An intricate alternate timeline of Warcraft taking place after the Frozen Throne. It is inspired by much of Blizzards work. Credit to blizzard where do.
Warcraft IV:
the New Age
the New Age
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[Latest Updates]
01/22/08 I know, I got lazy with the updates for you who are reading this. Anyways, melee planned to be released mid-Feb, sign up for BETA testers.
01/02/09 Added new mission, Prelude to Darkness.
1/01/09 Renedaru added to the project, Advanced Triggerer
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[Information]
Warcraft IV: The New Age is a medium-large to massive project created by me. The way this project works is theres a Book, with two acts each, each act containing about 10 missions. This way, I can have milestones, and I know I can finish a Book, but it's open to more Books.
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[Overall Progress]
Act 1
STORY
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Mapping
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Planning
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Act 2
STORY
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Mapping
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Planning
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Contributions
|[Icon Design]|[Skinning]|[Primary Feedback] |[Terrain] |[Triggers]|[Modeling]| [Website Design]
| GooS | No One |captainrads and kingbdogz|Anderzzon|Renedaru | No One | UndeadDragon
What I'm Doing
- Lead Designer
- Story Creater
- Lore Master
- Terrainer
- Triggering
- The Rest (All That Other Editor Stuff Like Object Editing)
Who/What I Need To Be Helping Me
- Modeler
- Feedback on: Techtrees. Do you have any ideas that would be cool to implement, or do you think one of my ideas needs improving?
- Feedback on: Plot. What do you think of my plot? Is any of it ridiculous? Or is it great?
- Ideas for: Any features for any of the races besides Scourge. (Unless you have an exceptionally good idea in your opinion)
- Your encouragement! Thanks
BETA Testers
- captainrads
- kingbdogz
- Dragon_Lance
- Anderzzon
- Bloodcount
SIGN UP!
Thanks!
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[The Story So Far]
(Background Story)
Arthas has succumbed to the great power of the Lich King, now bound to him in spirit and soul. A great power has emerged and wishes to destroy all that is living. The Lich King, knowing Arthas to be a mere human has destroyed all remnants of his past human self by destroying his frail human heart. Now, his anger summoned anew, the Lich King seeks to have revenge for his imprisonment within the Frozen Throne, and seeks to defeat Kil'Jaeden. Calling upon Darion Morgraine for this task, the corrupted Ashbringer and it's wielder shall bring Kil'Jaeden from his throne down to Northrend, to die.
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[The Story To Come]
Act 1 - Lords of Vengeance
*Under Production*
the Scepter of the Dark Titan
- Prelude - Prelude to Darkness
Prelude to Darkness is a special mission I added (inspired by an idea kingbdogz had) to release before the rest of the campaign and to give more backstory to Darion Mograine. It is about him and the Scarlet Crusade front on Northrend. Him, High General Abbendis, and Grand Admiral Westwind are assaulting Icecrown from a hidden pathway in the back of the glacier. This is how Darion Mograine claimed the corrupted Ashbringer, and began his affliction, his becoming of a Death Knight, his Prelude to Darkness...
- Prologue - Vengeance Beckons
The cinematic opens to icy, calm seas. Scholar - "Over the aeons, the bloodshed has been constant." (The screen fades to blighted forests) Scholar - "Mankind has had many wars amongst it's time." (You see human soldiers in battalions) "The wars with the Burning Legion... wars with the orcs and humans. But perhaps the most troubling to the world, was the conquest of the Undead Scourge." (You see an army of skeletons, abominations, frost wyrms, necromancers, and so on) "They brought death to humanity." (The undead army attacks the human army, they fight for a bit, with the camera panning around) "But no - that is not what made this war great... it was the undead power to raise the very corpses of their fallen enemies as one of their own." (The humans rise as ghouls) "And throughout this chaos, the only thing that remains a constant is the reason for all of it - vengeance." (The music becomes harder and more 'evil', and quickly the camera fades to northrend, with the camera sifting throughout a massive undead legion) "And now..." (The camera finally finds the Lich King) "Vengeance Beckons" The cinematic quickly ends.
The Lich King wishes Darion Mograine to obtain an artifact from Kul Tiras to summon Kil'Jaeden, but for now Angrathar is under attack by the Scarlet Crusade. The Lich King has sent Darion to travel through the Azjol-Nerub and attack the Scarlet Crusade leaders from the rear.
