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Sunken City v2.5.1c

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
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[Hosted Project Page | Forum]

INFORMATION

CHANGELOG

FEATURES

SCREENSHOTS

TRAILER

HEROES

CREDITS


INFORMATION
Sunken City is a Dungeon Crawler map with RPG elements. The Player controls a hero and has to over come numerous puzzles, traps, quests, enemies and different bosses to reach the end. The game contains multiple different features that allow for advanced hero customization.

Recommended Players: Soloing is possible, but for better experience play with 2 or 3 players.
Gameplay Time: Between 3 and 6 hours depending on number of players and difficulty.
Amount of Heroes: 21
Maximum Level: 18



EasyNormalHardHellInsane
Enemy Handicap
100%
120%
150%
185%
230%
Enemy Bonus Damage
0%
30%
80%
130%
170%
Enemy Bonus Armor
0
3
5
7
10
Enemy Bonus Attack Speed
0%
15%
25%
35%
40%

EasyNormalHardHellInsane
Bonus Gold per Kill
0
0
1
1
2
Bonus XP
0%
0%
1%
3%
5%
Bonus Drop Chances
0%
10%
15%
20%
30%
Starting Gold
100
125
150
200
250

CHANGELOG

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Version 2.5.1c [Hotfix] [26.10.2024]
General Changes
  • Tooltip fixes.
  • Sharing units will be disabled while interacting with the Keeper of the Grove.

Classes
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Shaman
  • Fixed a bug where Chain Lightning was not affected by effects that interract with "Q" Spellcasts.

Items
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Items
  • Pot of Greed will no longer display a debug message upon purchase.
  • Fixed a bug where taking control of a Neutral unit while a Player has Dragonslayer would result in an unintended Attack Damage increase.


186388-albums6607-picture72240.png

Version 2.5.1b [Hotfix] [23.10.2024]
General Changes
  • Tooltip fixes.
  • Sharing units will be disabled while interacting with the Apothecary.
  • Fixed a bug where Flat damage modifiers were calculated after Armor and Spell Damage Reduction calculations.

Classes
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Feral Druid
  • Guardian of Elune Talent's effectiveness when taking damage from Lesser Creatures has been reduced to 30% down from 50%.
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Shaman
  • Fixed a bug where Chain Lightning was dealing significantly less damage than intended after v2.5.1a.
  • Fixed a bug where the Chain Lightning Passive effect stopped working after v2.5.1a.
  • Fixed a bug where the Leader of the Clan Talent stopped working after v2.5.1a.
  • Fixed a bug where the Stormstrike Talent stopped working after v2.5.1a.
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Warrior
  • The Spell Reflection Talent now has an internal cooldown of 0,1 seconds per player.
  • The Thirst for Battle Talent's healing is now 25% effective when healing allied units and heroes down from 50%.
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Witch Doctor
  • Ancient Ward's Poison Specialization effect now has 10% maximum Mana scaling down from 15%.

Items
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Items
  • The Voodoo Lounge shop no longer sells droppable items.
  • Edge of the Red Court now grants 6% Lifesteal up from 5%.
  • Edge of the Red Court now grants 8 Mastery up from 7.
  • Edge of the Red Court now grants 6% Critical Strike down from 8%.
  • Edge of the Red Court now grants 10 Attack Damage down from 12.
  • Edge of the Red Court now increases the effectiveness of Lifesteal instead of granting more Lifesteal scaling with Mastery.
  • Edge of the Red Court now increases Critical Strike damage by 0,60% per point of Mastery down from 0,75%.
  • The stats of the Qiraji Talisman droppable item have been reduced.
  • The stats of the Heavenly Shoulderpads droppable item have been increased.
  • The increased healing effectiveness of the Heavenly Shoulderpads droppable item has been reduced.
  • The Seal of Anubisath droppable item has received an additional effect.
  • Fixed a bug where Pot of Greed would sometimes not remove other Shop Items when acquired.
  • Fixed a bug where attempting to equip the Pot of Greed of an allied Hero would prevent you from buying Shop Items.
  • Fixed a bug where the Blade of Cruelty shop item was not granting Critical Strike.


186388-albums6607-picture72240.png

Version 2.5.1a [Hotfix] [19.10.2024]
General Changes
  • Tooltip fixes.
  • Fixed a bug where failing the Heavy Metal Challenge would fail the No Disintegrations Challenge and will still be possible to complete.
  • Fixed a bug where the Talents and Glyphs units could hold regular items.

Classes
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Death Knight
  • Fixed a bug where Outbreak would sometimes not deal damage in Unholy Specialization.
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Feral Druid
  • Fixed a bug where the Swipe proced by the Feral Frenzy Talent was not benefitting from its bonus scaling based on current form.
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Hunter
  • Call Pet's cooldown has been reduced to 30 seconds down from 40.
  • The base duration of pets summoned by the Unleash the Beasts Talent has been reduced to 6 seconds down from 7.
  • Fixed a bug where Bestial Wrath was always granting 3 Armor.
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Priest
  • Fixed a bug where Renew was restoring more health over time than intended.
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Shaman
  • Fixed a bug where Chain Lightning would sometimes not benefit from cooldown reduction effects.
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Siren
  • The Empowered Shot Talent will now benefit from the Tidecaller Specialization's effect.
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Tidewarrior
  • Fixed a bug where The One From Below could not critically strike.
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Warrior
  • Fixed a bug where the Warbringer Talent was dealing more damage than intended.
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Windmaster
  • Fixed a bug where the Windstorm ability was missing.

