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Curse of Gilneas

Hl_Vortex

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Hi all. So I'm new to Warhaven and what better way to announce myself than with a reveal.
This is my project, a 12 player map similar to the fantastic maps: LTA, LTF and KTA.




The map explores the events of Gilneas and the surrounding areas around the time of the Cataclysm.

Lore: Sylvanus Windrunner has initiated the invasion of Gilneas. Forsaken forces land upon the ravaged shores of Duskhaven which has suffered the initial impact of the Cataclysm. The Gilnean already under threat from the rampaging Worgen desperately try to hold the Forsaken at bay while attempting to find a cure for the curse that has claimed their lands.

The Burning Legion lies broken in shadows, driven from Lordaeron by Sylvanas they plot and muster their forces ready to gain revenge on Sylvanas and her Forsaken. Off the coast of the cursed land, danger stirs. Zul'Dare has been invaded by trolls and Kul'Tiras is ill-prepared Tandred Proudmoore desperately tries to unify to bickering houses and beat back the invading trolls. While Warhowl and his horde push towards the capital city of Gilneas which is currently under siege by rampaging Worgen.

Meanwhile, Ogres have started to venture down from the mountains and are subjugating the beasts of the wilds into their armies. And deep, deep within the shadowy forests of the Blackwald and ancient power stirs. The battle of Gilneas has only just begun, who will survive the Curse of Gilneas.


_____________________________________

There are 12 factions, most of them with a unique gameplay mechanic to make the ultimate player experience. The factions and alliances are as follows.

The Horde
- Warhowl's Horde
-Forsaken Invaders
-Cult of Shadow

The Gilnean Alliance
-Greymane
-Loyalist
-Northgate Rebels
-Night Elf

Unallied
-Burning Legion
-Ogre Legion
-Bloodfang Worgen
-Zul'Dare Trolls
-Kul'Tiras


Each player has a specific enemy which they must fight early in order to claim their events. And although there are 2 large alliance there are many ways for each alliance to break down and the other factions can create alliance themselves so it is unlikely that there will be too many problems with the initial alliances. A more detailed faction break down can be seen below.

- Warhowl's Horde: Warhowl's Horde represents Warchief Garrosh's interests in Gilneas sent to keep an eye on Sylvanus and her Forsaken it is unlikely that this alliance will hold if the Forsaken pursues their unique paths. Then, however, they can initiate alliances with other factions.
Key Features:
- Basic unit rostra at the beginning of the game.
- Has strong tank possibilities.
- Good for Beginners.
- Has a unique path very early on. (Darkspear Rebellion)
- Can claim bases around Gilneas and the Isles irrelevant of factional paths.

- Greymane's: The ruling family of Gilneas the Greymane's have never been weaker. Having barely won a civil war, Genn was then driven from his city by the invading Worgen, with the infighting between Lord Godfrey and Lord Darius Crowley the alliance seems ready to fall apart. Having sealed themselves off from the rest of Lordaeron aid from afar seems impossible.
- In a very fragile alliance.
- Basic but well-rounded unit rostra.
- Multiple second chances.
- Under constant siege.
- Will become Worgen if any Greymane dies to Worgen Faction becoming dependant to the "Cure" else they will become feral.

- Burning Legion: With the defeat of Balnazzar at the hand of Sylvanus the Legion was forced to retreat. Taking refuge upon the desolate Purgation Isle you seek to rebuild your forces and invade Gilneas and take revenge. Perhaps the disturbed dead of this ancient isle could be of some use.
- Very weak start but can gain access to the Draugr Race
- Can become very powerful with mixed races.
- Potential global presences with Dreadlords.
- Main objective to summon Kil'Jaeden and the Burning Legion

-Forsaken Invaders: A unique faction in the fact they don't have an initial starting base but instead starts with a mobile base the Shem Dawson and powerful battleship that can be used after 10 minutes or if the player completes their first quest. Later they can call upon Sylvanus herself and start a full invasion of Gilneas.
Key Features:
- A strong variety of units.
- A well balanced unit rostra.
- Mobile base of operations.
- Weak start and no second chance.
- Powerful events.

- Ogre Legion: The Stoneridge Ogres lead by Koroth Hillbreaker is a unique and challenging faction able to seek out and defeat bosses within the wilds of Gilneas and subjugate them into their ranks. While strong and powerful the Ogres can be forced into alliances against their will. Can also reform the Ogre Legions and a darker path.
- Very limited initial unit rostra.
- Has access to monster hunts.
- Can be dominated by Legion and Forsaken.
- Can reform the Ogre Legions become more powerful and gaining permanent independence.
- Has access to the Cho'Gall and the Twilight Hammer Clan.

-Bloodfang Worgen: The Feral Worgen that have invaded Gilneas and Gilneas City. Summoned by Archmage Arugul the Bloodfang seek the only battle. With limited ties to all factions, they are a powerful starting faction with the ability to turn both the Northgate Rebels and Greymane's Worgen and eventually feral.
- Immediate access to the Feral Worgen.
- Cannot be cured.
- Can only gain allies through applying the Curse.
- Can summon Goldrinn at the Tal'Doren with the aid of Arugul
- Starts in an isolated one v one fight with the Northgate Rebels for control of Gilneas City.

- Gilnean Loyalist: A powerful faction that controls most of Gilneas. Lead by Lord Godfrey the Loyalists remained loyal to the Greymanes during the Civil War and as such despise Lord Darius Crowley and his rebels. Can never become Worgen instead will permanently lose heroes if they die to Worgen factions.
- Well rounded rostra of human Gilneans.
- Has access to taxes. increased income every 5 minutes based on currently controlled towns
- Permanently unallied to Rebels.
- High-risk heroes. Has more heroes than the average race however they are unrevivable if they die to Worgen Factions.
- May be kicked out of the Gilnean Alliance depending on what Greymane chooses.