When news of High General Abbendis's death reaches Lordaeron, the remaining leaders of the Scarlet Crusade express different views on the matter...
- Chapter 2 - the Challenge
Before the Lich King may summon Kil'Jaeden, he must challenge him first. So, he must infiltrate the Drakkari Troll homeland to find a Demon Gate once used by Dreadlords to communicate with their masters.
- Chapter 3 - the Dragonblight
The Red Dragonflight, weary of the Lich King's plans, has surrounded their army in the Dragonblight. So, the Lich King has decided to raise the great dragon Sindragosa as a Frost Wyrm, and has Darion Mograine defend the ritual.
- Chapter 4 - Battle Royale at Tol Barad
On their way to Kul Tiras, Darion and his forces' boats are destroyed by mages protecting the island prison Tol Barad, leaving only Darion and a handful of Death Knights alive on the shore of Tol Barad.
- Chapter 5 - Shielding the Rising Ashes
In their new keep, Kel'Thuzad, Darion and Licier attempt to raise the corpses of the dead prisoners, but as they are performing the ritual, the Navy of Kul Tiras attacks Tol Barad.
- Chapter 6 - the Pillage of Kul Tiras
With their new army, Darion and Kel'Thuzad attempt to raid Kul Tiras and steal the Jeweled Scepter of Sargeras.
- Epilogue - the Ebon Fate
Now that Darion Mograine's task is completed, he returns to Acherus, the Ebon Hold, to be attacked by Taelan Fordring and the Argent Dawn.
the Ashes of the Dead
More To Come
Act 2 - Road to Redemption
*Pending*
the Echoes of Light
More To Come
the Unholy Abyss
More to Come
Act 3 - the Hungering Dark
More To Come
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[Races]
the Scarlet Dawn
the Scarlet Dawn is a redeemed offshoot of the Scarlet Crusade, a group of crusaders wishing to return to their old ways and purge the undead.
Buildings
Scarlet Temple
- Information
The Scarlet Temple is the "headquarters" building. It upgrades to the Scarlet Chapel and then to the Scarlet Cathedral. - Cost
385 Gold and 205 Lumber - Statistics
1500/2000/2500 Health, 5/5/5 Armor, No Attack. - Upgrades
Upgrades into the Scarlet Chapel and then to the Scarlet Cathedral. Has the upgrades Backpack, and Sanctity at Scarlet Chapel. No Requirements. - Units
Trains Priors of Servitude - Abilities
Sanctity (Health Regen Aura)
- Information
The Knight Convent is the Tier 1 Barracks of the Scarlet Dawn. No Requirements - Cost
160 Gold, 60 Lumber - Statistics
1500 Health, 5 Armor, No Attack - Upgrades
Defensive Training or Offensive Training at Tier 2, and Holy Lances (Lancers hit up to 3 targets) - Units
Trains Crusaders (can be upgraded to Shieldwalls with Defensive Training or Zealots with Offensive Training) and Lancers - Abilities
None
- Information
Farm just like the humans have. No Requirements - Cost
80 Gold, 20 Lumber, - Statistics
500 Health, 5 Armor, No Attack - Upgrades
None - Units
None - Abilities
None
- Information
The Upgrade/Siege Unit building, Requires Knight Convent - Cost
175 Gold, 75 Lumber - Statistics
1200 Health, 5 Armor, No Attack - Upgrades
Silver/Arcanite/Thorium Weaponry/Armor, Sanctified (Allied Damage Bonus) or Avenging (Scalds the ground, damaging enemy passing enemy units over time) Harpoons (at T3) - Units
Ballista (T2 - Abilities
None
- Information
Item Building; No Requirements - Cost
130 Gold, 30 Lumber - Statistics
485 Health, 5 Armor, No Attack - Upgrades
None - Items
To Be Continued - Abilities
None
- Information
Tier 1 Secondary Barracks; Requires Altar of the Devout - Cost
180 Gold, 80 Lumber - Statistics
