Warcraft 3 Expansion
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BALANCE OVERVIEW
Most spellcasters (Sorceress, Priest, Shaman, Witch Doctor, Necromancer,
Banshee, Druid of the Talon) have been re-balanced and given new armor and
weapon types. All of these casters, as well as Dryads, now have "Unarmored" type
armor, which means they take additional damage from Piercing and Siege attacks.
Additionally, all of these casters (but not Dryads) deal Magic damage, which
works much like Piercing, except it does additional damage against Medium armor
instead of Heavy armor.
Most advanced technology structures have had their build times reduced. This
reduction ranges from 20 seconds for especially underused structures, to 10
seconds for less underused structures. For instance, the Slaughterhouse builds
20 seconds faster now, while the Arcane Sanctum build time was only reduced by
10 seconds.
Units can become ethereal in certain situations. Ethereal units can only be
damaged by Magic attacks (from casters such as Sorceresses, Banshees, etc) and
by spells. Ethereal units cannot attack, but can still cast spells.
Magic-immune units cannot be attacked by units with the Magic damage type, such
as Sorceresses, Banshees, etc.
Gold bounties given for killing creeps have been SIGNIFICANTLY reduced,
especially on lower-level creeps.
The gold costs of all units and buildings have been reduced by roughly 15%.
Auto-cast buffs have been rebalanced with new mana costs, and in some cases such
as Curse, have been slightly upgraded.
Night Elf Ancients now have Heavy armor when uprooted.
Thunderclap slow duration and strength have been tweaked so that the slow effect
lasts 5 seconds at all levels, and decreases attack speed and movement speed by
50% at all levels.
Entangling roots, ensnare, and other immobilizers no longer prevent units from
town portaling.
Many more minor tweaks to units and abilities...
RACIAL CHANGES
HUMANS
HERO
Blood Mage - Mystical Hero, adept at controlling magic and ranged assaults. Can
learn Flame Strike, Banish, Mana Shield, and Mark of Fire. Attacks land and air
units.
Flame Strike - Conjures a pillar of fire which damages ground units in a target
area over time.
Mana Shield - Surrounds the affected unit with a temporary shield that will
absorb a set amount of magical or physical damage.
Banish - Turns a unit temporarily ethereal so that it cannot attack or be
attacked physically. It may cast spells and have spells cast upon it, however.
Mark of Fire [Ultimate] - Sacrifices a target non-mechanical unit to create a
Phoenix. This mythical bird's fiery wings will singe nearby air attackers.
Immune to magic. Attacks land and air units.
UNITS
Dragon Hawk - Swift flying unit, mounted by an Elven warrior. Has the Cloud
ability. Attacks land and air units.
Cloud - Creates a small cloud that stops buildings with ranged attacks that are
within it from attacking.
Spell Breaker - Elven warrior trained to disrupt and contort magical energies.
Initially has the Spell Immunity ability, which renders him immune to magic. Can
also learn Spell Steal. Attacks land units.
Spell Immunity - The Spell Breaker is immune to all spells (exactly like the
Dryad).
Spell Steal - Steals a positive buff from an enemy unit and applies it to a
nearby friendly unit and/or removes a negative buff from a friendly units and
applies it to an enemy unit. This is an auto-cast ability.
BUILDINGS
Arcane Vault - Creates a shop from which Heroes can purchase and sell items. The
items available are dependant upon what level of upgrade your Town Hall has
(Town Hall, Keep, or Castle) and what buildings you have.
OTHER
Research Rocket Tank - This upgrade changes Steam Tanks into War Engines, giving
them a rocket-like attack versus air units. CURRENTLY NOT ACTIVE!
NIGHT ELVES
HERO
Warden - Cunning Hero, adept at entering and escaping combat. Can learn Blink,
Fan of Knives, Shadow Strike and Spirit of Vengeance. Attacks land and air
units.
Blink - Teleports the Warden a short distance, allowing her to move in and out
of combat.
Fan of Knives - The Warden flings a flurry of knives at multiple enemy targets
around her.
Shadow Strike - The Warden hurls a poisoned dagger with incredible force at a
target enemy ground unit causing damage and temporarily slowing the target.