Items
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Items
  • Locked Chests can now drop the Legendary droppable item.
  • Treasure Bags can now drop the Legendary droppable item.
  • The drop chance of the Legendary droppable item has been reduced.
  • Fixed a bug where Bloodlord's Regalia was not dealing damage.
  • Fixed a bug where Saberclaws would sometimes damage its wielder.
  • Fixed a bug where Transmuting 3 Common items at the Enchantress would sometimes craft a Rare item.


186388-albums6607-picture72240.png
Version 2.5.1. [10.10.2024]
Come and play with us in our Discord server! Join here.

General Changes
  • Stats UI should now run correctly when loading the game.
  • The Commands window in the Quest Dialog no longer lists the <-stats> command.
  • The Multiboard's Player Name column will no longer include Players' BattleTag.
  • Sharing units will now be disabled while browsing the Survivor Merchant.
  • The broken down Golem required for the Magnetic Orb is now easier to spot.
  • The Damage Engine has received an update and its structure has been modified.
  • Buffs and debuffs applied by the Damage Engine are now applied before damage is dealt.
  • Critical Strikes of summons will now create a floating text with exclamation mark.
  • Glyph of Devotion's base Mana Regeneration has been increased to 0,75 per second up from 0,5.
  • Glyph of Devotion's Mana Regeneration scaling has been increased to 0,4% of maximum mana up from 0,2%.
  • Glyph of Renewal's visual effect is now far less noticeable on non-hero units.
  • The Enchantress Transmute ability now requires 2 Uncommon Items to create a Rare down from 3.
  • The Enchantress Materialise ability now creates 2 random Rare Items with 2 Seeds instead of 1 Uncommon and 1 Rare.
  • Backpacks with Taunting turned off have calmed down and no longer have the Blood Fury buff and instead have a new, proper one.
  • Backpacks have been cleaned up of any pointy plants and no longer have the Thorns Aura buff.
  • A new Rare Boss has been added in the Waterworks Dungeon.
  • Cevius's Health has been slightly increased.
  • Cevius now has 3 Armor up from 0.
  • Nightmare Wisps spawned by Cevius will now restore 35 Health up from 30.
  • Sea Giants, Sea Pillagers and Sea Behemoths no longer have the Ocean Shield ability.
  • Sea Giants, Sea Pillagers and Sea Behemoths now have a new ability: Globe of Water.
  • The chance of enemies to spawn at the first Cave has been reduced.
  • The Shadow Hunter at the Troll Village has found his missing item.
  • Fixed a bug where the Backpack's Roll command could be used to access Teleportation Runes.
  • Fixed a bug where damage instances that count as auto-attacks were not able to critically strike.