- Zul'Dare Trolls: Warlord Mul'Jinza has invaded the Kul'Tiran island of Zul'Dare and founded a new troll nation. The Zul'Dare trolls start heavily spread out and have 3 very important initial quests. With their limited access to control points, they must invade Kul'Tiras and pillage the towns and farms there. They must also capture the Great Altar of Sacrifices, a key component in progressing their faction further. While the dark isle or Crestfall offers a lost hero captured by pirates.
- Heavy variety of units.
- Potential to of being the strongest early faction.
- Multiple important questlines.
- A strong alternate path.

-Cult of Shadow: A sinister cult lead by the Wraith Aelthalyste has gained influence in the Gilnean Village of Emberstone with the ability to capture and convert Gilnean towns this faction has to decide whether to invade further into Gilneas or push into Emberstone Mines and set up the Forsaken Slave camp.
- Caster based faction of Forsaken.
- Powerful summons and Elites.
- Can set up the Forsaken Slave camp gaining Brothogg and his abominations while increasing your income.
- In a very dangerous though fortified position.

- Night Elves: An interesting faction that dictates how the Worgen Factions will be able to play. Can initiate the cure sequence by capturing the Tal'Doren which Belysra can do 3 levels earlier than other heroes and without the need for the Scythe of Elune.
- Powerful rostra of Sentinel units.
- Can unlock powerful druidic caster units.
- Dictates and applies the cure to one Worgen Faction (excluding the Bloodfang)
- Starts allied but with no vision to all the Gilnean factions.

- Kul'Tiras: Torn apart by the death of Daelin Proudmoore the nation of Kul'Tiras is in disarray. Pirates, Naga and Trolls invade its shores while the house bicker and fight for control. Tandred Proudmoore attempts to hold the island together. But is it enough to hold back the tides of darkness?
- The most versatile faction in the game.
- Has 3 extremely different factional paths that start after 10 minutes.
- Hard defensive style beginning to the game.
- Powerful naval supremacy.

-Northgate Rebels: Having been released by Genn Greymane after there failed rebellion. Lord Darius Crowley has volunteered to hold back the feral Worgens advance into Gilneas City while Greymane and his Loyalists escape. Must hold Light 's Dawn Cathedral for 10 minutes else they automatically become Worgen and Greymane will have to choose whether to stay allied to you or cut you lose.
- Limited and fragile starting position. Most of your bases are north of Graymane's Wall.
- Must hold back the Worgen for as long as possible gain bonuses after 10 minutes for each segment they control.
- Can gain access to Krennan Arranas and eventual restore their humanity themselves.
- Permanently unallied to Loyalist.


________________________________________________________

This map has been a way for me to explore my terrain and race design I will post an update for the races overview with heroes and unit once they are finalised but I'll share some screenshots be aware that this is not complete.

Gilneas City
Gilneas City.PNG

Gilneas City Entrance
Gilneas City Enterance.PNG

Stoneward Prison
Stoneward.png

Market Square
Market District.PNG

Cathedral Quarter
Cathedral Square.PNG
Northern Headlands
Northern Headlands.PNG

Gatelands
Gatelands.PNG

Duskhaven and Forsaken Landing
Duskhaven and Forsaken Landing.PNG

Emberstone Village
Emberstone Village.PNG

Koroth Hold
Stoneridge Mountains.PNG
Purgation Isle
Purgation Isle.PNG

Tol Barad and Drowned Reef
Tol Barad and the Drowned Reef.PNG

Drowned Reef
Drowned Reef.PNG

Boralus and Stormsong Valley
Boralus and Stormsong Valley.PNG

Zul'Dare Isle
Zul'Dare Isle.PNG

Great Altar of Sacrifices
Grand Altar of Sacrifices.PNG
Blackwald and Hailwood Marsh
The Blackwald and Hailwood Marsh.PNG

Tal'Doren at different stages:
Dormant
image0.jpg

Activated
image1.jpg

Empowered
image2.jpg

Corrupted
image3.jpg



 

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Devolver

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Oh, look good, when you released beta test, and this map like lta or aw style
 

Hl_Vortex

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Oh, look good, when you released beta test, and this map like lta or aw style
Hoping to release the beta end of July early august time and it plays like Lta more than aw. I will be updating this regularly and answering any questions people may have. I will also be releasing a discord for the initial stages of the beta soon
 

Lunelune

Known double post inquisitor and heretic caller.
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This looks really good. Hopefully it'll have a Single player testing feature to do some light testing before school fully pulls me away from Warcraft testing.
 

Hl_Vortex

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This looks really good. Hopefully it'll have a Single player testing feature to do some light testing before school fully pulls me away from Warcraft testing.
that is my intention but right now I'm just trying to finish everything
 

Devolver

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I have a question, why in this map you need a legion and ogres, because there is little content of the associated legion with Gilneas as a full faction
 

Hl_Vortex

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I have a question, why in this map you need a legion and ogres, because there is little content of the associated legion with Gilneas as a full faction
This map is based on the initial lore of Gilneas but isn't too heavily tied to it. (There isn't enough lore to go round) Most of the events are based on the Worgen opening quest lines from wow, slightly embellished and exaggerated.
I also wanted to play on the forsaken legion hostility having voice lines and mini objectives between the two. The legion in this are a bit of an anti-caster faction but are slow to take off, hitting their peak just when the caster factions really kick off.
The ogres are included because I like ogres and they don't get enough love. They also have some cool events and can even be dominated by the forsaken.
I will be releasing further information soon on each race and more WoP reports.
 

Bersekr21

The Boneless
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Since Kul Tiras and Stormsong is in the map are we going to see some Old God action too? Maybe some of the Lovecraftian themed Tidesages and so on (No clue what they're actually called)

EDIT: Forgot to add but terrain looks brilliant and I do love the consept! Can't wait to test it out
 

Arlt

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Looks interesting! I would be more than glad to test it with some clanmates. :)
 

Hl_Vortex

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Since Kul Tiras and Stormsong is in the map are we going to see some Old God action too? Maybe some of the Lovecraftian themed Tidesages and so on (No clue what they're actually called)

EDIT: Forgot to add but terrain looks brilliant and I do love the consept! Can't wait to test it out
Most definitely the K'thir path is one of the most exciting yet punishing factional path out there.
and thank you.

