that "WarCraft III doesn’t revolutionize the RTS genre", they still praised Blizzard for delivering a title with "a well-executed story, drum-tight game-play and a long shelf life as a multi-player title." GameSpot noted that as with StarCraft, the ability to experience the action from all sides "is of great appeal." The reviewer also noted that Warcraft III made the early stages of the game more interesting and less formulaic; in most RTS games, he noted, "the initial build-up period in such games is merely a race to get to the best units first." Most reviewers noted that Blizzard had finally fleshed out the storyline of the first two Warcraft titles, finally giving each side its own motivations and differences beyond cosmetics. IGN noted that "There's not a ton that's new to RTS buffs out there, but it's done well enough that you either won't notice or won't care."
However, criticism included the inability of the player to change the fate of Arthas' "turn to the dark side." Instead, Gamecritics.com noted, the player "has to sit by as Arthas slides into insanity." Other reviewers noted that the character models were of mediocre quality, especially when viewed up close during in-game cinematics.
Warcraft is a series of computer games, novels, and an announced movie. As the name implies, the Warcraft universe largely revolves around conflict.
We never paid any heed to the ancient prophecies...like fools we clung to the old hatreds...and fought as we had for generations. Until the day the sky rained fire, and a new enemy came upon us. We stand now, upon the brink of destruction, for the reign of chaos has come at last.
Medivh: The sands of time have run out, son of Durotan. The cries of war echo on the winds. The remnants of the past scar the land, which is besieged once more by conflict. Heroes arise to challenge fate, and lead their brethren to battle. As mortal armies rush blindly towards their doom, the Burning Shadow comes to consume us all. You must rally the Horde and lead your people to their destiny! Seek me out...
Terenas: Ah, my son...
Arthas: You no longer need to sacrifice for your people. You no longer need to bear the weight of your crown. I've taken care of everything.
Terenas: What is this? What are you doing, my son?
Arthas: Succeeding you, Father.
Arthas: This kingdom shall fall, and from the ashes shall arise a new order that will shake the very foundations of the world!
(in the Eredar language) Azhir uval nutarus. Azhir mudas ethanul. Dalektharu il dask daku. Riftuuz e thara samanar utamus. Elas umanes azarathan rakas ibna. Belanora mordanos nenaar ila mornu farlos kada. ("Let this scar signify the first blow against the mortal world. From this seal shall arise the doom of men, who, in their arrogance, sought to wield our fire as their own. Blindly they build their kingdoms upon stolen knowledge and conceit. Now they shall be consumed by the very flame they sought to control.")
Grom Hellscream: Thrall... the blood haze has
lifted. The demon's fire has burnt out in my veins. I have... freed
Thrall: No, old friend. You've freed us all.
The roots will heal in time, as will the entire world. The sacrifices have been made. Just as the orcs, humans, and night elves stood united against a common foe, so did nature herself rise up to banish the shadow. As for me, I came back to ensure that there would be a future, to teach the world that it no longer needed guardians. The hope for future generations has always resided in mortal hands. And now that my task is done, I shall take my place amongst the legends of the past.
Uther: (his last words) I dearly hope
that there's a special place in hell waiting for you, Arthas.
Arthas: We may never know, Uther. I intend to live forever.
Tyrande: I have not had the luxury of sleeping
through thousands of years of turmoil.
Furion: If your eternal vigil has hardened you, my love, it must be part of your goddess' plan.
Archimonde: You are very brave to stand against
me, little human. If only your countrymen had been as bold, I would
have more fun scouring your wretched nations from the world!
Jaina: Is talking all you demons do?
Archimonde: STORMRAGE! Show yourself! Or do you intend to have mortal girls do all your fighting for you?
Archimonde: You orcs are weak and hardly worth
the effort! I wonder why Mannoroth even bothered with you!
Thrall: Our spirit is stronger than you know, demon! If we are to fall, then so be it! At least now we are free!
Archimonde: The wretched little whelp actually hurt me! Ha-ha-ha-ha... Are there none left to stand against the Legion? This is almost too easy! If I had known that this mortal resistance would be so weak, I would have launched this invasion centuries ago!
