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Roguelike 2.32B

Submitted by DeathdruidX
This bundle is marked as approved. It works and satisfies the submission rules.
Host map Arrange game
Roguelike!
Created by DeathdruidX

Map Info

Roguelike is a dungeon crawling RPG. Most of the game is randomized, leading to different items, different enemy locations, trap placement, etc, every time you play. Despite the random factor, it's very possible to salvage a run that's less than ideal by playing smart and being safe.
You don't need a big party to play it, either. It's very possible to complete, even to the extra final boss, with only two people. The main game can be completed with almost every hero when they're alone, provided the player is willing to be patient. That said, I recommend having a group. The game's far more fun with a bunch of people, even if adding too many can make it harder.

Features


  • 24 Heroes, all with unique kits. Very few spells are reused and no heroes play anything like any others. Even your meatshields and carries have variety.
  • Even within these heroes, players can customize their playstyles based on their team. The Knight can become an impenetrable tank or a durable fighter. The Psychic could be specialized as a heavily defensive support or a fully capable frontline fighter.
  • Eight massive areas each with their own sets of enemies, traps, events and bosses. With a different boss and different enemy placement every time, each corner will be a possible deathtrap to even the most experienced of players.
  • Extra bosses lie in wait at the end of each area. Players can challenge these bosses for incredible rewards and levels, but each boss is a force entirely on their own and fully capable of wiping a party. However, should they all be defeated, the game will have an additional set of levels including an extra boss whose difficulty far exceeds the rest of the game.
  • More than 100 items in the pool of random tools that the players will find. Powerful active items completely turn the tide of battle and passive items mold wimpy explorers into brave dungeon delvers.
  • Lore! Lots of lore! Every hero has a backstory, as does every boss, area, item, etc. Should the players complete the game in its entirety, every hero has their own ending!
  • Brutal difficulty that challenges every player, even those that know the tricks behind every boss and area. Few ever see the end of the labyrinth...
  • NEW! (Version 2.21) Has a soundpack, giving great music while you get eaten alive!

Some other things to know...


When I say the difficulty is brutal, I mean it. At least, it should be. Some runs will bless your Rogue with cleave, durability, invulnerability and crits. Others will have him praying that he could even get a Small Rock as a weapon. Such is the nature of a game with an entirely random generation of items and bosses. If something goes wrong, don't be upset. Strengthen your resolve and give it another go. Or come back here and tell me I'm a bad mapmaker, as this is also true.


Screenshots and Videos

Gameplay Videos


Big thanks to Vidya Only for playing and recording the game. Note that some information you get in the video may be slightly outdated.

Gameplay Screenshots

Unfortunately, all of these come from the same game. I'll add more at some point, probably when this version gets updated.
Image Description:
A screenshot of the Depths, the first area. In this image, you can see several of the early enemies and Beelzebub, the first boss.

[​IMG]
Image Description:
A screenshot of the Overgrowth, the second area. This is the Sinner and Priestess battling the extra boss of this area. This also gives a snippet of the lore from the game, showing the Sword of the Dawn.

[​IMG]
Image Description:
A screenshot of the Piercing Cold, the fifth area. As the party first landed in the area, they were unfortunately met with great resistance from the residents. They pressed on, but met with untimely demise from a boss near the game's end. Such a shame.

[​IMG]

Change Log and Known Issues

Version 2.32B

Changelog
Heroes
Guardian - Less tanky, but a bit more damage to compensate.
Overlord - Damage down, durability down. Should be more reasonable.
Magus - Cooldowns on Fire/Ice spells down. Cooldown on Thor's Hand up. Cast time on innate up.
Spellblade - Damage on Dimensional Blade fixed. For real this time.
Alchemist - Fixed several bugs related to his passive/special.
Sinner - Reworked/Fixed Gluttony (the spell, not the sin).
Items
Mini Hakkero - Tooltip no longer says it has hero restrictions. It hasn't for a long time, but I kept forgetting to update it. Whoops.