Classes
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Berserker
  • Poison Specialization's effect has been reworked.
  • Poison Specialization's Mastery scaling has been increased to 0,5% up from 0,4%.
  • Venomous Axes ticks now have chance to apply Surge of Toxins.
  • Venomous Axes' Attack Damage scaling has been increased to 15% up from 10%.
  • Venomous Axes' damage dealt scaling with Critical Strike Chance is now increased by Critical Strike Damage.
  • Fixed a bug where Poison Specialization's Mastery scaling was so much lower than intended that it essentially wasn't working.
  • Fixed a bug where the Poisoned Blade Talent triggered effects from other Talents that give Venomous Axes a chance to tick an additional time with a lower chance than intended.
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Death Knight
  • The Virulent Plague Talent's proc chance has been increased to 12% up from 10%.
  • The Virulent Plague Talent's proc chance now also scales with Potency.
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Demon Hunter
  • Item effects that generate attacks will no longer consume Demon Within stacks.
  • The Seething Power Talent now causes damage and begins accumulating stacks from the intial attack that triggers the effect.
  • The Seething Power Talent no longer has a 0,2 seconds internal cooldown.
  • The Seething Power Talent's Attack Damage scaling has been increased to 10% up from 8%.
  • The Seething Power Talent now lasts for 4 seconds down from 4,5 seconds.
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Hunter
  • Huffer now gains 65% of the Hunter's maximum Health up from 50%.
  • The Frostfang Bow Talent no longer needs the targets to be Chilled to deal double damage.
  • Fixed a bug where Spike and Grylls had incorrect scalings for their Attack Damage.
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Mage
  • Ring of Frost now causes an additional visual effect upon triggering.
  • Arcane Specialization now grants a new ability instead of Aracne Barrage.
  • Living Bomb's proc chance is no longer increased while the spell is on cooldown.
  • Living Bomb now causes instant damage against targets already affected by it.
  • The Fire Bomb Talent has been replaced with a new Talent: Firestarter.
  • The Blazing Soul Talent now increases tick rate by 25% down from 50%.
  • The Blazing Soul Talent now also increases burst chance.
  • The Pyromaniac Talent has been reworked.
  • The Supernova Talent has been reworked.
  • All Mage icons have been updated to high-res versions.
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Necromancer
  • Taking Blood Globes no longer counts as a tick towards Raise Dead.
  • Corpse Explosion no longer deals more damage after taking a Blood Globe.
  • Corpse Explosion's base damage has been reduced to 20/40/60/80 down from 25/50/75/100.
  • The Blood Sacrifice Talent now increases all damage dealt by amount equal to 0,5% of maximum Health down from 1%.
  • The Life from Death Talent no longer has chance to grant the Necromancer a Blood Globe when Skeletal Minions die.
  • The Life from Death Talent now causes Blood Globes to count as 2 ticks towards Raise Dead.
  • The Reaper of Souls Talent now benefits from Essence Specialization's Mastery scaling.
  • The Blood Reaper Talent can now benefit from Reaper of Souls' scaling.
  • The Blood Reaper Talent now reduces the damage dealt by Grim Scythe's Passive effect by 60% up from 50%.
  • The Hour of the Dead Talent has been reworked.
  • Fixed a bug where Skeletal Archers spawned by the Skeletal Archers Talent had incorrect damage scalings.
  • Fixed a bug where Skeletal Minions spawned by the Tombstone ability had incorrect damage scalings.
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Paladin
  • Crusader's Strike mana cost for Level 4 has been increased to 35 up from 30.
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Rogue
  • Sinister Strike's cooldown has been increased to 9 seconds up from 6.
  • Sinister Strike's mana cost has been increased to 18 up from 12.
  • Sinister Strike's base damage has been increased to 35 up from 25.
  • Sinister Strike's Attack Damage scaling has been increased to 65% up from 45%.
  • Sinister Strike's maximum Health scaling has been increased to 12% up from 8%.
  • Dispatch's cooldown has been increased to 9 seconds up from 6.
  • Dipsatch's mana cost has been increased to 18 up from 12.
  • Dispatch causes the next attack to deal 40% more damage up from 25%.
  • Vendetta's duration has been reduced to 4,5 seconds down from 5.
  • Vendetta will now allow the Rogue's next attack to deal the accumulated damage if the debuffed target dies before Vendetta expires.
  • Rupture's base damage has been reduced to 10 down from 20.
  • Rupture's Attack Damage scaling has been increased to 100% up from 80%.
  • Shadowstep's base damage has been increased to 100/190/280/370 up from 90/160/230/300.
  • Shadowstep's Attack Damage scaling has been increased to 145% up from 135%.
  • Fan of Knives' cooldown has been increased to 7 seconds up from 6.
  • Fan of Knives' base damage has been increased to 70/140/210/280 up from 65/130/195/260.
  • Fan of Knives' Attack Damage scaling has been increased to 65% up from 50%.
  • Fan of Knives' Agility scaling has been increased to 35% up from 25%.
  • The Shadowblade Talent has been replaced by a new Talent: Dirty Tricks.
  • The Shadow Dance Talent no longer reduces the cooldown of Stealth.
  • The Shadow Dance Talent now increases the damage of Rupture.
  • The icon of the Hidden Blades Talent has been changed.
  • Fixed a bug where Fan of Knives had incorrect scalings and lower base damage since v2.4.7.
  • Fixed a bug where Fan of Knives had lower range than intended.
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Shaman
  • Fixed a bug where the attacks of Flametongue Totem would sometimes cause certain effects to deal Magical Type damage.
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Siren
  • Tidal Shot is no longer a targetable ability and instead triggers on next attack.
  • Tidal Shot's mana cost has been increased to 15/25/35/45 up from 15/20/25/30.
  • Tidal Shot's base damage has been reduced to 120/200/280/360 down from 120/220/320/420.
  • Fixed a visual glitch with Tidal Shot, Aquatic Flow and Riptide.
  • Fixed a bug where the second shot of Liquid Arrows fired by the Tidecaller Specialization was dealing less damage than intended.
  • Fixed a bug where Sea Elementals were not benefitting from the Flow of the Ocean Talent's mana regeneration.
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Tidewarrior
  • Attack range has been increased to 125 up from 80.
  • Myrmidon and Guardian Specializations' Mastery effect now increases the proc chance of Tidal Strike's passive instead of reducing base attack cooldown.
  • Myrmidon Specialization's effect now reduces base attack cooldown by 5% instead of increasing the proc chance of Tidal Strike's passive by 5%.
  • Tidal Strike now has a new icon.
  • Tidal Strike's base damage has been reduced to 90/160/230/300 down from 100/180/260/340.
  • Tidal Strike's Strength scaling has been reduced to 200% down from 225%.
  • Tidal Strike's passive proc chance now has 20% bonus Agility scaling up from 10%.
  • The Shipwrecker Talent now causes every 5th attack to be critical up from every 4th attack.
  • Fixed a bug where Tidal Strike's Agility scaling for the active damage was only applied to the Strength scaling.
  • Fixed a bug where Tidal Strike would not gain increased damage while above 25% Critical Strike chance.
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Warlock
  • Implosion Talent's Imp base damage has been reduced to 7/13/19/25 down from 8/16/24/32.
  • Fixed a bug where the damage dealt by the Seed of Corruption Talent would sometimes damage allied units.
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Warrior
  • Sundering Strikes now provides 15% Critical Strike up from 10%.
  • Sundering Strikes now provides 20 Attack Damage up from 15.
  • The proc chance of Enrage for consecutive attacks after the first one has been increased to 15% up from 10%.
  • Ignore Pain's mana cost has been increased to 20 up from 15.
  • Battle Shout's mana cost has been changed to 5/10/15/20 from 10/10/10/10.
  • The Thirst for Battle Talent now adds 8 flat healing to Lifesteal up from 5.
  • The Thirst for Battle Talent now increases the effectiveness of Lifesteal for every 100 health of the Warrior up from every 50 health.
  • The Thirst for Battle Talent's healing can now affect non-Hero allied units.
  • The Thirst for Battle Talent's healing is now halved when healing allied units and heroes.
  • The Slaughterhouse Talent now grants 15 bonus damage to Critical Strikes.
  • The Slaughterhouse Talent now increases Critical Strike damage by amount equal to 200% of Agility down from 250%.
  • The Frenzy Talent now has an additional effect.
  • The Warbringer Talent has been reworked.
  • Fixed Whilrwind's tooltip to state that the cleave proc chance is 25% instead of 20%.
  • Fixed Whilrwind's tooltip to state that the cleave proc chance is increased by 5% while Whirlwind is on cooldown.

