Warcraft 3
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Warcraft III: Reign of Chaos (often referred to as War3  or WC3 or  RoC) is a real-time strategy computer game released by Blizzard  Entertainment on July 3, 2002 (US). It is the second sequel to Warcraft:  Orcs & Humans, and it is the third game set in the Warcraft  Universe. An expansion pack, The Frozen Throne, was released on July
1, 2003 (US).
Warcraft III contains four playable races:[1] Humans and Orcs, which had  previously appeared in Warcraft: Orcs & Humans and Warcraft II:  Tides of Darkness, and the Night Elves and Undead, which are new to the  Warcraft mythos.[2] Warcraft III’s single-player campaign is laid out  similarly to that of StarCraft (another Blizzard game), being told  through all four of the game’s races in a progressive manner. In the  expansion there are two additional races: the Draenei, a race of eredar  who are cursed to be abominations, and the Naga, a race of vile serpents  and other creatures that come from the depths of the sea. Multiplayer  mode allows for play against other people, via the internet, instead of  playing against computer-controlled characters as is done in the  single-player custom game mode. Due to the dual storylines of the  previous Warcraft games, the story can only be understood if using the  proper storylines of one of the campaigns in the previous games, being  the Orc Campaign on Warcraft: Orcs & Humans and the Human Campaigns  on both the Warcraft II: Tides of Darkness and Warcraft II: Beyond the  Dark Portal.
The game proved to be one of the most anticipated and popular computer  game releases ever, with 4.5 million units shipped to retail stores and  over one million units sold within a month Warcraft III won many awards  including “Game of the Year” from more than six different publications
The events played out in Warcraft III eventually set the stage for  Blizzard’s first MMORPG, World of Warcraft, and its subsequent  expansions  A game of Warcraft III takes place on a map of varying size,  such as large plains and fields, with terrain features like rivers,  mountains, seas, or cliffs. In Campaign mode, the map is initially  covered with the Black Mask, a dark layer which obscures the landscape  beneath until it is explored. The Black Mask, once gone, is permanently  removed.[5]  Areas that have been explored but no longer are within  sight range of an allied unit or building are covered with the fog of  war. Though terrain remains visible, changes such as enemy troop  movements and building construction are unseen.[5]  During a game,  players must establish settlements to gain resources, defend against  other players, and train units to explore the map and attack enemies  (computer controlled foes). There are three main resources that are  managed in Warcraft III: gold, lumber, and food.[6]  The first two are  required to construct units and buildings, while food restricts the  maximum number of units the player may control at one time.[7]
The game also introduces creeps, computer controlled units that are  hostile to all players.[8] Creeps guard key areas such as gold mines or  neutral buildings and, when killed, provide experience points, gold, and  special items to a player’s hero.[8] Warcraft III also introduced a  day/night cycle to the series.[9] Besides having advantages or  disadvantages for certain races, at night most creeps fall asleep,  making nighttime scouting safer; however, the line of sight for most  units is also reduced. Other minor changes to the gameplay were due to  the 3D terrain. For instance, units on a cliff have an attack bonus when  attacking units at lower elevations.[2]
In previous Warcraft games, there were only two playable races, Orcs and  Humans, which had more similarities than differences. Barring cosmetic  changes, most Orc units were identical to their Human counterparts. In  Warcraft III, the Night Elves and the Undead are added as playable  races.[1] Additionally, as in StarCraft, each race has a unique set of  units, structures, technologies, and base-building methodology.
In addition, Warcraft III adds powerful new units called heroes. For  each enemy unit killed, a hero will gain experience points, which allow  the hero to level-up to a maximum level of 10. Progressing up a level  increases the heroes attributes and also allows the hero to gain new  spell options (bringing RPG elements to the series).[10] Certain hero  abilities can apply beneficial auras to allied units. All heroes can  equip items to increase skills, defense, and other abilities. At level  six, the hero can obtain an “ultimate” skill that is more powerful than  the three other spells that the hero possesses. Heroes can also utilize  the various natural resources found throughout the map, such as  controllable non-player characters, and markets in which the hero can  purchase usable items.[11] Often, the playing style of one’s hero units  (it is bound up to three at one time) decides who wins or loses the  match/battle.
Campaign
Warcraft III’s campaign mode is broken up into five campaigns (Including  prologue), each featuring a different race which the player controls (2  orc campaigns, 1 Human, 1 undead, and 1 Night elf). Each campaign is  itself divided into chapters, which are like missions. Unlike previous  Blizzard titles, such as Warcraft II or StarCraft, players are not  directed to mission briefings in which plot exposition occurs and  objectives are announced; rather, Warcraft III uses a system of  “seamless quests.”[12] Some plot development happens in an occasional  cinematic, but most occurs in-game with cutscenes. Objectives, known as  quests, are revealed to the player during the progress of the map. Main  quests are those that the player must complete to proceed to the next  chapter, but there are also optional quests which are not initially  revealed, but can be discovered and completed alongside the main  objectives.
