• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • 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.
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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.
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.
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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
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.
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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 5
Joined
Mar 22, 2009
Messages
172
Well, its a moot point, but the point was that you both couldn't put them in your backpack, and they would drop even if the class didn't exist.

Which song from Stargate atlantis, Or, rather, where can I find the map Credits?

Edit: the puzzle with buttons on either side of a forcefield bugged. The left button was stuck on, so the force field wouldn't drop. Had to recall to the res stone. Not sure how it happened.

Why don't you make the immolation and Phoenix fire items togglable? Immolation should work directly, and disabled spellbooks should work for Phoenix fire. I might be wrong however.

Edit: Those instant death deathtraps are really annoying. Especially since right outside the level 8 troll dungeon, I thought there was a deathtrap, and there wasn't, but then there was another one later. its kinda hard to tell, and they are poorly labeled.
 
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Level 2
Joined
Aug 2, 2016
Messages
16
G8 map. Thx 4 it.
Played with bro and made everithing but the Master chamber and Zerash.
Would be g8 if u would say what every secret art does (every art with rare drop chance). Im tired of searcing.
And plz what does Hadeis the lost tuskar does if u reach him (as i said i havent obtained art to kill Zerash).
 
Level 2
Joined
Mar 13, 2016
Messages
7
Hey YozefAnder, Hadeis is only an easter egg, he was an early developer.
To kill Zerash you need a specific Item which can deal damage through any armor (watch at the flavor text). It only drops.
For the Master Chamber I don´t know either 100% but you need specific Items for it and the chance of getting them all in 1 Playthrough are kinda low. (Look for the Dragon Tokens)
 
Level 1
Joined
Aug 2, 2016
Messages
2
Please help.
We stuck on "Clear Path" quest. How open rolling stone door? last of four switches behind this door.
Also, how open door near circle with 5 moon runes( where need to kill Naga)? Don't have any idea.
 
Level 5
Joined
Jan 12, 2014
Messages
128
Please help.
We stuck on "Clear Path" quest. How open rolling stone door? last of four switches behind this door.
Also, how open door near circle with 5 moon runes( where need to kill Naga)? Don't have any idea.

About the latter, 5 moon marks, you need to find some sort of Moon Stone as I recall. It should not be far, maybe hidden next to treasure room. Orientations of moon runes and the circle and this item's tooltip should give you the answer how to use it.
 
Level 2
Joined
Aug 2, 2016
Messages
16
Please help.
We stuck on "Clear Path" quest. How open rolling stone door? last of four switches behind this door.
Also, how open door near circle with 5 moon runes( where need to kill Naga)? Don't have any idea.
1 unit must stand on the circle and bboulder opens
 
Level 1
Joined
Aug 2, 2016
Messages
2
About the latter, 5 moon marks, you need to find some sort of Moon Stone as I recall. It should not be far, maybe hidden next to treasure room. Orientations of moon runes and the circle and this item's tooltip should give you the answer how to use it.

1 unit must stand on the circle and bboulder opens
Thanks a lot. All works

P.S. Map's Author, please fix WindForce Totem's repice( in lesser items ). This item need Mantle of the sorcerer instead of Sapphire, as write in repice
 
Level 1
Joined
Aug 9, 2016
Messages
3
Firstly, that map is great & so funny! Thank you very much. But I have a problem. :) I 've bought a Sphere of Darkness & it gave me a quest. But I can't set free Lorthiras the Dreadlord so I can't complete the quest. How I complete it. Thank you.
 
Level 19
Joined
May 14, 2014
Messages
919
Firstly, that map is great & so funny! Thank you very much. But I have a problem. :) I 've bought a Sphere of Darkness & it gave me a quest. But I can't set free Lorthiras the Dreadlord so I can't complete the quest. How I complete it. Thank you.

first of all, what class you use?

second of all, just death knight and other class that connected to death could do this mission i think
 
Level 1
Joined
Aug 9, 2016
Messages
3
first of all, what class you use?

second of all, just death knight and other class that connected to death could do this mission i think

I use Demon Hunter. But all heroes can buy that item (Sphere of Darkness) and the mission has completed. A question mark appeared above Dreadlord's head. But I can't reach him only. :)
 
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Level 19
Joined
May 14, 2014
Messages
919
I use Demon Hunter. But all heroes can buy that item (Sphere of Darkness) and the mission has completed. A question mark appeared above Dreadlord's head. But I can't reach him only. :)

i'm use death knight and i'm get the quest reward soul harvester from the dreadlord, also if you want to reach him just after you defeat centrius you can see there's the dryad, beside her a vault portal. inside that vault there's two naga guards, bunch of warlock and skeleton guarding the dreadlord. also the only class that can finish the quest is death knight
 
Level 2
Joined
Aug 2, 2016
Messages
16
I have got item Golden harpie figurin, with increasing auto-attaks power and ignore defense.
But i cant kill zerash with glyph of fire, blast sword(auto shoots) and any magic from rouge or tide.
How can i kill Zerash?
 