Spirit of Vengeance [Ultimate] - Creates a powerful fighting Spirit from the
bodies of fallen allies. The strength of the Spirit of Vengeance is proportional
to the number of fallen allies nearby. Immune to magic. Attacks land and air
units.
UNITS
Hippogryph Rider - This Archer mounted Hippogryph now has the ability to allow
its rider to dismount.
Mountain Giant - Slow moving melee unit that can take incredible amounts of
punishment. Has the Taunt and War Club abilities. Can learn Hardened Skin and
Resistant Skin. Attacks land units.
Taunt - Causes nearby enemies to switch their attack to the Mountain Giant.
War Club - Gives the Mountain Giant a temporary siege enhanced attack.
Hardened Skin - Gives Mountain Giants increased resistance to attack damage.
Resistant Skin - Gives Mountain Giants increased resistance to spell damage
Faerie Dragon - Small quick flying unit, effective against enemy casters. Has
the Phase Shift and Mana Flare abilities. Immune to magic. Attacks land and air
units.
Phase Shift - Allows the Faerie Dragon to briefly turn ethereal, breaking
targeting of enemy units. This is an auto-cast ability.
Mana Flare - Causes the Faerie Dragon to channel negative magical energies that
damage nearby enemies when they cast spells.
BUILDINGS
All NE Ancients can now attack while rooted.
Ancient of Wonders - Creates a shop from which Heroes can purchase items. The
items available are dependant upon what level of upgrade your Tree of Life has
(Tree of Life, Tree of Ages, or Tree of Eternity) and what buildings you have.
OTHER
Cyclone - This spell is now dispellable.
Well Spring Upgrade - This upgrade increases Moon Well mana capacity and mana
regeneration rate.
Enchanted Bears (temp name) Upgrade - This upgrade allows Druids of the Claw to
cast Roar while in Bear Form
Enchanted Crows (temp name) Upgrade - Allows Druids of the Talon to cast Faerie
Fire from Storm Crow Form.
ORCS
HERO
Shadow Hunter - Cunning Hero, adept at healing magics and voodoo curses. Can
learn Healing Wave, Hex, Serpent Ward and Big Bad Voodoo. Attacks land and air
units.
Healing Wave - Calls forth a wave of energy that heals a target and bounces to
nearby friendlies. Each bounce heals less damage.
Hex - Temporarily transforms an enemy unit into a random critter, disabling
special abilities.
Serpent Ward - Summons an immobile serpentine ward to attack the Shadow Hunter's
enemies. Attacks land and air units.
Big Bad Voodoo [Ultimate] - Turns all friendly units invulnerable in an area
around the Shadow Hunter. The Shadow Hunter does not turn invulnerable.
UNITS
Troll Batrider - Light flying unit with incredible eyesight. Good at destroying
buildings. Has the Unstable Concoction ability, which allows the Troll Batrider
to explode, dealing damage to nearby enemy air units. Can learn the Liquid Fire
ability. Attacks land units.
Unstable Concoction - Causes a powerful explosion that deals damage to nearby
enemy air units.
Liquid Fire - Flings a volatile liquid that causes buildings to take damage over
time. Buildings that are currently taking damage from Liquid Fire cannot be
repaired.
Spirit Walker - Tauren caster who can shift between the corporeal and spirit
worlds. Can cast Spirit Link, Disenchant, and Ancestral Spirit.
Corporeal/Ethereal Form - Allows the Spirit Walker to morph between corporeal
and ethereal form.
Ancestral Spirit - Allows a Spirit Walker to resurrect dead non-Hero Tauren.
Disenchant - Damages all summoned units in an area.
Spirit Link - Links the spirits of several friendly units together so that
damage to one unit will be shared to some extent by all the units linked to it.
BUILDINGS
Reinforced Orc Burrow - Upgraded version of the Orc Burrow with greater hit
points and greater defenses.
Voodoo Lounge - Creates a shop from which Heroes can purchase items. The items
available are dependant upon what level of upgrade your Great Hall has (Great
Hall, Stronghold, or Fortress) and what buildings you have.
OTHER
Troll Berserker - Troll Headhunters may now be upgraded into Troll Berserkers,
which are tougher and have the Berserk ability. Can learn Troll Regeneration.
Berserk - Gives the Troll Berserker faster movement and attack rate; however,
they will also take more damage from attacks.
