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Unused Campaign Content

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This is a sub-page of Warcraft III: Reign of Chaos.

For the most part, the units available in the Campaign are same as those in Skirmish. However, some Campaign missions overwrite some units data. This can range from changing a unit color tint to disabling or changing abilities. Some Campaign missions have unique custom units created from base units solely for use in the Campaign. Most of these units are used, but a small number does not appear in any missions.

Human Campaign#

Chapter One#

The Gnoll and the Gnoll Poacher creep units fought in this mission are set to never sleep during the night compared to their normal versions. This also applies to the Gnoll Brute, but it does not appear in the mission. Suggesting they were once present but were later removed for whatever reason.

The Bandit Lord's abilities in a normal Skirmish game are Devotion Aura, Divine Shield and Shadow Meld. This mission replaces all these abilities with Animate Dead but same with the Gnoll Brute, Bandit Lords do not appear in this mission.

The mission removes all abilities of the Enforcer and the Rogue, but these units do not appear in this mission.

Chapter Two#

The mission changes one data field for the Zombies, making them unable to sleep during the night, but these units do not appear in this mission and are fought exclusively in Chapter Five and Chapter Six.

The Chapter also has three custom units not in use. These are Dragon Hunter, Footman (Fire Upgrade) and Dwarven Workshop.

The Dragon Hunter uses the Rifleman as a base unit with modified stats. Compared to the Rifleman, the Dragon Hunter has a Scaling Value of 1.20, his tinting color values for green and blue are set to 160, his base damage is 30, his damage sides per die is set to 8, his range is set to 450, his defense base is set to 2, his food cost is 0 and his maximum hit points are 650.

The Footman (Fire Upgrade) was probably meant to be an upgraded version of the Footman, after the player completes the Searinox quest. Compared to the Footman, this version has a Scaling Value of 1.10, his tinting color values for green and blue are set to 110, his base damage is 18 and his damage sides per die is 4.

Dwarven Workshop is same as the normal Workshop, except for the different name.

Interlude One#

The meeting between The Prophet and Antonidas originally took place at a bridge. When the mission map is opened in the World Editor, the bridge itself, unused cameras and triggers can still be found. The mission also features villagers, kids and Gryphon Riders that are all unused, hitting that the map was more active and lively at one point.
The Gryphon Riders have their Movement Height and Movement Turn rate set to 360 and 0.40 respectively. The mission also has a custom unit based off the Gryphon Rider with a Movement Height of 800 named Hi Boy. The unit is place in the map, but same with the villagers and Gryphon Riders, they're not seen.

Chapter Three#

The Chapter removes the Shadow Meld ability from the Assassin, Bandit Lord and the Brigand but none of these units appear in this mission.

Chapter Five#

The High Elf Archer may have been planned to be available to the player in this chapter, since the map changes her Hit Points Regeneration Type from Only during the night to Always. The map also changes the units trained from the High Elven Barracks. The map replaces the Swordsman and the Dragon Hawk with Footman and Priest respectively while keeping the Archer. You never get to see this since the High Elven Barracks is unavailable to the player at any point in the Campaign.

There is an unused custom Dreadlord hero created for this chapter, named Special MalGanis. His stats are identical to Mal'Ganis, except for his Dark Conversion ability, which is replaced by a faster version. Perhaps this indicates that Mal'Ganis was to appear one chapter earlier in the story.

Interlude Two#

This map has four unused custom units. The first one is a nameless zombie and the rest are all villagers, one nameless female, one male named Nondescript and one nameless kid. These units are same as their counterparts in the next chapter.

The presence of these units in this map suggests the transformation of villagers to zombies was to happen in this interlude instead of the next chapter. Or that this interlude was originally the chapter in which the plagued villagers are fought but was redesigned to be a cutscene only, leaving these units as leftovers of an early idea of the Culling Chapter.

Chapter Six#

You were originally meant to also kill plagued children in this chapter, the custom plagued villager child unit is still in this mission's data but unused. There is also a number of unused villager voice lines that consist of them panicking and begging for mercy. These are defined in the mission's data but were removed probably because they made the mission more disturbing than it is.

In addition to the plagued villager child, there are two more unused zombies: Zombie of Mal'Ganis and Conversion Man

The Zombie of Mal'Ganis has a Scaling Value of 1.75, his damage number of dice and damage side per die are 20 and 10 respectively, his base speed is 225, his maximum hitpoints are 800 and his regeneration rate is 3. The developers may have intended for the plagued villagers to transform into these special zombies but opted instead for the normal ones.

The Conversion Man is the strangest and most mysterious unit. He seems to be based off a Dreadlord but much of his art and stats are custom. For a start, he uses the model and icon of a flying sheep. His Movement height is set to 256, his base speed is a whopping 1000, his movement turn rate is 0.10 and his movement type is Fly. His only ability is the faster version of Dark Conversion.

Interlude Three#

To do:
There's more, more, MORE of this map left undocumented.

The map overwrites a huge number of units and buildings data, but none of them appear in this map.
The first of them is the Steam Tank. Its attack type is changed to Normal from Siege, Its range is set to 500, its weapon type is set to Missile Splash, its maximum hitpoints are 1000 and its regeneration rate and regeneration type are set to 0.50 and Always, respectively.

The map also changes the amount of gold you'd get from destroying the High Elven Farm to 100. Its hitpoints are set to 200, this also applies to the High Elven Guard Tower whose projectile model is set to be same as the lightning attack of the Chimaera.

The Ghoul is given the Slow Poison ability. His base speed is set to 350, his hitpoints are 100 and his regeneration type is set to Always.

Chapter Seven#

The developers might have intended for Arthas to discover Frostmourne and turn into a Revenant at this point of the storyline. The Chapter has an unused unit named Arthas whose stats are based off an Ice Revenant. He has Frost Nova and Frost Armor as his abilities, his Scaling Value is set to 1.60, his acquisition range is 1000, his base damage is 64, his damage sides per die is 16, his base defense is 6, his maximum hitpoints are 1500, his level is 9 and his sight radius at night is 1200. The map also gives the Frostmourne-wielding version of Arthas the Life Steal ability.

This custom data may've been remnants of an older storyline or testing material left after development wrapped up. Nonetheless, its presence is interesting.

Undead Campaign#

Chapter Three#

This map changes the type of units the Grunt can attack so as he can target walls but Orcs do not appear in this mission.

Orc Campaign#

WIP

Night Elf Campaign#

Chapter Seven#

Generic Deathknights (or at least one) were likely meant to appear in the final mission of the game since the map changes their build time to 10. Much like how it changes that of the Lich and Dreadlord, who appear in this mission as Rage Winterchill and Anetheron.