Level 19
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Messages
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I have got item Golden harpie figurin, with increasing auto-attaks power and ignore defense.
But i cant kill zerash with glyph of fire, blast sword(auto shoots) and any magic from rouge or tide.
How can i kill Zerash?

you need a specific dropped items just like MisakaMEoDP say, i'm also ask same thing about how to defeat zerash once and it say you need an item dropped by huntress boss
 
Level 1
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Aug 9, 2016
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i'm use death knight and i'm get the quest reward soul harvester from the dreadlord, also if you want to reach him just after you defeat centrius you can see there's the dryad, beside her a vault portal. inside that vault there's two naga guards, bunch of warlock and skeleton guarding the dreadlord. also the only class that can finish the quest is death knight

Thank you very much Aeman. I will try your suggestion. :)
 
Level 2
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you need a specific dropped items just like MisakaMEoDP say, i'm also ask same thing about how to defeat zerash once and it say you need an item dropped by huntress boss
I got item but dunno how to use it. It says auto-attaks deal extra damage and ignore armor.
But how to auto-attack Zerash?
 
Level 2
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Aug 2, 2016
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16
For better drop my brother and I each collected 5 shadow cores (+5% mf) and treasure smth (1 gold/6 sec and 5% mf). We got 110% magic find. And we cheated with Kings blood
We got epic item which is able to kill Zerash. It had dropped from Belshan with deflector shield.
That item looks like scipter.
So we got Dawn (+35dmg +10stats +4 or 6 hp regen per sec Equip: casting spell heals u for 40 hp and 150% mana regen) i think agility and strength heroes got better items.

How can I create queen's scipter?

And 1 bug. Purchasing all items for shadow core gives u shadow core + shadow core recipe
 
Level 9
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Apr 20, 2008
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125
My friends and I recently got back into WC3 custom maps and wanted a fun dungeon crawler. We found this one and have been having a blast!

Super polished, unique and well designed heroes, great ambiance. Shaman and Blademaster are my favorite so far. I love how each hero demands a specific set up, i.e. Blademaster is an agi+heavy mana hero.

Well done, 5/5
 
Level 2
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Jul 6, 2016
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Could I please have a little hint on where/how to obtain the key that isn't out of metal... i got it once in a very early version, but forgot where it was.
The key to open the magical barrier to activate the switch.
Thanks a lot :)


Thank you MisaaMEoDP :) luckily i still had that item laying around. Got it :D
 
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Level 2
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Mar 13, 2016
Messages
7
Could I please have a little hint on where/how to obtain the key that isn't out of metal... i got it once in a very early version, but forgot where it was.
The key to open the magical barrier to activate the switch.
Thanks a lot :)

You need a specific Item which is dropped by the Moonguard Boss (The one with the Mirror Image Ability) and then kill Zerash with it. He drops the Ghost Key
 
Level 1
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Aug 20, 2016
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v2.7.7

Putting 2 Escape points in Health Regen causes fatal error with Death Knight hero for all players
 
Level 2
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Jul 6, 2016
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14
Is it possible to obtain Gar'Thok's Axe?
And am I right, that Ysera's Token is a random drop, but Nozdormu's Token isn't?
 
Level 3
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Jul 10, 2010
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50
Oh look a lot of heroes heavily nerfed again for no reason, also why do they not have ultimates anymore?

I like a lot of the changes but why do you seem to have an obsession with nerfing heroes nearly every patch instead of just buffing weak ones to make them more up-to-par.

Also the intelligence hero category is the only one without a hero that has a permanent stacking mechanic, like the DK for strength or the troll berserker for agility. It would be nice if you could add a new hero with such mechanics for int/mana or maybe add it to a hero like the warlock or necromancer.

An example of that would be maybe each time any unit dies the necromancer gains 0.1 max mana and then add some sort of mana scaling to one of his spells. Or with the warlock an easy way to do it would be every time a demon dies give him max mana.