Ensnare - This ability is no longer dispellable, and it can target magic-immune
units.
Wind Walk - If the Blademaster attacks a unit to break invisibility, he will
deal bonus damage.
UNDEAD
HERO
Crypt Lord - Warrior Hero, adept at summoning insect minions and crushing
enemies. Can learn Impale, Spiked Carapace, Carrion Beetles and Locust Swarm.
Attacks land units.
Impale - The Crypt Lord impales a target enemy unit, then flings it into the
air. When the impaled unit hits the ground, it is stunned.
Spiked Carapace - The Crypt Lord forms barbed layers of chitinous armor that
increase its defense and return damage to enemy melee attackers.
Carrion Beetles - Progenerates a Carrion Beetle from a target corpse. At higher
levels of the spell's proficiency, these Beetles can burrow into the ground to
hide from enemies. While they are burrowed, they cannot attack.
Locust Swarm [Ultimate] - Summons a swarm of locusts that attack nearby enemies
and restore hit points to the Crypt Lord commensurate with the damage the
locusts inflict.
UNITS
Obsidian Statue - Fortified statue with an aura that causes nearby wounded
friendly Undead units to regenerate hit points at a faster rate. Can cast Absorb
Mana and Replenish Mana. The benefits of its aura can be enhanced through
research. Can also research Sphinx Form.
Aura of Blight - Regenerative aura that only affects friendly Undead units. This
effect does not stack with other statues or with Blight.
Absorb Mana - Drains a target owned unit of mana. All mana stolen will fill the
Statue's mana pool.
Replenish Mana - Replenish the mana of a target friendly unit. This is an
auto-cast ability.
Sphinx Form - Transforms the Obsidian Statue into a powerful flying unit.
Attacks land and air units.
Black Sphinx - Large flying unit with powerful anti-caster abilities. Can cast
Devour Mana and Orb of Annihilation. Attacks land and air units.
Devour Magic - Dispels units of all magic buffs within an area. Every buff
dispelled will be converted into hit points and mana for the Black Sphinx. This
spell will also deal damage to summoned units in the area of effect.
Orb of Annihilation - Gives the Sphinx a more powerful attack that delivers
splash damage. This is an auto-cast ability.
BUILDINGS
Tomb of Relics - Creates a shop from which Heroes can purchase items. The items
available are dependant upon what level of upgrade your Necropolis has
(Necropolis, Halls of the Dead, or Black Citadel) and what buildings you have.
OTHER
Crypt Fiend - This unit may now learn the Burrow ability.
Burrow (Crypt Fiend/Carrion Beetle) - Allows Crypt Fiends to burrow into the
ground, become invisible, and regenerate hit points at a faster rate. While
burrowed, Crypt Fiends cannot attack.
Web - This ability is no longer dispellable, and it can target magic-immune
units.
Skeletal Mage - A unit summoned by the Raise Dead spell once Skeletal Mastery
has been researched. Like Skeleton Warriors, Skeletal Mages can benefit from
Skeletal Longevity.
Upgrade Aura of Blight - Increases the regenerative effect of the Obsidian
Statue's hit point regeneration.
Exhume Corpses Upgrade - This upgrade allows Meat Wagons to generate corpses
like a Graveyard. A new corpse is generated every X seconds and is placed inside
their cargo. CURRENTLY NOT ACTIVE.
NEUTRALS
HERO
Dark Ranger - Cunning Hero, adept at manipulating opponents. Can learn Silence,
Black Arrow, Life Drain, and Charm. Attacks land and air units.
Silence - Stops all enemies in a target area from casting spells for a short
duration.
Black Arrow - Adds extra damage to attacks. Enemy ground units killed while
under the effect of Black Arrow will turn into skeletons.
Life Drain - Channeling spell that siphons health from the target to the Dark
Ranger for a period of time or until the affected unit moves out of range.
Dispel does not affect the spell.
Charm [Ultimate] - Takes control of a target enemy unit. Charm cannot be used on
Heroes, or on creeps who are too powerful.
BUILDINGS
Marketplace - A store for purchasing goods. As creeps are killed, whatever items
they drop will simultaneously stock this store.
Goblin Shipyard - Sells boats.
Tavern - Allows you to hire various Heroes.
