Forsaken Kingdom: The Missing Manual

Overanalyzed on purpose · TheBowShow

The missing manual, overanalyzed on purpose. Every ability and talent for Garek, Anya and Leonid, pulled from the game's own data files. Yes, for a 23 year old RTS. Click an ability for the rank table, click a talent for what it does and what the tooltip forgot to say.

How to read this. Three basics (Q, W, E), an ultimate (R), Attribute Bonus (F). Basics rank up at hero level 1, 5, 9, 13, 17. Ultimates at 6, 12, 18. Attribute Bonus at 4 and 10. Talent Points come from quests and Tomes, one pick per tier. Tiers 1 to 4 rewrite an ability, tiers 5 and 6 are flat stats. The picks are mine, not the law.
Spell Amp, in one breath

Spell Amp is a percent bonus on everything your abilities do. Not your attacks, just the spells. Garek's Cleave and Ram hit harder, his Parry does not care. Anya's arrows hit harder and her Lantern almost certainly heals harder. Her banshees do their own thing and ignore it. Stacking it is a caster build. If your plan is "stand there and be hit," it is a wasted talent. If your plan is "press Q a lot," it is the best one.

Every item in the game files, consumables and quest junk included. Filter by rarity and slot, search by stat, click one for the flavor text.

Quest text as the game writes it, for Acts 1 and 2. Rewards come from community guides where the game stays quiet. The prologue uses old-school mission scripting, so its quests are not here.

Quests that pay a Talent Point are marked missable talent point. Side quests close once you start an act's final mission (Battle for the capital in Act 1, the Scarlet Monastery in Act 2), so finish those first. Act 3 quests will be added when there is a save taken inside an Act 3 map.

Forsaken Survival

The optional Act 2 quest in Forgotten Hollow. Touch the altar ("surely no harm can come from touching it") and you are in a Vampire Survivors clone inside Warcraft 3. Everything below is from the mini game's own text, which happened to be sitting in a save file. The exact rarity weights are not readable. Everything else is.

Rewards, and why you only need to win once

Each boss you kill for the first time hands you one accessory from the "Gift of" set, and the set goes up in rarity with the boss. Four bosses, four rings, seven deadly sins minus the three Blizzard ran out of time for. They are one-time: on my archer run I killed three bosses and got nothing, because I already owned those three. So beat it once with whoever is strongest, collect all four, and the only reason to go back is fun. There is no per-hero reward and no full-completion bonus that I can find in the data or in the thread.

The set
Boss 1: Gift of Greed+5 Damage, +5% Attack Rate. Your basic attacks against enemy non-Hero units grant a small portion of the damage dealt as gold.
Boss 2: Gift of Sloth+7 Hit Points Regeneration. Grants you the Sloth Aura, reducing the movement speed of nearby enemy units by 15%.
Boss 3: Gift of Wrath+10% Critical Chance, +15% Critical Damage. Attacks against the wearer have a 5% chance to grant you Unfathomable Rage, increasing your Attack Rate by 100% and Movement Speed by 20% for 4 seconds.
Boss 4: Gift of Pride+6 All Stats, +18% Spell Critical Chance. Grants you the Curse of Pride, which reduces the damage of nearby other friendly units within 400 range by 15%.

Save outside the arena. When the run ends, walk out of the Forgotten Hollow area and save in normal Act 2 before you touch anything else. Saves taken inside the mini game carry its effects with them, which is how I ended up with a black screen and a corrupted save. The forum has the same bug report.

How a run works

Enemies stream in from every side. Kills drop experience orbs and gold. Each level up pauses the game and offers a hand of perks with WoW rarity colors: Common, Uncommon, Rare, Epic, Legendary. Higher rarity means a bigger number of the same stat, so the forum habit of "take the orange one" is usually right. Luck pushes the rarity roll upward.

The run tracks Player Level, Kills, Items Collected, Damage Dealt, Damage Taken, Damage Prevented and Time Survived. The game force ends the run at the 40 minute mark and the UI shows a countdown. Lighting the fourth obelisk completes the quest. Killing the fourth boss does not end the run on its own.

Each hero enters with a signature weapon in slot 1. Garek gets Relentless Cleave, a spinning axe that follows him and pushes enemies. Anya gets Withering Fire, black arrows that auto fire at nearby enemies, one target per arrow. The third starter weapon in the data is Hammerfall, a hammer that bounces off walls, which lines up with Leonid. Your campaign HP carries into the arena, so leveling Health before entering is a real option if you are stuck.

