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DESCEND Descend is a Singleplayer/Co-Op Roguelike dungeon crawler. It features randomly generated dungeon levels with a plethora of bosses, traps, and enemies to encounter. Choose from a pool of unique heroes and battle your way through to defeat the Lich!
Trailers
Heroes Descend offers a large array of fun and unique heroes to play, with the primary roles being bruisers, tanks, assassins, mages, and supports.
Tanks/Bruisers (Usually Strength)
Typically, in team-based gameplay, bruisers and tanks are heroes that are capable of self-sustaining and holding off enemies to make room for assassins and mages to nuke enemies down. As a result of these factors, Tanks/Bruisers often lack effective mobility, which makes it difficult for them to dodge attacks and escape from groups of enemies.
Assassins (Usually Agility)
Assassins are heroes who can deal high damage all while having a lot of escape options and mobility. As a downside, they typically have lower health and struggle earlier in the game.
Mages (Usually Intelligence)
Mages are heroes that excel at dealing massive damage at the expense of often limited mobility and a low health pool. Their damage is substantial early on, however later into the game, mages tend to be surpassed by the damage of assassins and some bruisers.
Supports (Any Attribute)
Supports are heroes that are responsible for providing unique assistance and utility to their team that falls outside of the responsibilities of regular heroes. Some support heroes can heal, provide mana, steal gold from enemies, grant their teammates invisibility, remove negative effects and more.
General Overview Your goal in Descend is to traverse through randomly generated dungeon levels and defeat bosses to progress to new areas. Defeating a boss provides a new merchant, which you are able to trade with whenever you come across a merchant room. Your hero can be customized in a wide variety of ways, to accommodate for weaknesses, amplify strengths, or to completely redefine your hero's playstyle.
While there is plenty of rooms filled with enemies and minibosses for combat, many rooms also require problem solving and key decision making in order to be passed through effectively. You may come across a demonic ritual, an offer from a spirit, a cheeky troll, a sleeping ogre, and so much more!
Please feel free to provide feedback in the discussion below or join our discord and post anything Descend related there!
Added a new unlockable Agility Assassin/Bruiser hero: Versipellis, the Night Ravager unlocked by defeating the Lich on Hardcore or Nightmare within 2 hours (cannot be Turbo)
Added a new unlockable Strength Bruiser hero(s): Nokken and Bjorn unlocked by defeating the Lich with one player having at least 25 deaths
Added a new unlockable Intelligence Support hero: Mycol, the Spore Druid unlocked by defeating the game on any difficulty while carrying the Clingy Mushroom without losing it
Fixed a bug causing Bear Mask and Pig Mask to apply their racial bonuses to any race.
Fixed an issue with Bolt scrapping an item for the first time only giving 1 scrap.
Godkiller's Scimitar is now functionally considered a Cursed Item for various processes that interact with it.
Potentially fixed the Golem of Trial not granting its items on Reforged.
Fixed a bug which sometimes caused the abilities of the Familiar (Void Hound) boss to be carried across to the Skeletal Rex.
Mammoth Coat no longer shares a cooldown with Sorcerer's Paw.
Fixed an issue causing the Shifter's base damage to scale indefinitely with some uses of Inner Beast.
Master of Blade's tooltip no longer says it has a manacost.
Underling Banner tooltip fixed.
Styx Soul storm should now work on Reforged.
Fixed a bug allowing you to duplicate items with a Bag of Holding by breaking them.
Fixed a bug which caused heroes who create illusions to heal enemies when attacking after picking up Tony's Other Hat.
Tweaks ---
Hellfire Spear critical chance increased from 15% to 20%.
Lightning Chain and Thunder Axe chance reduced from 20% to 10% but damage doubled on proc.
Enchantment costs increased from 250 to 350.
Invisible enemies no longer have collision.
Scroll of Vitality cost reduced from 1800 to 1600.
Hand of Helios cost reduced from 1500 to 1300.
Fixed Wind Trinket tooltip incorrectly saying it provided 35% evasion when it was 40%.
Wind Trinket cost reduced from 1100 to 800.
Tome of Force mana provided increased from 100 to 300 and Intelligence from 10 to 15. Cost increased from 1500 to 2200.
Wand of Webbing now grants 25% Evasion. Cost increased from 1000 to 1400.
Wraith Fire Staff now grants 4 mana regeneration. Cost increased from 1600 to 1800.
Skull of Ado health bonus increased from 250 to 300.
Crown of Vitality health regeneration increased from 14 to 15. Cost reduced from 2000 to 1800.
Vampiric Vial now provides double health and mana in boss fights.
Counterspell Stone stats provided increased from +6 All Stats to +12 Intelligence. Cost increased from 800 to 1200.
Infernal Robes stat bonus removed and replaced with +300 health and +150 mana.
Song of Swiftness replaced with Shroud Plate.