Version 2.31

Changelog
Spellblade
Dimensional Blade damage output significantly lowered.
Ritualist
Armor shredding abilities lowered, damage aura improved.
Sinner
Completely remade. Make sure to check him out (In a group).
Items
Super Greed's item has been nerfed.
3 new items added.
Other
Randoming a hero will now give a second tarot card.
Mycaruba now patrols the fire area once again.

Version 2.30

Heroes
Small buffs - Dragon Lord, Shinobi, Psychic
Small nerfs - Guardian, Overlord
Huntress has been remade. She is now an agility carry that specializes rapidly clearing groups of enemies.
Sinner is now an Intelligence hero. This is a very temporary change and he is due for a remake next patch.
Others
The Cathedral has been completely remade into a more boss rush. This prevents players from waiting for every cooldown before fighting. The extra space of the Cathedral will be used for other things in coming versions.
Character endings have been removed for now.

Version 2.26

Changelog
Heroes
These heroes have been partially reworked (mostly same abilities, some QoL changes) - Archer, Dragon Lord, Ghoul, Overlord, Psychic, Spellblade
These heroes have been mostly reworked (Thematically the same but mostly different in terms of kit) - Shinobi, Slayer
These heroes due for full reworks - Sinner, Huntress
(Check out the comments for more details and insight on these reworks)
Alchemist - Base attack speed nerf. Hitting that lategame, not that alchemist picking wretches will care.
Guardian - Taunt/slam cooldown increased, Protector heals for slightly less. The Guardian is overperforming a tad, but not too much.
Magus - Int gain down, damage down. Magus is op, but I'd rather not gut him. Just going to touch him down some for now and see where that takes it.
Enemies
Slight number changes to enemies found in the Darkness. Large enemy patch is on the way, but for now, staying as is.
No boss changes. Much like enemies, significant changes are on the way...but not yet.
Bugfixes
Cleaned some code, removed some memory leaks.
Fixed a bug where randoming the Magus would not give his spellbook.

Version 2.25

General
Ultra Greed mode added
Fixed some pathing issues
Heroes
Magus - Full Rework
The Magus was in a strange place balance-wise, being both horribly over powered and hilariously weak. His rework is going to leave him in a better place to play as and with.
Ghoul - Buffs Buffed
The Ghoul's buffs often felt stiff, especially endgame. They are now far more usable and user friendly.
Sinner - Lust Reworked
Again. Lust has been remade as a damage dealing debuff.
Various heroes have had abilities remade into one point abilities that cost more than 1 lumber to learn. This is because levels in those abilities offered very little, now they can be one-point wonders as everyone needs them.
Items
Cleave ranges down
Fixed several item tooltips

Version 2.21

Changelog
General
Updated a bunch of icons
Observers no longer can spawn heroes
Fixed multiple issues with the randoming system
Plugged some more leaks
Soundpack is finished! Look below for more details.

Heroes
Alchemist - Has a better money dump
The Alchemist can now spend money to permanently increase his attack damage.
Berserker - Furor lowers more armor
As it says.

Enemies
Seymour's summons no longer drop items.
Sloth has lower attack range and slows less movement speed.
Tiki's summon has been adjusted in the Cathedral.

Items
Demon Saint's Scroll is now accurate to the tooltip.
Belch Bomb replaced by a new item.

Other
Lunatic difficulty has had some adjustments, mostly around stunlocks.
Observers can now be spawned by any player.
Shopkeep shouldn't get stuck in the trees anymore.

Version 2.20b

Fixed a major bug with the Ancient.

Version 2.20

Changelog
New Features
Multiple difficulties!
Safe area before the game starts, allowing players to spend their points in safety
Players can now random
Wall bosses have been fixed. Wall items also have been fixed. The Unstuck feature will stay in the game until next version just in case it messes up.


General
The event from the Darkness has been removed. It can be linked to numerous crashes, which really sucks for people who make it that far only to dc.
Numerous instances of spaghetti code fixed.