1500 Health, 5 Armor, No Attack - Upgrades
Scarlet Redemption or Scarlet Vengeance - Units
Myrmidons (with Scarlet Redemption) or Exorcists (with Scarlet Vengeance) - Abilities
None
- Information
Altar; No Requirements - Cost
180 Gold, 50 Lumber - Statistics
900 Health, 5 Armor, No Attack - Upgrades
None - Units
To Be Continued - Abilities
None
- Information
Basic Tower, Requires Pious Forge - Cost
100 Gold, 70 Lumber - Statistics
400 Health, 4 Armor, 17-23 Damage, 75 Range, 0.9 Cooldown - Upgrades
Upgrades to Dawn Purger at Tier 3 - Units
None - Abilities
- Information
Tier 2 Tower, Requires Scarlet Chapel - Cost
200 Gold, 120 Wood - Statistics
700 Health, 5 Armor, 27-33 Damage, 125 Range, 1.3 Cooldown - Upgrades
None - Units
None - Abilities
None
- Information
Tier 2 Tower, Requires Scarlet Chapel - Cost
200 Gold, 120 Wood - Statistics
700 Health, 5 Armor - Upgrades
None - Units
None - Abilities
Blessed Aura (Movement Speed & Health Regeneration Bonus)
- Information
Tier 2 "Caster Barracks", Requires Scarlet Chapel - Cost
150 Gold, 150 Lumber - Statistics
1050 Health, 5 Armor, No Damage - Upgrades
Cleric/Inquisitor/Warder/Banisher Adept/Mastery Training, Inquisition or Warding - Units
Clerics, Banishers, Inquisitors (with Inquisition) or Warders (with Warding) - Abilities
None
- Information
Tier 2 Barracks; Requires Scarlet Chapel - Cost
200 Gold, 160 Wood - Statistics
1400 Health - Upgrades
Charge, Volley or Holy Archery, Path of the Redeemer or Path of the Avenger - Units
Knight-Redeemer (with Path of the Redeemer) or Templar (with Path of the Avenger), Dawn Bowyers and Gryphon Vanguards - Abilities
None
- Information
Tier 3 Elite Barracks; Requires Scarlet Cathedral - Cost
150 Gold, 140 Wood - Statistics
1200 Health, 5 Armor, No Attack - Upgrades
Scald (Scalds a target unit, igniting that unit on flames and creating a path of flames wherever it goes, which will ignite other passerby enemy units) or Holy Flames (Creates Holy Flames on the ground, healing passerby allied units over time or damaging passerby enemy undead units over time) - Units
Dragoon - Abilities
None
Prior of Servitude
- Information
The lowest ranking officer in the Scarlet Dawn, the Priors of Servitude are vicious men who hold dominion over servants. - Purpose
A unit with some military purpose that can use workers - Cost
225 Gold - Statistics
Hit Points: 350 Armor: 4 Damage: 10-14 Range: Short Cooldown: 1.3 Sight: 180 - Upgrades
Backpack - Abilities
Call of Servitude (Calls three servants, who slowly take damage), Whip (Increases attack speed and damages target allied unit) - Concept/Model
Robed Nobleman, talls, thin, long hair, heavily robed, hold whips
- Information
Servants are the lowest ranking members of the Scarlet Dawn, and often slaves due to their evil overseers, the Priors of Servitude, who summon them.
They are not fed, so they take damage over time. - Purpose
Building - Cost
None, Summoned - Statistics
Hit Points: 200 Armor: 0 Damage: 5-6 Range: Melee Cooldown: 2 Sight: 80 - Upgrades
None - Abilities
Build - Concept/Model
Famished Men in rags
- Information
The Crusaders are the common soldier of the Scarlet Dawn. Built at the Knight Convent. - Purpose
An all-around soldier, Crusaders are early units meant to do whatever the player means to do. - Cost
135 Gold - Statistics
Hit Points: 380 Armor: 2 Damage: 15-18 Range: Melee Cooldown: 1.2 Sight: 140 - Upgrades
Upgraded to Shieldwalls or Zealots - Abilities
None - Concept/Model
Similar to footman, except has more red and is more decorated.