Just a suggestion but I would find it better if all 3 hero groups can pick a scaling hero if they want.

Edit: Also the dragon knight seems quite weak, that one spell that buffs his next attack doesn't seem to be doing damage or something.
 

SpasMaster

Hosted Project: SC
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Oh look a lot of heroes heavily nerfed again for no reason, also why do they not have ultimates anymore?
No reason? Did you even make the effort to read about or check the inclusion of Talents? Talents give up to 3 bonuses to the abilities of each hero and often these bonuses can be extremely strong. Obviously certain skills needed to be adjusted so they don't get out of control. I am having tests and games going all the time. The best players from the clan just defeated Insane Heroic with full random heroes and all said that the game is easier than ever before. You obviously didn't bother to pay attention to what the changes are and possibly what talents do. And if you somehow claim that Talents aren't an obvious and significant boost to the hero power than I simply refuse to have a discussion with you.
Also the intelligence hero category is the only one without a hero that has a permanent stacking mechanic, like the DK for strength or the troll berserker for agility.
Sure, none have such an ability. However the Intelligence Legendary item does have such mechanic.
Edit: Also the dragon knight seems quite weak, that one spell that buffs his next attack doesn't seem to be doing damage or something.
That is a bug, yes. I will fix it as soon as possible.
 
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No reason? Did you even make the effort to read about or check the inclusion of Talents? Talents give up to 3 bonuses to the abilities of each hero and often these bonuses can be extremely strong. Obviously certain skills needed to be adjusted so they don't get out of control. I am having tests and games going all the time. The best players from the clan just defeated Insane Heroic with full random heroes and all said that the game is easier than ever before. You obviously didn't bother to pay attention to what the changes are and possibly what talents do. And if you somehow claim that Talents aren't an obvious and significant boost to the hero power than I simply refuse to have a discussion with you.

Sure, none have such an ability. However the Intelligence Legendary item does have such mechanic.

That is a bug, yes. I will fix it as soon as possible.

Right but again you're not paying attention to the fact your common players are not a heavily organized clan of people who practice at this constantly. You make it worse for the average player who just wants to casually explore the map with their friend/friends constantly to make it slightly improved for the players who are like "sunken city is my life". If you want a real challenge for experienced players while making the map accessible to everyone else stop constantly nerfing so many heroes and just buff the higher tiers of difficulty. That way everyone can have their cake and eat it too instead of you making this map take forever for people who want to play with their less skilled friends.

Also the legendary item is waaaay too late in-game to have a noticeable impact on the difficulty, attribute stacking is only really useful as a low chance early on that gives the players time to stack. Otherwise it's sort of a waste if you can't get it early because at best you'll only get maybe 10-20 procs being generous. Remember to take into account just how much gold for altars players have late game, altars as it stands are absolutely better than your other stacking mechanics you have ingame besides the death knight's.

Edit: Also nobody is saying talents aren't a power boost to the heroes? Where did you even get that from?
 

SpasMaster

Hosted Project: SC
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Edit: Also nobody is saying talents aren't a power boost to the heroes? Where did you even get that from?
Here:
Oh look a lot of heroes heavily nerfed again for no reason
If Ability X gives 50% Attack Speed and I reduce the attack speed to 30% and make a Talent that boosts it back to 50% is the nerf with no reason?
Right but again you're not paying attention to the fact your common players are not a heavily organized clan of people who practice at this constantly.
Dude, you have Easy Standard difficulty which is so easy it hurts... But don't expect me to give Talents to heroes (which are obviously a power boost) and not adjust the difficulty of the whole game appropriately. These things go hand to hand. If I buff enemies, it's because the heroes are buffed. If I nerf heroes, I also nerf enemies. But the overall result is that heroes just got a whole lot better which is reflected with the enemy buffs you see in the changelog. You have 5 difficulties and 2 modes. Easy can even be soloed... and that's not even how the game is meant to be, but it can still be done...
 
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Here:

If Ability X gives 50% Attack Speed and I reduce the attack speed to 30% and make a Talent that boosts it back to 50% is the nerf with no reason?

Dude, you have Easy Standard difficulty which is so easy it hurts... But don't expect me to give Talents to heroes (which are obviously a power boost) and not adjust the difficulty of the whole game appropriately. These things go hand to hand. If I buff enemies, it's because the heroes are buffed. If I nerf heroes, I also nerf enemies. But the overall result is that heroes just got a whole lot better which is reflected with the enemy buffs you see in the changelog. You have 5 difficulties and 2 modes. Easy can even be soloed... and that's not even how the game is meant to be, but it can still be done...