Looks interesting! I would be more than glad to test it with some clanmates. :)
That is really cool to hear.
 

Hl_Vortex

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Here is the discord server for those of you who are interested in keeping updated. It is kinda empty right now but I will get to putting stuff in there soon.
If you have any question or suggestions feel free to post them there.
 

Hl_Vortex

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Curse of Gilneas1.png


The Horde

The first look into the Horde factions; Warhowl's Horde, Forsaken Invaders and the Cult of Forgotten Shadow.
If you want to know more details, join the discord for access to the unit data tables.

Warhowl's Horde.png

Warhowl's Horde.

The Horde lead by General Warhowl is one of the simplest factions in the game. With a very simplistic early questline and four basic factional paths each with a possible ally, the Horde is the ideal race for new players. The starting location, Warhowl's Landing is isolated and easily defendable once the Mul'gul and Night Elves have been driven from your lands.


Basic Unit Roster:

If a spell is in [Brackets] it requires an upgrade before it can be used.
Barracks
Grunt: Basic tough frontline unit for the Horde slightly more expensive than its typical counterparts but with the strength to match.
Spear Thrower: Unarmoured ranged unit of the Horde, cheap and spammable but will not match up against most other ranged units.
- [Envenomed Weapons]: Enhances the Spear Throwers attacks with poison which deals 5 dps and slows attack speed by 10%.
Demolisher: Slow and powerful perhaps one of the most deadly war machines invented can deal with large clumps of units with ease.
- [Burning Oil]: Coats the Demolishers attacks in burning oil that ignites the ground dealing 30 damage over time for 6 seconds.
Beastiary
Raider: Fast and agile melee unit good at skirmishes and taking down buildings.
- [Ensnare]: Binds an enemy unit pulling it to the ground for 8 seconds. (0.2 seconds of heroes). CD - 20s.
- [Pillager]: Steals 2 lumber every attack on buildings and has a chance to deal 2x damage.

Wind Rider: Flying air unit, fast and mobile but nothing too special. Has solid damage and a poison attack.
- [Envenomed Weapons]: Enhances the Spear Throwers attacks with poison which deals 5 dps and slows attack speed by 10%.
Kodo Drummer: Tanky support unit. Does very little damage but can channel War Drums in battle to buff allied units.
- War Drums: Can channel between 2 War Drum abilities for up to 15 seconds. The first increase nearby units attack damage by 10/20% the other increases armour by 2/4. These share cooldowns. Mana 50 CD 20.
Spirit Lodge
Warlock: Powerful caster of the Horde can augment allied units and afflict terrible curses.
- Curse of Power: Curses an enemy unit to lose 10 mana per second. If they cast a spell they take damage equal to the mana cost of the spell. Mana 28 CD 7s.
- [Battle Frenzy]: (A) Silences a non-elite unit (ally or enemy) increasing its damage by 15% for 15 seconds. Mana 35 CD 5s.
- [Bloodlust]: (M) Increases an allied units attack and movement speed for 20 seconds. Mana 20 CD 4s.

Elder: Support caster for the Horde lead by Elder Ghazra They excel in supporting their front lines. If Elder Ghazra dies then they lose some of their power.
- Abolish Magic: Removes a positive buff from an enemy or a negative buff from an ally. Mana 15 CD 6s.
- [Clarity]: (A) Grants an allied unit a mana restoring buff that restores 120 mana over 40 seconds, disables in combat. Mana 30 CD 30s.
- [Battle Harden]: (M) Improves an allied units combat potential increasing their armour by 3 while restoring 80 health over 5 seconds. If Elder Ghazra has fallen this spell grants 1 armour and heals over double the duration. Mana 22/28 CD 3s.


Elites
Wolfmaw Champion - Brutal champion of the Horde seen in the thick of battle with little care for their own safety.
- War Cry: Improves the Champions damage increasing it by 40% for 10 seconds. Mana 70 CD 30s.
- Inner Vitality: Restores a units health by 300 over 8 seconds. Mana 30 CD 5s.
- Feel No Pain: When activated reduces movement speed by 20% but gains 30% damage reduction for 6 seconds. Mana 40 CD 14s. - [Looter]: Has a 15% chance to gain 2 gold when they kill a unit.

Heroes

General Warhowl - A brutal frontline fighter. Chosen by Garrosh to keep a close eye on Sylvanus's actions within Gilneas. Adept at dealing large amounts of damage to an enemies frontline Warhowl.
- Culling Slash: Spins round violently slashing at nearby enemy units inflicted bleed and reducing their armour by 3. Bleed does 100/140/180/220 damage over 6 seconds. Mana 80/90/100/110 CD 13.
- Critical Cleave: Has a 15% chance to deal 90/120/150/180 bonus damage in a 300 AoE.
- Fervour Aura: Increase the attack speed of nearby allied units by 16/22/28/34%.
- Devasting Strike: Strikes the ground in front of the Hero dealing 250/400 damage and stunning units hit for 2.5/4 seconds. Mana 140/160 CD 180/120s [/U]


Garrosh Hellscream - Tyrannical Warchief of the Horde. Powerful and imposing on the front lines. Once summoned Garrosh is unrevivable until you go True Horde. You will be unable to go True Horde if Garrosh is dead.
- Axe Throw: Throws an axe at an enemy dealing 125/150/175/200 damage and stunning for 2/3/4/5 (0.5/1/1.5/2s on heroics). Mana 90 CD 8s.
- Battle Cry: Taunts all nearby enemies to attack Garrosh while granting him 20 bonus armour and damage return for 3 seconds. Mana 40 CD 6s. - Warchief's Retenue: Summons 3 Kor Kron bodyguards to aid the Warchief each one alive grant Garrosh a 5% chance to block an attack.
- Rampage: Charges at a target gaining bonus movement speed and 0 collision until he reaches the target. Upon reaching the target Garrosh gains 500/1000 bonus health and magic immunity for 10 seconds, and Main the target reducing their movement speed and damage by 30/40% for 3 seconds.




