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WORLDEDIT TUTORIALS

Abilities:

(Updated 10/9/02): These are spells and abilities all units can use. Abilities appended with 'Neutral Hostile' are automatically researched. Hero spells listed here appear to be at Level 1, and cannot be raised. Any abilities that transform or summon a unit will summon that specific unit only.

- Storm Crow Form- Transform into Druid of the Talon (Storm Crow Form).

- Bear Form- Transform into Druid of the Claw (Bear Form).

- Crow Form- Transform into Medivh (Crow Form).

- Cyclone (Cenarius)- Same as Cyclone, except the button is on the second row slot.

- Spell Immunity (Archimonde)- Same as the other Spell Immunities, save the button occupies a second row slot rather than a third row slot. Very useful.

- Chaos- Allows units to transform into their Chaos counterparts via triggers.

- Revenge- When the unit is exploded with this ability attached it's supposed to generate an explosion graphic. Used on Chaos Space Orc. Also used for the Nuke Sheep in the Bonus Credits cinematic, if you want an idea of what it looks like.

- Firebolt (Neutral Hostile)- Stuns a targeted unit plus a decent amount of damage. Similar to Level 1 Storm Bolt.

- Hurl Boulder (Neutral Hostile)- Stuns a targeted unit plus a decent amount of damage. Similar to Level 1 Storm Bolt.

- Slam (Neutral Hostile)- Basically Level 1 Thunder Clap.

- Command Aura- Same thing as the upgraded Kodo War Drums, it increases damage by 10% in an area.

- Rain of Fire (Neutral Hostile)- Summons a Blizzard-esque meteor swarm. Does 6 strikes for 25 damage each in a small area of effect. Pretty much just like Blizzard.

- Spawn Spider (Neutral Hostile)- Upon the death of the unit two Spiders will spawn in its place. Used on Brood Mothers.

- Spawn Spiderling (Neutral Hostile)- Upon the death of the unit two Spiderlings will spawn in its place. Used on Nerubian Warriors and Spider Lords

- Harvest Lumber (Archimonde Ghoul)- Same as the regular Ghoul Lumber harvesting skill, except twice as fast and the unit delivers 50 lumber upon returning instead of 20.

- Feral Spirit (Neutral Hostile, Pig)- Same as Feral Spirit, except it summons a pair of Spirit Pigs instead of wolves. Used on Razormane Medicine Men.

- Ghost- Makes your unit permanently invisible, just like the Shade.

- Pilot Tank (1)- Allows a Dwarven Rifleman to enter an Armored Transport in order to attack land units. Since the Armored Transport no longer exists, this is useless. .

- Pilot Tank (2)- Allows a Mortar Teamto enter an Armored Transport and change it into a Steam Tank. Since the Armored Transport no longer exists, this is useless. .

- Load Pilot- Allows the Armored Transport to load a pilot. Requires a Castle. Crashes the game if used (mainly because the Armored Transport doesn't exist anymore, and was replaced entirely by the Steam Tank).

- Unload Pilot- Allows the piloted Armored Transport to unload the pilot and become and Armored Transport. Useless.

- Unknown (asla)- 'Ability Sleep Always.' Supposed to make the unit always sleep, possibly doesn't really do anything.

- Unknown (aalr)- 'Ability Alarm.' Doesn't do anything.

- Unknown (asod)- Upon the death of the unit they will rise as a regular level 1 Skeleton with no timer. The code stands for 'Ability Skeleton on Death.'

- Unknown (attu)- 'Ability Tank Turret.' Doesn't do anything (particularly since the entire Armored Transport chain of units was taken out of the game).


Hero Abilities:


- Firebolt (Neutral Hostile)- Basically the same as Storm Bolt.

- Rain of Fire (Neutral Hostile)- Summons a Blizzard-esque meteor swarm. Does 35 damage with 6 swarms in an area of effect-- weaker than a Level 3 Blizzard, but stronger than the normal Rain of Fire. Ultimate.

- Rain of Chaos (Archimonde)- Summons 2 Infernals, plus 1 more Infernal for each additional point.

- Inferno (Tichondrius)- Summons an Infernal. Lasts for 360 seconds for 100 mana. Short cooldown. Ultimate.

- Inferno (Neutral Hostile)- Summons an Infernal. Lasts for 360 seconds for 175 mana. Ridiculously long cooldown; used in Orc mission 8. Ultimate.

- Dark Portal (Archimonde)- Summons up to three Doom Guards and three Felhounds. The group consistency appears to be random, and the units are permanent.

- Dark Conversion (Malganis)- Transforms any unit with the Villager model into a Zombie. Ultimate.

- Dark Conversion (Malganis, Faster)- Transforms any unit with the Villager model into a Zombie. Transforms Villagers faster than the other Dark Conversion (almost right away, in fact). Ultimate.

- Soul Preservation (Malganis)- Sends Zombies away to a safe place for later use. Generally useless (unless you're Mal'ganis). Ultimate.

- Earthquake (Neutral Hostile)- Same as Earthquake. Ultimate.

- Death and Decay (Neutral Hostile)- Same as Death and Decay. Ultimate.

- Reincarnation (Mannoroth)- Same as the regular Reincarnation. Appears in slot 3 rather than slot 4, so it doesn't overlap with any other Ultimates you happen to give the Hero. Ultimate.

- Dark Summoning (Tichondrius)- The old Dreadlord Ultimate. Summons up to 12 units in a target area anywhere on the map to the caster. Essentially, it's the Recall spell from Starcraft. Ultimate.

- Bladestorm- As far as I can tell this only has a visual effect on the Blademaster. It still works, however. Ultimate.

- Cold Arrows (Sylvanas)- Shoots cold-enchanted arrows that slow the affected unit, just like Frost Wyrm breath. Autocast.

- Metamorphosis (Illidan)- Transform into Illidan's demon form. Ultimate.

- Starfall (more powerful)- Just like the regular Starfall, except it costs 300 mana, a slightly longer cooldown, and the interval between falling stars is slightly longer. It apparently is Starfall with its stats from back during the beta days. Ultimate.

- Finger of Death- Does 500 points of damage to any unit or building, regardless of whether or not they have Spell Immunity. Does not work on Heroes. If it kills the target explodes. Costs no mana to cast. Ultimate.

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There seems to be an oddity when assigning spells, in that certain abilities will actually reserve a spot for itself, such as the various Auras and skills like Critical Strike. If you note they will overlap buttons by the time you get the Ultimate, but the Aura/ability will remain in effect. This is extremely bad if an ability you have to cast gets its button overwritten, but is useful for adding extra, normal Abilities on top of the Hero Abilities. For instance, Feral Spirit and Vampiric Aura will skip the second button slot and appear on the third and fourth slots respectively. Feral Spirit will remain in the third slot but Vampiric Aura will disappear when you get the Ultimate. However, if you note, Vampiric Aura will remain in effect.

Rain of Chaos and Rain of Fire apparently have a problem whereby if both abilities are attached to the same unit, their buttons will overlap. The Rain of Chaos button will be sitting right on top of Rain of Fire, that is. While the Rain of Chaos is in cooldown, you can cast Rain of Fire normally.

-- Razorclaw X (Updated 10/9/2002)