The stats, decoded
Strength
"Increases all damage by X%." The generic damage multiplier for everything, arrows included. Not WC3 Strength.
Multistrike
The stat people call multi shot or multi attack. "Allows abilities to strike repeatedly X% more often." Every ability has its own multistrike value. Read it as a chance for each shot or cast to fire again. The archer's best offensive stat, because every doubled arrow is free damage with no cooldown cost.
Block
The stat people call deflection. "Increases block by X. (Y% chance to block 25 damage)." Each point is a chance to flatly negate 25 damage from a hit. Strong in the first ten minutes when hits are small, weak once elites hit for hundreds. Branch of Thorns reflects 150% of blocked damage, which turns Block back into a damage stat.
Armor
"Increases armor by X. (Increases damage reduction by Y%)." Percentage reduction that scales with big hits. The late game defensive stat.
Cooldown
"Shortens all ability cooldowns by X%." Every weapon runs on a timer, so this is a straight multiplier on output.
Area
"Increases the AOE of all abilities by X%." Big for ground effects, nothing for a single arrow.
Range
"Increases the range of all abilities by X%." Arrows start firing earlier, Chain Lightning jumps further.
Duration
"Increases the duration of abilities by X%." Scales every "lasts for X seconds" weapon. Nothing for instant hits.
Force
"Increases all force by X%. (Knockback and bounces)." Pushes enemies further and makes bouncing missiles travel further. Too much and nothing can reach you, which has soft locked at least one forum poster's run.
Luck
"Increases luck by X%." Feeds the rarity roll on perks and chests. The kill reward code has a luck roll too, so gold drops likely scale with it.
Pickup Range
How far experience orbs and gold are pulled toward you.
Health, Regeneration, Shield
Raw survivability. Pendant of Energy adds a regenerating shield bar.
Crit Chance
Item driven. Double damage on a roll.
Panel only
Movement Speed, Lifesteal, First Hit, Boss Damage Multiplier, Experience Multiplier, Gold Multiplier and Damage Taken Multiplier show in CHARACTER STATS and come from items.

Every stat shows as "Flat Bonus: +X, Multiplier: xY", so some perks add a flat amount and some multiply.

The 35 weapons, and which stats scale them

Ability Runes on the map say "Claim a new ability!" and the level up screen sometimes switches to "SELECT ABILITY!" with four choices. The green "+X" you see in game is what your upgrades added to the base number. Weapons are grouped by what they do, and the dots show which stats change them. Strength, Cooldown and Multistrike scale everything, so they are not listed per weapon. The dots are read from each weapon's description, not from code, so treat them as a strong guess.

Columns: Hits lands many separate hits, so flat damage and Multistrike pay most. Dur has a "lasts for" timer. Area damages a region, cone, line or everything nearby. Range must reach a target first. Force pushes, pulls, bounces or hurls. Click a column header to sort that stat to the top.
Force, Multistrike and flat damage: when they actually pay

Multistrike plus flat damage is best on fast, many-hit weapons. Flat damage is added to every hit and Multistrike adds extra hits, so both compound on weapons that hit often: Withering Fire, Serpent Ward, Hammerfall, Moon Glaive, Ball Lightning, Fan of Knives, Chain Lightning. On a one-big-hit weapon like Rain of Chaos, flat +2 damage on a 300 damage meteor is noise, and a multistrike proc is one extra meteor instead of a stream of extra arrows. If you are going arrows, yes, Multistrike and flat damage are the right pair, and Strength (percent damage) is the third leg once your base numbers are bigger.

Force is a positioning stat, not a damage stat. It scales knockback distance on every push weapon (War Stomp, Shockwave, Earthquake, Impale, Storm Bolt, Water Elemental, Stampede, Land Mines) and the bounce travel on Hammerfall, Ball Lightning and Living Missile. Take it when your plan is to never get touched: a build built on pushes wants enough Force that the crowd never closes, and bouncing weapons get more wall hits per cast. Skip it when your damage is single target or your sustain comes from Lifesteal, because enemies you keep pushing away are enemies you cannot hit. The forum soft lock (nothing could reach the player) is what the far end of this stat looks like.

Duration is the clearest: every "lasts for" weapon gets more ticks or more hits. Cooldown is for everything, and it is the only stat that does equal work for a meteor and for an arrow. Area only touches weapons that damage a region. Range matters for anything that must reach a target first, including arrows, and does nothing for weapons that spawn on you.

Items (chests and the Shrine of Chance)

Items stack. Chests let you spend gold to duplicate the item and the price rises each time. Numbers are what your save showed at one stack.

Shrines
Enemies

Spawn table: Skeleton Warrior, Ghoul, Crazed Crab, Scarab, Cultist, Skeletal Orc, Skeletal Orc Grunt, Skeletal Orc Champion, Giant Skeleton Warrior, Mutant, Ghost, Shade, Aspect of Death, Infinite Wolf, Abomination, and a Hydra boss. Ghosts clip through terrain and barricades. Aspect of Death is the late game killer. A difficulty multiplier ramps with time and doubles if you take the Shrine of Courage.