Geomancer's Idol chance reduced from 20% to 10%. Damage increased from 25 to 60, stun duration increased from 0.2 to 0.5 seconds.
Trade Ledger stats reduced from +7 All Stats to +5 All Stats. Cost reduced from 800 to 400.
Sheep Mask cost reduced from 750 to 700.
Burning Blade critical damage increased from 3x to 3.5x.
Black Lotus life cost reduced from 2000 to 1600.
Abyssal Bow's unique effect now also deals an additional 100 damage to the target upon activation.
On Hardcore mode, Asiak now moves faster while spinning and his explosions expire faster.
Asiak may now randomly teleport when swinging.
Added an achievement for defeating Voidborn Apocalypse on Nightmare.
Ogre's now have a 50% chance to drop an Ogre Club.
Chaotic Blessing movement speed bonus reduced from 25% to 15%.
Crystal Tree mana required now also scales with difficulty level, not just number of players.
Achievements have been reorganised and now have a '*' next to them if they unlock a new hero.
Achievements that unlock heroes will also place the hero code in the achievement description once you unlock them.
Phoenix Axe damage increased from 150 to 200 per wave and Lizard bonus damage increased from 225 to 300.
Buckler cost reduced from 300 to 250.
Angler Mask health regeneration increased from 20 to 25.
Helm of Souls healing increased from proc from 85 to 100.
Skull of Fane life bonus reduced from 450 to 300.
Barbarian Axe damage amplification increased from 1.5% per missing health point to 2%.
Sheep Mask beast agility bonus duration increased from 5 to 10 seconds.
Underling Banner now spawns enemies scaled with half of their health and damage based upon difficulty level.
Underling Banner Intelligence scaling reduced from Int / 65 to Int / 200.
Underling Banner Recipe cost increased from 1600 to 2600.
Tome of Fluidity mana regeneration increased from 2 to 3. Damage amplification increased from 5 to 10%.
Dragon Pendant damage increased to 300.
Path of the Chosen has been reworked to immediately provide 30% damage amplification and 15% damage resistance, but causes you to take 8x damage from bosses.
Shrouded Spirit cooldown reduced from 10 to 5 seconds.
Rebalanced Hellfire Spear and Frostheart Spear to be more specifically focused towards either Agility or Strength heroes.
Sorcerer's Paw damage increased from 25% to 35%. For each enemy hit, heal for 10% of the damage dealt. Cost increased to 2200.
The Leviathan will now always grab the target and pull them to the centre of the map.
Dealing Dan's Enchanting Deal now grants 15 to all stats, 3 to all lives, and an Ability Artifact.
Using all hero unlock codes will grant a code which unlocks all heroes at once.
Cold Critters are now a powerup on the ground when spawned, allowing you to stack them with a full inventory.
Gilanore the Blessed Knight can now be unlocked (read achievements).
HEROES
Buljin, the Ice Warden
Glacial Enclose ability artifact damage increased from 25% of maximum health to 80%.
Ice Knife now procs 2 extra times against random enemies with Ability Artifact.
Docta Mees, the Priest of Havoc
Ability Artifact Shade duration increased from 12 to 20 seconds.
Kharjo, the Unholy Warrior
You can now move properly when casting Unholy Vortex.
J'zargo, the Dragon Priest (now Solarus, the Elder Phoenix)
Reworked to a different model: Solarus, the Elder Phoenix. This was mostly due to some issues the original model had with being selected while using its channeling animation. Phoenix's are also cool.
Base cast time reduced from 0.4 to 0.2.
Attack range increased from 500 to 600.
Changed various effects, descriptions, and ability names to compensate for the new theme.
Sleed, the Sewer Menace
Explosive Barrels at level 5 now place 2 at a time.
Strength gain reduced from 1.9 to 1.6.
Intelligence gain reduced from 2.9 to 2.8.
Ursidaeus, the Shifter
Reworked Roar into new ability, Untamed Force: Grants a smash ability in bear form and a Crow summoning ability in Elf form.
Feathers, the Owlbear Mother
Removed locked in cast time on 'Mother's Fury'.
Wind Aura Reworked to now send out a ring of wind waves that push back nearby enemies.
Shrub, the Guardian of the Forest
Abundance summons 2 extra saplings with an Ability Artifact.
Ezran, the Priest of Light
Healing calculation bonus with Ability Artifact amended to be accurate. Bonus is now 40% with Ability Artifact.
Protective Rune ability artifact healing increased from 10 to 15%.
Barkbeard, the Woodland Wizard
Ability Artifact Woodland Ent health increased to 1250, damage increased to 50, and max duration increased to 45 seconds.
Malithos, the Weaver of Wisdom
Mana given per use of passive increased from 10 to 20%. Cost increased relative to this.
Oxyotl, the Blade of the Temple
Cleave area increased by 30%.