General Warhowl

Warhowl.PNG




Warhowl's Landing
Warhowls Landing.PNG


Warhowl Harbour - Before
Warhowls Harbour.PNG


Warhowl Harbour - After
Warhowls Harbour After.PNG



Events:

Warhowl's Harbour - Warhowl's Harbour has been overrun by Mur'guls. Cleanse the land of these wretches and rebuild the harbour.
- The first thing any Horde player should do is to kill the Mur'gul Sorceror and rebuild the Harbour. Not only does this grant you a fully built harbour but it will also grant you plenty of units to rush the Sentinel Overlook to the west.
Sentinel Overlook - The Night Elves have set up an outpost on the headland to keep an eye on the orcs and to launch skirmishes into Warhowl's territories.
- Destroying the Sentinel Overlook is important for every minute it stands it grants the Night Elf player bonus resources and reinforcements so delaying for too long can be a dangerous gamble. Upon completion Elder Ghazra will join Warhowls horde bringing with him his Elders, powerful support casters.
Keel Harbour - The Gilnean town of Keel Harbour is the primary location for the Gilnean evacuation. While defended by the Night Elves it seems the Gilneans have yet properly invest in its defence.
- This is the next objective for the Horde player, while it further engages the player in conflict with the Night Elves it also diverts the Greymane player's attention allowing your Forsaken ally an easier time pushing into Duskhaven. If Keel Harbour falls before 10 minutes, you will be able to summon Garrosh earlier. Keel Harbour must have fallen if you wish to go the True Horde path.
The Capital - The Capital City of Gilneas still stand despite the conflict that has ripped through the land. Push forward and claim it for the Horde.
- The final objective for Warhowl's Horde. Upon completion, it will allow you to pursue the War Commander Warhowl path and gives you the option to re-ally Sylvanus Forsaken.

Faction Paths:
(So far)

Garrosh and the True Horde - While Garrosh is available to Warhowl's Horde, he only truly becomes the tyrant that we all know and love/hate? when you pursue the True Horde. While this path permanently banishes the Forsaken from the Horde, you become a powerful solo faction with even a possibility to have the ogres join you as a support faction.
What you get:
- You lose Warhowl and Garrosh gains +2 levels. You get a new base in the ruins of Keel Harbour and you gain a new hero with a possibility of a third later on.
- Empowered units such as the True Horde Grunt and Dark Shaman provide a nice buff to you now solo roster.
- You can also call upon the Goblins to aid your fight, gaining a new hero and goblin units. (Including Shredders!)
- Access to further researches mainly the second level of Advanced Engineering on your Demolishers.

Darkspear Rebellion - While not as powerful the True Horde the Darkspear Rebellion completely reworks your faction into a more caster based army. Focusing mainly on Vol'jin and the Darkspear Trolls you will be able to get Tauren and later access the Spirit Horde.
What you get:
- Vol'jin replaces Warhowl and you get an entirely different unit roster.
- Un-allies the Forsaken with the possibility to ally the Zul'dare trolls.
- Become more focused on casters and less on brute strength.
- Can call upon Baine and his Tauren to aid you.
- Can approach the Spirit Horde (WIP won't be in initial release).

Warlord Zeala and the Dragonmaw Clan. - (WIP won't be in initial release)



 
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Hl_Vortex

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Curse of Gilneas1.png



The Horde

The first look into the Horde factions; Warhowl's Horde, Forsaken Invaders and the Cult of Forgotten Shadow.
If you want to know more details, join the discord for access to the unit data tables.


Forsaken Invaders.png

Forsaken Invaders

On the other hand, you have the first Forsaken faction. Perhaps one of the hardest faction in the game. Lead by Nathanos Blightcaller, the Forsaken Invaders start on the ravaged shores of Duskhaven. Pushing into the mainland is perhaps one of your most important tasks. While establishing yourself can be a challenge you do have access to the Shem Dawson, Sylvanus Flagship a mobile capital capable of launching assaults all along the coastlines.


Basic Unit Roster:

If a spell is in [Brackets] it requires an upgrade before it can be used.​

Crypt
Death Guard - Basic fodder unit for the Forsaken army, very weak but cheap. Can be buffed by a Dark Mistress.
- [Death Surge]: Upon death, the Death Guard will resurrect will full health after 5 seconds. CD 300s.
- [Death Blade]: Enhances each attack to deal 6 bonus damage and restore 20 health to the Death Guard. Mana 5.

Dark Archer - Forsaken ranged unit and the core to most Forsaken armies one of the strongest ranged units in the game.
- [Black Arrow]: Each attack is enhanced with death magic dealings 6 bonus damage. If a unit dies while afflicted with Black Arrow then a skeleton will rise from its corpse. Mana 6.
Infiltrator - Living in the shadows the dark assassins of the Forsaken excel at slipping behind enemy lines and removing any threats to the dark queen they find there.
- Feedback: Each attack burns up to 12 mana from a target and deals bonus damage equal to 1.5 times the mana burned.
- Shadow Step: Blinks to a location leaving behind a temporary clone of the Infiltrator which deals 20% damage and takes 300% damage. Mana 50 CD 15s.
- [Spell Steal]: Steals a positive buff from an enemy granting it to an enemy or transfers a negative spell from an ally to an enemy. Mana 20 CD 5s.

Laboratory

Dark Mistress - The Forsaken version of a Captain these Forsaken lead the charge into the enemy. Can improve the Forsaken forces.
- Advance Binding: Heals a target unit for 100 Health. If used on a Death Guard the unit is improved gaining 150 bonus health, 60 mana and 5 damage. Mana 60 CD 20s.
- Desolation: Reduces the armour of enemies in combat with the Dark Mistress by 2.