- Information
Lancers are dedicated members of the Scarlet Dawn, throwing their heavy lances at foes. - Purpose
Short Ranged Attackers, they are powerful but weak soldiers who are especially efficient if the player has Shieldwalls to place in front of them. - Cost
135 Gold - Statistics
Hit Points: 280 Armor: 1 Damage: 17-21 Range: Short Cooldown: 1.8 Sight: 160 - Upgrades
Holy Lances - Abilities
Holy Lances (lances hit 3 targets) - Concept/Model
(?) Lightly Armored, Throws Lances
- Information
Shieldwalls are the frontlines of the Scarlet Dawn army; they seem massive and can hold off the largest of attackers. - Purpose
Like their name says, they are to be movable walls to hold a line of defense. - Cost
180 Gold, 25 Wood - Statistics
Hit Points: 700 Armor: 5 Damage: 5-10 Range: Melee Cooldown: 2.2 Sight: 180 - Upgrades
Upgraded From The Crusader At T2 - Abilities
Shield (Takes 100% Less Damage, but cannot move) - Concept/Model
- Information
Zealots are loyalist to the old Scarlet Crusade ways, and powerful assassins. - Purpose
Infiltration, taking down enemies fast. - Cost
180 Gold, 25 Wood - Statistics
Hit Points: 380 Armor: 2 Damage: 21-25 Range: Melee Cooldown: 1.2 Sight: 200 - Upgrades
Upgraded From The Crusader At T2 - Abilities
Need Ideas - Concept/Model
Swift, Lightly Armored Dual Wielders
- Information
Previous Defenders of the Scarlet Crusade, Myrmidons are powerful warriors who want to redeem their past faults. - Purpose
A multi-purpose unit, a step up from the Crusader. - Cost
160 Gold - Statistics
Hit Points: 550 Armor: 4 Damage: 17-21 Range: Melee Cooldown: 1.35 Sight: 160 - Upgrades
Requires Scarlet Redemption - Abilities
(?) Knock (Chance on hit to knock enemies back) - Concept/Model
Unsymmetrical armor, small shield, medium axe, no helm,
- Information
The Exorcists were priestly torturers of the Scarlet Crusade. They have good intent, but were driven insane and attempt to exorcise their foes. (Note - Thanks to kingbdogz with helping me out for ideas for spells) - Purpose
Low health and armor, but good damage. "hero hunters". Sort of like a Ranged Zealot, but weaker. - Cost
- Statistics
Hit Points: 400 Armor: 2 Damage: 19-23 Range: Short Cooldown: 1.1 Sight: 200 - Upgrades
Requires Scarlet Vengeance - Abilities
Initially - Lightflame Dagger (Throws a dagger, dealing very good damage over 6 seconds. Can stack.)
Learned - Aeromeld (Like burrow, but flies into the sky. Flying units can see her.) - Concept/Model
Female Dagger Thrower.
- Information
Clerics are redeemed priests of the Scarlet Crusade, seeing now their faults and wishing to refrain from violence except when necessary and heal their companions. - Purpose
Healing - Cost
135 Gold, 10 Wood - Statistics
Hit Points: 290 Armor: 0 Damage: 8.5-11 Range: Short-Medium Cooldown: 2 Sight: 140 Mana: 200 - Upgrades
Cleric Adept/Master Training - Abilities
Heal (Same as Priest heal), Sacred Grant (Marks an area sacred, increasing allied movement speed and attack speed on it), and Scion of Faith (If any enemy unit dies around a Cleric, the allied unit that killed the enemy unit gains health) - Concept/Model
(?) Robed, animation for spells in which they flip threw pages of a book
- Information
The Banishers have the sole purpose of banishing the unholy from the universe. Instead of simply killing them, they help their comrades kill them. - Purpose
Amplifying magic - Cost
215 Gold, 30 Wood - Statistics
Hit Points: 400 Armor: 1 Damage: 14-20 Range: Medium Cooldown: 2 Sight: 200 Mana: 300 - Upgrades
Adept/Master Banisher Training - Abilities
Mortality Bond (Target enemy unit takes double damage from spells), Magic Susceptibility (Target enemy unit suffers from major damage if hit by a hard enough spell)), and Fate Covenant (AoE debuff in which if one unit dies, all units with the debuff take damage) - Concept/Model
(?) Need ideas
- Information
Inquisitors are more loyalists from the Scarlet Crusade, they are spell casting torturers. They focus on controlling their enemies, specifically melee enemies. - Purpose
Offense, anti melee control - Cost
155 Gold, 20 Wood - Statistics
Hit Points: 300 Armor: 0 Damage: 13-17 Range: Medium-Long Cooldown: 1.72 Sight: 180 Mana: 300 - Upgrades
Requires Inquisition; Inquisitor Adept/Master Training - Abilities
(Initial) Divine Lash - Autocast that damages an enemy, but increases movement speed (yes I know its like whip, but it doesn't affect allies and is more damage than movement speed)
(Learned) Choker of Discipline - Debuff that makes it so when the target enemy player attacks, the target is knocked back (melee only).