Items
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Items
  • Artifact Items now use Red Text for their names.
  • All Heroes now spawn with 2 Healing Potions and 1 Mana Potion.
  • The drop chance of Consumable Items (Potions) reduces as enemy levels get higher.
  • Shoveling Pick is now consumed to grant all Backpacks the Dig ability.
  • Mystery Tome has been removed from the Arcane Wares shop.
  • Seeds of Idrassil now cost 300 Gold instead of 3 Shadow Crystals.
  • The purchase cooldown of Seed of Idrassil has been reduced to 1 second.
  • The Chaos Blades shop item now grants 6% Critical Strike down from 8%.
  • The Chaos Blades shop item is now called Assassin's Blade and uses a new icon.
  • A new component shop item has been added: Blade of Cruelty.
  • A new shop item has been added: Pot of Greed.
  • Edge of the Red Court has been reworked.
  • Nightfall has been reworked.
  • The Qiraji Talisman shop item has been replaced with a new item: Apocalypse.
  • The Thorim's Hand shop item has been replaced with a new item: Void Hunter.
  • Tome of Strength, Tome of Agility and Tome of Intelligence +2 now have 30 charges at the Apothecary shop up from 15.
  • Pridwen, Guard of Tirion should no longer drop Lives whenever the wielder dies.
  • Chemical Armor's Use effect will now also trigger when taking damage while below 12% of maximum Health.
  • Soulstealer's current Health scaling on both Equip effects has been reduced to 0,3% down from 0,4%.
  • Serpent Staff's proc chance has been increased to 80% up from 40%.
  • Serpent Staff's proc chance now gets reduced by 8% for each active Serpent Ward.
  • The base damage of Serpent Wards spawned by Serpent Staff has been reduced to 25 down from 36.
  • Serpent Wards spawned by Serpent Staff now have 10% Attack Damage scaling.
  • Dragonscale Chestplate now provides Dragonscale Aura instead of Thorns Aura. Dragonscale Aura also reflects damage from ranged attacks and the reflected damage is always dealt by the wielder of Dragonscale Chestplate and not the target.
  • Dragonscale Chestplate's chance to Taunt whenever dealing damage has been increased to 6% up from 5%.
  • Dragonscale Chestplate's Taunt duration has been increased to 4 seconds up from 2.
  • Bonus Drops from Magic Find now create a visual effect when dropped.
  • The Bonus Drop from Magic Find text message now states the name of the item.
  • The icons of few droppable items have been updated.
  • Several droppable items have been reworked.
  • Several droppable items have been replaced by new items.
  • 8 new droppable Epic items have been added to the game.
  • A droppable Legendary item has been added to the game.
  • Lucky Golen Charm has been removed from the game.
  • Fixed a bug where if Key of Life drops, enemy units would stop dropping random droppable items.
  • Fixed a bug where the Spiritual Hood droppable item was not granting Health per second.
  • Fixed a bug where players would occasionally permanently lose the Eye of the Titans if they sell it to the wrong vendor.
  • Fixed a bug where Dragonscale Chestplate was providing additional Health Regeneration.
  • Fixed a bug where Warlord's Medallion was restoring more mana than intended for the attacks of summons.
  • Fixed a bug where Vampiric Aura provided by non-Shop Items was not working.
  • Fixed a bug where the Hand of Hatred droppable item was not increasing the damage dealt by summons.
  • Fixed a bug where the Multiboard would not account for a now missing Talent after dropping Forbidden Seal.
  • Fixed an issue where items that Bind Spells would not always trigger when the bound spell is cast.
  • Signet of the Swarm, Staff of Kil'jaeden, Silver Bow and Bloodlord's Regalia will no longer continue to deal damage while the wielder is dead.

Archives

FEATURES
  • Diverse Heroes: The 21 heroes in Sunken City possess different custom skills which are well presented in detailed tooltips.
  • Backpack System: In case your inventory is full, you are given a backpack with additional 6 slots where you can carry quest items or unused items for selling.
  • Stat System: Each level you are given the possibility to access the Skill Poitns Menu and gain access to secondary stats (non-Strength, Agility, Intelligence).
  • Item Interaction Systems: Sunken City gives the option to Disenchant items for stats or to Reforge unused lesser items to create better ones.
  • Chest System: There are many Chests scattered around the Sunken City. Opening them rewards you with a random item!
  • Quests: Embark quests that give you side objectives throughout the game!
  • Challenges: Complete difficult optional challenges for additional rewards.
  • Shop System: A simple and intuitive shop system makes it easier for players to navigate and purchase some of the many Sunken City shop items.
  • Rolling: Sunken City allows you to roll for items that suit everyone. Therefore you can avoid stealing.
  • Damage and Armor: Sunken City's gameplay is based around damaging the best target. By mouse-overing your damage and armor you will easiliy understand what's your best target!
  • Gold System: Players in Sunken City share the Gold gained by killing creeps!
  • Randomized Items: Each creature you kill has a chance of dropping one of the hundreds of items, contained in a scripted loot-table. In addition bosses have multiple drops, which add to the replayability.
  • Glyph System: A system that allows your hero to pick a combination of various Glyphs which add passive effects to your hero.
  • Talent System: Each hero has unique set of Talents that can amplify, modify, add or replace the existing hero abilities.

