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  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

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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Powered by Bribe's Damage Engine
[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.
full
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.
full
Priest
  • Fixed a bug where Renew was restoring more health over time than intended.
full
Shaman
  • Fixed a bug where Chain Lightning would sometimes not benefit from cooldown reduction effects.
full
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.
full
Warrior
  • Fixed a bug where the Warbringer Talent was dealing more damage than intended.
full
Windmaster
  • Fixed a bug where the Windstorm ability was missing.

Items
186388-albums6307-picture71865.jpg
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.
full
Paladin
  • Crusader's Strike mana cost for Level 4 has been increased to 35 up from 30.
full
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
Yes. :)

Ough. Hell Heroic is pretty rough. Summoner heroes should have bigger chance. Try with Warlock.
-Make sure to always use Recall of Stones when possible.
-Always have a health potion with yourself, regardless of your class.
-Focus fire mobs. Prioritize those that deal most damage to your hero/minions.
-A neat trick to quickly move your camera to a res stone is to Ping the res stone and then your camera will always go there when hitting Space.
-Don't hesitate go back to regenerate. Do it as often as it's needed.
-Prioritize Defensive glyphs at the earlier stages of the game.

Dunno if I'm retarded or just tired but I meant Insane Heroic, not Hell.
And I think Summoners in general don't have a chance in late game. Or with the latest map do they?
The only one potentional hero who can make it is the Ranger - the bear will tank and she will become strong dps in late game.

P.S. Mage for Insane Heroic?
 
Level 17
Joined
Sep 24, 2009
Messages
1,592
I have to ask 2 things:
1. What is the point of Marauder weapon switching? I see no point to switch from sword to an axe except if we need mana when I cast my ultimate. But still majority of the time health is more needed.
2. Some of Heroism spells are with downsides and some are not. Why is that?
 
Level 6
Joined
Dec 3, 2012
Messages
243
I have to ask 2 things:
1. What is the point of Marauder weapon switching? I see no point to switch from sword to an axe except if we need mana when I cast my ultimate. But still majority of the time health is more needed.
2. Some of Heroism spells are with downsides and some are not. Why is that?

1. Dunno
2. Balance
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,996
I have to ask 2 things:
1. What is the point of Marauder weapon switching? I see no point to switch from sword to an axe except if we need mana when I cast my ultimate. But still majority of the time health is more needed.
2. Some of Heroism spells are with downsides and some are not. Why is that?

1) Axe is better suited for spellcaster play. Sword for auto-attacker.
2) In the cases where the spells are without downside, they are only good for a specific build. Let's take the Paladin as an example: his Heroism boosts the healing done by Holy Light. So, let's assume you are going for some type of an offensive build (either attacker or spellcaster). Would you "waste" a Glyph slot for a defensive/healing effect if offense is what you are going for? Here the downside is basically that you only benefit from the Heroism effect in specific situations. Another good example is Shaman: If you go for supportive playstyle, would you care about the Heroism Glyph that boosts Chain Lightning? That's your downside. :)
 
Level 17
Joined
Sep 24, 2009
Messages
1,592
Oh, OK, it makes sense for Heroism, and yes, I know axe is supposed to be for spellcaster gameplay, but still, I think sword is just plain better!
 
Level 1
Joined
Apr 19, 2016
Messages
2
This is my first time posting here, but I'll try to be consistent.

I've been following this map since 1.4.6, either playing alone or with friends, and since that version, I aways notice something odd about the items, now in the latter versions it become a little clear why. There are a lot of items with effects too similar to others and some items are underpowered by the gold cost. (And maybe the shop its a little unorganized)

How so?

Like Vunjo's Arcane Blade and Silver Bow, both have "similar" effects, i'm not talking about the status they give but the effects, and i could name others that have likewise effects to others. Also, some of the effects, like Helm of the Deeps are kinda insignificant in endgame, where mobs start to have 10k+ HP, dealing 160 damage in a 20% chance (Devastation) in an area seems like a waste of gold.

And to solve this, why not create a new tier of items?

Seeing the resemblance between Vjondir and Mana Surge, both them give massive mana regeneration, why don't make a new tier of items, using one of them as normal as they are now, and the other as a upgrade of it, in this case, Mana Surge gives less mana regen, but at everytime, let it as it is now, but Vjoldir get some buffs, and a increase in its costs, and uses Mana Surge in order to make it, making it a "late game tier" item.