(Learned) Chains of Dominance - Summons an Orb of Dominance, which can channel Chains of Dominance on an enemy, so if the enemy moves too far away from the Orb of Dominance the enemy is teleported back to the Orb of Dominance. Orb of Dominance is invulnerable and lasts 60 seconds, with the orb's spell lasting 15 seconds. - Concept/Model
(?) Open!
- Information
Warders are holy spellcasters who dedicate their lives to warding away the unholiness of the world. - Purpose
Holding back enemies - Cost
155 Gold, 20 Wood - Statistics Hit Points: 325 Armor: 0 Damage: 13-17 Range: Medium-Long Cooldown: 1.72 Sight: 180 Mana: 250 (Currently same as Inquisitor, open to change)
- Upgrades
Requires Warding; Warder Adept/Master Training - Abilities
(Initial) Shield - Autocast; Buffs an ally, so if anything attacks the ally there is a chance it will be stunned.
(Learned) Ward of Justification - Creates a ward, and if any enemy walks near the ward, the ward traps the enemy for 15 seconds, consuming the ward.
(Learned) Tranquil Circle - An area targeted buff in which no enemy can enter the area for 10 (or 15, cant decide) seconds. - Concept/Model
(?) Need ideas!
- Information
These knights of dawn are out to reckon with evil and protect their comrades. - Purpose
A strong, fast unit that can get into the thick of the battle swiftly and 'tank' enemies. - Cost
220 Gold, 40 Wood - Statistics
Hit Points: 725 Armor: 4 Damage: 26-30 Range: Melee Cooldown: 1.5 Sight: 160 - Upgrades
Requires Path of the Redeemer; (?) - Abilities
(Initial) Trample - Charges at target point, knocking all enemies in the way out of the way.
(Learned) Redeemer's Chant - Taunts all nearby enemies to attack the Knight-Redeemer. - Concept/Model
Like Knights of the Alliance, except they wear helms and wield axes and shields, and their mounts are red and silver.
- Information
Loyalist Knights of the Scarlet Crusade, these powerful soldiers lead armies into battle and can disrupt even the largest armies. - Purpose
Disrupting armies. - Cost
220 Gold, 40 Wood - Statistics
Hit Points: 625 Armor: 3 Damage: 31-35 Range: Melee Cooldown: 1.4 Sight: 160 - Upgrades
Requires Path of the Avenger; (?) - Abilities
(Initial) Trample - Charges at target point, knocking all enemies in the way out of the way. (I know, same as Knight-Redeemer, but has purpose)
(Learned) Intimidating Shout - Small knockback + 1 sec stun to all nearby enemy units. - Concept/Model
Like the Knight Redeemer, except they have no helm, they have a red cape, and instead of a shield they wield a sword (Dual wielding shield and sword)
- Information
The Scarlet Dawn have bred powerful Gryphons, and have given them to powerful vanguards, so now the Gryphon Vanguard flies swift and slays the aerial forces of the enemy. - Purpose
Anti-Air - Cost
150 Gold, 50 Wood - Statistics
Hit Points: 400 Armor: 3 Damage: 23-31 (Aerial Only) Range: Melee Cooldown: 2 Sight: 180 - Upgrades
Charge - Abilities
Charge (Charges a unit, stunning them) - Concept/Model
Armored humans wielding lances and riding gryphons.
- Information
Elite archers of the Scarlet Dawn, Dawn Bowyers are benign followers of the holy light, never corrupted, who strike down their many opponents with ease. - Purpose
Tier 3 Pew Pew - Cost
250 Gold, 50 Wood - Statistics
Hit Points: 550 Armor: 0 Damage: 26-32 Range: Long Cooldown: 1.35 Sight: 200 - Upgrades
Volley or Holy Archery - Abilities
Volley (Requires Volley; channeled AoE of arrows) or Holy Archery (Requires Holy Archery; Heals allies near enemies she attacks) - Concept/Model
Black-Haired Female, Leather Tunic, Large Longbow
- Information
Dragoons are the strongest soldiers of the Scarlet Dawn and defenders of humanity, and so the Red Dragonflight gave them dragons to ride. - Purpose
All Around Great Aerial Unit - Cost
385 Gold, 120 Wood - Statistics
Hit Points: 1350 Armor: 1 Damage: 76-98 Range: Medium Cooldown: 2.5 Sight: 180 - Upgrades
Scald or Holy Flames - Abilities
Scald (Passive; damage over time to the target and all other enemy units the target is near) or Holy Flames (Ignites an area with holy flames, healing allied passerby units over time or damaging undead passerby units over time) - Concept/Model
Helmet-less human riding a red dragon and holding the red dragon's reigns
Ballista- Information
The Siege Weapons that the Scarlet Leaders trust. - Purpose
Demolishing buildings, with either defensive or offensive bonuses to units - Cost
200 Gold, 50 Wood - Statistics
Hit Points: 380 Armor: 2 Damage: 74-87 Range: Long Cooldown: 4 Sight: 140 - Upgrades
Sanctified or Avenging Harpoons - Abilities
Sanctified Harpoons (Autocast, damage bonus to crusaders) or Avenging Harpoons (Scalds the ground, dealing damage over time to all passerby enemy units) - Concept/Model
Ballista with red silk wraps around it's wood.