[After Arthas's "purge" of Stratholme]
Medivh: It falls to you now, young sorceress. You must lead your people to the west to the ancient lands of Kalimdor. Only there can you combat the shadow and save this world from the flame.
Archimonde: Tremble mortals, and despair! Doom has come to this world!
Tyrande Whisperwind: Only the Goddess can forbid me anything, Furion!
Malfurion Stormrage: If pride gives us pause, my love, perhaps we have lived long enough. And remember, whatever comes, My Love, our bonding is eternal.
Malfurion Stormrage: To arms, my brethren! To arms, brave orcs and humans! Twilight falls, and the enemy awaits.
Illidan Stormrage: Betrayer. In truth, it was I
who was betrayed. Still, I am hunted. Still, I am hated. Now, my
blind eyes see what others cannot. That sometimes the hand of fate
must be forced!
[The Naga arise from the depths]
Now, go forth. Unleash the tides of doom. Upon all those who would oppose us!
Four years have passed since the mortal races banded together and stood united against the might of the Burning Legion. Though Azeroth was saved, the tenuous pact between the Horde and the Alliance has all but evaporated. The drums of war thunder once again.
Imprisoned for ten thousand years... banished from my own homeland... and now you dare enter my realm? You are not prepared... You are not prepared!
My son...the day you were born, the very forests of Lordaeron
whispered the name...Arthas.
My child...I watched with pride as you grew into a weapon...of righteousness.
Remember, our line has always ruled with wisdom and strength,
and I know you will show restraint in exercising your great power.
But the truest victory, my son, is stirring the hearts of your people.
I tell you this, for when my days have come to an end...you shall be King.
Young heroes, I was once like you.
You have come to this place seeking to bring judgement upon the damned.
You will venture deep into forgotten lands.
You will see wonders beyond imagining.
But, be warned. The land itself will rise up against you.
Long forgotten terrors will smother your courage.
Sacrifice everything as the final darkness falls...
In the end, all that awaits you is death.
Only then will you understand,
you've been following in my footsteps all along.
So come then, you heroes! Come in all your power and glory!
For in the final hour, all must serve the one... true... king...
Did You think we had forgotten? Did you think we had forgiven? Behold now, the terrible vengeance of the Forsaken! Death to the Scourge! And death to the Living! ... Now, all can see. This is the hour of the Forsaken!
Terenas Menethil II: Can you feel it, my son?
Closing in all around you, the Light's justice has been awakened.
The sins of the past have finally caught up to you. You will be
called to account for all the atrocities you committed, the
unspeakable horrors you have loosed upon this world, and the dark,
ancient powers you have enslaved. Though my soul was one of the
first to be devoured by your evil, there are thousands more bound
within this blade, and they cry out... for release. Look now to
your defenses, my son, for the champions of justice gather at your
Lich King: Let them come. Frostmourne hungers!
His name brought light to darkest Azeroth.
His valor tore the walls of mis'ry down.
The Silver Hand would ne'er do better more
than give the world the knight who'd give himself.
His fame was not that which he sought to grow.
Nor was the lordship over his own kind.
Instead he chose to fight for Lordaeron
to hope his kin would have to fight no more.
The tragic tale of this most holy knight
will never end with his unholy death.
We honor him, and we shall give him thanks!
Uther always shall know glory and light!
His name will not die.
His sacrifice will always serve to show the way.
Shackles once that choked the inhale of honor's breath no longer bind us.
Can you hear his scream?
A battle wail for the Horde: Victory or death!
We must remember his strength in the face of death.
His dream, reality.
Dangers are abound.
Enemies seek to bring us back to the shackles.
When we fight, think of he who did what must be done.
Grom Hellscream, forever!
You no take candle!
I am he who watches they. I am the fist of reribution. That which does quell the recalitrant. Dare you defy the Warchief? Dare you face my merciless judgement?
|Warcraft III: Reign of Chaos|
|System(s)||Windows, Mac OS|
|Expansion pack(s)||Warcraft III: The Frozen Throne|
|Preceded by||Warcraft II: Tides of Darkness|
Warcraft III: Reign of Chaos is an RTS released by Blizzard Entertainment in 2002. It features four completely different races, each with a lengthy campaign, a great multiplayer mode with almost perfect balance and a fantastic map editor which resulted in countless maps and mods for the game over the years. The custom games themselves (named after the game type and factor of limitless possibilities) have spawned guilds and third party development groups to further the creation of these games.