SCREENSHOTS

























TRAILER

HEROES

Intelligence HeroesStrength HeroesAgility Heroes

Shaman [1]
Druid [2]
Priest [3]
Mage [4]
Necromancer [5]
Warlock [6]
Witch Doctor [7]
Warrior [1]
Paladin [2]
Death Knight [3]
Monk [4]
Tidewarrior [5]
Dragon Sentinel [6]
Tinker [7]
Rogue [1]
Hunter [2]
Feral Druid [3]
Windmaster [4]
Berserker [5]
Demon Hunter [6]
Siren [7]

CREDITS

I would like to thank the following people:
Note:
There are many more resources that I used, but I can't find their creators. If you see your resource used in my map, please tell me and I will add you here.


Contents

Sunken City v2.5.1c (Map)

Reviews
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 24-Dec-13 (14:27:40)Personal Comment:One of the most polished maps, of its type, that I had a chance to play. Beautiful terrain, nice story, well customized heroes and enemies...
Level 6
Joined
Dec 3, 2012
Messages
243
The gate that usually breaks down and sometimes Rock Golem spawns at it should be always open in Singleplayer mode, thus allowing you to open the twin-switches door from behind.

Ah, yes. You are right. My bad for miswatching it.

Another question: what is the time period between spawning infernals and doom guards falling down from the sky? If there's any.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Ah, yes. You are right. My bad for miswatching it.

Another question: what is the time period between spawning infernals and doom guards falling down from the sky? If there's any.

If my memory serves me right, this event cannot occur in less than 6 mins. The minimum interval before two occurrences of the event is 6 mins.
For example, if an infernal drops at 12:00 mins game time, there won't be another drop until 18:00 mins. But there is no maximum interval. This means that after the 18:00 mins, it can happen at any point in the game or it may never happen again.
 
Level 6
Joined
Dec 3, 2012
Messages
243
If my memory serves me right, this event cannot occur in less than 6 mins. The minimum interval before two occurrences of the event is 6 mins.
For example, if an infernal drops at 12:00 mins game time, there won't be another drop until 18:00 mins. But there is no maximum interval. This means that after the 18:00 mins, it can happen at any point in the game or it may never happen again.

I see. So it's purely random after the minimum. Is this intended to keep away the afkers or you got another thing on your mind for it?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
I see. So it's purely random after the minimum. Is this intended to keep away the afkers or you got another thing on your mind for it?

In a game with limited possibilities due to the age of the editor, I have resorted to randomness as the most efficient way to ensure replayability. An infernal drop may change the outcome of any battle. If it occurs during a bossfight it makes for a more challenging encounter. It also teaches the player the important lesson (in this map) which is to stick together and avoid going alone. AFK-ers are unfortunately unintentional victims to the random event. :X
 
Level 6
Joined
Dec 3, 2012
Messages
243
I wanna whine now about how broken the Count's Memento item is. Like I've said, I'm playing Shaman and with this item and the Earth shield on, I'm pretty much invincible. I've got like over 60+ procs already and I bought it at lvl 11. But 1500 gold and 5 crystals are really obtainable early in the game. Put your hero near a healing stone with this item, let the infernal/doom guard fall down from the sky, afk for 2-3 hours, voala = 200 str.
You need to rebalance some part of this item.

OR

It is actually intended by you to build the Shaman that way. Although this can be applied to any other hero.

Thoughts?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Put your hero near a healing stone with this item, let the infernal/doom guard fall down from the sky, afk for 2-3 hours, voala = 200 str.
You need to rebalance some part of this item.

Well, here is the thing:
While I realize this could be unbalanced, I will certainly not balance the game according to exploits. I bet you can find many more things about which you could say "AFK X numer of hours and you will get Y."
Do I consider "AFK for hours" as an acceptable mechanic to balance the game? Hell, no. Not to mention that if you are playing the game with allies (which is the way the map is designed to be played), you wouldn't be able to afk for that long.
Now that I think of it though, a single creep cannot produce more than a single stack on that item, so afking won't bring you more than 1 str. You will need to find different enemies to stack up the damage for you.

But even if other such occasions occur when you can claim that if you afk with something for a bunch of hours, it becomes OP, well then go for it if it's an enjoyable experience for you... I personally don't play games to afk in them or to exploit them which is why this isn't designed to be played by 1 player.
You can make the same argument about gold accumulation. Theoretically you can AFK for 24 hours and come back with a shitload of gold. Can that happen - yes. Should I "balance" the game, because someone can AFK for hours - no. Would I enjoy playing that way - no.

So.. yeah. AFKers ruin the experience for themselves, but if you enjoy it that way - go ahead. But Count's Memento cannot gain more than 1 stack from a single enemy, so that one is alright.
 
Level 6
Joined
Dec 3, 2012
Messages
243
I see your point.
The afking was just an example. Many areas of the map got many creeps in them which cannot kill you but can stack damage for the procs. Which is making him perfect for a tank.
Count's Memento cannot gain more than 1 stack from a single enemy, so that one is alright.
Alright then. You did your balancing job in my eyes. Keep it up.