Grog, the Troll King
Berserker's Roar artifact healing increased from 2 to 3.25% health per enemy hit.
Goat, the Champion of Rammore
Ability Artifact bonus healing increased for Warpath from 25% to 50% of maximum health.
Ability Artifact now permanently allows Goat to climb over enemies and terrain, removing all collision.
Caprine Mace now destroys terrain where the unit lands
Nazeem, the Cursed Storm
Conduction Intelligence damage increased from 0.7/1.4/2.1/2.8/3.5x to 1/2/3/4/5x.
Garrison, the General of Nothing
Ultimate now destroys terrain when pushing enemies through it.
Ultimate no longer can trap enemies on the edge of the map.
Repel now summons fiery invocations at the location of the attacker, not infront of Garrison.
Credits
These individuals are extremely talented and I want to thank them for all the amazing assets they provide on Hiveworkshop!
ICONS ---
Sin'dorei300 - Black Wizard
8512590215848 - Book with Fire Spells
KelThuzad - BTNArcaneBlast
The Panda - BTNArcaneShower
Darkfang - BTNBlackLotus
ChevronSeven - BTNBreathOfFireNew
zbc - BTNBurningDagger
BLazeKraze - BTNDeathCurse
~Nightmare - BTNDemonicSword
8512590215848 - BTNDoombringer
Darkfang - BTNEarthShield
PrinceYaser - BTNEmpoweredHammer
8512590215848 - BTNExecut
Hellx-Magnus - BTNEyeOfShadows
8512590215848 - BTNFireBoot
D.ee - BTNGoldenBoneStaff
Marcos DAB - BTNGreatMountainKing
8512590215848 - BTNHolyArmor
8512590215848 - BTNHolyCrest
Darkfang - BTNHolyNote
NFWar - BTNIceWand
Blizzard Entertainment, Darkfang - BTNIncome
Blizzard Entertainment - BTNINV_Food_Egg_03
8512590215848 - BTNJarOfPower
jigrael - BTNLightingElemental
FrIkY - BTNMagharShaman
Marcos DAB - BTNPhaseShiftMurloc
KelThuzad - BTNScytheBackstab
-Berz- - BTNSkullSpirits
Blizzard Entertainment - BTNSpell_Fire_Fireball02
Blizzard Entertainment - BTNSpell_Shadow_SummonVoidWalker
8512590215848 - BTNSphereOfNature
Darkfang - BTNWaterOrb
Darkfang - BTNWateryShield
Gluma - Ratling Gunner
Darkfang - Chain Lightning
Edge45 - Fire Crystal Element
Blizzard Entertainment, Darkfang - Fire Nova icon
Gluma - Lizard Assasin 2.0
Darkfang - Mage Orb
Darkfang - Magocracy Crown
Ceterai - The Revenant Covenant
Darkfang - Vampiric Bat Swarm
Darkfang - Wrathwave Axe Garithos
Chaosy - Stone Tablet Blood
8512590215848 - Mecha Mace
The Panda - BTNReapersWeapon
Mc ! - BTNSoulSword
Darkfang - Damned Fire
The Panda - BTNBlueElectro
-Berz- - BTNAvalanche
Darkfang - BTNPoisoningShield
jj84 - Orb of Chaos
EternalOne - Liberty
Blizzard Entertainment, bakuma - Ritual Dagger (from Patch 1.31.1)
NFWar - BTNIceBlock
Darkfang - Ice Impale
CRAZYRUSSIAN - BTNCRGreenAcopy
Antares A - BTNLightningSphereRed
Darkfang - Hunter Mark
Darkfang - BTNDemoniacalAttack
Darkfang - BTNEssenceOfCelerity
Darkfang - BTNRuneoftheDeath
Villagerino - Wight Icon Pack
Darkfang - Void Curse
8512590215848 - BTNSphereOfDarkness 8512590215848 - BTNLawOfBloodScroll
Golden-Drake - BTNBearPawBlue
Blizzard Entertainment - BTNINV_Misc_Gem_Ruby_02
8512590215848 - BTNColdFireRing
8512590215848 - Dagger
Paladon - BTNPincantateGhost
CRAZYRUSSIAN - BTNSEA_Hook
Darkfang - Elemental Convergence
BTNSteelAxe - PrinceYaser
BTNWaterStorm - NFWar
BTNWaterElemental - Marcos DAB
PowerOfWater - Praytic
BTNWaterMissle - Static
BTNWaterRoundShield - 8512590215848
Diadem - 8512590215848
Book with Water Spells - 8512590215848
BTNTouchOfDarkness - Xetanth87
BTNEnergyPotion - PrinceYaser
BTNDepthsBlade - The Panda
Soothing Money - Darkfang
VerdantSpheres Item - Darkfang
SilithidScarab - Immolthar
Bloodstone Orb - Darkfang