Heroes
Alchemist - Golden Sword reworked
Golden Sword is now Golden Gun. It can be used to exchange gold for attack damage in the very late game. This feels a bit better for an Alchemist than merely emptying those pockets.
Archer - Swift replaced
Swift was an amazing passive in the alpha of the game and the Archer has always been good enough it didn't need replaced. This has changed a bit, so she retains the ability of Swift but now has True Shot.
Assassin - Overall nerfed, Assassinate buffed
This is getting to be a common sight. The Assassin's boss killer is now weaker, but Assassinate is now reliable. Shadow Strikes is also now a one-point wonder.
Berserker - Berserker Fury Remade
Berserker Fury now scales better into lategame but now triggers when damaged rather than when attacking. This reinforces his position as a bruiser rather than a carry whose early game is tanky.
Death Knight - Dark Armor Remade
Dark Armor didn't serve much of a purpose. It now reflects a portion of the damage taken for a small amount of health cost each second.
Guardian - Aura Changed
Aura is now costless but has a longer cooldown. Excellent for when you've had a bit too much pizza to be using it.
Priestess - Mend and Inspire Buffed
Only slightly. The Priestess has always been good, but this will give her some more build paths.
Pugilist - Turtle Spirit Buffed
Fist of the Turtle Spirit is now fused with Meditation. This gives it a bit more idenity and utility.
Ritualist - Fantasy Seal and Spirit Mausoleum weaker early, stronger late
These two abilities really fall off when bosses have hundreds of armor. This change makes both much stronger in the endgame but lowers their early power as a result.
Shaman - Stun times slightly down
Exactly what it says.
Shinobi - High Evasion Cost Change
High Evasion now has a different cost formula. It's too powerful to cost so little.
Slayer - Anihilate and Silver Watch lategame buffed
Both abilities now have *some* effect on heroes, making the Slayer a reasonable choice as a carry rather than a gimmick for waveclear.
Spellblade - Mana Burst nerfed
This ability was way, way too strong. That's about it.
Warlock - Death Coil Buffed
Death Coil now restores its cost when used on a minion, allowing it to be used for free heals on summons.

Enemies
Leoric and Ostarion no longer have Fire Bolt.
Arthas has had his power lowered.
Gluttony doesn't grow to near as extreme of a size.

Fixes
Fixed a few tooltips.

Version 2.11

Changelog
General
Defeating extra bosses is now a touch more cinematic.

Enemies
The Puppet Master has been remade. Happy hunting...
Locust Swarm abilities no longer cost mana, preventing abuse of early bosses that rely on it. However, the damage has also been slightly lowered to compensate.

Heroes
Archer - Damage increased
The Archer's physical damage has been slightly increased. Her recent remake has left her weaker than most carries, so this will start to bring her back in line.
Death Knight - At higher levels, Death Coil's cooldown is shorter
Early on, Death Coil provides literal infinite sustain for the Death Knight. Later on his health will be much higher, so it's fine for Death Coil's cooldown to be shorter.
Dragon Lord - Overall Buffed
The Dragon Lord was relatively weak for a tank, especially lategame. His numbers have been moved up some. That's all.
Overlord - Reworked Brave Swings
Brave Swings, much like the Shaman's Ethereal Spirit, now has only one level.
Warlock - Changed Hotkeys, lowered Death Coil's cost
As one person said, while the Warlock's hotkeys are what everyone else's is, the QWE keys work better with control groups. Simple QoL change. Death Coil has also had its mana lowered.

Fixes
Potential abuse of forcing traps to spawn in the Mage's Tower has been fixed.
The Sin spawning system has been changed in the hopes of it being less buggy.
Changed the wording of several tooltips for the sake of clarity.
Parasoul's armor bonus reworked.
Removed Cross Slash from the Warlock's upgrades. I don't know how the hell that ended up there.
Teal Player's wisp couldn't select heroes in one of the taverns. This has been fixed.
The Final Boss' warnings now properly disappear.
The game now properly recognizes when players leave.
Observer abuse will be harder to do.
Agni's Flames can no longer burn himself.
Many other very minor fixes.