- Information
the Undead Scourge
New Units
Skeletal Archers
Skeletal Archers are one of the "Choice" units in the Undead Scourge, with the other choice being the Crypt Fiend. They are swift archers with low health and decent damage. They can learn the Volley ability, which targets an area, picks every nearby Skeletal Archer, and orders those archers to attack the area every second. (Thanks for Volley Sid)
Witch Elves
Witch Elves are nimble assassins of the Undead Scourge. They are undead elves, and can learn the Dexterity and Leap abilities. Dexterity is evasion, whilst Leap is a targeted jumping ability. They are built from the Dark Seminary, a "choice" building.
Black Knights
Black Knights are tough, medium damage T2 melee units. They are undead elves, built from the Dark Seminary, a "choice" building. They have cleaving attacks. Also, they can learn Shadow Scream, which taunts nearby enemies. They work well with their Witch Elf counterparts at assaults, because as they take all the damage with taunt, Witch Elves can Leap in, flank, and deal damage without having to worry about taking damage.
Scalefiend Terrors
Scalefiend Terrors have very low health, and very high attack, and also very fast movement speed. They are undead snap dragons, and are built from the Scalefiend Shrine, a "choice" building. They can walk on water, and learn the Mana Poison, which drains an enemies' health whenever a Terror attacks them. They can also learn Misdirect, which forces all nearby enemies to attack a target ally. These are very useful, because they can be very strategic. They can force all units on a very tough target, or, if they're in a pack, kill a lone hero. They can do this by Misdirecting each other, so the hero is constantly moving and not attacking.
Scalefiend Crusher
Undead Naga; can walk on water and is built from the Scalefiend Shrine, a "choice" building. They have siege attack. Also, they can learn the Blight Mist ability, which creates a mist of blight in a target area. All allied units in this area get bonus health regeneration and enemy units in the area get a reduced chance to hit on attack.
Blightwing
Blightwings are T2 flying undead Nerubians. They are fast, have medium health, and very good damage, but can only attack air units. However, they can learn Cocoon, which pulls a ground target up into the air, immobilizing the Blightwing and the target. This is good, because if Blightwings are in packs, they can easily rip apart individual ground units. Also, they can learn Desecration, which creates blight in a target area. (Thanks for Desecration Bloodcount)
More Coming Soon!Plague Eruptor
The Plague Eruptor is a bloated Scourge monstrosity. They are very advanced melee, with high damage and health, but are very slow (200). They have the Infect ability, which is a periodic damage effect. They can learn Pestilence, and if one nearby target has been Infected and the Plague Eruptor uses Pestilence, all nearby targets become Infected.
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[Heroes]
Darion Mograine
Darion Mograine
Death Knight
Abilities
Death Coil - (Unit Targetable) Damages an enemy for 150/300/400 or heals an allied undead unit for 200/400/600 health.
Corpse Explosion - (Unit Targetable) Targets an organic unit corpse and explodes it, dealing AoE damage.
Unholy Ground - (Area Targetable) Desecrates the ground with unholy energy, causing all units within it to take 10/20/30% more damage.
One With Death - (Ultimate; Passive) Grants mastery over your unholy powers, enhancing each of your skills.
- Death Coil - Now returns health equal to 50% of damage dealt.
- Corpse Explosion - Targets killed by corpse explosion now explode as well, dealing diminished AoE damage.
- Unholy Ground - Any unit killed on unholy ground is revived as a ghoul minion. Minions have low health but are excellent fodder for corpse explosion.