BTNDragonskin - Diegoit
BTNShockShiv - The Panda
BTNArcaneRessurection - The Panda
BTNSonicWave - The Panda
BTNWindOrb - The Panda
Nerubian / Arachnathid / Spider Stinger - Darkfang
BTNWildkinFerocity - BLazeKraze
BTNWingProtection - 8512590215848
BTNStaticShock - Blizzard Entertainment
Empty Orb (Onyx Orb) - Darkfang
Ball Lightning - Sun gate
BTNGDWrench - Golden-Drake
BTNINV_Misc_Gear_05 - Blizzard Entertainment
BTNDarkChampionby67chrome - 67chrome
BTNDarkWave - Elven_God
BTNSpell_Shadow_BurningSpirit - Blizzard Entertainment
BTNArcaneBlast - Darkfang
BTNElderForm - morbent
BTNSpell_Shadow_ChillTouch - Blizzard Entertainment
BTNDarkPulse - The Panda
BTNINV_Stone_13 - Blizzard Entertainment
BTNBrokenAmulet - inhuman89
BTNSpikedArmor - 8512590215848
BTNSkullTreasure - PrinceYaser
BTNFireHornedHelmet - 8512590215848
BTNToxicDagger - NFWar
Cloak of Demon - Blizzard Entertainment
BTNGoblinBruiser - Sin'dorei300
BTNLordAdmiralPendant - Chen
BTNGoldenBoneStaff - D.ee
BTNNavalArmor - PrinceYaser
BTNGoldenSword - PrinceYaser
BTNSharpenedShellBlades - Blood Raven
BTNHealCannon - Dalharukn
BTNSwordIgnite - Panda
Paladin Holy Expiation - Darkfang
Blazing Spirit 2.0 Spell Steal Missile - Darkfang
BTNOgre - Ginufe
BTNOgreArmor3 - Stanakin
BTNOgreRage - NFWar
BTNOgreClubs2 - Stanakin
Wallbreaker Stone Sword - Darkfang
BTNSpell_Shadow_Haunting - Blizzard Entertainment
BTNSpectralHead - Hellx-Magnus
BTNImmOn - morbent
BTNSHOUT - Mr.Goblin
BTNDanathTrollbane - Scias
BTNBouncingShield - Blizzard Entertainment, TheKaldorei
BTNCharge - 8512590215848
BTNAbility_Kick - Blizzard Entertainment
BTNINV_Misc_Bag_10 - Blizzard Entertainment
Bronze Silver Gold Attack Upgrades - Darkfang
Aqua Spike - (Blizzard Entertainment), Darkfang
Demonic Brethren (pack II) - Aldeia
BTNBagOut - NFWar
BTNRequiemofSouls - BLazeKraze
BTNimmolation - The Panda
BTNToxicComet - The Panda
BTNInferno - Mr.Goblin
Eye of the Storm - Darkfang
BTNCosmoBeams - The Panda
BTNStatic - The Panda
BTNLightningShock - The Panda
Storm Shield - Darkfang
BTNCloakofshadows - 8512590215848
BTNGolemThrow - Marcos DAB
BTNGolemThunderclap - ursanorman
BTNGolemCarapace - Marcos DAB
Poison Generic - Darkfang
BTNPoisonsArrow - maxor_gan
Noxious Cloud - KILLCIDE, Mr.Goblin
Mind Brain Poison - Darkfang
BTNTransferPain - 8512590215848
Dark Presence - Darkfang
Shadow Cocoon / Core - Darkfang
BTNNerubWings - Panda
Spiders Pack HQ - MangakaDark
BTNForestProtector - 8512590215848
Glowing Mushrooms - Ceterai
BTNEmeraldStaff - PrinceYaser
BTNFairyFlare - Panda
BTNNoxiousFumes - Lelling
BTNPlagueNova - Hellx-Magnus
BTNbutterfly - deytukrjerbs
Magic Mantle - 8512590215848
Flying Axes 2 BIG XL - Darkfang
BTNAxeSwing - Panda
BTNBreakingSmash - 8512590215848
Fiery Rage - Darkfang, Blizzard Entertainment
BTNFerealInstinct - 8512590215848
Dire Wolf Roar - Edge45
Dire Wolf Rip - Edge45
Dire Wolf Acute Senses - Edge45
SPELLS
looking_for_help - Physical Damage Detection Engine GUI v 1.3.0.0
Paladon - Jump n´ Dash System v.0.90
MUSIC/SOUND
dancewiththedead - Music
Age of Mythology - Sounds
Runescape - Music
God of War Deliverance by Bear McCreary
Will You Snail - Music
Ark Survival Evolved - Music
Dusk, Andrew Hulshult - Music
Dauntless - Music
Divinity Original Sin 2 - Music
Epic Mickey 2, Jim Dooley - Music
Hank and Jed - Sound
Total War: WARHAMMER III - Music/Sounds
Minecraft - Sounds
Baldur's Gate 3 - Sounds
Rust - Sounds
Definitely an addictive game, offering multiplayer, randomized rooms and a variety of heroes to choose from.