Also, as buffing and nerfing items would create cheapers items early on, and not that efficient, you could focus on giving players better rewards when they defeat the bosses as they will get a little overpowered from the early items on the shops, but still underpowered that from the high cost items from the shops giving a more confident "I will stick with this item for now" instead of "I'll sell this item to buy my dps-glasscannon-suicidal-killitbeforeitkillme".
 
Level 2
Joined
Jun 18, 2012
Messages
12
hi guys,

Is this map must have 3 players or 2 players which is one of them has summoning skill ?

In the very first door that required 2 players stand on each glowing platform to open the door then the other one go in and hit the trigger so the door will open without the need of those platforms

We only have 2 people and so randomly that we always play with 1 summoner, this time we played 2 heroes without any summoning skills and we figured out that the map end there for 2 players gaming ?
 
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Hi. I played the 2.2.3 sunken city with hero hunter. I found that the ultimate skill which called 3 pets with time limit dont work correctly. The tiger pet spike dont have time limit which is permanent.
Also the tiger spike dont use the skill howl automaticly when enter combat.
CMIIW. Thx
 

SpasMaster

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Hi. I played the 2.2.3 sunken city with hero hunter. I found that the ultimate skill which called 3 pets with time limit dont work correctly. The tiger pet spike dont have time limit which is permanent.
It's not a Tiger, it's a wolf... >_>
Anyway, you have 1 pet that is constantly with you and has no duration. Then you summon 3 more that expire. According to your report, you ended up with 2 permanent pets, is that correct?
 
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Is there anyone playing SOLO on HEROIC-STANDARD mode or on a higher difficulty? If so, which class and some tips please.
 
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Is there anyone playing SOLO on HEROIC-STANDARD mode or on a higher difficulty? If so, which class and some tips please.

Insane-Heroic here.
Playing with Hunter, prolly the best one to beat the game on solo.
There are other heroes who can make it but it's really, really difficult and it needs patience and time basically.
Anyway, the map is team-orientated and thus the hard time playing it solo.
For tips, go back 1-2 pages and SpasMaster gave some of them.
 
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Insane-Heroic here.
Playing with Hunter, prolly the best one to beat the game on solo.
There are other heroes who can make it but it's really, really difficult and it needs patience and time basically.
Anyway, the map is team-orientated and thus the hard time playing it solo.
For tips, go back 1-2 pages and SpasMaster gave some of them.

So I guess you waited at the 1st shop (before acquiring MOON KEY) until you buy EPIC items from the shop. Am I correct?
 
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So I guess you waited at the 1st shop (before acquiring MOON KEY) until you buy EPIC items from the shop. Am I correct?

That's one way to deal with it.
First item to buy, imo, is the Hand of Midas.
And the other way is just to progress slowly and safely as possible, although it is really challenging.
What's your class?
 
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That's one way to deal with it.
First item to buy, imo, is the Hand of Midas.
And the other way is just to progress slowly and safely as possible, although it is really challenging.
What's your class?

1 - Marauder: Finished the game SOLO-STANDARD-EASY: was hard until late game
2 - Paladin : SOLO-STANDARD-EASY : Stopped mid-way because of chance factors and combo skill was too weak.
3 - Naga warrior : SOLO-HEROIC-NORMAL : Started playing maybe the increase in chance factors due to difficulty and mode for some items/quests would increase and see also Naga bonuses and heavy armor. I left playing mainly because fun became frusturation. Even on easy-standard killing mobs is too long and they dont have nice skills. Just checking for updates.
3.a - hero skill Area damage passive doesnt work.
3.b - Pets (185 gold) just get killed instantly by mobs because of heroic adjustments and need to buy again for 185 gold and wait for 185 too expensive and too long waiting.
3.c - At level 4 I have to deal with doomguard, infernal etc... I have to go to well at least 5 times. Mobs follow for minutes even though my pets dont attack and hide and I make the mobs follow me, suddenly mobs go after my pets.

For SOLO, I would also pick WARLOCK, HUNTER, DEATHKNIGHT, maybe ICE TROLL.
I am not sure HUNTER double shot works (I didnt notice, but I didnt play long, it was boring).

