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WARCRAFT III: LEGIONS OF WARCRAFT (Version 1.06) readme file
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=====
INDEX
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1. Map Info
2. Revision History
3. Version History/Changes
4. The Map
5. The Races
6. Background Storyline
7. Feedback
8. Credits


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MAP INFO
========

Map name: Legions of Warcraft
Made by: SoulStream & Blackstorm
Latest version: 1.06

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REVISION HISTORY
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- 8/14/05 first public release of the map at Warcraft.org.

- 8/30/05 second version (1.02) released at maps.worldofwar.net & wc3sear.ch

- 10/22/05 third version (1.03) released at maps.worldofwar.net & wc3sear.ch

- 12/05/05 fourth version (1.04) released at maps.worldofwar.net & wc3sear.ch

- 12/13/05 fifth version (1.05) released at maps.worldofwar.net & wc3sear.ch

- 02/04/06 sixth version (1.06) released at maps.worldofwar.net & wc3sear.ch

===============
VERSION HISTORY
===============

Changes for version 1.06 (02/04/06)
===================================

GENERAL
-Improved the AI for the comps using AMAI support 2.43 NYE (without commander, sorry :P).
-Included a new Loading Screen. (a better one than 1.05 ^_^ ).

HUMAN
-Added a new hero for the Human: Knight Lord.

INSECT
-Added a new hero for the insect: Nerubian Queen.

DRAENEI RENEGADES
-Fixed the pathing map for the Draenei Boulder Tower.
-Added a new hero for the Draenei Renegades: Draenei Elder Seer.

BURNING LEGION
-Changed the Infernal hero a little bit, renamed to Champion Infernal.
-Added a new hero for the Burning Legion: Demon Warchief.

ICE RAVAGERS
-Added a new hero for the Ice Ravagers: Tuskarr Guardian.
-Changed the model of the Frost Warden Hero.

GAIA'S FORCES
-Added a new hero for the Gaia's Forces: Gaia's Envoy.
-Gaia's Fire lumber cost is now increased to 100, and range increased to 650 from 600.

FORSAKEN
-Added a new hero for the Forsaken: Satyr Lord.
-Forsaken Orc hit points increased to 725 from 700.
-Forsaken Revenant hit points increased to 1250 from 1200.
-Vampiric skull Gold cost reduced to 190 from 250.

NAGA
-Added a new hero for the Naga: Revenant of the Tides.
-Fixed the following Naga Models: Naga Enchantress, Dream Eater, Naga Incursor, and Sea Drake.
-Fixed the cost of the Naga Spawning Grounds and the Naga Coral Barracks.
-Fixed the cost of the Naga Altar of the Depths.
-Fixed the Naga Siren's Cyclone requirements.


Changes for version 1.05 (12/13/05)
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GENERAL
-Fixed the heroes starting free cost and the scroll giving issue.
-Elric's Magical Sanctum tomes' cost increased to 650 from 600, and its stock replenishment interval was increased to 200 secs from 120 secs.
-Modified the terrain a little bit, added some doodads.
-Included the new Loading Screen.

HUMAN
-Human Wizard's fire jet mana cost increased to 175 from 125.

FORSAKEN
-Forsaken Mage's Raise Dead mana cost increased to 250 from 175.
-Added a new skill for the Ghost: Mana Shield.
-Ghost's hit points increased to 400 from 300.
-Ghost's Electric Bolt cooldown increased to 12 secs from 9 secs.
-Ghost's Spawn Tentacle mana cost increased to 175 from 100.

INSECT
-Insect Spawn's Sleep mana cost increased to 130 from 100.
-Insect Spawn's Clone mana cost increased to 275 from 200.
-Insect Spawns's mana increased to 325.
-Insect Webspinner's mana increased to 300.
-Insect Webspinner's Shockwave mana cost increased to 140 from 100
-Insect Elite Guardian renamed to Praetorian Guard, and changed his model a little bit.
-Insect Praetorian Guard's Mirror Image cooldown increased to 90 from 30. Duration reduced to 30 secs instead of 60 secs.

DRAENEI RENEGADES
-Draenei Darkslayer's cost increased to 330 gold, 80 lumber
-Kobold Renegade's Firebolt mana cost increased to 135 from 75. Cooldown increased to 16 secs instead of 8 secs.
-Kobold Renegade's Flamestrike cooldown increased to 20 secs from 10 secs.
-Razormane Med-Man's Healing Wave mana cost increased to 160 from 90.
-Razormane Med man's Resurrection mana cost increased to 225 from 200.
-Ogre Warrior's base defense increased from 5 to 6.