Right but here's the problem with your logic nerfing heroes overall because of talents, you're punishing players who pick different talent builds at the same time you nerf the overpowered ones. So why not give it some time so you can get data on which talents are the most powerful and adjust those accordingly instead of overall nerfing a hero? The way you balance your map forces players into the strongest "build" to survive instead of allowing for more variations in player choice.

Also Easy/Normal are easy to you because again, you and your clan practice constantly at the map and know the best things to do and secrets which a lot of normal players don't have the time to find. That does in fact give you all a rather large boost over your common player. Also the way you organize your difficulty settings is very odd, normal should be 100% strength because that's normally what the creatures would be without buffs.
 
Level 2
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Jul 22, 2012
Messages
25
Love this version a lot of changes that can be saw as 2.3.0 xD Can't wait to test all changed chars.
The best players from the clan just defeated Insane Heroic with full random heroes and all said that the game is easier than ever before
Srsly, i always said; a gameplay will be great to understand how all you do it (also in short time), (with a small edition cut the secrets to still be that)
(understand and do it is completly different, but will help a lot to enjoy new difficults of the game)
 

SpasMaster

Hosted Project: SC
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Right but here's the problem with your logic nerfing heroes overall because of talents, you're punishing players who pick different talent builds at the same time you nerf the overpowered ones. So why not give it some time so you can get data on which talents are the most powerful and adjust those accordingly instead of overall nerfing a hero?
Ok, let's start with this: Can you give me an example of an "overall nerfed hero", so we can discuss with concrete and specific details?
So, the "logic" which you have problems with does the opposite of what you say: it encourages different playstyles, it's not punishing different builds. Here is how it works;
Let's say that a hero has the skills A, B, C, D and E (5 skills). All 5 skills have a power level of 100%. So, let's assume that I am doing an overall nerf (which I know I didn't do, some heroes might be hit harder than others but never an overall nerf), but for the sake of the example let's say I did an overall nerf where I nerfed the power level of the 5 skills to 75%. So what does this do? You'd now have 3 Talents that boost skill by 25%. What this accomplishes is that you would now be able to choose 3 abilities that would be at 100% power instead of 75%. This allows for Player X to boost skills B, C and E while Player Y can boost A, B and D for example. Essentially two players can go for 2 different builds. If all skills are at 100% power then regardless of how you want to play, ALL of your abilities will always be good.

Let me give a specific example of a nerfed hero where everything I explained above is valid: The Warlock. He has this ability Shadow Power which boosts the attack speed of his Felguard pets. So you take a look at the changelog and see this: "The attack speed bonus provided by Shadow Power has been reduced to 15%/20%/25%/30% down from 20%/30%/40%/50%." and immidiately respond with "Oh, here we go, Spas does these nerfs again for no reason." Yeah, but you are unaware of a Talent that increases the Attack Speed bonus of Shadow Power by 20%. Before a player may go for offensive spellcaster build route all while having insane attack speed on pets. Now, if you want a pet-oriented build path, then you would take this Talent while an offensive spellcaster Warlock wouldn't. End result is your Shadow Power is stronger because you are going for pet build and the player who goes for spellcaster build has weaker pets.

But again, I know very well that I may have nerfed 1 or 2 skills in a way that may seem drastic, but there are solid reasons for these nerfs due to the Talents of the said hero. But I have never nerfed an entire hero kit into the ground.
 
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Ok, let's start with this: Can you give me an example of an "overall nerfed hero", so we can discuss with concrete and specific details?
So, the "logic" which you have problems with does the opposite of what you say: it encourages different playstyles, it's not punishing different builds. Here is how it works;
Let's say that a hero has the skills A, B, C, D and E (5 skills). All 5 skills have a power level of 100%. So, let's assume that I am doing an overall nerf (which I know I didn't do, some heroes might be hit harder than others but never an overall nerf), but for the sake of the example let's say I did an overall nerf where I nerfed the power level of the 5 skills to 75%. So what does this do? You'd now have 3 Talents that boost skill by 25%. What this accomplishes is that you would now be able to choose 3 abilities that would be at 100% power instead of 75%. This allows for Player X to boost skills B, C and E while Player Y can boost A, B and D for example. Essentially two players can go for 2 different builds. If all skills are at 100% power then regardless of how you want to play, ALL of your abilities will always be good.