Items:
- Almost no difference in any class.
- 1st and 2nd items are always in same order. some other items may change but not major change.
- Always EPIC or LEGENDARY.
- My full build in marauder had about 45-60 % spell damage reduction.
- 1st item : Helm with nice HP regen, attack speed
- 2nd item : Vampiric aura item for melee.
- 3rd item : 18% chance of ministun
- 4th item : item that gives you 2 mana per enemy hit (3 after reaching level 10)
- 5th item : 15 sec 40% vampiric with 25 str
- 6th item : vampiric which is orb effect.
- There like at most 10 items to purchase. Other items are just useless IMHO. (mobs have at least 4K hp and item deals 1 mob 6 to 26 damage per second...hmm)

- ESC : at least 10 points in armor. Others in attack speed or maybe damage. Other ESC are useless IMHO. (I never relied on pets and in this game I dont rely on pets which die instantly)
- Gylph : vampiric, missing HP reg (especially in the beginning), 16% (not sure) are damage after casting spell. Note: heroic is the most useles IMHO.
 
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Cup of Midas both regen doesnt work. Can you check it ?
Also, does an item in the backpack provide aura/s to the hero himself?
 
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@9498

Every play-through so far gave me a Nozdormu's Token from the chest inside the place that needs Felric's Key. So that just leaves Ysera's Token which is RNG based, I got it once from the chest near the secret area that gives you King's Blood.

I just checked it and @ Feric's tomb I got either Nozdormu token or Armory teleporter (save/load). But, I couldnt get the ysera token near the locked chest of kings blood item drop. Are you sure it is there or could there be a trigger mechanism for the ysera token?

@9498

The 1st ruby (the one you need) is not random. It is hidden near the lvl 6 dungeon.

I have searched the place again and again but there is nothing :/ unless it drops from the locked chest near locked flesh golem. can you help me?
 
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I just checked it and @ Feric's tomb I got either Nozdormu token or Armory teleporter (save/load). But, I couldnt get the ysera token near the locked chest of kings blood item drop. Are you sure it is there or could there be a trigger mechanism for the ysera token?

The Ysera token is purely luck based. You can try some save/load on all the chests located deep in the map. I've got it once and the red item is really good but still, low chance of getting it makes you stick it all other items and never bother to attain it. Good luck anyway.

I have searched the place again and again but there is nothing :/ unless it drops from the locked chest near locked flesh golem. can you help me?

1 gem - hidden in the volcano area near the boss
2 gem - hidden behind the obelisk near the banshees
3 gem - hidden in a barrel near the gates just before the infernal boss (gold mine is pretty close, look in that area)

Unless, SPAS changed their location.
Although, the reward is not satisfying for me.
 
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A general guide

All class specific items are accessible by the respective class. If you want to reach the Warlock item, take the Warlock hero and you can easily do it.

Ok, let me explain this in very clear manner:................

Review, I was guided wrongly by some of the previous posts of others so far what I have learned is although I havent checked all of them and I cant check all of them, you are 100% correct in this reply although you are not 100% specific. So anyone who wants some general info can look at this post.

So, I have a few things to say/ask and feel free to answer all of them :)
- I have a fair reason to believe you cannot finish the game under 30 hours if it is harder than SOLO-HEROIC-NORMAL under normal circumstances.
- the 3rd artifact is not acquirable may mean the artifact may be a party member, general aura or else
- all 3 rubies are always reachable but the banshees in this game is called wraiths (I looked for wraiths). PS: I am sad how I missed it, but really nice as expected/experienced.
- 2 legendary items that may not be acquired every game are 2 non-class specific items DAWN and PHOENIX I guess? I thought I could acquire phoenix every game because of ultrasafe transporter.
- you once said something like "not all chests are meant to be opened". I guess you meant this for ysera and nozdormu tokens?
- since you said some artifacts cannot be opened in every game what are their places? I know nozdormu's place. what about ysera? EDIT : Both Nozdormu and Ysera may drop at Feric's tomb but only one at a time. So we need 2 tokens. Any idea about these drop places?
- My guess is players have to choose 1 among; Dragon token artifact, Dawn or Armory quest. Am I right?
- How can we acquire the artifacts?
- Bug: at the end of level 4 dungeon at about 4 switches; if you you start the switches then acquire the quest (which is bakcwards), the switches start again. therefore, even if you trigger all the switches you dont end with 4/4 therefore the quest cannot be completed.
 
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Level 6
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Not near a volcano, but behind a rock near the Satyr boss.

Oh, how sweet those lives feel when you are playing on Insane :)
I can imagine it wouldn't be if you are playing on low difficulty.

Can you make buying potions with full inventory possible? Kinda stupid to buy one and then drop an item to get stacking the potions.
I mean, 1 slot is the potion and other 5 are with items, and then you buy the second one.
 