NEW FEATURES & ENHANCEMENTS
AMM Search Improvements - Now when searching for anonymous opponents for AMM
games, you can chat in the chatroom. Additionally, a "Quick Game" option has
been added that will immediately start a game using the settings from your
previous game.
In-Game Battle.net Reply - While in a game you can now "/r " individuals who
message you from Battle.net.
Clan Support - UI support for clans is now available on Battle.net. Please visit
the Beta site http://www.blizzard.com/war3x/beta/ for further information on how
to create clans and manage clans.
Allied Team Colors - The "Minimap Ally Colors" button now toggles units in the
minimap AND IN THE world view to appear colored according to alliance. Player is
white on minimap (Blue in world view), allies are Teal on minimap and in world
view, and enemies are red on the minimap and in the world view. Creeps appear
black in this mode.
Dark Mask Creep Indicator - Creep locations are now visible through the minimap
in the form of a glowing icon. This icon indicates a creep camp's threat level
as easy (small-sized icon) or challenging (large-sized icon).
Health Bars - Holding down the "Alt" key will display health bars above all
units on the screen. Holding down the "[" will display friendly health bars
where the "]" key will display enemy health bars.
Queued Research/Upgrades - You can now queue multiple upgrades as well as units
simultaneously from buildings, provided there are available resources.
Research/Upgrade Complete Messages - The text messages that appear when research
or an upgrade is completed now tell you specifically what was completed.
Inherited Follow - When following a friendly unit, following units now inherit
the order of the leader. For example, units following an attacking Hero will
also attack along with the Hero.
Improved Defeat Conditions - Defeat conditions now greatly reduce the
frustration caused by "hide the farm" tactics.
Town Portal Improvements - Players can now more accurately control where they
arrive when they use a Scroll of Town Portal by clicking on a specific location
in the world view within limited range of the town hall they are teleporting to.
Additionally, double-clicking on a Scroll of Town Portal will send your affected
units to the nearest, player-owned town hall on the map. In the case that the
player has no town halls, the units will be taken to the highest technology
allied players town hall.
Rally Point to Hero Icon Feature - You can now select a unit-producing building
and right click on a Hero icon along the left side of the screen to assign the
rally point to that Hero.
Building Control Groups - Buildings are now supported in control and subgroups
the same way units are.
Handicaps - We now have handicaps in the game allowing players to set themselves
at a disadvantage if they so choose. This reduces the maximum hit points for the
affected players units to the chosen percentage. So, for example, a player
setting his handicap to 60% will have units with maximum hit point values 60%
the normal value.
Occupied Display (Bunkers) - These structures now display "occupied" graphics
above them when a unit is inside.
Improved Waypoints - Waypoints are now graphically represented much more
clearly. A small flag is placed at each waypoint. Additionally, several
buildings can be way-pointed for construction by a single worker unit, although
you must have the available resources for each building.
Construction Site Indicators - A transparent building appears at the
construction site of placed buildings indicating that a building is going to be
constructed there.
Due to popular demand...
This does not include new features for the most part. These are listed in the
readme text of the expansion.
Various Global Changes:
- Gold bounties given for killing creeps have been SIGNIFICANTLY reduced,
especially on lower-level creeps. We made this change because players were
creeping to the exclusion of other major strategies such as pure teching and
rushing.
- In conjunction with this change, we have reduced the gold cost of all
buildings and units besides Altars, Farms and Barracks equivalents by 15%. This
was done to preserve the overall game speed, while allowing players the ability
to switch around their technology choices in the late game a bit more.
- Low-level creeps (6-) now behave differently. They prefer to attack the first
thing they see now, as opposed to the previous behavior, which caused them to
prefer to NOT attack heroes. This makes creeping more difficult for some heroes,
and easier for others. Additionally, this means that you can no longer control
creeping routes with solo creeping heroes activating creeps on their opponents.
Items:
The items system has been revamped. Items used to be levels 1-10 with most item
levels having one general type of item, such as usable items, tomes, etc. There
were a total of 10 levels of items.
The new system has 8 levels of items, and multiple categories. Items are
classified as permanent items, charged items, powerups or artifacts. Item drops
have both a level and a category. For instance, one particular camp might drop
level 3 charged items, while another might drop level 3 permanent items.
Permanent items are items that give passive or reusable abilities. Orb of Fire,
Ring of Protection +3, and Staff of Teleportation are permanent items.
