Role-Playing Games of the 2000s, Part 2 Codexery

Warlords Battlecry III

A real-time strategy game with RPG hero progression and 16 races.

Warlords Battlecry III

Warlords Battlecry III, a real-time strategy title from Infinite Interactive, hit shelves in 2004 as the third game in the series and a direct follow-up to Warlords Battlecry II. Though it plays mostly as an RTS, it borrows from role-playing games: players can take on optional side quests, build a custom Hero who gains levels from one fight to the next, and outfit that Hero with powerful, one-of-a-kind gear.

The campaign blends an overhead strategic map with real-time battles. Unlike its predecessor’s Risk-style territory board, this game splits the world of Etheria into numerous locations—mostly cities—that players travel between, each offering different events. Nearly every map location contains a mission to play, though some stay hidden until others are finished. Locations also feature shops, academies, and mercenaries for hire. When a mission starts, the game shifts to real-time combat reminiscent of Warcraft or Age of Empires. Players manage four resources—Gold, Metal, Crystal, and Stone—to build structures and train units. Resources come from neutral buildings that can be captured or temporarily destroyed, and they generate automatically without any player input. While magic and spells exist, victory usually goes to whoever fields a bigger, better army and micromanages their Hero more effectively. By the late game, a Hero can become so powerful that they can single-handedly cut down dozens of ordinary soldiers.

The game stands out for its replay value, thanks to a diplomacy system and a large roster of races. Depending on which missions a player completes and which race they chose at the start, they can become Enemies, Neutral, Friendly, or Allied with each of the 16 races—being Allied makes that race playable. Backstory-driven biases make it harder to ally with historically hostile groups, like Dwarves and Plaguelords, but it’s still possible.

Warlords Battlecry III offers more factions and hero types than earlier entries, with 16 races and 28 character classes. Heroes command retinues—loyal soldiers who follow them into battle—and the unit level cap jumped to 20, up from 7. The human faction split into two new races: the Empire and the Knights. Three entirely new races—Swarm, Plaguelord, and Ssrathi—were added, while every older race got at least one new unit, sometimes several. New magic schools appeared: Arcane, Poison, and Divination.

Quick Facts

Title
Warlords Battlecry III
Developer
Infinite Interactive
Publisher
Enlight Software
Producer
Janeen Fawkner
Designer
Steve Fawkner
Programmer
Steve Fawkner / Dean Farmer / Mick Robertson / Nick McVeity
Artist
Janeen Fawkner / Lee Smith
Composer
Steve Fawkner / Marc Derell
Series
Warlords
Released
NA · May 19, 2004 · EU · June 25, 2004
Genre
Real-time strategy
Modes
Single-player, multiplayer

Facts from the source article.

Lore & Background

The game follows the player hero as a crew officer of a Selentine ship bound for Keshan. The Selentine Merchants discovered Keshan, a continent inhabited by the snake-like Ssrathi, and began plundering its silver and gold. The hero investigates an unnatural storm over Mordanion, the Sundered Isle, finding dead high elven guardians and a portal through which a powerful demon has entered the world of Erathia. The Seers of Kalpaxotl reveal that a Ssrathi seer opened the rift to seek help against the Selentines, releasing the demon Gorgon, the fifth Horseman and Lord of Destruction. The hero travels across Etheria, completing quests and battles, eventually seeking aid from the Dark Dwarves of Khazdul. Runelord Brax explains that Gorgon cannot be destroyed, so the hero visits the Realms of Death, Famine, and Pestilence to recover keys from Lords Bane, Melkor, and Anthrag. These keys are used to seal Gorgon within his fortress, and Brax casts an arcane earthquake to bury it under the Wastes forever.

Reader's Guide

Warlords Battlecry III is notable for its blend of real-time strategy and role-playing mechanics, particularly the persistent Hero character that can level up even during battles. The campaign uses an overhead strategic map with locations that offer missions, shops, academies, and mercenaries. Resources are generated automatically from capturable neutral buildings, a departure from typical RTS resource gathering. The diplomacy system allows players to become Enemies, Neutral, Friendly, or Allied with each of the 16 races based on mission choices and race selection, with preprogrammed biases making alliances between warring races difficult. The game introduced new races (Swarm, Plaguelord, Ssrathi) and split the human faction into the Empire and Knights. New magic schools (Arcane, Poison, Divination) and hero classes were added, along with a new campaign engine and the ability to level up mid-battle. The level cap for units was raised to 20, and heroes command retinues of loyal soldiers. Reception was mixed or average according to Metacritic.

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