BURNING LEGION
-Succubus' Restore Mana mana cost reduced to 5 from 10. 
-Succubus' Scorch duration reduced to 7 seconds, and mana cost increased to 65 from 50.
-Succubus' Impale mana cost increased to 175 from 100.
-Eredar Diabolist's Decay damage reduction decreased to 75% instead of 100%. Duration reduced to 30 secs from 45 secs.
-Voidwalker unit has been remade.

ICE RAVAGERS
-Tuskarr Healer's Hex duration decreased to 20(5) secs instead of 30(20) secs.
-Ice Troll High Priest's Silence duration decreased to 10(5) secs instead of 20(20) secs.
-Winter Shaman's Revive mana cost increased to 275 from 250.
-[Hero]North Destroyer's Frost Storm mana cost increased to 250 from 200.

GAIA'S FORCES
-Mystical Wildkin's Create Illusion mana cost increased to 100 from 0. Cooldown increased to  20 secs.
-Mystical Wildkin's mana increased to 275 from 200.
-Spirit of the Water's training time increased to 30.

NAGA
-Naga Sea Elemental's mana increased to 225 from 200.
-Naga Siren's Cyclone duration reduced to 15(6) secs instead of 20(6) secs.

Changes for version 1.04 (12/05/05)
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GENERAL
- Added the Credits Section.
- Added the "current version" On screen-indicator.

NAGA
- Removed the Sea Warlock and Demon Hunter heroes.
- Added a new Hero (Dream Eater).
- Added a new Hero (Enchantress).
- Added a new Custom Unit (Naga Incursor).
- Changed the model for the Coral Dragon, and renamed the unit to Sea Drake.

BURNING LEGION
- Changed the Skull of Hate, Skull of Sorrow and Skull of Doom effect with the Immolation ability.
- Skull of Sorrow's cost increased to 385 gold, 205 lumber. 


Changes for version 1.03 (10/22/05)
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GENERAL
- Fixed some active/passive icons. (Thx to ShadowyCrafter on this one ^_^)
- Fixed some tooltips.

FORSAKEN
- Forsaken Ruins now cost 385 Gold, 205 Lumber.
- Forsaken Orcs' Bash ability now works correctly.

NIGHT ELVES
- Fixed the bug with Night Elven' wisps that prevented them to gather gold from an entangled mine.

ICE RAVAGERS
- The Greatest Guardian' Frost Armor ability now works correctly.


Changes for version 1.02 (08/28/05)
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GENERAL
- Changed gameplay icons for some units.
- AI computers are now available (Human, Orc, Night Elf and Undead Races only).
- Changed the terrain a little bit.
- Added Market/Vendors with some goodies to the map.
- Implemented the "Zoom" tool: type '-zout' to zoom out, and '-zin' to zoom in (Without the 's).

ICE RAVAGERS
- Polar Bear & White Wolfs' rabies ability gives them 15% mov/attck. increase instead of 10%.
- Polar Bear & White Wolfs' rabies upgrade now works correctly (including buff).
- Polar Bear & White Wolfs' rabies upgrade lumber cost reduced to 225 from 250.
- Cold Towers now upgrades correctly.
- Cold/Blizzard towers' damage type changed to Piercing from Magic.
- Blizzard Towers' defense increased slightly.
- Blizzard Towers' attack damage slightly increased.

FORSAKEN
- Forsaken Archers' damage slightly decreased.

NAGA
- Mur'gul Reavers' Critical strike damage multiplier reduced to 1.5 from 2.0.

GAIA'S FORCES
- Gaia's Colossus upgrade renamed.

BURNING LEGION
- Death Towers' damage slighlty decreased, and they now have the Grow Blight ability.

DRAENEI
- Guard Towers now correctly attack air targets.

NIGHT ELVES
- Ancient Protectors' build time decreased to 50 from 60 and hit points increased to 750 from 600.

BLOOD ELVES
- Rangers' healing wave effect reduced to 110/200/290 Hit Points restored from 130/215/300.

ORC
- Shadow Hunters' healing wave effect reduced to 110/200/290 Hit Points restored from 130/215/300.

INSECT
- Spiderlings' model file changed.

Changes for version 1.01 (08/13/05)
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GENERAL
- Fixed victory/defeat conditions.
- Tweaked various items.
- Created some new abilities for heroes(hehe).
- Balance changes made effective.
- Environment changed for each race. :-)


=======
THE MAP
=======

Well, this is our first attempt at Warcraft III multiplayer maps. We made separately projects before this, but this is the longest so far (I think). The main goal of the creation of this map, is to have the chance to play with other races beside the original four WC3 ones. We know that are other projects with the same idea, i.e. the "War of the Races" by Mefhisto. I think personally, that this map is great, and has many interesting stuff, like the AI computer players. In our case, we emphasize the multiplayer-melee game style, with several human players. We hope that players enjoy playing this, as much as we enjoyed creating it.