Let me give a specific example of a nerfed hero where everything I explained above is valid: The Warlock. He has this ability Shadow Power which boosts the attack speed of his Felguard pets. So you take a look at the changelog and see this: "The attack speed bonus provided by Shadow Power has been reduced to 15%/20%/25%/30% down from 20%/30%/40%/50%." and immidiately respond with "Oh, here we go, Spas does these nerfs again for no reason." Yeah, but you are unaware of a Talent that increases the Attack Speed bonus of Shadow Power by 20%. Before a player may go for offensive spellcaster build route all while having insane attack speed on pets. Now, if you want a pet-oriented build path, then you would take this Talent while an offensive spellcaster Warlock wouldn't. End result is your Shadow Power is stronger because you are going for pet build and the player who goes for spellcaster build has weaker pets.

But again, I know very well that I may have nerfed 1 or 2 skills in a way that may seem drastic, but there are solid reasons for these nerfs due to the Talents of the said hero. But I have never nerfed an entire hero kit into the ground.


I think a large part of your problem is that you seem to have some sort of conflict where you release heroes and then regret your decision nerfing them patch after patch after patch. An example of this is like you said, the the warlock which while some of the nerfs are valid your constant reduction of attribute scaling on nearly every hero in your game is sort of a joke at this point. Another good example of you repeatedly nerfing a hero would be the necromancer. A third example, the goblin tinker which you repeatedly nerfed his passive time is money which didn't really give you much to begin with. Do I even need to get into the heroes you've completely removed from the game? You nerfed a few of those into the ground before you decided to do away with them entirely.

It's a joke because while you repeatedly nerf a few classes over and over you generally don't nerf the ones considered overpowered by some of your players, Shaman for example has been buffed more than most other classes and reworked to be better when honestly it's one of the best ones.

Also you need to avoid logic like nerfing the power level of skills to 100% because not all talents/skills are of equal power to begin with. There's a few lackluster skills that don't really add much to the kit of the hero and a lot of the talents that are undertuned compared to others. I'm sure you can improve them later but there is no such thing as a flat power level for all talents or abilities, some you added are inherently weaker than others.

Edit: Also removing hero ultimate spells and replacing them with passives is a very boring change to your game, ultimates are like a keystone to all of your work on the hero. They give you something tangible to work for ability-wise and just getting 1-2 more talents late game isn't nearly as meaningful. Never replace potentially game-changing spells with passives, or make them a very short duration active. At the very least you should give heroes a 4th ability even if its not an ultimate.

Edit 2: Now to clarify I don't want to sound ungrateful of your work, you've made a very good map but it just seems to me that you've been taking it in a negative direction. You should be buffing heroes as actively as you're nerfing them, and the style you have of editing is definitely more nerf heavy. Why ruin heroes you worked so hard to make with nerfs when you can try to buff the other heroes to their level?
 
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SpasMaster

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-Any hero that has ever been removed was because I felt he could be better. Sometimes you try things and they don't work as well as you imagined them to be. It's not about values here, making a buff or a nerf won't do the job. Sometimes the whole fantasy, kit or idea of the hero doesn't meet up with my expectations in which case I either try something or straight up replace the hero with something better.

-I had very good reasons to nerf the Necromancer. When an Intelligence hero outdamages an Agility hero (the role of the Agility hero is DPS) then something is obviously wrong. Pair that with the tankiness provided by all Skeletal Minions and you get a hero that begs for nerfs. So don't complain about nerfs just because they are nerfs. If I nerf something I have very good reasons for it. Sometimes you may not be aware of it. Did you know that the Necromancer could outdamage the team's DPS hero before I did the nerfs in previous versions? Oh and to jump back to 2.2.7, Necromancer got some very powerful Talents for his abilities.

-How is scaling nerfing or buffing a joke? Scalings is something that has been going up and down across heroes all the time and will continue to do so, simply because I can bet I play or even observe this game way more than you do and I have insights and information regarding hero power that you do not. I will do the changes that I deem to be necessary based on my observations of other people playing the game. I did not nerf Nercomancer because I was good with him. It was because I saw another player make the Agility hero look like joke. So essentially the joke aren't the nerfs, it's your obvious distastefulness of the nerfs. Well, I make new additions, systems, abilities and whatnot all the time. And guess what? Sometimes these additions or changes require scalings to be adjusted. Sometimes it will be a buff, sometimes it will be a nerf. You simply cannot assume that I am pulling these changes out of my hat for no apparent reason. You see adjustments in the changelog to the scaling of an ability and assume I hate the hero or something. What if I have seen an interaction with that particular skill and a Glyph, Item or something else that needs adjustment? Do you know that information? No, you don't.