Approved.
If you want more reviews, you should participate in the The Grand Review Exchange!
R U L E S
Site Rules
Map Submission Rules...
Been playing this for along time, so yeah... really love the game. I also love the fact that this is constantly being updated and stays non-reforge.
Also, I encounter a bug.
Hero: Vegabond
Issue: I can't use my "no mana cost" skills, also can't pick up power-ups because it says "not enough mana"...... which is weird.
Likely cause:
1. I picked up the Ghost Tome where I gain 10 strength while losing 10 int (which in this case, all of my mana).
2. I have the Path which has a debuff of INCREASING the mana cost by 20. My abilities still doesn't cost mana but it takes mana. Yet I can still use them despite having 0/100 mana.
3. I have no mana.... not even an initial mana that doesn't include the mana given by my own int. So losing all my int basically erases the mana bar.
Been playing this for along time, so yeah... really love the game. I also love the fact that this is constantly being updated and stays non-reforge.
Also, I encounter a bug.
Hero: Vegabond
Issue: I can't use my "no mana cost" skills, also can't pick up power-ups because it says "not enough mana"...... which is weird.
Likely cause:
1. I picked up the Ghost Tome where I gain 10 strength while losing 10 int (which in this case, all of my mana).
2. I have the Path which has a debuff of INCREASING the mana cost by 20. My abilities still doesn't cost mana but it takes mana. Yet I can still use them despite having 0/100 mana.
3. I have no mana.... not even an initial mana that doesn't include the mana given by my own int. So losing all my int basically erases the mana bar.
Hey there, thanks for the awesome feedback and it's so nice to hear you're enjoying the map!
This issue looks like an oversight on my part in the path consuming extra mana on abilities that have no inherit manacost, I'll fix this up. Tomes that reduce stats also should have a minimum margin of 1 so I'll check that this is working as intended also.
First of all, I want to express my sincere gratitude for such a great map.
The lag is however unbearable after reaching the "ice" biomes. I have a really good computer, I've never had issues like this before unless there were over 1000 units in other custom games. We beat the final boss, not due to skill, but due to pooling enough lives together on Alistair for him to outdps standing still when wc3 was frozen on his side.
For clarification.
I havem the following specs:
Ryzen 7 5800X3D
RTX 4080
128 GB of DDR4 3200 MHz RAM
Kingston FURY Renegade M.2 2280 SSD 4TB
What I'm trying to say with posting my specs is, I should be more than meeting the recommended requirements for this custom map. However it still has fps freezes. The ice rune boss is especially terrible with the multiple blue circle spell.
I would love to be able to continue to play this, it's such a good map, but having the lag be the final boss, isn't as fun as you would think.
First of all, I want to express my sincere gratitude for such a great map.
The lag is however unbearable after reaching the "ice" biomes. I have a really good computer, I've never had issues like this before unless there were over 1000 units in other custom games. We beat the final boss, not due to skill, but due to pooling enough lives together on Alistair for him to outdps standing still when wc3 was frozen on his side.
For clarification.
I havem the following specs:
Ryzen 7 5800X3D
RTX 4080
128 GB of DDR4 3200 MHz RAM
Kingston FURY Renegade M.2 2280 SSD 4TB
What I'm trying to say with posting my specs is, I should be more than meeting the recommended requirements for this custom map. However it still has fps freezes. The ice rune boss is especially terrible with the multiple blue circle spell.
I would love to be able to continue to play this, it's such a good map, but having the lag be the final boss, isn't as fun as you would think.
Many thanks for your appreciation of the map, and apologies regarding the lag. Despite several major patches to combat this issue, it seems to be an ongoing problem with Warcraft Reforged.
Vladd developed the map on the Classic game version v1.29.2 and that's where we have playtested it right from the first version. It appears to run significantly better on Classic than it does on Reforged, even if using classic graphics mode. I'm not sure how Blizzard managed to make a remaster that runs notably worse than a 2003 game capped at 2GB RAM usage, but here we are. It's quite impressive really.
If you would like to visit the Discord for this map, we have put together some tutorials for improving performance on Reforged (where able), or for optimal experience, there are also tutorials on how to setup and run Classic Warcraft, including some multiplayer options.
Vladd is currently focusing development on navigating issues presented by Reforged, and will hopefully be able to make some progress, but ultimately it's up to Blizzard to optimize their game and stop negatively impacting custom maps with broken patches.
All the best, and please reach out via the Discord if you have any additional feedback or suggestions
Found a weird bug resulting in an instant win, I managed to dupe Vladd's orb, I could've even duped more, and when multiple orbs were on my inventory, it seems the bonus from blood orbs permanently applied to my hero, resulting in his Q dealing about a million damage and gargoyles stats went crazy too.