Easy build: Garek corner camp (barricades, golem, serpent wards)

The build that finished the quest for me. Garek, grab Spiked Barricades, Summon Golem and Serpent Ward as early as the runes allow, then find a corner at the end and stop moving. Walls block, golem taunts, snakes shoot over the top, axe cleans up. Ball Lightning and Earthquake in the last two slots. It is tower defense with extra steps.

  1. Move fast and never stop hitting shrines. The first 20 minutes are a shrine route, not a fight. Every shrine is a reward on a timer, and the clock is 40 minutes, so a run that idles is a run that loses levels and items it could have had.
  2. Take the shrines you can finish fastest. Patience, Butchering, Combat and the Swarm are quick for a melee build that already pulls crowds. Protection and Evolution are slower and cost positioning. Chance is a coin flip, always worth a toss on the way past.
  3. Skip the Shrine of Glass unless it is minute two. Dropping to 1 HP with a full arsenal and 30 minutes of difficulty ramp behind you is how runs end. Early, with nothing to lose, it is free. Same logic for the Shrine of Pain once your health pool is big enough that 50% is a real number.
  4. Stat priority for this build: Cooldown and Duration first, because every one of these weapons is a timed summon. Then Armor and Health. Strength third. Force last, since the barricades already do the crowd control and extra knockback pushes enemies out of the wards' reach.
  5. Camp late, not early. Pick the corner around minute 25 when the spawn rate outpaces your shrine route. Before that, the corner costs you shrines. Keep a Pocket Portal or Kelen's Dagger for the moment the corner gets overrun.
  6. Items that make the corner work: Healing Salve and Health Stone for sustain between golem casts, Branch of Thorns if you have stacked Block, Vampiric Potion for the slow health climb, Divine Poison for the bosses that eventually walk into the wall.
Archer build (Anya)

Multistrike and Strength first, Cooldown and Area second, Block only in the first ten minutes. Here is why.

  1. Arrows are single target. Early damage is a function of how often they fire. Multistrike is the only stat that makes the same arrow fire twice and it applies to every weapon you add. Strength multiplies all of it. Those two are the archer's lands and mana: boring, always correct.
  2. Crowd control comes from the arsenal. Grab two or three area weapons early (Chain Lightning, Forked Lightning, Blizzard, Disease Cloud, Earthquake are the cleanest) and let Cooldown and Area scale them. Withering Fire plus Chain Lightning plus Disease Cloud covers single target, chain and area. That triangle is the build.
  3. Block is cheap insurance early. A 25 damage block erases a whole hit at minute 3. Past minute 15 elites hit for more than 25 and Block stops mattering. Switch to Armor and Health. If Branch of Thorns shows up, Block becomes a damage stat again.
  4. Luck early, never late. Luck feeds every later rarity roll, so taking it when no orange perk is on offer compounds for the run. After minute 20 it is wasted.
  5. Keep Force modest. Arrows do not benefit from knockback, and too much Force makes enemies orbit outside pickup range, which starves you of XP.
  6. Archer items reward many small hits: Mask of Death, Reverberating Gem, Crushing Maul, Hood of Precision. Items that reward one big hit (Sturdy War Axe, Executioner's Brand) are Garek items.
  7. Shrine order: Patience, Butchering and Soul Offering are free value for a ranged build. Glass and Pain are fine once you hold a Salve or Health Stone. Skip Courage unless you are farming kills. Treat the Wolf as a boss summon.

The obvious objection: Area does nothing for arrows, so why second? Because by minute ten your arrows are a third of your damage and the arsenal is the rest. Area and Cooldown are how the arsenal scales. Scale only the arrows and you clear the first two bosses and get buried by Aspects of Death around minute 25.

Where the numbers come from

Hero abilities, talents and items come from the live Warcraft III Reforged build (3.0.0.24268 on 2026-10-15), pulled from Blizzard's content delivery network: abilitydata.slk, unitabilities.slk, unitbalance.slk, itemdata.slk and the English campaignabilitystrings.txt and itemstrings.txt. Tooltip placeholders were resolved against the data so the text matches what the game renders, except where the game rounds decimals. Icons are the game's own command button art.

Quest text and the Forsaken Survival mini game come from decompressed save files taken inside the relevant maps. Rewards that the game text does not state come from the guides below.

Two things the in-game tooltips get wrong: the game rounds decimals (Headsplitter's real stun is 2 / 2.25 / 2.5 / 3 / 3.5 s, shown as 2 / 2 / 2 / 3 / 3), and Staggering Impact rank 4 shows "10%" because the tooltip points at the duration field. The real value is 40%.

Unlock schedule in the data: basic abilities rank up at hero level 1, 5, 9, 13, 17. Ultimates at 6, 12, 18. Attribute Bonus at 4 and 10. Campaign triggers can override this per map.

Community sources