Version 2.10

Changelog

Balance Changes
General
Speedball has been remade.
Several paths opened in the Inferno and the Piercing Cold.
The Reaper event has been changed.

Enemies
The final boss has received some changes...

Heroes
Assassin - Reduced the base attack speed of the Assassin, changed Death Perception
The Assassin is extremely good at her job of killing heroes. Too good. She's getting touched down in the hopes that she'll be less overpowered at the endgame.
Archer - Replaced Critical Strike with Volley, lowered Aimed Shot cast time
The Archer was previously just a ranged Rogue. That was fine when she was created. There were only 6 heroes, after all. But now, she needs something to make her feel different. This comes in the form of Volley, her new spell.
Overlord - Damage down
The Overlord's damage has been slightly lowered. This will hopefully bring him more in line with other heroes.
Spellblade - New ability, Dimensional Blade CD down
The Spellblade needs some love, plain and simple. Emergency Mana has been removed, seeing as how it was mostly useless.

Others
Loggers now grant experience.
A few model updates/changes.
Invisible units now bestow auras. This only really effects the Assassin and Shinobi.
Pay attention during the endings...you might learn something interesting!
New Loading Screen and Minimap Preview!

Version 2.02

Changelog

Balance Changes
Enemies
Gave The Reaper truestrike
Rebalanced the Cathedral. Certain rooms will be easier.
Increased Mad Jack's base stats but removed one of his ressurections.
Lowered the power of Arthas' illusions.
Increased the intensity of Death's Death Knell but increased the downtime.
Heroes
Knight - Reduced power of Iron Wall, Bold Leader and Reinforced Armor
The Knight was outperforming every tank in almost every regard. Seeing as how melee bosses are the most common type, his passive is too strong, as are his passive defensive bonuses.
Guardian - Increased base stat gain, buffed Protector and Unbreakable, adjusted Always Prepared
The Guardian is meant to be the definitive lategame tank but right now he's relatively weak. These changes won't hugely increase his power, but should bring him more in line with other tanks.
Warlock - Slightly increased summon stats
The Warlock currently doesn't scale well enough into lategame. Still, no major changes.

Fixes
Updated the Guardian's icons
Fixed the Warlock's Pact tooltip
Fixed the Truestrike tooltip
Fixed the Excalibur bug
Fixed (maybe) wall bosses.

Version 2.01c

Not much of a changelog for this version. Obviously there were changes before this one, but since those versions have never been posted here, it's a tad pointless to mention them.
However, there are a few issues with this version that were discovered after it was made.
Bosses and enemies will occasionally get stuck up on walls. This is most common in the third area, though it does happen in a few of the others. You can use the -unstuck command to create a dummy that will move the first unit it attacks off the wall and to its position. I'm not 100% sure how to fix this, but the unstuck command can be used to fix it in almost every situation. You could also use it to cheat and look ahead, but really, what kind of person would do that?
The other issue of note, though this is far less prevalent, is that Excalibur will make the hero who drops it lose 5 damage even if they didn't use the active. I'm currently looking into this and will ideally have it fixed soon.
Change Log and Known Issues


Credits

Special Thanks:
  • Cman2002. Seriously, this guy has tested the game so many times. So. Many. Times. It would be a glitchy mess without him and I could never thank him enough.
  • Renamon and Zyrlin. They also tested the map constantly and caught some of the biggest bugs, even though they didn't test as often. Again, I can't thank them enough.
  • The rest of my friends that tested the map, Jakemaster64, MrPengyPoo, Guhjah/Vestakia. We've had a lot of fun...probably more suffering, but it came out alright.
  • Anyone else who plays the map. Seriously, even if you hate it, thanks for giving it a shot at least.