Forsaken Catapult -Basic siege unit of the forsaken slow and impactful. Was used to spread the Forsaken Plague until it was banned by the Horde.
- [Forsaken Plague]: A deadly plague that creates clouds of poison on the battlefield that rip through enemies both undead and living alike. Creates a cloud of the plague
that deals 5 damage per second to enemies that pass through it. The plague debuff lasts 50
seconds.
Gargoyle - Survivable and versatile air unit that can turn to stone to protect itself. Can also reveal enemy invisible units.
- Stone Form: Falls to the ground transforming to stone. Changes the units gargoyles armour type to fortified and grants 10 bonus health regen. If Spectral Sight has been researched it becomes a passive ability, revealing invisible units in a small area. CD 40s.
- [Spectral Sight]: Reveals an area around the Gargoyle, revealing burrowed and invisible units. Mana CD 12s.
Shrine of Shadow

Banshee - Offensive caster of the Forsaken, resurrected by the Scourge before they flocked to Sylvanus with the weakening of the Lich King.
- Curse: Curses an enemy unit causing it to miss on 25% their attacks for 60s. Mana 30 CD 4s.
- [Anti Magic Shell]: (A) Grants an allied unit a shield that blocks 400 magic damage for 90s. Mana 60 CD 0s.
- [Possession]: (M)Takes control of an enemy unit sacrificing the banshee in the process. If the Banshee is below 30% health then this spell will attempt to auto-cast on the next unit targeted by curse. Mana 60.

Apothecary - Supportive spell caster of the Forsaken faction that dabbles in experimental magic and potions.
- Danse Macabre: Infuses a unit with chemicals increasing its health regeneration by 5 and mana regeneration by 2. Lasts 10 seconds. Mana 12 CD 6s.
- [Fracture Magic]: (A)Fractures the magic on a target, removing all buffs and burning 50 mana. Mana 60 CD 7s.
- [Healing Concotions]: (M) Throws a barrage of healing concoctions in an area healing allies hit for 30 health. Mana 70 CD 8s.
Val'kyr - Spiritual aspects of the Vrykul who now serve Sylvanus cause. Adept at raising corpses and sustaining her forces. - Requires Sylvanus.
- Flying Vengence: The Val'kyr take to the skies gaining a ranged attack with a splash attack but with reduced flying movement and armour for 50s. Mana 20 CD 80s.
- Spectral Meditation: Grants nearby allied units a non-combative buff that heals for 30 health per second for 6 seconds. Mana 40 CD 40s.
- Shadow Blast: Blast an enemy unit with Shadows dealing 60/100 damage and crippling it for 2 seconds. Mana 50 CD 13s [Resurrection]: Full revives 5 dead player units. Mana 240 CD 300s.



Elites
Dark Ranger - Powerful elite archer of the forsaken. Risen from their restless slumber after fall of their homeland they now seek vengeance with restless determination.
- Curse of the Forsaken: Silences a target for 8 seconds (2 on heroics) if the target dies then a darkspawn will rise from its corpse. Mana 60 CD 10s.
- Black Arrow: Fires an arrow that stuns a unit for 4s (0.5 on heroic) and deals 150 damage. Mana 80 CD 10s.
- Wind Walk: Turns invisible gain bonus movement speed for 60 seconds if attacking breaks the invisibility then the ranger does 80 bonus damage. Mana 40 CD 60s.
- Life Drain: Drains the life from a target stealing 25 health per second for up to 7s and giving it to the Dark Ranger. Mana 40 CD 12s.
- [Charm]: Charms an enemy unit converting to the Forsaken control. Mana 120 CD 90s.

Heroes

Nathanos Blightcaller - Trusted lieutenant of Sylvanus Windrunner sent to weaken the Gilnean forces and to put in motion the full invasion
- Dark Paralysis - Paralyses an enemy rooting them in place for 20s (1/2/3/4) on heroes and dealing 60 damage per second. Mana 75 CD 18/16/14/12s.
- Black Hounds: Summons 4 black hound to attack your enemies for 50s. The hounds' health/damage and their slow poison ability levels up each level. Mana 60 CD 18s.
- Trueshot Aura: Buffs nearby ranged units damage by 20/25/30/35%.
- Black Star: Summons a barrage of 20 stars from the sky each star dealing 20/30 damage. after 3 seconds a giant star falls dealing 200/300 damage. Mana 150/180 CD 120s.


Lieutenant Thyala - Shadowy assassin that lead the first assault on Duskhaven, where she was repelled and barely escaped with her life. Now she seeks to regain her honour.
- Shadow Strike: Throws a poisoned dagger at a target reducing their movement speed and attack speed by 10/20/30/40% and dealing 20/30/40/50 damage for 6s. At level 4 the dagger deals 20% damage to nearby units while also slowing the effect units as well. Mana 85 CD 16s.
- Dark Blade: Each attack is enhanced with dark magic dealing 12/16/20/24 bonus damage. If a unit dies while unit the effect of the Dark Blade then a Greater Skeletal minion will rise from its corpse. Mana 6.
- Evasion: Gives a 20/30/40/50% chance to evade an attack.
- Night Bringer: Summons a swarm of shadows that envelop Thyala granting nearby heroes 15 bonus armour and restores 5/8% health per second regeneration for 13s. The shadows will damage enemies that get to close dealing 25/50 dps. Mana 130 CD 60s.


