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In their quest, the stranger has met many curiosities. Managed to take care of himself, he stumbled upon a half-destroyed castle, in the center of which stands an unseen artifact which attracts monsters nearby. The captain of the castle sees a great opportunity to save local folks and asks him for help.
Gameplay
Every ~7 minutes the castle is under attack of monsters. Each defeated wave strengthens the monsters in the game. Amount of players influences how strong monsters too. Every third wave resets a shops stock. Every fifth - spawns a boss with the wave. There are 50 waves to defeat on a normal difficulty. If you die you respawn on a cemetery and lose 10% of current gold. Also the map contains random generated altars and chests positions.
Difficulties
The host can pick between 3 different difficulties. Monsters also scale from the amount of players playing the map.
Parameters
There are new parameters in the game, basic ones as physical and magical attack or kinda not standard like disable time reduction. Every hero has 4 main stats: Strength, Vitality, Agility, Intellect. With each new level you gain 3 points to improve any of it. Strength increases physical damage and every 3 points increase critical chance by 1%, Vitality increases amount of health and it's regeneration, Agility increases physical defense by 2 per 1 point and 1% of cast and attack speed for every 3 points. Intellect increases magical attack, magical suppression, max value of resource and it's regeneration.
Stat
Description
Strength
Increases physical attack, 1% crit chance per 3 points.
Agility
Increases attack speed and cast speed by 1% per 3 points, 2 physical defense per point.
Intelligence
Boosts magical attack, 1 magic suppression per point, max amount of mana and its regen.
Vitality
Increases maximum HP, HP regeneration.
Physical attack
Physical damage added to attacks and skills which are considered physical.
Physical defence
Reduces physical damage in %. 1% reduction for 11 points. Less effective after 350.
Magical attack
Increases magical damage in %. 1% increase per 2 points. Less effective after 300.
Magic suppression
Reduces magical attack of enemy which deals damage to target in 1 to 1 proportion.
If enemy has 300 magical attack and you have 150 magic suppression,
then they deal damage to you as if they have 150 magical attack.
Critical chance
Every weapon type has unique base critical chance. Less gains after 37%. Much less gains after 45%.
Critical multiplier
Every weapon type has unique base multiplier. Multiplies damage when it is critical.
Physical/Cold/Fire/(element) damage
Increases a damage of specific element type in %. Any element can be considered Physical or Magical as of its nature.
Physical damage can be considered magic (bone skills of Necromancer as example)
Physical/Cold/Fire/(element) resist
Decreases a damage of specific element type.
Health regeneration
Value per second. Everyone has base value. Scales from VIT.
Resource regeneration
Value per second. Everyone has base value. Scales from INT.
Melee damage taken
Reduces in % damage from attacks which considered as melee.
Range damage taken
Reduces in % damage from attacks which considered as ranged.
Control resistance
Reduces in % a time of effects which disable a control of your character.
Rises naturally if several controls applied in quick succession.
Control duration
Increases duration of control effects in %.
Attack speed
Reduces a delay of physical skill start and its effect. Less gains after 50%. Much less after 75%.
Cast speed
Reduces a delay of magical skill start and its effect. Less gains after 50%. Much less after 75%.
Block chance
A chance to block physical damage.
Block damage reduction
Increases blocked damage multiplier.
Damage reflection
Deals back indirect damage based on % of damage target received.
Melee damage reflection
Same as above, but for a damage which considered a melee attack.
Range damage reflection
For damage which considered a range attack.
Health per hit
Health received from an attack.
Resource per hit
Mana received from an attack.
TBD
Spell book
At the start of the game every hero has 3 abilities from 3 different categories. You can obtain books that will give you a new ability or if you already know it, increase its level by 1, 2 or 5 depending on a book quality. You can exchange books to a desired category at a librarian. Also, it is possible to get bonuses to a level of certain skill or whole skill category from the items.