The bug is related to the Sludge boss that corrupts an item in your inventory, removing it, once the curse was removed, a bugged orb spawned with 2k charges on my inventory.
When picking this orb with bag of holding, then dropping all items on the ground, another orb of the same level with 2k charges will spawn and instantly upgrade.
It's a fun map. Hero design is very unique and fun. I think my main gripes are with the items being quite boring for INT (just summons mostly) and STR heroes being quite bad in teamplay. As a strength hero, you are either a tank who still has to kite enemies anyway, CC machine big guy who gets hit by any boss mechanic (so ironically, less "tanky" than others), or someone who would rather be able to build agi for all the damage. Agility itself is fun tho and does super well.
What is the main problem is optimization. Going above floor 70 on bnet is pretty much unplayable. We all had below 4 FPS (at one point, we had a guy with 0.8 FPS). It's probably good to treat floor 60 or so like a final boss and just ignore the latter parts of the map. Boss mechanics tend to lag the game and while they wouldn't be that hard to dodge, doing it on 4 FPS is just insane. Maybe it works good in singleplayer but as a team dungeon crawler it's simply not playable. Perhaps it's an issue with classic graphics but even our reforged guy was not doing great. I figured it's not just issue of low specs since if I can run 2025 games on high settings, wc3 map shouldn't be an issue.
I played only two sessions solo, but I liked this map: both heroes I had played were a blast.
Overall, I see that this map could be completed by solo, at least after rolling & trying, or learning heroes and praying for random.
Another flawless example of what Roguelikes can be in Warcraft 3.
Like and recommend it to anyone who wants to play Rogue Legacy, but inside Warcraft 3.
Hello! I've been continously enjoying this map for a week now, and I wanted to say how fun this map is. Heroes are varied and almost all of them provide interesting gameplay, there are SO many fun interactions whether in terms of rooms, heroes, items etc. Every little detail that shows up makes my day.
Cricket "getting an idea" while fighting the treasure golem, Gilanore feeling as something "familiar" is watching him, heavy rock item is edible by constructs / causing damage after being airborne...
It's not only the interactions, main gameplay loop is quite fun as well. Shredding swarms with high-aoe damage dealers, taking almost no damage face-tanking the bosses with bruisers, playing almost any support. Man, I want to start a new run already.
I've just finished the game with Gilanore, the Cursed Knight. Making him viable took a lot of effort but it was more than worth it. I don't know what else to say. Crazy work dude, thank you for making this map!
Hello! I've been continously enjoying this map for a week now, and I wanted to say how fun this map is. Heroes are varied and almost all of them provide interesting gameplay, there are SO many fun interactions whether in terms of rooms, heroes, items etc. Every little detail that shows up makes my day.
Cricket "getting an idea" while fighting the treasure golem, Gilanore feeling as something "familiar" is watching him, heavy rock item is edible by constructs / causing damage after being airborne...
It's not only the interactions, main gameplay loop is quite fun as well. Shredding swarms with high-aoe damage dealers, taking almost no damage face-tanking the bosses with bruisers, playing almost any support. Man, I want to start a new run already.
I've just finished the game with Gilanore, the Cursed Knight. Making him viable took a lot of effort but it was more than worth it. I don't know what else to say. Crazy work dude, thank you for making this map!
Hi there, I'm so happy to hear you've been enjoying the map and thank you so much for the feedback! Great stuff on beating the map as Gilanore, it's not easy to pull off but I find it really rewarding and the final showdown with the Lich is a nice conclusion after being hindered for so long.
There's another big update on its way which will add even more in terms of heroes, unique rooms, items, balance, etc. so more is on its way
I found a weird bug with the Runt Secret Hero. Whenever I damage (skills or attack) an enemy using my hero directly, they somehow heal to full HP. Using clones and summoned units is ok, but dots and aoes are not ok cause they will heal any enemy back to 100% hp.... including the boss.
This was before I attacked them, they're already damaged using my clones.
This is after I attacked them. (notice the time)
This happened after poor Tony died to that item that summons hordes of enemy skeletons, which is absurdly hard to beat. But I am not clear if it was after I picked up his legendary hat or just immediately after he died.
Situation:
my warcraft version is on 1.29 (pls, don't hunt me. )
played the runt on normal difficulty, turbo, no vote, single player (swear I'm not cheating, I'm just here cause its easier to restart when you lose).
played until I found Tony's hat in the undead area
found the skeleton item that summons enemy skeletons
I found a weird bug with the Runt Secret Hero. Whenever I damage (skills or attack) an enemy using my hero directly, they somehow heal to full HP. Using clones and summoned units is ok, but dots and aoes are not ok cause they will heal any enemy back to 100% hp.... including the boss.