Some features that are included in this map:

- 12 Unique races (including those from original WC3 TFT) (OMGWFT!?)
- 4 unique heroes per race *NEW 1.06*
- New strategies for each race.
- added items. (more to come yet)
- Fully functional Multiplayer modes (FFA, Melee).


=========
THE RACES
=========

LEGIONS OF WARCRAFT races are:

1.- Human (few changes, except that they don't have elves on their side).
2.- Orc (zero changes here).
3.- Undead (Without the Crypt Lord Hero, who switched sides).
4.- Night Elf (once more, few changes).
5.- Blood Elf (Kael strikes back!).
6.- Forsaken (Sylvanas' new friends).
7.- Insect (maybe we should call them "The invertebrated dudes" or "The bugs", but insect sounds better! ^_^)
8.- Draenei Renegades (...uh...yeah (U^ - ^.).
9.- Ice Ravagers (a bunch of whitish fellas).
10.-Burning Legion (the baddies!).
11.-Gaia's Forces (...or the united forces of the forest, U.F.F.).
12.-Naga (The selFISH and proud demi....something).



====================
BACKGROUND STORYLINE
====================

...12 years have passed since the born of the rebel Forsaken, and very few things have changed in the world. The human alliance, led by the survivors of the Paladin order and the Dwarven High Council, have organized into a new flourishing society, away from their former allies, including the Blood Elves, who apparently had vanished a few years ago. Their capital lies at the city of Stormwind, but they have now spread for all over the world. 

The Horde, finally took over the deserted regions of Kalimdor, slaying all the nomad establishments in the process. With the help of the Elder Cairne BloodHoof, and the Mystical Tauren warriors, the Orcs leaded by Thrall Hellscream finally defeated the Centaur & Razormane people, leaving entire towns in flames. The few ones who escaped to this massacre, joined the Draenei renegades and convinced a large number of them to retaliate against the brutish Horde, and their allies the Tauren. 

The Draenei, once peaceful and quiet people, had an inner conflict in their hands. The young and less wiser draenei, seeing their world devastaded since the arrival of both Blood and Night Elves to the Outlands, wanted revenge against them, and against all who would interfere with their current task. In the other hand, the older draenei were against any form of violence, and didn't want their people to suffer anymore. They had several confrontations, and in the end there were two sides: the pacifical Draenei, and the Draenei Renegades. This numerous group of warriors, arranged by the most radical young draenei, were banished from their home, and condemned to wander through the world, without a place that they could call home. Fighting from town to town, they learned about the law of the war: to kill or to be killed. In some point of their exile, they found one of the Demonic Portals, and crossed it without any doubt, always seeking for their old enemies -those with the pointy-shaped ears-. They arrived at Kalimdor, more precisely at the southern regions, where the Centaur and Razormane survivors were still hiding from the Orcish Horde. The Draenei were convinced to fight against the Horde, with the condition that the few survivors would unite with them in their quest to find and destroy the Elves. Now both sides march along, currently planning a large scale attack in the heart of the Orcish Horde: Orgrimmar.

The Undead Scourge, once a powerful pawn of the Burning Legion, were now divided and diminished. The rebel undead warriors, led by Sylvanas Windrunner, and known as the Forsaken, were causing them a lot of trouble, and day by day more of the undead warriors passed to the Banshee's side. Kel'Thuzad, and the few Dreadlords left, are doing the imposible to retain control of the Scourge, waiting now for the return of their new master, the now Inmortal Lich King Arthas.

For ten thousand years, the immortal night elves cultivated a druidic society within the shadowed recesses of Ashenvale Forest. Then the catastrophic invasion of the Burning Legion shattered the tranquility of their ancient civilization. Led by the Arch-Druid Malfurion Stormrage and the Priestess Tyrande Whisperwind, the mighty night elves rose to challenge the demonic onslaught. Aided by the newly arrived orcs and humans, the night elves succeeded in halting the Legions advance and defeating its master, the demonlord Archimonde. Though victorious, the night elves were forced to sacrifice their cherished immortality and watch their beloved forests burn. They succeded in driving back the Burning Legion and the Scourge, but their efforts seems useless now...