Abilities scale up to a level 75. An ability can gain a new behavior or bonuses as its level goes up, along with numbers improvement. Every hero has from 3 to 4 ability categories. You can read abilities descriptions, levels and customize your keybindings.
Inventory
An inventory for every hero can hold up to 32 items, not counting the equipped ones. Consumables can be attached on "belt", which is a classic inventory, you can use it by the 1-2-3-4-5-6 on your main keyboard place. You can equip one two-handed weapon, or two one-handed ones. Also you have access to a private chest with 40 slots that holds your items safe from other players.
Itemization
Almost every item that you can find will be random generated.
They are different by their quality, sockets amount, and special suffixes that determining their possible additional parameters. Gems give a bonus depending on the item type in which the gem is socketed. Also there are runes and runewords.
You can find unique items that have static parameters and sockets, and some of them can alternate behavior of abilities.
Or you may be lucky to find a set item, it will give a special bonus if you equip a right amount of items from that set.
Also you can gamble items to get a great item from a merchant. Or worst.
Talents
Every hero has 3 talent trees which you can reset by using a Potion Of Oblivion at any time. Each level gives 1 talent point, for every new row in talents to unlock you have to spend 2 points for first row, 4 for the second one and so on.
Rifts
From time to time a rift will appear on the map, spawning creeps and a boss. Defeating the boss closes the rift and the boss drops a special item - Shard of Hate. You can use 5 of them in the Altar to skip 5 waves.
Dungeons
There are dungeons scattered across the map which will test your might.
Upon entering you would have to defeat multiple waves of monster attacks. Once you slay all enemies, the gates shall open and lead you to treasure chests which can be opened with keys. A key rarity will directly impact how much loot you would get from them. One chest gives skill books, the other one drops valuable items.
Altar of Hate
The altar spawns randomly on the map. Using 5 shards of hate on it increases the wave level by 5.
Sacrificial Pit
You may find a gift type of item in your drop. Those items are sacrificed in the pit, speeding the game up, but provide certain bonuses or penalties.
The lore
As game progresses, you'll meet persons that can give you quests. The quests can be simple and straightforward, or a bit more complex with different ways of achievement their completion. With them you can learn about the world and what happens there.
Localization
Translated to the EN and RU versions, can be played with different localizations simultaneously.
Afterword
Random generated items and random skill drops can lead to different experience with each playthrough. Try out different builds, classes, items, and maybe you'll find it pleasant. Aaaaaand we have discord server now. Yay i suppose!
Ознакомьтесь с сообществом «Castle Revival» в Discord. Весело проводите время с участниками сообщества, которых уже 35 чел., и пользуйтесь бесплатным голосовым и текстовым чатом.
discord.gg
old 1.13 version
Credits
Special thanks for the authors of resources and help that i used and get from Hive: General Frank, Mythic, Veronnis, JetFangInferno, Daelin, PeeKay(Novart), stonneash, PrinceYaser, The Panda, Tasyen, Spellbound, Crazy Russian, Judash137, Kenathorn, stan0033, morbent, Solu9, The_Spellweaver, CloudWolf, GooS, zbc, The_Silent, Infrisios, Manoo, Daenar7, -Berz-, graystuff111, Akolyt0r, Hellx-Magnus, ElfWarfare, Pyramidhe@d, L_Lawliet, San, JollyD, Big Dub, AL0NE, ~Nightmare, Darkfang, RodOfNOD, Tarrasque, dab, Pyritie, Em!, Mr.Goblin, Avatars Lord, Shardeth, dickxunder, Amigurumi, Mc !, Sarsaparilla
From XGM: BergiBear, NazarPunk, MF, Empyreal, Beyhut, Prometheus, PrincePhoenix
From BLIZZARD games: various sounds and icons
rebalanced the active player count scale on monsters
new warcraft patch fixes
minor fixes
multiboard now scales from the players initially playing
Dungeons - a new source of skill books and valuable loot
Sharpened Blade (Barbarian) talent stuck fix and Pain Killer (buff was always level 1)
Blood Rush skill got updated visuals
potential crash fix from using the Harpoon skill, the skill itself became smaller in wide but more consistent in the launch arc
rebalanced some Barbarian skills and talents
fixed units getting stuck when certain conditions met while applying fear
new item affix
added missing Holy damage bonus to affixes
several grammar/typos fixed
drop system was improved, now works as intended
minions which scale from hero stats now properly gain stats
new item - Ashen Tonic, increases attack and cast speed by 10% for 1 minute
slightly increased density of monsters in attack waves
Totems and wards can't be pulled into "a shadow realm" anymore
several minor fixes
fixed items from Gambler being double generated
sorcerers hydra scales from cast speed instead of attack speed
some item generation logic changes
fixed another desync. I am not that smart.