This was before I attacked them, they're already damaged using my clones. View attachment 568067
This happened after poor Tony died to that item that summons hordes of enemy skeletons, which is absurdly hard to beat. But I am not clear if it was after I picked up his legendary hat or just immediately after he died.
Situation:
my warcraft version is on 1.29 (pls, don't hunt me. )
played the runt on normal difficulty, turbo, no vote, single player (swear I'm not cheating, I'm just here cause its easier to restart when you lose).
played until I found Tony's hat in the undead area
found the skeleton item that summons enemy skeletons
Thanks for the feedback here, I've found the bug and have fixed it for the next update (which will hopefully be ready soon!)
Basically, because Runtington made true illusions, when they died while holding Tony's Other Hat it was reducing a passive damage amplification value per illusion death, which put the damage amplification into the negatives, causing you to heal enemies when you attack them.
Basically, because Runtington made true illusions, when they died while holding Tony's Other Hat it was reducing a passive damage amplification value per illusion death, which put the damage amplification into the negatives, causing you to heal enemies when you attack them.
That's an interesting item buff system.
I have a question, does Runtington's summoned units not scale with his stats (or int)? Cause they seem like they just stick to the normal unit's stats, hard to notice with the hero's potato stats.
It's a very good skill on the earlier to mid floors, but becomes too weak (or in a better term, rng reliant) in the later levels due to the enemy mobs stats being 5x stronger than them. Of course, I wouldn't want it to become too strong either cause the ult does spawn more units the more int you have - if they scale too much, then it'd be too OP. It's just pretty funny expecting the ult to do some epic come back, only for half of the eggs to spawn runts and gnolls against the desert mobs.
Even once had 6 penguins with 2 damage fight a golem with 9k hp, while the other half of summoned units were just low tier skeletons and runts... safe to say they didn't even buy me enough time to to hide in a corner. But if the design intent is indeed pure luck, then I guess I'm just unlucky
Enjoyable, however some things drop fps drastically. At like stage 65 summoned wyvern instantly frozen the game with its nuke, so I lost tony as a result. Yikes
Upd. Same happened at voidborn challenge (arguably the worst, 0 fps entire fight, can be cheesed via using eggs in-before it starts however). I am starting to feel that likely happens due to leaks from Wizard's "Bounding Ball", specifically from thunder clap animation.
Upd2. And also fps drop at the final boss (which is a big shame)
I kind of appreciated map, considering I played it for 3+ hours, however lags at the lategame the moment actual challenging part starts is a buzz killer. + A lot of this time was spent on reading what all the items do (both dropped on ground and in the shops), most of which are crap to be sold anyway (although it wouldn't be the problem if you had an infinite inventory/stash, which you don't, I wouldn't even mind 15% of them being eaten by hungry horses, but even they are limited by the amount of shop traders you are going to find)
Also thinking of it now, if you could automatically pickup keys/frozen nerubs without them taking any inventory slots it would make the map at least twice as enjoyable. Stackable items can't be picked up unless you freed inventory space first (with an exception for frozen nerubs, which initially can't be picked by mounts, which makes managing them also grindy), in order to open a chest you need to drop key pouch from mount and activate on your hero, then you need to drop pouch again and pick up a key, then you run to the chest to insert the key in it, etc. It just becomes extremely grindy at some point, to a degree where I probably should've just sell all the keys. Even legendary drops from t1 chest are not worth the grind, because at some point you'll likely sell them too anyway (perhaps it would be slightly different in multiplayer, but even then I am not sure why would you take +15 armor bonus over anything you have in the shops for instance).
Enjoyable, however some things drop fps drastically. At like stage 65 summoned wyvern instantly frozen the game with its nuke, so I lost tony as a result. Yikes
Upd. Same happened at voidborn challenge (arguably the worst, 0 fps entire fight, can be cheesed via using eggs in-before it starts however). I am starting to feel that likely happens due to leaks from Wizard's "Bounding Ball", specifically from thunder clap animation.
Upd2. And also fps drop at the final boss (which is a big shame)
I kind of appreciated map, considering I played it for 3+ hours, however lags at the lategame the moment actual challenging part starts is a buzz killer. + A lot of this time was spent on reading what all the items do (both dropped on ground and in the shops), most of which are crap to be sold anyway (although it wouldn't be the problem if you had an infinite inventory/stash, which you don't, I wouldn't even mind 15% of them being eaten by hungry horses, but even they are limited by the amount of shop traders you are going to find)
Hi Alex,
I'm one of the map devs / play testers. I just thought I'd jump in to mention that most of the lag is unfortunately caused by Reforged. The map is built on, and tested with Classic v1.29.2. How Blizzard managed to make a modern remaster perform significantly worse than its 20+ year old counterpart is beyond me (quite impressive really).