Charged items are items with limited uses. Wand of the Wind, Stone Idol, and
Crystal Ball are charged items.
Artifacts are any exceptionally powerful items, namely items of level 7 or
higher. Mask of Death and Claws of Attack +15 are Artifacts.
Powerups are items that give you an immediate benefit when you pick them up.
Tomes have always been intended as powerups, but have only recently been
implemented that way. It is quite possible that we will add new types of
powerups during the beta.
Additionally, we have made a number of minor changes to items to improve overall
balance, and have tweaked the relative levels of items as well. For instance,
Belts of Giant Strength +6 and Boots of Quel’Thalas +6 are now much lower level
than before, because we felt they were not nearly as strong as their old level
expressed.
New Armor and Weapon Types:
Information on new damage types is available at:
http://www.battle.net/war3/basics/armorandweapontypes.shtml
All of these changes are related to spellcasters.
Spellcaster Rebalance:
Most spellcasters (Sorceress, Priest, Shaman, Witch Doctor, Necromancer,
Banshee, Druid of the Talon) have been re-balanced. In general, units with
piercing damage rip up spellcasters, while basic melee units, such as ghouls or
footmen, are weak against spellcasters. The specific changes to the units in
question are:
- As mentioned in the new armor and weapon types entry, they have a new armor
type, “unarmored”, which takes bonus damage from siege and piercing attacks.
- They also have a new damage type, “magic”, which does reduced damage to
fortified and hero armor, but does bonus damage against medium armor.
- They had their damage adjusted, typically downwards.
- They no longer gain damage as they go up in level, and gain less hitpoints as
they go up in level (but start with more hitpoints when initially built)
- Many autocast buffs and debuffs have been rebalanced at a lower cost, or
increased power.
Advanced Structures:
Most advanced technology structures had their build times reduced. This
reduction ranged from 20 seconds for especially underused structures, to 10
seconds for less underused structures. For instance, the Slaughterhouse builds
20 seconds faster now, while the Arcane Sanctum build time was only reduced 10
seconds.
Magic Immune and Ethereal Units:
Magic-Immune units can now be affected by certain abilities (see below under
“Spells and Abilities”). Additionally, units with “magic” damage type can no
longer hit magic-immune units.
Units can become ethereal in certain situations. Ethereal units can only be
damaged by Magic attacks (from casters such as Sorceresses, Banshees, etc) and
by spells. Ethereal units cannot attack, but can still cast spells.
Spells and Abilities:
We have improved the spells and abilities system of Warcraft 3 in a number of
ways.
The least significant change is that all direct-damage spells that do not affect
buildings, no longer affect mechanical units. This was done to make siege units
harder to counter.
The more significant change was a reworking of how spells and abilities interact
with magic immunity.
Spells now come in three varieties: Physical, Magical and Universal.
Physical spells cannot be dispelled, do affect magic immune units and normal
units, and do not affect ethereal units.
Magical spells can be dispelled by normal dispels, do not affect magic-immune
units, and affect ethereal units and normal units.
Universal spells can work against anything, and cannot be dispelled. They
include ultimates and healing spells. The universal designation was added for
two reasons. First, players accurately noted that it feels unsatisfying when an
ultimate does nothing, so we now ensure that this is less likely to happen.
Secondly, it was odd that magic immunity was discouraging unit mixing, when
every other unit in the game encourages it. By allowing heals to interact with
them, we are encouraging unit mixing. We also felt that every unit should be
able to be healed or repaired.
Physical spell Examples:
- Poison of various types (NOT shadowstrike)
- Ensnare & Web
- Critical Strike/Bash/other attack buffers
- Disease
Magical Spell Examples:
- Stormbolt
- Carrion Swarm
- Bloodlust
- Polymorph
Universal Spell Examples:
- Heals (besides rejuvenation the bear spell, which is magical)
- Ultimates
- Auras
Dispels:
We have removed Wand of Negation from the game in order to encourage the use of
several powerful abilities such as skeletons, frost armor, force of nature, etc.
In conjunction with this, every race has at least one additional anti-caster
ability or item.
Invisibility:
We have removed the Gem of True seeing from the Goblin Merchant, and added Dust
of Appearance, a charged reveal item, to several racial shops and the Goblin
Merchant. This change was made to increase the usefulness of invisibility in
general.