Arthas Menethil
Arthas
Lich King
Abilities
Hungering Blade - (Passive) The runeblade Frostmourne eats souls - whenever the Lich King kills a unit, he becomes stronger, healing him for 75/150/225, and increasing his damage by 10/15/20, stacks up to three times.
Frozen Wrath - (Area Targetable) The Lich King unleashes his wrath upon an area, dealing 200/400/600 damage to each unit it hits, and freezes them. If a frozen unit is attacked, it will become unfrozen and there is a chance that the unit will shatter, dealing an additional 400 damage.
Unholy Prison - (Unit Targetable) The Lich King imprisons a target enemy unit, dealing 50/100/200 damage per 3 seconds for 15 seconds, keeping the target from attacking units. If the target dies, it is transformed into an Unholy Soul (with the ability Soul Hunger, which is like a close range v of dark arrow), and when the DoT ends, it explodes and attacks every enemy unit around the cage (fan of knives) dealing 400 damage per unit. If this kills a unit, the unit will become a ghoul minion.
King of Undeath - (Ultimate; Non-Targetable) Summons two Skeletal Giants per corpse around the Lich King, with a max of 8 corpses.
Lich King
Abilities
Hungering Blade - (Passive) The runeblade Frostmourne eats souls - whenever the Lich King kills a unit, he becomes stronger, healing him for 75/150/225, and increasing his damage by 10/15/20, stacks up to three times.
Frozen Wrath - (Area Targetable) The Lich King unleashes his wrath upon an area, dealing 200/400/600 damage to each unit it hits, and freezes them. If a frozen unit is attacked, it will become unfrozen and there is a chance that the unit will shatter, dealing an additional 400 damage.
Unholy Prison - (Unit Targetable) The Lich King imprisons a target enemy unit, dealing 50/100/200 damage per 3 seconds for 15 seconds, keeping the target from attacking units. If the target dies, it is transformed into an Unholy Soul (with the ability Soul Hunger, which is like a close range v of dark arrow), and when the DoT ends, it explodes and attacks every enemy unit around the cage (fan of knives) dealing 400 damage per unit. If this kills a unit, the unit will become a ghoul minion.
King of Undeath - (Ultimate; Non-Targetable) Summons two Skeletal Giants per corpse around the Lich King, with a max of 8 corpses.
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[New Game-Play Modes]
A number of missions in Warcraft IV: the New Age will feature new Game-Play Modes (Game-Play Modes as in TDs, AoS', etc).
Here are some examples -
Buildings, Towers Defenders
BTD
In BTD, you have a fortress and your enemy has a fortress, You have a fortress wall where you can upgrade towers (which may be just stationary ranged units and spell-casters). On this wall is a gate to your fortress you have to defend. Your hero is on the battlefield, to defend from incoming enemy units. So there is no maze. With the money you get from killing enemy units, you can train units. Buildings cost, but units are free (with fairly quick build times). There are however upgrades that you need to get for certain units that do cost. When you train a unit, it automatically gets teleported to a spawn area connected to your wall that leads into the battlefield area. You have to use synergy between your towers, units and heroes to fight the enemies off. Then, you push your army (BTDefenders) to the enemy gate to destroy it and win. However, your towers aren't that long ranged, and you have to deal with enemy towers.
Aeon of Strife: Defense
AoSD
In "AoS Defense", it basically an AoS, with differences. First of all, your in a base surrounded by a path with 4 entrances, which you must defend. There is a path to the path/circle surrounding your base, which also leads to the enemy base (there is one entrance to the enemy base). While your team has 4 heroes, the enemies have 8. However, your heroes are more powerful (not by too much though) and you have defending units and towers that you can upgrade. In the beginning, you get to pick between the four heroes on your side, and the other 3 will become AI controlled.
Siege
Siege
Siege has a rather simple layout. You control hero(es) and units, and are supposed to raid a fortress. At your starting point, there is a spawn point that heals you fully etc. This has a number of runes around it, which is equal to the numbers of lives you have. You can find new lives in hidden parts of the fortress/dungeon you're going to raid. Now the fortress has different "levels", or parts with check points at the end of them. These levels each hold different items you can only gain there, and lives, and unique puzzles and encounters. Once you enter a level, the only way to leave is to die or reach the check point. Check point areas are separate rooms in between levels, and you can enter the next level through them but once you have reached a check point you can't access previous levels. At the spawn point, there is a portal the teleports you to your latest check point. Check points fully heal you; also, once you reach your first check point, the gate in the front of the fortress to the first level becomes locked.
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