Warcraft – Mag’har Tech Tree
Time for another installment of my fan series; what would Warcraft 3 be like if the story from World of Warcraft kept as new expansions, and each of the playable races, and some enemy factions in game had their own tech trees put in game as a way to keep repeat playability going on for as long as humanly possible? These are simply concepts I put together using model files from WoW with the help of the Dressing Room feature on WoWHead.
Human | Dwarf | Gnome | Draenei | Worgen | Orc | Tauren | Troll | Forsaken | Blood Elf | Goblin |
Kul Tiran | Dark Iron | Mechagnome | Alliance Sub | Zandalari | Nightborne | Mag’har | Horde Sub |
Scourge | Legion | Naga | Old Gods | Twilight | Mawsworn | Pandaren | Tuskarr | Dracthyr | Broken | Vrykul |
Today is the Mag’har Orcs. They are an uncorrupted versions of Orc first seen in the Burning Crusade expansion. They ended up with an expanded role in later expansions like Warlords of Draenor, and Battle for Azeroth. What I have in mind for them is their tree with a mostly direct mirror of the Orc tree I made before. Over all it will mostly be a cosmetic changes for each of the units, using models already in Warcraft 3 and just changing the texture.
I’ll be skipping the worker unit since it will still be the Peon, and will be like what is seen in the Orc tree, but with a different skin color. And now starting off with the combat units, first up with the Grunt. This concept was just made as a place holder as an idea of what a Mag’har Orc would look like using an armor set in WoW, but instead I would just use the same model that is used in Warcraft 3, and just change the texture from a green skin Orc to a brown. It will not have the armor shown unless minds change on the matter. The Raider and Shaman will be treated the same way.
Now for the rest of the combat units starting with the Skirmisher. It will be much like the version on the Orc tree I made before and will once again have a version of the Spirit Pig ability already in game. But might summon a different animal. Not sure what it could be but likely something that would be some kind of equivalent of a boar or wolf that would be seen on the Orc home world. And last, the Clefthoof Rider, which will be the same thing as the Kodo Beast already in game. The only change is it’s a different animal.
Next set is the casters. For the most part will will be the same as my concepts from before. Starting with the currently named Priest. It will have the same role and abilities as the Sage I conceptualized on my version of the Orc tree. And last is the Ritualist which will take over the role of the Warlock. I decided to now ith the Shadowmoon Regalia set from WoD, and make it female. Because honestly I believe the female model looks much cooler in it.
Next up is the siege unit, it will likely be a Catapult, since when the first game came out the Orcs used them. And last the flying unit, the Rylak Rider. It will play the same role of the Wind Rider on the Orc tree. The difference here is instead of a Wyvern, it’s a different creature from a different world.
And last is the hero units. First I just want to mention the Blademaster, which I did not create a WoW model concept for, because I was too lazy too and would have looked weird. But like the rest of the Mag’har will be a retextured Orc model already in Warcraft 3. Same thing with the Far Seer, and will still ride a wolf. Next up is the Beastmaster. This version will have different Armor from the regular Orc version I made, because I felt like it. And last the Assassin, pretty much the same thing as the other version, but also decided upon different armor.