-I knew from the very start that there will be people complaining about Ultimates and I knew there won't be many of them, you seem to be the first one. If you loved Ultimates, unfortunately there isn't much I can do about it. To me Talents add a lot more customization and building paths to a way you play a hero while an Ultimate is an ability that does not participate in your rotation due to your high cooldown and is generally very predictable as to when you would cast it: the majority of the time you'd either dump it on big packs of mobs if it's more of an AoE ability or on bosses in the other cases. I'd much rather have a tool that allows for different playstyles rather than an ability you cast now and then in obvious scenarios and then don't even think about it for another minute or two. Ultimates are way more fit in PvP genres while they are way less interesting in a PvE environment. I'd understand if you still prefer Ultimates over Talents and to be fair I did preserve a solid amount of them into the hero kits either via levelable abilities or as Talents (Infernal, Polar Blast, Skull Split, Starfall, just to name a few of them). However this is the game that I have envisioned and so far I have gotten only 1 negative feedback regarding this addition and it's yours. I still consider it, and I knew there will be those people that liked their ultimates but it can either be the one thing or the other and I chose Talents.

Why ruin heroes you worked so hard to make with nerfs when you can try to buff the other heroes to their level?
Changing Strength scaling from 150% to 120% obviously ruins a hero, I guess... But to answer a question,
If 1 hero is stronger than another hero, you suggest to buff the second hero instead of nerfing the other. Suddenly all hero power will spike up and enemies will become a joke that you destroy with 2 abilities. "Buff the enemies aswell" you'd say. See where this is gonna go. If nerfs never happen, and adjustments are done only via buffs, you'd just start climibing an endless stairwell of taking turns buffing heroes and buffing enemies. No game can be balanced without nerfs, and you seem to be displeased with the very idea of a nerf, regardless if it makes sense or not.
 
Level 6
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Dec 3, 2012
Messages
243
Woah, dude. This talent system is really neat. I hope you improve it a lot in the future. Needless to say, it's far better than the boring normal skill system. GJ and good luck.
 
Level 3
Joined
Feb 20, 2015
Messages
39
Honestly.....in my opinion,you should start making a stand alone game..this map is awesome and you have been updating it endlessly,form a team or something,Unreal engine is completely free ya know..
 
Level 1
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Aug 23, 2016
Messages
1
So I'm running my solo Death Knight insane heroic run right now and here are my thoughts on his changes:

1) While originally the use of health instead of mana bothered me, it really helps prevent him from becoming overpowered very quickly.

2) I also like how there are no penalties for upgrading skills. Previously, it seemed illogical to upgrade skills because they costed so much more mana for only a little bit more damage. I would often neglect to upgrade them until my mana pool was very large.

3) Class mastery is a really good way for me to heal.

4) I'm glad that the stun has been moved from the healing skill to the frost one. It makes them more balanced and makes me actually use the frost one.

Also, one more thing. Glyph of Dark Pact is honestly useless in most cases. Well, not useless, but it's not often smart to take the penalty to get the boost when it uses up another glyph slot that could be used for something unambiguously good. Perhaps the dark pact could be a togglable thing separate from glyphs later on in the game? It could be toggled at some unit/hero who uses dark magic or something. Just a though/idea.
 
Level 1
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Aug 23, 2016
Messages
2
Dragon knight seems to be bugged, some of his abilities don't do anything (fire breath and dragon strike)
 
Level 2
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Aug 25, 2016
Messages
14
Okay, so I've been playing around with this map for a while (love it! Very well done developers!) and there's only one thing I haven't been able to figure out is what the fifth legendary item is.

I know how to get Sulfuras, Thor'idal, Atiesh and Dawn, but whatever the last one is has me completely stumped. I figure it has something to do with the Phoenix Egg (which I found via. the teleporter doodad) but I cannot for the life of me get any clue as to what to do with it. Any hints from anybody?
 
Level 1
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Apr 16, 2016
Messages
4
Played map and realy loved it... but at some point in multiplayer games when playing it i get "I am your daddy" message and forced to quit. Also this happend 3 times when i was at dungeon with the Skull of Ravius item reward and always after dealing with the boss I get prompted with this message. Anyone knows whats this about?
 
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