Through each race’s campaign, the player retains control of one or more  heroes, which slowly grow in experience as the levels progress. This  experience is carried over to subsequent missions, allowing the hero to  grow throughout the course of the campaign.
While different in terms of storyline and precise gameplay, all of  the different races’ campaigns are structured similarly. Each begins  with a level involving simple mechanics to introduce the player to the  race and the basic elements of their hero and units. After one or two  such levels the player’s first “building mission” occurs, requiring them  to build and maintain a base while competing with one or more enemy  forces. The only campaign that breaks this pattern is the Night Elf  campaign, whose first mission involves building a limited base. The last  level of each race’s campaign is an “epic battle” which means that the  player has to strike down a large number of enemy foes and finally  destroy their main base. For that, the player has to use the knowledge  he acquired during the latest quests and also has to invent some  war-strategies.
Multiplayer
While campaign games can have many different objectives, the sole  objective in melee games is to destroy all the opposition buildings. In  default melee matches, players can pick their own heroes, and losing one  will not end the game. To make the game proceed more quickly, by  default the map is covered in fog of war instead of the Black Mask.[2]  Warcraft III, like Blizzard’s previous title StarCraft, allows for  single and multiplayer replays to be recorded and viewed, allowing a  game to be played at slower and faster speeds and viewed from the  perspective of all players.[13] Like all previous Blizzard titles since  Diablo, Warcraft III uses the Battle.net multiplayer network. Players  can create free accounts in regional “gateways,” which helps reduce lag;  these are Azeroth (U.S. East), Lordaeron (U.S. West), Northrend  (Europe), and Kalimdor (Asia).[14] Unlike previous Battle.net-enabled  games, Warcraft III introduced anonymous matchmaking, automatically  pairing players for games based on their skill level and game type  preferences, preventing players from cheating and inflating their  records artificially.[15] If players want to play with a friend in  ranked matches, Warcraft III offers “Arranged Team Games”, where a team  joins a lobby and Battle.net will search for another team; as with  anonymous matchmaking, the enemy team is not known beforehand.[15]  Players can also host custom games, using maps either created in the  Warcraft III World Editor, or the default multiplayer scenarios. The  game also offers Friends Lists and Channels for chatting, where players  can create custom channels or join Blizzard-approved ones.[16] Warcraft  III also allows players to band together to form “clans”, which can  participate in tournaments or offer a recreational aspect to Warcraft  III. Global scores and standings in matchmaking games are kept on a  “ladder”.[17] These rankings can be checked online without the need of  the game.
Due to the latest patch, version 1.24, many third-party programs have  been rendered unusable. Several third-party programs that reveal the  entire map, commonly known as maphacks, have been released for the  update. It also disabled collided maps, which would make modified custom  maps appear to be the same as the original. Another effect of the  patch, which is not included in the release notes, is that custom maps  with large filenames will not appear in the game. The limit is believed  to be 20 characters, but this has not yet been tested.[18]
This patch also rendered many custom maps unplayable due to custom map  scripts. Even some versions of the famous Defense of the Ancients were  no longer functioning.
Synopsis
Setting
A small Human army (red) attacking an Orcish base (blue).
Warcraft III takes place in the fictional world of Azeroth. Several  years before the events of the games, a demon army known as the Burning  Legion intent on Azeroth’s destruction corrupted a race called the Orcs,  and sent them through a portal to attack Azeroth. After many years of  fighting, the Orcs were defeated by a coalition of humans, dwarves and  elves known as the Alliance; the surviving combatants were herded into  internment camps, where they seemed to lose their lust for battle. With  no common enemy, a period of peace followed, but the Alliance began to  fracture. The events of Warcraft III occur after a timeskip from  Warcraft II. This period was originally intended to have been documented  in Warcraft Adventures, but that game was canceled in  mid-development.[19]
Plot
The game’s plot is told entirely through cinematics and cutscenes,  with additional information found in the Warcraft III manual. The  campaign itself is divided into five sections, with the first acting as a  tutorial, and the others telling the story from the point of view of  the humans of Lordaeron, the Undead Scourge, the Orcs, and the Night  Elves, in that order.