In the heart of Northrend, where the Frozen Mountains cover the horizon, a new power is growing more by the hour. The Lich King, Ner'zhul, now fused with the once prince of the human alliance, Arthas, has founded a new stronghold: Icecrown. The land has been corrupted so badly, that even the life itself around the glaciers is changing. The Lich King, taking knowledge of this, breeded a new but impressive army of creatures, ferocius and loyal to its new master. Now, this army, known as the Ice Ravagers, have a single, but important task to do: to find and eliminate both Human and Orc survivors.

Meanwhile, the Burning Legion, mobilized since the defeat of the Scourge, have finally arrived at the Plaguelands, with a single purpose: to retake control of the Undead. The Dreadlords and High Demons, supported by the vast legions of the Abyss, are planning to strike Humans, Orcs and Night Elves separately, considering each one as third part of the alliance that beated them years ago. In order to do that, they have to control the Scourge once again, even if that means fighting against the Undead, or the Lich King itself. But they are not alone in this fight...

If the Scourge was a pawn created by the Burning Legion, it means that a single pawn can be recreated. The magical experiments realized during the Burning Legion's travel to the Plaguelands came with interesting results. Of all the creatures that were experimented with, a single type could resist the magical infusion similar to the Undead corpses: Insects. They mutated and evolved rapidly, becoming in a fine army of destruction and proliferation. The insects soon became aware of the changes in their structure, and accepted their demonical origin. They are the new weapon created by the Burning Legion, and soon they will taste the flesh of their new enemies: the Scourge.

With no other place left to go, Kael and his blood elves followed Lady Vashj to Outland. Together they sought out Warden Maiev Shadowsong, who had recaptured Illidan. It was only a matter of time until the combined naga and blood elf forces managed to defeat her and free Illidan from her grasp. According to Illidan, there was no cure for the blood elves' racial addiction to magic. Illidan had a different proposal in mind: in return for the blood elves' loyalty, he would grant them all the magic they could desire. It was an offer Kael had to accept: he was certain his people would die without either a cure or a new source of magic. Kael embraced his people's Highborne ancestry and joined the naga. Based in Outland, Illidan gathered his redoubled forces for a second strike against the Lich King and his fortress of Icecrown.

The Blood Elves, once a proud and imponent race, were now struggling for a new identity. Always hungry for magical energies, they had nothing to do but agree to serve Illidan and work with the Naga, against the Lich King and the Scourge, while they search for better conditions and prosperity for their people in the strange and forgotten Outlands. Most of their ancestral culture has been lost due to the continuous conflicts, but their technology hasn't lost a bit of its splendor. Known as one of the most advanced races, both in magical and engineering knowledge, they have survived so far, but only to find more problems in their tortuous path. Guided by their forced master, Illidan, they were ordered to travel back to their homeland through one of the Demonic Portals, and to seek and destroy the new Lich King Arthas, who has sheltered himself in Northrend....

With Malfurion's soul lost in the Emerald Dream, the balance in the Earth was now at great risk. With the Night Elves' numbers reduced and without the rise of new champions who would defend the world from the attack of the Burning Legion and the forces of evil, something must be done. The fall of Nordrassil meant a great loss for the Planet and the Nature's Energies, but the sacrifice was not in vain. From the burned ashes of the World Tree, great spirits have been awakened...Years have passed since then, and the spirits fused with the nature somehow, resulting in a large army of wild creatures, the Gaia's Legion. No one knows about the real origin of these creatures, and what are their motivations, but one thing is sure: only the time could tell that....


========
FEEDBACK
========

For any comments/suggestions/opinions/flames send an e-mail to

   soulstream.studios@gmail.com


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CREDITS
=======

Soulstream

Thanx to:

God, My parents, for their unconditional support, Mefhisto, for the great idea and his great maps (thanx dude, really), DOTA-Allstar makers for their awesome map (who served us as a guide for the perfection in map-making), Blizzard, for making WARCRAFT (I want SC:GHOST now!!), Lord Darkniel, Zero, Thony, Andresssss (my beta testers - Keep it up guys!!), and finally, you for taking some time to test and play this little piece of work. Thanks.

An additional thanks to kingboo for making the 4th Hero for each race. Thanks man!



Blackstorm

Thanks to:

All who supported us during this map creation process, my parents, the guys (D,C,A,A), Blizzard for making some excellent games, Icefrog and the crew of DOTA-Allstars(TDA), and you for downloading this map (hehe).



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(C)2005-2006 by SoulStream & Blackstorm.
Warcraft III, the WC3 logo, the other logos and names are property of Blizzard Entertainment Inc.