Also thanks to the people I don't know for the models (Be ready for a heck of a list):

Expresso, Tranquil, Grendel, G2J, FreddyK, Judash, Callahan, Wandering Soul, Kimbo, Makuza, Terem, Frankster, Alastor, Sin'dorei300, Hexus, skrab, Mephestrial, Olof Moleman, wingednosering, eubz, Sellenisko, The Weird Human, Kibasz, .KC, apaka
Loading Screen - Ryosios on Pixiv
Map Preivew - Zinnkousai3850 on Pixiv


Soundpack

Check out the game's soundpack! This allows it to have music but still be under 8mb for Bnet play. Simply unzip the file and put it in your Warcraft 3 folder. It should look like this (varying on your OS, of course)
"C:\Program Files (x86)\Warcraft III\Roguelike\(the mp3 files and credits)"
I make no promises this'll work...but it should. It does for most of my friends, so I reckon it will probably work for most people.
http://www.hiveworkshop.com/forums/pastebin_data/vr7n9x/_files/Roguelike.zip

Author's notes


First map released to the public. While it definitely isn't my first work, it's the only one I have any pride in because it's the only one that isn't total garbage.

Map Description Template Created by -Kobas-
Find more here: Map Description - Templates



Keywords:
Roguelike, Roguelite, Dungeon Crawler, RPG, Co-op
Contents

Roguelike 2.32b (Map)

Reviews
Moderator
23:20, 6th Apr 2015 Orcnet: "] I like the concept of this dungeon crawler, giving random starter locations whenever a new map starts, somehow I am having a hard time spotting what enemy unit is causing a quick death upon my push against the...
  1. 23:20, 6th Apr 2015
    Orcnet:

    [img]http://www.hiveworkshop.com/forums/members/194715-albums6441-picture75028.png[/img]


    I like the concept of this dungeon crawler, giving random starter locations whenever a new map starts, somehow I am having a hard time spotting what enemy unit is causing a quick death upon my push against the enemy lines for some reason, so I keep restarting the game and there is it again I die on a fight that I know I'm on stable ground. I'm guessing there is a unit that has extreme base damage, a 1 shot spell kill, or a trigger that quickly kills a unit. I would be nice if such mechanism does not apply for this massive hero arena map, it would be problematic.

    Another is the Pill item, its so random it doesn't even need to be useful, it either dis-function my team against the enemy or its just minimally restores health or mana upon my weight, I suggest the pill would be useful for better hero consumables such as random speed, damage, increase exp, etc. Instead of those other junk that decreases X for no reason.

    I had no problems with the terrain however, it would be great if you can atleast dish some walkable doodads and add a nice tile variations for each map starter for the game, this would give not only visual look, but also more play value for the game.

    Overall, the map can be approved.
     
  2. WhiteFang

    WhiteFang

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    Ah,a RPG!Ill definitely try this and i could review it for you if you want
     
  3. DeathdruidX

    DeathdruidX

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    Please do, I'm happy to take any review I can get. Even negative feedback is way better than none.
     
  4. Orcnet

    Orcnet

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    Map approved.
     
  5. Great map, had some funny hours!
    Tho, some heroes are clearly too strong, many hosts already tend to ban some heroes .

    Yeah, if you fail at unstuck, it runs into another area and game is over...
     
    Last edited by a moderator: Apr 7, 2015
  6. DeathdruidX

    DeathdruidX

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    Mind elaborating on who is too strong? I do plan on furthering balance. I only had a few testers and we generally used the same heroes, so I'm sure there's some issues we missed with balance.

    As for the unstucking, I am aware I need to make a better system. I'll see if I can push that out for the next version.
     
  7. To be honest, it is some time ago I played this, so I cannot remember all, sadly. I remember hosts banning Sinner, Knight and Bersercer, if am not wrong. There were a few more, but I cannot remember their names.

    I am actually surprised about this. I saw like ..20 games and even more, some players already are 'pro' and know all basics and advanced details, I cannot believe you lack review of this game.

    For the unstuck, maybe add pathing blockers ? I am sure there are a few opportunities to avoid the current problems.
     