The game opens with the Orc leader, Thrall, waking from a nightmare  warning him of the return of the Burning Legion.[20] After a brief  encounter with a man who is known only as “the Prophet”, and, fearing  that his dream was more of a vision than a nightmare, he leads his  forces in an exodus from Lordaeron to the forgotten lands of  Kalimdor.[21]
Meanwhile, the Paladin and prince of Lordaeron, Arthas, defends the  village of Strahnbrad from demon-controlled Orcs.[22] He enchants his  warhammer via slaying Searinox, the black drake, and one of King  Deathwing’s finest warlords. He then joins Archmage Jaina Proudmoore,  who aids him in investigating a rapidly-spreading plague, which kills  and turns human victims into the undead. Arthas kills the plague’s  originator, Kel’Thuzad, and then purges the infected city of Stratholme.  Jaina parts ways with him, unwilling to commit genocide, or even watch  him do so. The Prophet, after previously trying to convince other human  leaders to flee west, begs Jaina to go to Kalimdor as well.[23] Arthas  pursues the dreadlord, Mal’Ganis, who was the leader behind Kel’Thuzad,  to the icy continent of Northrend, where he helps his old friend,  Muradin Bronzebeard, find a powerful sword called Frostmourne.  Meanwhile, Arthas begins to lose his sanity, burning his ships to  prevent retreat, even when given an order to leave. Fortunately, Arthas  and Muradin find Frostmourne. Muradin, however, learns that the sword is  cursed.[24] Arthas disregards the warning, and offers his soul to gain  the sword. By doing so, Muradin was struck down by a shard of ice when  Frostmourne is released, and is presumably killed. Arthas supposedly  kills Mal’Ganis, and abandons his men in the frozen north as his soul is  stolen by the blade, which was later revealed to be forged by the Lich  King. Some time later, Arthas returns to Lordaeron and kills his father,  King Terenas.
Now a Death Knight, Arthas meets with the leader of the dreadlords,  Tichondrius, who assigns him a series of “tests”. Arthas first exhumes  the remains of Kel’Thuzad, contains it in a magic urn of the ashes of  his father, which was protected by Uther. Arthas kills him too, then  sets off to Quel’thalas, kingdom of the high elves. He then later  attacks the gates and destroys their capital of Silvermoon. He kills  Sylvanas Windrunner, the Ranger General of Silvermoon (only to resurrect  her as a banshee), corrupts their sacred Sunwell and revives Kel’Thuzad  as a Lich. The Lich informs him of the Burning Legion; a vast demonic  army who are coming to consume the world. Kel’Thuzad’s true master is  the Lich King, who was created to aid the Legion with his Undead  Scourge, but in truth he wishes for the Legion to be destroyed. Arthas  and Kel’Thuzad open a dimensional portal and summon the demon Archimonde  and the Burning Legion, who begins his purging of Lordaeron with the  destruction of Dalaran. Arthas and Kel’Thuzad were cast aside by  Archimonde, and Kel’Thuzad reveals to Arthas the Lich King has already  foreseen it and is planning to overthrow the Burning Legion.
Thrall arrives on Kalimdor, meeting Cairne Bloodhoof and the tauren,  and clashes with a human expedition on the way to find an Oracle.  Meanwhile, the Warsong clan are left behind in Ashenvale to build a  permanent settlement, but anger the Night Elves and their demigod  Cenarius by cutting down the forests for resources. To defeat them, the  Warsong leader Grom Hellscream drinks from a corrupted fountain of  health contaminated with the blood of the Legion’s pit lord commander  Mannoroth, successfully killing Cenarius, but binding his clan to the  Legion’s control. Thrall manages to reach the Oracle, in fact the  Prophet, who tells him of Grom’s doings. Following the Prophet’s  directions, Thrall and Jaina join forces to purge both Grom and the  world of demonic influence. They succeed in capturing Grom and healing  him of Mannoroth’s corruption. Thrall and Grom begin to hunt Mannoroth  and Grom kills him, dying in the process, but in doing so freeing the  orcs from the demonic control of Mannoroth at last.
Tyrande Whisperwind, leader of the Night Elves, is outraged to find  the humans and orcs violating the forests, so she initially vows to  destroy them. However, she soon finds out that the Burning Legion has  arrived on Kalimdor. In order to oppose the Burning Legion, Tyrande  reawakens the sleeping Elf Druids, starting with her lover, Malfurion  Stormrage, and frees his brother Illidan Stormrage from prison. Illidan  meets Arthas, who tells him about the powerful “Skull of Gul’dan”.  Consuming the Skull and becoming a demon-elf hybrid, Illidan uses its  power to kill Tichondrius. He is however banished from the forest by his  brother as he is now part demon. Meanwhile, the Prophet summons Thrall,  Jaina, Tyrande and Malfurion, and reveals that he used to be Medivh,  the Last Guardian and the betrayer from Warcraft: Orcs & Humans. The  humans, Orcs, and Night Elves form a reluctant alliance to spring a  trap on the Burning Legion, and delayed him long enough for many  ancestral spirits to destroy Archimonde at Mount Hyjal. Peace once again  comes to Kalimdor as the Burning Legion’s forces wither away in defeat
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