Lucius the Cruel - A deceitful warrior of the forsaken adept at manipulation and messing with the enemy.
- Shadow Flash: Blinks to a target location 450/600/750/900 units away stunning units for 3 seconds (1 second on heroics) and dealing 125/140/155/180 damage. Mana 80 CD 15/13/11/9s.
- Blightblade: Strikes at an enemy with his blade dealing 200/300/400/500 damage and stunning it for 1/2/3/4 seconds (50% duration on heroics) Mana 100 CD 8s.
- Dark Mirror: Creates 1/2/2/3 illusions of Lucius dispelling him. The Illusions deal 40/40/60/60% damage and receive normal damage/ Mana 95 CD 14.
- Terrorize: Terrorises enemy units in a 325/400 area. Terrorised enemies cannot attack have 15/30% reduced movement speed. Last 5/7 seconds. Mana 120 CD 120/90s




Nathanos Blightcaller
Nathanos.PNG


Shem Dawson
Shem Dawson.PNG


Shem Dawson Interior
Shem Dawson Core.PNG


Forsaken Landing
Forsaken Landing.PNG


Dusklands
Forsaken 3.PNG

Forsaken 2.PNG



Events:

The Invasion Begins - Assault the two bases near to you to secure your position for the future assault.
- Destroying the bases of Hayward Fishery the Allen Farmstead will not only weaken the GIlneans but will grant the Forsaken player with bonus forces. If the demi-heroes in that location die then they will be raised as forsaken.
The Assualt on Duskhaven - After the first assault was crippled by the Cataclysm. The Gilneans have fortified the town of Duskhaven. It must be secured if you wish to push into Gilneas itself.
- It is perhaps one of the hardest starting objectives in the game as the Forsaken Player will be fighting a 2 v 1 battle against Greymane and his Loyalist. Despite this, the advantage should lie with the Forsaken player if they have captured the minor locations. Upon destroying Duskhaven the Forsaken player will capture the town and gain a small force as well as completely unlocking the Shem Dawson and a second hero choice.
The Shem Dawson - After 10 minutes or successfully Capturing Duskhaven the Forsaken player will gain access to the Shem Dawson.
- Sylvanas flagship is one of the most powerful ships currently in Gilneas. It can carry an army in its hold and launch attacks anywhere along the coastline. It can be upgraded from its core, gaining bonus health/armour, speed and upgrading its spells. If the Forsaken fails to take Duskhaven within 10 minutes the second hero choice will become available when the ship becomes level 5.
Greymane Manor - Destroying Greymane manor unlocks a mastery choice for the Forsaken.
- The Forsaken player can choose between unlocking the:
  • Forsaken Plague: Un-allying the Horde while gaining Abomination and unlocking the Forsaken Plague ability and unlocking a new event chain.
  • Banshee Supremacy: Buffs the power of Banshee's and replaces Dark Rangers with Forsaken Sisters and unlocks a slightly different event chain.
  • Naval Warfare: Empowers ships. Declares open war on Kul'Tiras un-allies the Cult of Forgotten Shadow and modifies the event chain.
Greymane Gate - When the Greymane Gate falls to any faction the Forsaken will be able to summon Sylvanus based on a few conditions. They either have the Scythe of Elune gained control of the Capital City or control of Gatewatch Castle.


Factional Paths:
(So far)
Forsaken Plague: This path is ideal for players who wish to truly relive the events of Gilneas. Empowers your armies and grants you powerful upgrades. While this path does keep you initially allied to Cult of Forgotten Shadow they may wish to betray you with Putress.

What you get:
- Unlocks the Forsaken Plague ability on your new Plague Catapults (Replace your Forsaken Catapults)
- Unlocks Plagued Abominations an alternative frontline meatshield with the Forsaken Plague ability.
- New hero Master-Apothecary Faranell un-revivable until his personal quest is completed.
- New event chain to siege the Capital City.
- The Shem Dawson upgrades become more expensive.
- You lose the Horde as allies and any opportunity to ally anyone else. You are locked into Forsaken or nothing else. If Cult of Forgotten Shadow betrays you gain bonuses such as an unrevivable Brothogg and his empowered abominations.

Banshee Supremacy: Empowers you Banshees magic and keeping you temporarily allied to both your allies. Allows you to dominate the Ogres at the cost of both your allies.

What you get:
- Replaces you Dark Rangers with Forsaken Sisters; powerful magic elite units.
- Empowers your Banshees into Howling Banshee, granting them a new ability Soul Sever and granting them chaos damage.
- Allows you to dominate the Ogres un-allying you from both the Horde and the Cult of Forgotten Shadow.
- Upon dominating the Ogres grants you a fallen ogre hero.
- New event chain to secure Stormglen Village and the Blackwald. Allows access to the Scythe of Elune 1 level earlier.
- Can resurrect Rygna and her brood granting you a powerful demi-hero and Vilebrood Skitterers.

Naval Warfare: The perfect path for the player who wants to be a pirate. While empowering your naval prowess it also reworks your faction with slightly more hit and run mechanics.

What you get:
- Replaces Death Guard with Deck Shamblers, Dark Mistress's with Revenants and Apothecaries with Fallen Priests.
- If Boralus falls you will gain Forsaken Raiders as a new Elite. Forsaken Raiders are a more damage focused elite unit.
- Unlock Carrion Flyers a powerful skeletal archer mounted on a carrion bird.
- Replaces some upgrades and abilities on your units
- Increases the power of your naval units and grants the Shem Dawson +4 levels and Shem Dawson can recall units to its core.
- Reworks the Sylvanas event and un-allies you from the Cult of Forgotten Shadow permanently.
 

Hl_Vortex

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Curse of Gilneas1.png



The Horde

The first look into the Horde factions; Warhowl's Horde, Forsaken Invaders and the Cult of Forgotten Shadow.
If you want to know more details, join the discord for access to the unit data tables.


Cult of Forgotten Shadow.png

Cult of Forgotten Shadow


The Cult of Forgotten Shadow, a group considered heretical by most. Believing that dark energy practitioners are just as vital to the survival of life and reality and in extension the Forsaken. The Cult preaches a dark balance, mandating that shadow priests must never forget the dangers of being consumed by the shadow magic they practice, for it is often too hard to find one's way back from the deepest depths of shadows.