Poison:
Poison now stacks, though only from differing units. Example: If 1 unit is
attacking a target with poison that does 5 damage a second, the unit takes 5
damage a second from poison as long as it is poisoned. Multiple attacks from the
same unit do not increase this. If 2 units attack a target, and they posses a
poison attack that gives 5 damage a second, the target takes 10 damage a second.
This change affects Dryad poison, Wyvern poison, and the liquid fire ability of
Batriders.
We made this change so that players are less discouraged from using focus fire
in combat situations.
Note that we adjusted the damage values of Wyvern poison to balance it for this
new functionality. It now does 3 damage a second, down from the old value of 8.
It also lasts 25 seconds now.
Flying Units:
Flying units can now cluster much like fliers in Starcraft. However, they will
prefer to disperse when possible. The goal of this change was to make flying
units handle more easily and be more fun to control.
Among other things, this makes it much easier to use melee flying units against
other flying units. As a result, air-to-air combat has been rebalanced somewhat.
Orcs:
- Bloodlust cost reduced from 50 mana to 40 mana.
- Raiders now have light armor instead of heavy armor.
- Raider Ensnare lasts 12 seconds, down from 20 seconds, and has a cooldown of
12 seconds, down from 20 seconds.
- Bladestorm cooldown reduced to 3 minutes, down from 4 minutes.
- Killing a unit that triggers the reincarnation ability does not give
experience. If you kill one of these units “for good” it does give experience,
however.
Humans:
- The bug that caused Heal to autocast significantly slower than manual cast has
been fixed -- Autocast Heal is approximately 65% better now.
- Inner Fire cost increased to 35, from 25.
- Slow duration vs heroes reduced to 10 seconds from 20 seconds.
- Thunderclap debuff is 50% at all levels, and lasts 5/3 at all levels.
- Cannon Towers no longer have minimum range
Undead:
- Curse now causes a 33% chance to miss, up from 25%.
- Curse now lasts 2 minutes, up from 1 minute.
- Web lasts 12 seconds, down from 20 seconds, and has a cooldown of 12 seconds,
down from 20 seconds.
- Carrion Swarm no longer hits wards.
- Boneyard cost reduced to 250/100 from 350/125.
- Acolytes now have 220 health, up from 180.
- Necropolis cost reduced to 300 gold, down from 350 gold.
- Gargoyle stone form cooldown has been modified. Gargoyles can always leave
stone form, but they must wait 30 seconds before returning to it a second time.
- Carrion Swarm max damage increased to 375/700/1000 from 300/550/800.
Night Elves:
- Owl Scout properly dispelable by all dispel types such as purge, etc.
- Abolish Magic now properly dispels AMS and friendly/neutral wards on command.
- Cyclone duration on units increased from 10 to 20.
- Faerie fire cost reduced to 40 from 75.
- Chimera Roost cost reduced to 230/70 from 280/100
- Ancients temporarily lose their fortified armor when they uproot, becoming
heavy armor units.
- Dryads now have the “unarmored” armor type. This change was made to further
specialize Dryads as “melee killers”, but allow piercing damage units, such as
crypt fiends and archers, to counter them more effectively.
- Demon Hunters can mana burn each other once again.
- Ancients attack while rooted.
- Entangle now interrupts channel spells such as Starfall, Blizzard, etc (*** or
rather, will do so in the next beta patch)
- Cyclone can now be dispelled
Item Changes:
- Potion of Restoration now heals 500 health and 200 mana, rather than fully
replenishing a hero’s health and mana.
- Scroll of Restoration now heals 300 health and 150 mana, rather than fully
replenishing all targets health and mana.
- Some potions now have cooldowns. Cooldowns are listed next to the following
potions: Restoration – 40 sec, Healing – 20 sec, Mana – 20 sec, Greater Healing
– 40 sec, Greater Mana – 40 sec, Health Stone – 40 sec, Mana Stone – 40 sec.
- Tome of Experience is now of the same level as tome of agility +2, etc.
- Ankh of Reincarnation no longer fully restores a slain hero. Instead, it
restores them to 500 health, and restores their mana to the same value it was at
when they died.
- Scroll of protection cost reduced to 150