The add-on The Frozen Throne (WC3: TFT) added several new units to each race as well as neutral heroes which further improved the balance of the multiplayer and four new campaigns which complete the storyline and serve as a connection to World of Warcraft.
|Portal: Strategy||Warcraft III: Reign of Chaos at
|Warcraft III: Reign of Chaos|
|Release date||July 3, 2002|
|Mode(s)||Single player, 1-12 person Multiplayer over modem, LAN or Battle.net|
|Age rating(s)||ESRB: T|
|System requirements||Windows® 98/ME/2000/XP:
400 MHz Pentium II or equivalent 128 MB of RAM 8 MB 3D video card (TNT, i810, Voodoo 3, Rage 128 equivalent or better) with DirectX® 8.1 support 700 MB HD space 4X CD-ROM drive
|Credits | Soundtrack | Codes | Walkthrough|
Warcraft III: Reign of Chaos is an RTS released by Blizzard Entertainment in 2002. It expanded upon the universe established in the original Warcraft: Orcs and Humans and it's sequel, Warcraft II: Tides of Darkness.
An expansion for this game was also released under the name of Warcraft III: The Frozen Throne.
It consists of several campaigns in its single player mode allowing the player to control different races of people for different goals of the game. There is also a multiplayer community based around the game that works through Battle.net wherein players may skirmish against another or a computer opponent.
The game consists of four races: Human, Orc, Undead, and Night Elf.
The Human Alliance is a conglomeration of Humans, Elves, and Dwarves. They are the most versatile army in Warcraft III, with good ground and air troops, excellent siege capability, and powerful spellcasters.
The workers of the Human Alliance can be converted into Militia when the need arises. You can transform Peasants individually by clicking on the Call to Arms icon on each Peasant's command card or convert them en masse by ringing the Call to Arms bell at your Town Hall. Peasants will then rally to the Town Hall, where they don armor and wield axes to fight invaders. After a set amount of time, Militia will revert back to Peasants, or you can prematurely end their military tenure at the Town Hall with the Back to Work bell. This is a very useful tactic when all other troops are in the field and your town comes under attack.
Two upgrades can be researched at the Lumber Mill to improve the wood gathering of the Human Alliance. Each successive upgrade increases the carrying capacity for those Peasants harvesting lumber.
The Humans have the best Towers with full upgrades. There are three separate tower options. The Canon tower, which is good against large groups of people from a distance. The Guard tower, which is good against individual units. And the Magic tower, which is good against any unit that is vulnerable to magic.
The Humans' Defend ability is very effective vs ranged troops.
The Horde possesses the game's most powerful ground units, including the savage Grunt and gargantuan Tauren. The Orcish Horde has modest air and ranged capabilities, but their true strength lies in their brute strength and raw melee power. Even the magic of their spellcasters is designed to enhance their frontline troops.
The buildings of the Orcish Horde can be outfitted with spikes that damage all enemy melee units that attack them. There are multiple upgrades, each empowering the spikes to do more damage. The Spiked Barricades upgrades are researched at the War Mill.
Certain Orc units can be upgraded to salvage gold and lumber when attacking enemy buildings. Once trained, Pillage enables Peons, Grunts, and Raiders to add gold to your coffers every time they hit an enemy building.
The Orcish food supply building is the Orc Burrow; however, it also doubles as a defensive structure. When garrisoned with Peons, it can provide defense against land and air units in the form of a ranged attack.
The Night Elves of Kalimdor are a mighty race that emphasizes mobility, ranged firepower, and spellcraft. They do not have the brute strength of other races, but their skills with bow and magic more than compensate for this deficiency.
Several buildings of the Night Elves are actually sentient trees that can move. They are the Tree of Life, Tree of Ages, Tree of Eternity, Ancient of War, Ancient of Wind, Ancient of Lore, Ancient Protector, and Ancient of Wonders. These buildings can be uprooted with the Uproot command, and moved around at will. When walking they can attack land units, but they cannot engage in their normal activities, such as receiving resources or creating units. To return to building form, they must re-root themselves. Ancients can benefit from the following abilities:
Eat Tree: If damaged, Ancients can consume trees to regain health. Nature's Blessing: This ability is researched at the Tree of Ages, and once completed improves the movement speed and armor of Ancients.