Basic Unit Roster:

If a spell is in [Brackets] it must be researched before it can be used.

Crypt
Death Guard - Basic fodder unit for the Forsaken army, very weak but cheap. Can be buffed by a Dark Mistress.
- [Death Surge]: Upon death, the Death Guard will resurrect will full health after 5 seconds. CD 300s.
- [Death Blade]: Enhances each attack to deal 6 bonus damage and restore 20 health to the Death Guard. Mana 5.

Forsaken Scout - Slightly weaker version of the Dark Archer, can provide ranged support for the Cult of Forgotten Shadow.
- [Shadow Form]: The Scout turns to shadow gaining evasion and permanent invisibility as well as a poison attack. If a unit dies to poison it explodes reducing the armour of nearby units for 5 seconds. While in shadow form the Scout has no health or mana regeneration.
Infiltrator - Living in the shadows the dark assassins of the Forsaken excel at slipping behind enemy lines and removing any threats to the dark queen they find there.
- Feedback: Each attack burns up to 12 mana from a target and deals bonus damage equal to 1.5 times the mana burned.
- Shadow Step: Blinks to a location leaving behind a temporary clone of the Infiltrator which deals 20% damage and takes 300% damage. Mana 50 CD 15s.
- [Spell Steal]: Steals a positive buff from an enemy granting it to an enemy or transfers a negative spell from an ally to an enemy. Mana 20 CD 5s.
Slave Driver - Tied to the Forsaken slave camp within the Emberstone Mines the Slave Driver is a Forsaken warrior adept at amplifying damage and controlling enemy units.
- Forsaken War Armor: Reduces damage received by 12 to a minimum of 4.
- Slave Bindings: Binds an enemy non-heroic ground unit dealing 5 damage per second for up to 10 seconds (Channeled). Mana 90 CD 22s.
- [Soul Slash]: Slashes at an enemies soul. Reducing its armour by 7 for 10 seconds. Mana 30 CD 5

Laboratory
Abomination - Tanky frontline unit for the Cult of Forgotten Shadow, tied in part to Brothogg will become 10% weaker if Brothogg is not alive.
- Consume Death Guard: Consumes a Death Guard to gain 200 bonus hitpoint and the Death Surge ability. (Can only be cast once).
- [Imbued Flesh]: Gains bonus health regeneration at low health. Gains 1 health regeneration per 10% of health lost. (Requires Brothogg to be alive.)

Forsaken Catapult -Basic siege unit of the forsaken slow and impactful. Was used to spread the Forsaken Plague until it was banned by the Horde.
- [Forsaken Plague]: A deadly plague that creates clouds of poison on the battlefield that rip through enemies both undead and living alike. Creates a cloud of the plague
that deals 5 damage per second to enemies that pass through it. The plague debuff lasts 50
seconds.
Cult Fiend - Powerful flying caster. Imbued with shadow magic these empowered gargoyles are the Cults only air units.
- Shadow Weave: Weaves shadow healing 5 allied units for 170 health each bounce increase the heal by 10%. Mana 70 CD 9s.
- [Curse of Shades]: Curses an enemy air unit; the unit takes damage over time and upon death will summon an invisible orb that reveals invisible units for 60s. Mana 20 CD 4s.

Temple of Shadows
Banshee - Offensive caster of the Forsaken, resurrected by the Scourge before they flocked to Sylvanus with the weakening of the Lich King.
- Shadow Curse: Curses an enemy unit causing it to miss on 20% their attacks and are slowed for 60s If a Shadow Cursed unit is hit by Dissipate from Priestess's it with detonate and deal damage over time. Mana 30 CD 4s.
- [Anti Magic Shell]: (A) Grants an allied unit a shield that blocks 400 magic damage for 90s. Mana 60 CD 0s.
- [Possession]: (M)Takes control of an enemy unit sacrificing the banshee in the process. If the Banshee is below 30% health then this spell will attempt to auto-cast on the next unit targeted by curse. Mana 60.

Cultist - Powerful support caster for the Cult and heal and summon the dark forces of the Cult.
- Shadow Bindings: Binds an enemy in shadow reducing their movement speed by 30% for 45s (3s on heroics). Mana 30 CD 5s.
- [Shadow Bolt]: (A) Each attack is enhanced dealing 20 bonus magic damage and slowing the targets attack speed by 5%. Mana 4.
- [Shadow Born]: (M)Grants a unit a healing debuff for 30 seconds the units is healed for 4 health per second and if it dies will spawn a Shadow Spirit a small ranged unit with poison. Mana 40 CD 6s.

Forgotten Shadow - Very fragile sneaky caster of the Cult can inhibit and manipulate the battlefield with ease.
- Permanent Invisibility: This unit is permanently invisible except when attack or casting spells.
- Shade Bound: Binds an enemy unit in place for 2 seconds (0.1 on heroics) dispelling all effect and dealing 200 damage to summoned units. Mana 40 CD7s
- [Veil of Shadows]: (A) Channels shadow magic into an area causing all enemies within to have a 15% to miss on the attack. Lasts 12 seconds. Mana 80 CD 20s.
- [Conjure Image]: (M) Creates an imperfect copy of a non-heroic unit the unit deals 10% damage and receive 150% damage. The image last 60s. Mana 70 CD 60s.