Dunno if mentioned before but which heroes can survive on single heroic insane gameplay? Besides Ranger and Shaman. Already tried them by myself and it works.
 
Last edited by a moderator:
Level 2
Joined
Jul 27, 2015
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the best change the map creator could make is the kalisea fire, a friend and i get stucked in this part in previous versions, and it would be great if you make a hint about how to get the bow in the near the volcano
 
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Best Map ! I like it so much 5/5 +rep ! You know... I'm thinking about join your group in Garena perhaps one day! But believe it or not... I've played this map by my self with (BloodElf Paladin), I get to level 11, I've almost complete all the quest... but I've always get killed by a golem (Siadan) then I realise that this not a single player map :) ...
 
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Best Map ! I like it so much 5/5 +rep ! You know... I'm thinking about join your group in Garena perhaps one day! But believe it or not... I've played this map by my self with (BloodElf Paladin), I get to level 11, I've almost complete all the quest... but I've always get killed by a golem (Siadan) then I realise that this not a single player map :) ...

Progressing further in the game will give you hints about how to obtain the bow. It's easier than you think.
 
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WARNING, GIANTIC SPOILERS AHEAD:

the best change the map creator could make is the kalisea fire, a friend and i get stucked in this part in previous versions, and it would be great if you make a hint about how to get the bow in the near the volcano

You will need to disable the generator of electric field. Hint to this can be found in The legend of Thori'dal book, which is agility heroes item and can be found in south-east quarter of the map. You will usually get to the book at level 8.

The book says, that you need to get your hands on Charged Rod. To do that, you need to get Disabled Rod, which is in a barrel which randomly spawns in certain areas of the map, so far it spawned in The Skeleton Tomb dungeon, in last room with the boss, and also behind Zerash on a small ledge (you can there by hidden path between trees). Zerash is that black Naga near waterfall before Zultar Forest dungeon.
You will also need to get Charging Stone (to charge the disabled rod), which is located in western part of the island (you get there after you are lvl10+), outside of the temple, on north end of the hydra beach, behind a stone obelisk. You can see the stone if you look at the obelisk from left side.

When you get these two items, charge the rod (by clicking on it) and the forcefield disapeirs and you can go back and pickup the legendary Bow.

this is nice map i have played.. i have completed it.. but still i can't find ghost key and how to get legend of dawn book?? any suggest or clue?

p/s.. hey please add more new heroes.. :p

You get Ghost Key as a drop from Zerash, You can make him killable when you use Elven Stone of the Moon item on him, it is uncommon rarity Relic item, random drop.

You can get The Legend of Dawn book by teleporting into its cell by power circle, which is behind the Rolling Stone Door in north-west part of the map, the door with "This is sealed by complicated mechanism, there is something important behind it" and which are behind the Massive Ruined Gate, where the big demon kills that troll questgiver.
And guess what? You open the complicated mechanism door by using the lever which is behind the fence that is opened by the Ghost Key.

The Legend of Dawn says that you need to use the book when you have three items in your inventory, all of them are in south-east quarter of the map.

Nerubian Egg - Found in south-west corner of spider arena with that big spider boss
Corrupted Essence - In a secret near Master's Chamber, spawns when you get to Corrupted Ressurection Stone.
Kerrata (a brown mushroom) - In hidden area left of Feric's Throne (destroy rock chunks)

i played it and really enjoy the game and i could finish it hell mode singleplayer without dying

i got a few questions i couldnt solve them
1. how does the nerubian egg work?

2. how does the corrupted ressurection stone works? and what is that corruption essence for?

3. how does the small water bowl work? i filled it with water already but how to use it?

4. a naga royal guard named zerash with 14 HP and divine armor invulnerable. What is his role?

5. how to open the rolling stone door at the near-end game? it says a very complicated mechanism but there's something really important

6. how to obtain the legend of dawn book in the "two corridors"?

7. in the first dungeon, how can you obtain the item in the middle of the sea? and then how can you go pass through the two torches at the end? u'll instantly dead if you pass

8. at the vault. i couldn't open the gate that leeds to three treasures + 1 seed of idrasil. how to open that?

9. there's a magic wall that if you want to open it, u'll need a key that isn't made of hard material? how does that work?


sorry for many questions. thanks

1. 2. Both Corrupted Essence and Nerubian Egg are used in Dawn legendary item recipe (more info above)

3. You need to use it when you stand on tree stump inside of small circle, which is in The Vault optional dungeon, in central part, north of south locked gate.
The tree will grow and open the gate south of it. Entrance to that dungeon is portal gate which is left of that dryad which can transform your items.
The bowl itself can be found in Ancient Bookshelf, north of alchemist quest giver (the one which gives you quest about blowing up a gold mine).
You can fill the bowl with water if you stay next to a waterfall, which is south of the alchemist questgiver.

4. He can be made killable by using Elven Stone of the Moon item on him, it is uncommon rarity Relic item, random drop. After you kill him, he drops Ghost Key.

5. 6. It is all part of puzzle for legendary sword Dawn. You can get The Legend of Dawn book by teleporting into its cell by power circle, which is behind the Rolling Stone Door in north-west part of the map, the door with "This is sealed by complicated mechanism, there is something important behind it"
You open the complicated mechanism door by using the lever which is behind the fence that is opened by a Ghost Key.

7. Naga heroes can swim.

8. By using the water bowl on the tree stump

9. You need the Ghost key, it drops from Zerash.

I'm playing this map with a friend of mine, and we've been playing it for years, usually re-playing it because it's such a great map, trying out different combos.

