Warcraft – Vrykul Tech Tree
It’s that time again, for another episode of my little fan series, where I imagine what Warcraft 3 would have been like if the story of World of Warcraft kept on going as a mass of expansions for the strategy game. Also each playable race in WoW, along with some enemy and allied factions had their own tech trees made ,in case if for any really weird reason that would happen. All this is possible by using models in WoW to help create my own concepts, with the help of WoW Model Viewer and the WoW Head Dressing Room.
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 |
Naga | Old Gods | Twilight | Void | Primalists | Pandaren | Tuskarr | Dracthyr | Broken | Earthen |
Legion | Fel Orc | Sargerei | Scarlet | Scourge | Vrykul | Mawsworn |
Today is the Vrykul. In the in-game lore they a type of semi-giants who are an early ancestor of the Humans in Warcraft. First seen in Wrath of the Lich King, and had their story expanded upon in later expansions like Legion. I decided to include a tree for them because of their role in game and it kind of makes sense. At least to me. You would mostly be in combat with them and do fight against them a lot so they are important to the story. Figuring this the out was tough because they are a big people. Bigger than the Tauren. So pretty much these guys when you fight against them, they’ll be overpowered, but got to stick with what’s in game. Plus it will add some challenge.
Starting things off with the worker unit, that I’m calling the Tribesman. So far (and likely altogether) would be the most powerful worker unit, even challenging to lower level combat units like a Human Footman or Orc Grunt. In fact so much I decided it will also act as their tier 1 combat unit. But I don’t think the buildings for the Vrykul will be as sturdy as those for all the other races. But over all it will still meet the role of a typical worker units like collecting gold, lumber and constructing buildings.
Next set are the rest of the combat units, which isn’t much more, since they are pretty intense to go against. Starting with the Marksman. A ranged unit that will be powerful enough to challenge Some tier 3 units. It will likely lose but will put up that much a fight. I’m not sure if her weapon will be a bow or crossbow, haven’t figured that out yet. And last is the Berserker, the tier 3 unit that would easily overpower the Tauren on the Orc tree already in game. Perhaps it would be able to go toe to toe with a Mountain Giant on the Night Elf tree.
Next set are the casters, based on in game classes they would possibly be if they were playable in WoW. First up is the Arcanist, basically the Vrykul version of the mage class in WoW. Next is the Death Weaver, which will be a type of Necromancer, but could also play a Warlock like role. Next in line is the Oracle, basically a Shaman like unit. And last up is the Mystic, mainly acting as a healing unit.
The next groups is the siege, which might be a Ballista, Catapult, or maybe nothing at all. Mainly because of the units in my concepts here are already so powerful. And last is the Flying unit, which will be a Proto Drake, which is used by some Vrykul in WoW. It most likely will not be mounted.
And the final group, the hero units. They will reflect what is seen in both the Wrath of the Lich King and Legion expansions. Some visual changes could happen, but most likely be minor. Starting with the Shield Maiden, meant to act like a tank. Then is the Rune Seer, a casting hero unit. The Bonegrinder, meant to be their version of the Death Knight. And last is the Huntmaster, a ranged hero.