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First of all, I have to say a massive thank you SM for your incredible map. It has and will be a pleasure to play it over and over.
There is lore, difficulty, atmosphere, varied characters, enigmas, everything.

Though, I read you said Thori'dal was the easiest legendary item to get. Yet, as I remember from previous versions, you only needed the gem to open the gate, which is now replaced by a lightning field.
I have the charged stone, but I can't find or understand what the disabled rod should be. The book doesn't help on that one
Any hint ?
 
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I was about to add something to change and you released the version. :)
Anyway, wrong text on items which include Blood orbs. It states that it will regen 5% more mana. It should be life.

Edit: There is an area near on the right of the Vault Tree where the creeps get some kind of stuck. The space is too narrow and they come one by one. Dunno if intended.

Edit 1: Nature's Guardian additional % health doesn't add up to the original one. Please, fix it.

MORE Edit:

- Add death countdown timer to the board.
- Add a tooltip showing a learned skill which level is at the moment
 
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Level 6
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It's been a while...more than 1 year. The game always changes and it';s always fun to play again! I am glad some suggestions made it into the game, that makes me happy!

Here are 3 more " premium" suggestions:)) :

1)Add a tutorial. Simply let people choose heroes and give them max levels. Give some respawnable bosses, totems that show DPS,more in depth info on skills and the game and so on. this way you can test heroes more easily, but also help bring new players to the game.

2) Add game speed. After a friend showed me the trick, I play W3 with Cheat Engine. It let's you speed up the game. I usually play with 10-30% increased game speed, depending on the map. You could add a global buff that increases movement speed/atackspeed of heroes and monsters by a % percent. Depending on how the calculations work, balance my change . If it's too drastic, make it movement speed. If you and enemies would move 30% faster nothing would be lost.

3)add a shared life mod. Instead of each people having lifes, you have them in one place. Could help/reward team play and punish noobs.

4) Make the attribute bonus more interesting or stronger. Seems like you could so something with it. or just remove it...With the glyph ESC system putting points there is kinda meh, and very few people do it, only at end game.

5)Make the grunt a hero, so all things activate in single player, oh I see this is implemented! I suggested this loong ago :D

6)An option to remove tips ?

7) Disable monster kiting at healing stones. As a melle char you can position yourself to get healed while the monster just dies. Make it so he runs away in a situation like this or something.

8) Give ability to turn off items like flame grasp. Can be annoying with certain builds making aggro.

9)Show what items are part of a recipe, so people don't accidentally sell stuff. You could either have this written on an item, or show it when a certain skill is used on the item. Either full text " recipes 3 first row 2nd item" . Or something more simple. Just R3 R1 I2

10)I know you said a long time ago that you don't like it, but having items in a logical order would help a lot... Items are important and so much time is wasted on searching. Having " armor" " dps" " int" or any other list system would be nice,even if it isn't 100% perfect.

11) Enchant scrools. Some items can be upgraded to lvl 2, even 3. ALl you need is a scroll that drops from enemies. You could add a shop in the game where all upgadable items are shows, so people know what to except. You don't need to have a huge number of them,10-15 or so would be the perfect number + those that drop from bosses/mobs. This would add another dimension to the game.

12)If grunt dies, give players a chicken with 100 health. This way they solve all puzzles. ( I don't know if this is needed, no there yet and grunt didn't die)

13)Show total damage,lifes etc in the table. Also show % for DMG.
EDIT:playing the game right now, will add more ideas if they come to mind.
 
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Level 6
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4) Make the attribute bonus more interesting or stronger. Seems like you could so something with it. or just remove it...With the glyph ESC system putting points there is kinda meh, and very few people do it, only at end game.

I'm playing solo Insane-Heroic and in some cases taking a point in stats is really better than leveling a skill in early to mid game.

6)An option to remove tips ?
This is mandatory for me as well. Although there is the "-clear" option, "-hintsoff" is a no-brainer.

9)Show what items are part of a recipe, so people don't accidentally sell stuff. You could either have this written on an item, or show it when a certain skill is used on the item. Either full text " recipes 3 first row 2nd item" . Or something more simple. Just R3 R1 I2

10)I know you said a long time ago that you don't like it, but having items in a logical order would help a lot... Items are important and so much time is wasted on searching. Having " armor" " dps" " int" or any other list system would be nice,even if it isn't 100% perfect.

Or simply arrange them in an alphabetical order. Saves a lot of search time.