Elites
Priestess of Shadow - High ranking members of the Cult the Priestess of Shadow are masterful wielders of shadow magic that can both support their allies and assault their enemies.
- Purification of Shadow: Heals an allied unit for 200 health dealing 125 damage to nearby units. Mana 100 CD 8s.
- Shadow Sight: Reduces an enemy units armour by 7 and grants vision of the unit for 60 seconds Mana 30 CD 2s.
- Rain of Shadow: Summons a wave of shadows that deal 20 damage per shadow and infects a unit with Shadow Curse. Shadow Cursed units have a 20% to miss on attacks and are slowed. Mana 120 CD 15s.
- Dissipate: Release a soul from the depths healing allies hit and detonating enemies afflicted by Shadow Curse causing them to take 30 damage per second for 6 seconds. Mana 140 CD 11s


Heroes
Aelthalyste - The current leader of the Forsaken's Cult of Forgotten Shadow also know as Cult of Shadow. A powerful caster who excels in providing support to her armies.
- Shadow Flail: Release shadows that deal 100/140/180/220 damage to all units in a 900 Aoe. Mana 100 CD 9s.
- Virtue of Death: Bind 6/8/10/12 units together causing them to share 50% of the damage amongst themselves. Mana 70 CD 0s.
- Shadow Form: Fades to shadow gaining permanent invisibility and becoming ethereal. Whilst in Shadow Form grants nearby units 1/2/3/4 bonus mana regeneration double for herself but Aelthalyste can no longer attack. Lasts up to 30 seconds. Mana 30 CD 60s.
- Shadow Desecration: Summons waves of shadow that deal 70/120 damage to nearby units. Lasts 40 seconds. Mana 140 CD 90s

Brothogg - The terrifying Abomination Slave Master. Making his base in the Emberstone Mine he has worked many Gilnean citizens to death
- Slam: Slams the ground dealing 140/180/220/260 damage and slowing by 30% for 2 seconds. Mana 80 CD 9s.
- Putrid Bile: Reguritates a glob of putrid bile that flys towards a target. Upon hitting the target the bile explodes hitting nearby units and reducing their armour by 3 and dealing 35/40/45/50 damage every 2 seconds for 12 seconds. Mana 40 CD 20s.
- Corpse Eater: Consumes a corpse restoring 90/110/130/150 per second for 8 seconds. Eating a corpse grants a stack of Corpse Pile increasing Brothoggs maximum health by 50. Loses half of the stacks upon death max 20 stacks. CD 60s.
- Monstrosity: Gains 20/50 bonus armour and cleaving attack for 8 seconds. While monstrosity is active Brothogg cannot cast any spells. Mana 100 CD 60s.



Aethalyste
Aelthalyste.PNG


Brothogg
Brothogg.PNG


Emberstone Village
Emberstone Village.PNG


Forsaken Slave Camp - Within Emberstone Mines
Forsaken Slave Camp.PNG


Events:
Forsaken Slave Camp - Fight your way through the Emberstone Mines to establish the Forsaken Slave Camp in its depths.
- As the Cult of Forgotten Shadow, you have plenty of damage and magic however your frontline is severely limited. Until you create the camp you will only have access to Death Guard and the summons from your cultists. Once set up you will receive 60 bonus income based on slaves within the mines, slaves can be killed and as such you will lose 5 income respectably.

Capture Gilnean Settlements- The Cult of Forgotten Shadow seek to occupy Gilneas rather than flat out destroy it. While part of the Forsaken they aren't tied to Sylvanus will.
- Instead of destroying a Gilnean settlement, the Cult can choose to occupy it gaining a small base and shipping its populace to the Slave Camp if it has been established. Grants +2 slaves per settlement captured once per game. However, an occupied settlement can be recaptured by the Gilneans allowing them to regain lost taxes.

Brothogg the Slaver Master - Brothogg is an impressive creation his very presence boost the power of his abomination kin.
- An important part of any Cult's army the abomination is empowered with the survival of Brothogg. While Brothogg is revivable as long as the Slave Camp is still standing if he does die he can be revived instantly at the camp at the cost of 4 slaves. If Brothogg is revived this way he gains 20 bonus health and 150 bonus exp.


Factional Paths:
(So far)
Summon Grand Apothecary Putress: Putress descends on Gilneas like his plague to observe first hand its destructive power. Unlocks the plague/empowers it for you and grants you the possibility to betray.
- This path becomes available immediately if the Forsaken Invaders research the Forsaken Plague
- Researching this path will automatically un-ally you and the Forsaken Invaders from the Horde even if they haven't researched it yet, however it will only grant you the bonuses at this point.
- It replaces Aethalyste with Grand Apothecary Putress, your Priestess with Arch Apothecaries and you Cultists with Apothecaries.
- Unlocks Putress's Rebellion


Putress's Rebellion: Putress betrays Sylvanus and her Forsaken Invaders by initiating a coup d'etat splintering the faction in half. Available 10 minutes after the Grand Apothecary Putress path or Putress reaches level 10.
- Removes you as Forsaken's ally permanently.
- Buffs the plague and increases the power of Plagueapults.
- Grants Forsaken Invaders an unrevivable Brothogg and turns the Slave Camp invulnerable until he reclaims it.
- Grants you a new hero Varimathras a powerful dreadlord.
- Allows you to ally the burning legion if Balnazzar is alive.
- If you own or upon capturing grants you a base under the Light's Dawn Cathedral.


Dark Unification: The Cult of Forgotten Shadow is disorganised and victim to multiple interpretations. However, it is time for it all to change with the potential resurrection of the Arch-Prophet, Natalie Seline
- Grants you a choice between two heroes Micah Belford and Odessa Belford as a Gravekeeper.
- Once your Gravekeeper reachers level 10, you can resurrect Natalie Seline a powerful hero.
- You gain a new unit Dark Cleric powerful aggressive spell caster.
- Can choose later activate Fanaticism.


Fanaticism: Aelthalyste is consumed by fanaticism naming the Cult the only true order empowering the faction and rejecting others. Can be activated 10 minutes after the Dark Unification path or after Natalie Seline has been summoned.
- Removes you as Forsaken's and Horde's ally permanently.
- Improves your units increasing their health by 100 and mana by 80.
- Replaces Death Guard with Fanatics a deadly frontline unit.
- Grants you the one-time use ability, Blessing of Shadow (+2 levels to a hero of your choice).
- Unlocks the Fanaticism ability on your combat troops.
- Grants you a base under the Light's Dawn Cathedral.
 
Last edited:

Foca

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Hi HI_Vortex what version of warcraft 3 i need to play this map
 
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