Now, however, we're stuck at obtaining this specific item. The Phoenix Egg. Could you possibly throw us a little hint about where we should go in order to grab it?

Does it spawn at random places from game to game? Or is it always this one specific place?

Sincerely, Mr.TwD.

You get the phoenix egg by teleporting there with Ultrasafe Transporter, an item which is sold by Ancient Relics merchant, who is in The Vault optional dungeon.
He is behind locked gate which can be unlocked by a lever which is hidden in the same room, north of the big tree that is south of the gate.

The teleporter item has a chance to shock you for damage, to fail, or to teleport you to various, normaly unreachable, hidden areas which usualy contains some shadow crystals or atribute books, but some of them can contain more valuable items. It can also teleport you to starting location or various other normal locations with no real benefit.

For the love of everything that is holy where is Ferric's key, me and my friends spent 6 hours today trying to find it and we failed. The only option left was the level 10 corridor but we were level 7 at the time. Please don't tell me we were supposed to go there :( Great map though, me and my friends absolutely loved it.

There is secret are near Master's Chamber location, it is a hidden path a bit south of the chamber, on the oposite side of the door with lighting bolt striking in front of them. There you can find Corrupted Ressurection Stone, if you go bit north in this secret are, you find Altar of Atalai, go west and you get on a ledge with power circle, walk on the power circle to get teleported to the Ferric's key.

4-What is the guardian key acquired from?

You get in in the 10+ area where you fight Naga boss in circle of power. A bit south-west of the boss is a building with red crystal above it, you can enter the building and hit a switch hidden inside, which lowers a platfrom with the key.

__________________________________________________________________________________________
UNDISCOVERED SECRETS:

I found an use for Royal Ruby, you use it when standing on these three circles left of Ancient Relics shop in The Vault dungeon, but I need two more. Where to find them?

How get Garthok's Axe? It seems to be just easter egg, with no real way to get the item.
___________________________________________________________________________________________
Notes:
-Found the map for Scepter of the king, had to do nothing with the tuskar (he is probably just easter egg), the map is west of zultar forest dungeon entrace, next to a crashed ship :)

-Master's Chamber has two gates:
Left Gate is opened when you have two rare items in your inventory, Nozdormu Token and Ysera Token. It contain Hearth of Wyrmrest, very powerfull red rarity item. These tokens seems to drop only from crates, chests or shelves.
Right Gate is opened by Key of Life, which drops very rarely. It contains 3x +5all stats books in shelves and red question mark, if you click on the question mark, then it opens portal to secret location with Tablet of Life, very powerfull red rarity item.
 
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Sokoro said:
I found an use for Royal Ruby, you use it when standing on these three circles left of Ancient Relics shop in The Vault dungeon, but I need two more. Where to find them?

Thanks for your tips.
One ruby can be found in the volcan area where the gnoll boss is. One is behind the obelisk near banshees and the lvl 4 dungeon. One is in a barrel.
 
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Also, Ultrasafe tele teleported me into the water south of the starting point. Managed to make my way through the creeps and activated the first switch of the Escape quest before meeting the troll quest giver. So, now it is bugged and can't move further on. :)
 

SpasMaster

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Also, Ultrasafe tele teleported me into the water south of the starting point. Managed to make my way through the creeps and activated the first switch of the Escape quest before meeting the troll quest giver. So, now it is bugged and can't move further on. :)

Can you specify the location (screenshot if possible) and the hero you were using?
 
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Can you specify the location (screenshot if possible) and the hero you were using?

Naga Siren. Forgot to add that I did swim to the Western entrance's shores.
The location is: from the burning ship go straight south. There are two obelisks. It got me there.
Edit: Also, Siren's Eye of the Storm doesn't work properly, if not at all.
Edit1: Teleporting to that spot actually allows you to bypass the lvl req. of the Darkwater bay dungeon. Inb4, creeps are strong enough for low level heroes.
 
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San

San

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someone pls teach me how to deal with the Magical Four Switches to unlock the big gate of Lord Balthas-_-
I already pressed the other three switches,but I duno how to deal with the one inside the rolling stone door.(how to unlock the rolling stone door?)
that's the last objective i haven't complete
 
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someone pls teach me how to deal with the Magical Four Switches to unlock the big gate of Lord Balthas-_-
I already pressed the other three switches,but I duno how to deal with the one inside the rolling stone door.(how to unlock the rolling stone door?)
that's the last objective i haven't complete

You need second unit to put onto the switch.
 
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ugh... high luck in proc-ing lightning glyph mastery causes my computer to crash, r.i.p low performance spec....
 
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do you have to use a healer hero to solo the game?
with a str/agi hero each encounter with another group of units forces my grunt to go back all the way to a monolith, and if he dies well then it's game over for me.
 
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Ardenian

A

Ardenian

do you have to use a healer hero to solo the game?
with a str/agi hero each encounter with another group of units forces my grunt to go back all the way to a monolith, and if he dies well then it's game over for me.
First of all, it is not supposed to be beaten in single player :) obviously playing it in single player will cause serious problems dealing with bigger creep groups.
You don't have to be healer, some tanks and damage dealers have healing abilities, too.
 
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do you have to use a healer hero to solo the game?
with a str/agi hero each encounter with another group of units forces my grunt to go back all the way to a monolith, and if he dies well then it's game over for me.

There is warlock maybe. WHICH WOULD TOOK AGES.
 