12)If grunt dies, give players a chicken with 100 health. This way they solve all puzzles. ( I don't know if this is needed, no there yet and grunt didn't die)

There are 2 types of summons you can buy from the shop and they are cheap. No need for this.

13)Show total damage,lifes etc in the table. Also show % for DMG.

Some are shown already. I want to see timer showing after how many seconds your hero will respawn.


I can now confirm 2 heroes which can beat solo Insane-Heroic - Ranger + Ice troll.
Gonna try Mage on the new patch when it's done. I'm looking at you 2.2.5.
 
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Great map but im rage stucked. I think is the part of the 3 flames but i cant find any of them. Im playing singleplayer if someone give a hint or something i would aprecciate :)
 

SpasMaster

Hosted Project: SC
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1) Not being lazy and reading the last pages where I answer that exact same question atleast 10 times, could help you.
2) Anyways for the n-th time: Look for the Kalisean Torch found right in front of the Skeleton Tomb Dungeon. Use it on the 3 braziers.
 
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1) Not being lazy and reading the last pages where I answer that exact same question atleast 10 times, could help you.
2) Anyways for the n-th time: Look for the Kalisean Torch found right in front of the Skeleton Tomb Dungeon. Use it on the 3 braziers.

Hey, Spas.

Do you consider implementing a "-repick" option? Available only 30 sec in the start of the game.
 
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I've always considered it. So far I've never been able to create it, there are many obstacles, some may be surmountable. Sorry.

I see. But can't you ask for the code from, let's say, Dota? There's a forum about mechanics of the game. Maybe there's an option.
I need to say why I'm asking for repick is because it's very boring/annoying to start a new game every single time I want to check out a given hero.
 
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I have another question.

Do you consider creating "Item" + "Hero" lores? Describing every item's stats and every hero's skills and story. Let's say, in a two separate threads.
First, it's really useful to new players. Second, it would be plain awesome.
The map became so big that it seems like mandatory thing to do.

Thoughts?
 
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Can someone please explain how to get past the gate for the Broken Queen's Tiara using the 3 beacons?

I just can't figure it out.
 

SpasMaster

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I see. But can't you ask for the code from, let's say, Dota? There's a forum about mechanics of the game. Maybe there's an option.
I need to say why I'm asking for repick is because it's very boring/annoying to start a new game every single time I want to check out a given hero.
Umm, you don't understand - I can't make it not because I don't know how. I can't make it because hero selection is intertwined with many other systems. Touching one system can bug the rest.
DotA... DotA doesn't have even 1/5th of the systems I have. It's coding may be superior in quality but it's significantly inferior in quantity.
The challenge "For The Horde" bugged , even if you dont let the grunt die he wont serve you .
It's a rare bug that I don't have a solution for yet. It bugs when the Grunt kills the Naga.
Do you consider creating "Item" + "Hero" lores? Describing every item's stats and every hero's skills and story. Let's say, in a two separate threads.
First, it's really useful to new players. Second, it would be plain awesome.
The map became so big that it seems like mandatory thing to do.
Thoughts?
I did try this in the past. I had pages with detailed hero information, but it was hard to maintain and eventually got removed. Recently I started doing something similar again. Hopefully it will work this time. :)
 
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Umm, you don't understand - I can't make it not because I don't know how. I can't make it because hero selection is intertwined with many other systems. Touching one system can bug the rest.
DotA... DotA doesn't have even 1/5th of the systems I have. It's coding may be superior in quality but it's significantly inferior in quantity.

It's a rare bug that I don't have a solution for yet. It bugs when the Grunt kills the Naga.

I did try this in the past. I had pages with detailed hero information, but it was hard to maintain and eventually got removed. Recently I started doing something similar again. Hopefully it will work this time. :)

I fully see now.

Although, I've been here around for some time now, I still don't know if Gorthak's weapon is obtainable or not. Yes/No?

This one is a silly but here it goes: how much I need to wait before you release 2.2.5? :)
 

SpasMaster

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No. It's an Easter Egg.
2.2.5 is coming, but it won't be a big version. Few days ago I reinstalled my Windows and lost the 2.2.5 I was working on, so I had to restart from 2.2.4 on remaking it.
Just like usual, at this time of the year I am about to go into an exam session. New versions will be a rarity, if any for the next 1-2 months.
So yes, enjoy 2.2.5, which unfortunately will be smaller than I initially planned, but what can you do...
 
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