Night Elf females possess the Shadowmeld ability. This enables them to turn invisible when they are not moving or attacking. The Archer, Huntress, Warden, and Priestess of the Moon all possess this ability. To force these units to remain motionless, even when enemy units would otherwise provoke response, you may use the Hide button. Shadowmeld only operates during nighttime.
Night Elves can be upgraded to see as adeptly in darkness as they do in daylight. This ability is called Ultravision, and is researched at the Hunter's Hall. Ultravision does not increase the sight of buildings.
The Moon Wells of the Night Elves, in addition to providing food, have mana reserves that can be used to restore the hit points and mana of nearby Night Elf units. Mana spent in this way slowly regenerates, but only at nighttime. This is particularly useful when defending one's town because health and mana can be easily gained from these wells.
The Undead Scourge is a well-balanced faction that can field enduring ground forces and powerful air units. Their spellcasters possess a variety of powerful magics, including the dreaded ability to raise fallen allies and foes alike into an army of walking dead. In this way, the Undead can field armies more numerous than any other race in Warcraft III.
The Undead do not build structures, but instead summon them into being. Once an Acolyte is told to build a building, it begins the summoning spell, and the building gradually appears. During this time, the Acolyte can return to its duties, since it does not need to stay with a building while it is being summoned. The Undead can also Unsummon their buildings and recoup a percentage of the gold and lumber cost originally used to summon the building.
In addition to gold and lumber, the Undead Scourge harvest corpses as a tertiary resource. Corpses are not used for purchasing units or raising buildings, but instead are used to fuel some of the powers of the Undead. The Necromancer unit uses corpses to create Skeleton Warriors, while the Ghoul and Abomination consume corpses to rapidly restore health. Corpses disappear over time, but the Undead can store and create them in their Meat Wagon units, where they will not decay and can be unloaded for use when the need arises.
The Undead can have very tough defenses thanks to Their Spirit Towers and Nerubian Towers with Fortified Armor that can also be repaired during battle. There is also the advatage that these buildings work to increase the amount of units you can produce, while still remaining a defensive structure rather than an obstruction to further building.
Crypt Fiends can burrow under the ground making them invisible to the enemy and gaining increased health regeneration. Stone Form can be used to regenerate Gargoyles.
Undead can bring Obsidian Statues with them to regenerate their hit points and mana. There are also units that can be taught cannibalisation and will feast on the corpses of the dead to regenerate life. Finally, while standing on the Creep (the dark, dead substance that they build most of their structures on), they regenerate at a higher rate.
There are various heroes in the game that have higher hit points and bigger spells or attacks they can wield against enemies. These are most useful when leading battles of other troops because the hero can usually either tank the enemy or heal the friendlies. They also gain experience over time and get access to better spells and higher hit points, so it is best to keep them in battle at all times so they continue to advance in power.
The main aspect of the game is to build a town, create units to maintain the town's resources in gold and lumber, as well as meat (which allows you to produce more units), while managing an army from the barracks and other areas of unit production. The most common method of 'winning' the game is to destroy the enemy's town so that they cannot continue to produce an army to fight you. A proper dividing line between defense and offense is the key to winning the game, as it is important to always have an army on the offensive, but not to leave your town open to attack.
|Warcraft - Warcraft II - Beyond the Dark Portal - Warcraft III: Reign of Chaos - The Frozen Throne
Warcraft Adventures: Lord of the Clans
World of Warcraft | The Burning Crusade | Wrath of the Lich King | Cataclysm
|World of Warcraft Trading Card Game - Warcraft: The Roleplaying Game|
|Classes & Races|
|Classes | Races |Humanoid races|
|Warcraft: Day of the Dragon Warcraft: Night of the Dragon • Warcraft: Lord of the Clans • Warcraft: Of Blood and Honor • Warcraft: The Last Guardian • Warcraft: War of the Ancients Trilogy • Warcraft: The Sunwell Trilogy • World of Warcraft: Cycle of Hatred • World of Warcraft: Rise of the Horde|
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