Vladd has spent a huge amount of time going over every aspect of the map, optimizing it as much as possible, but it seems some things simply aren't achievable without Blizzard fixing their game. Sorry that you've had a rough experience - please jump into the discord if you would like to look at the tips/tutorials we have put together to achieve the best gameplay experience
Hi! I've completed the map on version 1.3.3 in 2024, wrote feedback, but never got around to post it (probably because I've wanted to complete the
Secret Area
before doing so, but didn't, only started a bit). I see you're still updating the map, so great to see! I haven't played the new version yet, and I don't know how much has changed, but I'll post my past feedback below still, perhaps something remains relevant.
-----
Great map, just finished it solo with Garithos on Normal Adventure Mode (had to cheat on
Lich's second form
since I've accepted
necromancer's
offer to remove enhancing books shop, so I've lost the opportunity to dump my gold for 300+ books of strength, would've finished without losing a single life otherwise lol; I've thought he will remove just some single book option, not the entire shop, knew it's a bad idea...). Lots of heroes, cool items, custom icons, skills, skins, events! Also really like "overall % increase" notes, doing math instead of players, thank you. Also nice voicelines in combat, though wish there was more variety. Also note on Ship Sinker too, about deactivation despite cd displayed, very considerate. Also nice that you give unlocks through codes and not save-system, better for singleplayer/if lost a save, and for sharing with people.
My gripes/suggestions:
- Boring hero progression, would've prefered less heroes but deeper. Level cap is 40, but for most heroes you have 4 active abilities where first 3 you can learn in any order, then ultimate one on 6, and each level is just a stat increase to them, then you max them out at level 18 and there's nothing left. Yeah, each hero can also have some special innate actives\passives, or multiple forms with different moveset, or walls of text inside their skills, but still eh, and easier heroes suffer anyway, not to mention some skills get irrelevant late. There is no talent trees which are hero-specific or universal, artifact upgrade is done just once late in the game and then it's boring +10 to all stats (and said upgrade can also be boring/useless solo). Look at Sunken City talents/specializations, NorthrendRPG amount of skills and talents. Wall of text inside skills is not a good idea of complexity either, it's better to have simpler skills which are amplified by talents/items unlocking additional traits imo. Yeah it's felt less in co-op than in single but still, since single is perfectly playable alone, you just need some good sustain like Garithos has, dmg can come from auto-attacks. Initial challenge pick for 1 gold is a good idea, maybe add some shop where you can buy auras/passives/actives for lumber which you can get from bosses/events? Might make said abilities limited as 1 pick per entire group. Might add multiple shops corresponding to each hero attribute or even sublcass. Universal stuff mainly, adding char-specific ones is too much of work given how much heroes there is already.
- Most fun in progression here comes from items, but slots are limited, especially with cursed items. Even cursed bag takes one of the slots and can't be removed bruh, and the horse has a chance to eat your items (good thing
Tony
exists, but
Demon Lord
killed him). I'd rather had some invisible-invincible backpack glued to the hero which is often done in rpg maps.
- Many items are underwhelming, especially lategame drops, and especially if you “lose” a slot due to cursed bag (which I didn’t and thus haven’t crafted that one from 3 fragments). Crafting system would’ve been dope to fix this, as well as just item buffs.
- No shops after frozen biome, which is disappointing and there is nothing to spend your gold on anymore except books/potions (and potions take slots...).
- Demon/void chests are not worth it or just too much rng?
- More info in some descriptions like Castinius' BEGONE! (how much bonus dmg?).
- More info in stats description: how much exactly hp regen, as, and mp regen Strength-Agility-Intelligence give?
- Add explanation to initial settings before selecting them, like "Normal (90 levels)", "Turbo (60 levels)", "Hardcore (1life, monster dmg+res+)".
- Maybe buff Garithos' ult cd to 150 instead of 180? It's just an aoe nuke which is not that relevant late. Will make clearing rooms more convenint, like QoL.
- Cricket has a typo in his passive "Cricket using charges" instead of "uses".
- Human racial bonus items suck(. Great idea by the way, would’ve loved to see more items with such.
- More music!
There is model credits but hard to navigate, can you please tell me where to find the model for
Daughter of Osiris (desert naga siren)
?
Heroes with max hp % heal (good for solo) list:
Garithos
Feathers
Alistair (just once per cast but maybe can compensate with vampirism and there's 5s cd if taking 3s invul into account)
Broof (just busted)
Grog
Kenshi (not max hp % but if you buff her autos enough?)
Rusty (no heal but summons look busted)
Ayleth (not max hp % but nice ult heal)
Animal
Drenbar
Umibozu (weak?)
Cool secret area!
And I’ve got Almighty Cheese! Funnily it was from the very first room in a test run after completing my Garithos’ one, and I was just checking what does Turbo Mode means.
can you tell me where the judgement paladin came from? Can't seem to find it there. Always wanted one, but I only saw Uther Ported one, which seems different from the one used in this map.
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