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do you have to use a healer hero to solo the game?
with a str/agi hero each encounter with another group of units forces my grunt to go back all the way to a monolith, and if he dies well then it's game over for me.

You still can buy Ursa in shop>consumable items, who can help you well in early game(he has ability to heal himself to full hp, and reduce attack dmg of nearby enemies).
Before change with gates near 1st shop - for 75% of champions, he was only the way to go further.
Hope it will help you a bit.
 

SpasMaster

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A simple question: can I assume all "relic" items have some hidden purpose? Which would be great if that's true.

Well... yes and no.
-Some Relic items do have a special use.
-Some are Easter Eggs/References to other stuff.
-And others are connected to the map lore somehow. Like the Sword of Feron. It does not have a "special" purpose, but it still isn't just an ordinary item, because it belonged to a character of the map lore.
 

Ardenian

A

Ardenian

A simple question: can I assume all "relic" items have some hidden purpose? Which would be great if that's true.

No, some, like the Puzzlebox of the Old Gods have only lore purpose, they don't have a hidden purpose beside telling some information and being an item. No hidden boss or something similar, sadly.
 

SpasMaster

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my friend and I was fighting a doom guard,then the acolytes on the other side starting to heal the doom guard ( this is ok.), but then they pulled my friend to the other side

View attachment 149918

Unfortunately this is something I have little power over. I cannot know where a Doom Guard would spawn to predict such scenarios.
 
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could you not insta-kill Warlock when players tries to summon infernal at invisible(fog) area and just make it unsummonable like his Gift Of Sargeras does? it became unexpectably annoying when i try to kite in my heroic insane solo...
 
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@sokoro
great help man
so i just finished a long solo with shaman (my favourite from all versions) and it was tough since i had to save and load every 1 hour cuz it was becomming unplayable from lag
i usually play from time to time when there is new update
here are the things i couldnt manage
1- the ghost key as i understood you need to get the rare drop Elven Stone of the Moon so then u can summon zerash and then u get the gost key
with the ghost key you open the magic fence and u hit the lever to oppen the panda shop gate then u buy the teleporter and teleport inside (rare chance to teleport on correct place?(do i have to stay in front of the door or whenever on the map))i got the nerubian egg the essence and the mushroom so i just need to do that for the recipe

2- i found the treasure map and used it then i got the quest for the scepter of the king but i couldnt find out where is it
3- about the masters chamber-i found the Nozdormu Token (forgot where)but not the Ysera Token and i also didnt get a key of life drop
4 what about the armory? where u get to it and whats there
5 about the tuskar is it only a swim heroes quest?
6 i couldnt find the kings blood this time (found it everytime in last versions)
7 about the rubys found the 2 but not the third (the rare barel drop(is it rare barel drop or specifically barel on the map)) whats the outcome of this?
so i guess i just got unlucky in drop rate (had my fucking treasure chest all the game on and glyph+15%) :)
if some1 is going to comment on my questions please tell me which of them are connected
thanks and gl im in the garena group and up for a run
update1
2- i found the entrance to the place where is the scepter-there is nothing special about finding it just read the quest and look for a tunnel on the map... then u get the scepter and together with the tiara recipe and diamond u make it .after u make it it is clickable and it "redeems tortured souls" -no clue about that
the light prism is usable in the phoenix sigil item book
read what the prism does and think of places u couldnt find any action to
and found the third ruby its obtainable every game
u need to find all three and light them up in the vault then u get nice item
 
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1- the ghost key as i understood you need to get the rare drop Elven Stone of the Moon so then u can summon zerash and then u get the gost key
with the ghost key you open the magic fence and u hit the lever to oppen the panda shop gate then u buy the teleporter and teleport inside (rare chance to teleport on correct place?(do i have to stay in front of the door or whenever on the map))i got the nerubian egg the essence and the mushroom so i just need to do that for the recipe

11. Using the item on Zerash will kill him and drop the much required key. Also, when you get all 4 ingridients, it combines in a sword called "Dawn". Imo, it isn't worth getting it.

2- i found the treasure map and used it then i got the quest for the scepter of the king but i couldnt find out where is it

22. You already figured out this one.

3- about the masters chamber-i found the Nozdormu Token (forgot where)but not the Ysera Token and i also didnt get a key of life drop

33. You need to open chests in order to get the other token. Just got mine from a chest. And the artifact obtainable with those 2 token is really worth for.

4 what about the armory? where u get to it and whats there

44. You need another teleporter, which is random drop.

5 about the tuskar is it only a swim heroes quest?

55. Tuskar is just a tribute to a co-creator of the map or something like this. Nothing to do with him

6 i couldnt find the kings blood this time (found it everytime in last versions)

66. It's situated behind a magic barrier with 3 old chests inside. 2 Nagas and a Stone guardian are guarding it.

7 about the rubys found the 2 but not the third (the rare barel drop(is it rare barel drop or specifically barel on the map)) whats the outcome of this?

77. Rubies are also useless in my eyes, but it's a nice touch to the game. I like it.
 
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Hey!

Great map, played it with a friend and we both had fun discovering secrets and so on.

But, around 2/3rds in (i guess? basiclly after the forge) the game just randomly crashes sometimes. If i rember right it was some memory error.
Also, if we try to save after a certian (right now we tried right where the charging stone is) his game crashes. Mine dosnt. Is this just a host/offhost problem?`
It feels like the save game gets "too big" and warcraft decides to make it a memory error.
Sorry if this problem was already helped with, i didnt find anything in this thread.
 
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