fixed a desync caused by hitnumbers
gambler - you can buy items which will be revealed when you buy them. Located near the cemetery. It is possible to get a unique out of it
new skills for bosses
new unique items
new monsters
new monster traits
monsters more active with skill usage
updated terrain
heating up (sorceress) should work without issues. fixed all jank with it
for real fixed periodic damage boosts this time (trust me bro)
indirect damage will be displayed in different position (damage numbers). less clutter
on terrain special effects from skills should properly scale from attack and cast speed now
no more double diablo waves
monsters get more max hp over time
curse totems got more beefy
updated sounds for assassin skills and her books images
updated sounds for some paladin skills
updated Arcane Barrage sounds
minor rebalance of assassin skills
minions gain sprint when a hero starts to sprint
Frailty and Amplify Damage talents properly reapply when the same curse is applied
Tenacity of the Undead talent now triggers as intended
necromancer minions now gain scale in critical chance with minion power and ability level
necromancer minions leash range was increased
Witch Mastery unique staff now increases health price by 1% per buff level
minor bugfixes
finally fixed Overflow talent level 1. Thought that it was fixed long time ago
now with a 65% chance books will drop for your class when a book drop happens. Only works like that for getting loot from killing monsters
librarian now exchanges all books, regardless if it is the same class or not. You can roll a book however you want times
few more small quests
minor bugfixes
barbarian, paladin and assassin innate damage resist was lowered
under certain circumstances a hero could be picked by a non player entity. Now it is not possible
napalm talent now works with Flame Wave
new hero - Paladin, versatile with physical attacks and magic
melee skills feel A LOT better. No random running to a far away monster and better hit register in close instances.
new skills for Barbarian and Sorceress
visual and audio adjustments for some skills
interaction with items in the inventory changed to RIGHT CLICK
you can fast sell or store items holding ctrl + left click
gear items in the inventory will show their quality using a colored border to easier recognize valuable items
few new bosses
new unique ring
greta legendary boots now have a brief cooldown between triggering a lightning nova. was too good
item generation will not generate skills for item types which class can't use properly. for example assassin's skills on staffs/orbs
hp and resource on kill will appear less. possible values has been reduced
new armor textures and item presets. in the future all heroes will get more detailed appearance change from gear, but it is not ready for this update
a lot of small fixes (damage over time boosts/reductions work as intended now, tracking arrow disappears after a task is done)
fixed Napalm and Sharpened Blade
2.0 warcraft mess fixes
few assassin talents were using only the first level data
ru localization fixes
fix for a too big item files unable to properly load from a saved file in stash
new class - assassin, specializes in close and range combat, physical, darkness and poison skills.
