Tuesday, 21 August 2007

warcraft 3 Reign of Chaos Full Version

Warcraft 3 Reign of Chaos


A game of Warcraft III takes place on a map of varying size, with terrain features like rivers, mountains, or cliffs. In Campaign mode, the map is initially covered with the Black Mask, meaning nothing can be seen in that area until it is explored.Otherwise, areas that have been explored previously but now are not within sight range of an allied building or unit are covered with the "Fog of war"- though the terrain remains visible, changes such as enemy troop movements and building construction are unseen.Players must construct settlements and bases to capture resources, defend against other players, and train units to use in battle. There are three main resources that are managed in Warcraft: gold, lumber, and food.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.

In previous Warcraft games, there were only two playable races, Orcs and Humans. The differences between each were mostly cosmetic; every Human unit had a corresponding Orc equivalent. In Warcraft III, the Night elves and Undead were added as playable races.In addition, differences between the races was dramatically increased, giving each race certain advantages and disadvantages. For example, Human and Orc units regenerate hit points faster during the day, while many Night Elf units can turn invisible during the night. The types of units and buildings each race can build also vary dramatically. Humans have cheap farms which can be built quickly but provide less food than most other races' corresponding buildings. Orcs have burrows, which are more expensive and slower to build than farms, but provide more food and can be loaded with peon workers to give it a ranged attack. Undead have Ziggurats, which can be upgraded to powerful defensive towers. Lastly, the Night Elves have "Moon Wells" which can be used to replenish the health and mana of friendly units.

Warcraft III adds powerful units called heroes. For each enemy killed, heroes gain experience points, progressing in levels and gaining new spell options (bringing RPG elements to the series). Certain heroes can also apply beneficial auras to allied units. Heroes can equip items to increase skills, defense, and other abilities. The highest attainable level in a normal game is ten, although in a custom map the player can increase the limit to as high as ten thousand. At level six, the hero can obtain an "ultimate" skill that is more powerful than the others. Heroes can also utilize the various natural resources found throughout the map, such as controllable non-player characters, and shops containing usable items.While "Hero" units were originally created in the second game of the series, Warcraft III greatly expanded the role, use, and strength of heroes. In the previous game, Hero units were only available in campaign mode, whereas they are now in both campaign mode and regular melee games. In Warcraft II, heroes were nothing more than buffed versions of regular units, only slightly stronger in terms of certain stats, and in some cases, had lowered numbers in certain stats (Most notably Gul'Dan). In Warcraft III, hero units are exceptionally stronger than regular units. In addition, in the Warcraft II campaign, when a hero unit died, the mission would automatically be failed, which provoked many players to simply leave their hero alone, for fear of failing the mission. While this is the case in a small minority of campaign missions (mostly the ones that do not involve building a base), "Altars" could be built by worker units, as means to resurrect a fallen hero. This greatly increased the amount players used heroes in the game, whether in campaign or multiplayer.

The game introduces new units for each race and creeps, computer controlled units that are hostile to all players. Creeps guard key areas such as gold mines or neutral buildings and, when killed, provide experience points and special items to a player's hero. This encourages players to be aggressive instead of turtling.

Warcraft III also introduced a day/night cycle to the series. 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.

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