  8. DeathdruidX

    DeathdruidX

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    Yeah, the Knight's been a problematic. He's already marked down for some minor nerfs. I wouldn't know about the Berserker, but I'm willing to bet the Sinner gets banned because he's weak and hosts don't want anyone playing him. As for pathing blockers, I'll give it a shot at least.

    Some changes will be made and hopefully I can get an updated version up this weekend.
     
  9. Ronin-Zen

    Ronin-Zen

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    'Ello. A friend and me have been playing this for a while, and it's really been fun trying to find synergizing heroes and such. Dark Knight/Warlock two-man was pretty fun, though it took us a while to actually get a run that we won on. Maybe what, four, five days? It was a little less than a week, I think.

    On the topic of Sinner... ... Sinner is silly. If he doesn't die, and eats the first three Sins from the starting area, along with the Wraith Knight? Dear god. We beat that session in like thirty minutes. It was absurd.

    Anyway, what I'm really tying to say, is thanks for making a fun and variable map. I mean it, we're still trying to beat the game once with at least each hero.
     
  10. Jaseto

    Jaseto

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    Gosh this map is good and funny BUT there are stuff that need to be done.
    I played for quite a while and after a few failed games i finally had a good start.
    I reached up to Death the horseman of the apocalypse i killed him and i was at full health and i instantly died... Like what the heck.
    Why did i play for 1 hour to die from god knows what.
    If such things happen you could die at any moment and then what a new game ...
    I suggest you to make it so you could respawn but with long timer or something like 5mins.
    Or put ankhs at the acolyte vendor which cost lumber or idk.
     
  11. I doubt the majority of players will enjoy this suggestion. Adding the opportunity to respawn, I don't know, makes the game less hard and it does not fit this game, in my opinion.
     
  12. Tanasren

    Tanasren

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    I played as knight and owned everyone without a doubt (solo play).

    The goblin which kept respawning was weird, he reached like 1500dmg because of this so I had to cheat to kill him (because I already killed him 10 times so it wasn't fair :D).
    The puppetmaster got me but I saved right before and i reloaded but it kept crashing.
    Also the map takes too long to load, such a shame for a simple map.

    And now I start to play as Sinner (in solo) and after 3 bad start I'm making it through. However he looks boring to play.
     
  13. Jaseto

    Jaseto

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    Well yea it's not a good option but if there are unexpected deaths and shit.
    I guess it's still an option i don't know if it's a bug or something.
    I've played other maps with perma death and i've completed them but there were no sudden deaths i owned that boss my hp was full and i died just like that.
    What is that I'm against playing a map where you could not revive and you could die out of nowhere.
    No im going to try it one more time and if i die once again from some bug i'll give up.
     
  14. If it is supposed to happen, I would recommend the creator to remove it. It is just dumb, especially in single player, to die in a perma death game this way, although it is avoidable.
     
  15. Jaseto

    Jaseto

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    Yea exactly i would understand if it was a multiplayer game and there was a class which could somehow revive a hero or something.
    But it's a single player game and you die suddenly without noticing anything and it's just game over like 1 hour gameplay what a waste of time.
    I thought of an idea how about putting on difficulities like for an example easy/medium/hard( 2 respawns/ 1 respawn/perma death)
    This is as long as this instant death could not be fixed .
     
    Last edited: Apr 9, 2015
  16. Tanasren

    Tanasren

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    its not single player -___-
     
  17. Ronin-Zen

    Ronin-Zen

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    It actually is supposed to happen. When Death does the green circle thing on you, you die if he dies. So you just have to wait it out before killing.
     
  18. Jaseto

    Jaseto

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    Are those boss mechanics explained anywhere or not.
    Because i haven't seen them mostly it's so crowded and everything happens so fast that i cannot notice anything just you died , you died ...
    I died on the damn goblin at the 3rd area just like that.
     
  19. You will after some times of playing this game. I doubt there is anywhere a guide, but this game is, in my opinion, supposed to be played often so you get a feeling about how things work and such.