lot of bugfixes
while heroes are not taking any damage and using any skill within 10 seconds they start to sprint increasing their move speed by 50%
new item presets
several new unique items, also old one were updated
new skills for sorceress (every category)
many skill visual, sound and functional updates
rebalanced drop of books, now drops less books but you can get a magic quality book which boosts levels of given skill by 5 levels
every monster can drop unique
gold scaling has been improved, much more gold in "lategame"
UI has been scaled down a bit, providing more view
dash can be used while casting a skill
skill cast has been improved, much more "smooth" use of skills and controls
if you have a required weapon for a skill in a secondary set, it switches to it while you attempt to cast a skill, you dont have to manually switch between weapon sets. (for example if you are an assassin and have a dagger in main set and a bow in a secondary weapon set, while you try to cast a bow required skill it will automatically switch to alternate set and use the skill, and vice versa)
monsters behavior changed - some of them can "roam" around you
some % gem bonuses has been increased (defence, suppression)
some trees has been cut down, providing more clear view in most places
some paths has been widened
several talents fixes (vile malediction, rage)
fix quest bug where it would give infinite gold and couldnt complete
several tasks fixes
status bar, shows exact buff time and stacks
allied hero bar
new necro skill
added a button to reforge everything that you are wearing to the blacksmith
many bug fixes
new spells for every class
updated visual for some skills
new bosses skills
new parameters (damage to CC, minion power, cooldown reduction and e.t.c.)
new uniques (3 of them for the necromancer)
runes and runewords
sacrificial pit for the gifts - gifts can give certain bonuses and penalties at the same time but allow to quickly skip waves
CC immunity - getting CC on an any unit too many times in a quick succession raises its control resistance
endurance - works as a barrier, absorbing damage. amount can be boosted by endurance power
player progression - completing waves grants a medallion upon next games. it provides bonus exp over 30 minutes. amount of bonus depends on the highest completed wave
new consumable items (necronomicon - creates 2 corpses for the necromancer and e.t.c.)
updated inventory UI, now its possible to have 2 weapon sets switched by a keybind. [V] to switch weapons
keybind [G] to order your minions attack the hovering point/unit
health and mana potions have different cooldown groups
fixed wrong tooltips layer after game load in singleplayer
fixed a quest area marker visibility in multiplayer
fixed visibility of skill charges border in multiplayer
stash - save up to 5 items to get them in other sessions. basically a saveload for items.
reworked librarian, can give you book for a specific category
tweaked and rebalanced skills
new hero - necromancer
standard wc3 save system works again
reworked hero models, visible weapons and shields
new window: journal
quickcasts, skills fire on button press instantly
additional movement type: you can hold RMB
new skills for bosses and monsters
sockets creation, blacksmith can create up to 3 sockets in the non-unique item
talents, 3 talent trees for each hero, can be reset by a potion
drop hotfix
small hp bars above units
rifts - spawns bosses and their minions on the map. Boss kill is a guaranteed drop of "shard of hate".
monster traits - "Burning", "Freezing", "Mystical" and etc. Gives new passives and effects to a monster.
curses - from time to time a totem will be spawned, which curses heroes. Only way to remove the curse is to destroy a totem.
personal chest - can hold up to 40 items.
minimap icons- important objects like chests and bosses will be seen.
item comparison - hold shift to compare an item to an equipped one. press alt while holding shift to switch an item for compare (rings and alternate weapon)
new quest
reworked books - common book will add 1 level, rare - 3 levels to an ability
player UI - reworked the UI, including hp bar frames for targets on hover
new monster skills - more dangerous and personalized encounters
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by Castle Revival ARPG v1.01 beta [RU|EN]
A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
Map thread tags are important. Please use those that fit and not more or none.
there will be a private stash that can save you up to 5 gear items as a soft save/load, but this map although is intended to be "get as far as possible"
if you are getting a bug with tooltips under UI after load, just redownload the map, sadly it will bork your saves, but it fixes it
somehow i missed it
New building asset pack with motion and destruction simulation animations, as well as a door system (a system for breaking windows was also developed, but we decided to abandon it).
there is an update for 2.0, fixed what I have found, please let me know if something is broken
I'm aware of some stats on items showing 0, but actually it's just a visual bug and should be fixed from a blizzard side. if not, I'll make a bandaid fix
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