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

Items
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.
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Paladin
  • Crusader's Strike mana cost for Level 4 has been increased to 35 up from 30.
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Rogue
  • Sinister Strike's cooldown has been increased to 9 seconds up from 6.
  • Sinister Strike's mana cost has been increased to 18 up from 12.
  • Sinister Strike's base damage has been increased to 35 up from 25.
  • Sinister Strike's Attack Damage scaling has been increased to 65% up from 45%.
  • Sinister Strike's maximum Health scaling has been increased to 12% up from 8%.
  • Dispatch's cooldown has been increased to 9 seconds up from 6.
  • Dipsatch's mana cost has been increased to 18 up from 12.
  • Dispatch causes the next attack to deal 40% more damage up from 25%.
  • Vendetta's duration has been reduced to 4,5 seconds down from 5.
  • Vendetta will now allow the Rogue's next attack to deal the accumulated damage if the debuffed target dies before Vendetta expires.
  • Rupture's base damage has been reduced to 10 down from 20.
  • Rupture's Attack Damage scaling has been increased to 100% up from 80%.
  • Shadowstep's base damage has been increased to 100/190/280/370 up from 90/160/230/300.
  • Shadowstep's Attack Damage scaling has been increased to 145% up from 135%.
  • Fan of Knives' cooldown has been increased to 7 seconds up from 6.
  • Fan of Knives' base damage has been increased to 70/140/210/280 up from 65/130/195/260.
  • Fan of Knives' Attack Damage scaling has been increased to 65% up from 50%.
  • Fan of Knives' Agility scaling has been increased to 35% up from 25%.
  • The Shadowblade Talent has been replaced by a new Talent: Dirty Tricks.
  • The Shadow Dance Talent no longer reduces the cooldown of Stealth.
  • The Shadow Dance Talent now increases the damage of Rupture.
  • The icon of the Hidden Blades Talent has been changed.
  • Fixed a bug where Fan of Knives had incorrect scalings and lower base damage since v2.4.7.
  • Fixed a bug where Fan of Knives had lower range than intended.
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Shaman
  • Fixed a bug where the attacks of Flametongue Totem would sometimes cause certain effects to deal Magical Type damage.
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Siren
  • Tidal Shot is no longer a targetable ability and instead triggers on next attack.
  • Tidal Shot's mana cost has been increased to 15/25/35/45 up from 15/20/25/30.
  • Tidal Shot's base damage has been reduced to 120/200/280/360 down from 120/220/320/420.
  • Fixed a visual glitch with Tidal Shot, Aquatic Flow and Riptide.
  • Fixed a bug where the second shot of Liquid Arrows fired by the Tidecaller Specialization was dealing less damage than intended.
  • Fixed a bug where Sea Elementals were not benefitting from the Flow of the Ocean Talent's mana regeneration.
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Tidewarrior
  • Attack range has been increased to 125 up from 80.
  • Myrmidon and Guardian Specializations' Mastery effect now increases the proc chance of Tidal Strike's passive instead of reducing base attack cooldown.
  • Myrmidon Specialization's effect now reduces base attack cooldown by 5% instead of increasing the proc chance of Tidal Strike's passive by 5%.
  • Tidal Strike now has a new icon.
  • Tidal Strike's base damage has been reduced to 90/160/230/300 down from 100/180/260/340.
  • Tidal Strike's Strength scaling has been reduced to 200% down from 225%.
  • Tidal Strike's passive proc chance now has 20% bonus Agility scaling up from 10%.
  • The Shipwrecker Talent now causes every 5th attack to be critical up from every 4th attack.
  • Fixed a bug where Tidal Strike's Agility scaling for the active damage was only applied to the Strength scaling.
  • Fixed a bug where Tidal Strike would not gain increased damage while above 25% Critical Strike chance.
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Warlock
  • Implosion Talent's Imp base damage has been reduced to 7/13/19/25 down from 8/16/24/32.
  • Fixed a bug where the damage dealt by the Seed of Corruption Talent would sometimes damage allied units.
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Warrior
  • Sundering Strikes now provides 15% Critical Strike up from 10%.
  • Sundering Strikes now provides 20 Attack Damage up from 15.
  • The proc chance of Enrage for consecutive attacks after the first one has been increased to 15% up from 10%.
  • Ignore Pain's mana cost has been increased to 20 up from 15.
  • Battle Shout's mana cost has been changed to 5/10/15/20 from 10/10/10/10.
  • The Thirst for Battle Talent now adds 8 flat healing to Lifesteal up from 5.
  • The Thirst for Battle Talent now increases the effectiveness of Lifesteal for every 100 health of the Warrior up from every 50 health.
  • The Thirst for Battle Talent's healing can now affect non-Hero allied units.
  • The Thirst for Battle Talent's healing is now halved when healing allied units and heroes.
  • The Slaughterhouse Talent now grants 15 bonus damage to Critical Strikes.
  • The Slaughterhouse Talent now increases Critical Strike damage by amount equal to 200% of Agility down from 250%.
  • The Frenzy Talent now has an additional effect.
  • The Warbringer Talent has been reworked.
  • Fixed Whilrwind's tooltip to state that the cleave proc chance is 25% instead of 20%.
  • Fixed Whilrwind's tooltip to state that the cleave proc chance is increased by 5% while Whirlwind is on cooldown.

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

Archives

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

SCREENSHOTS

























TRAILER

HEROES

Intelligence HeroesStrength HeroesAgility Heroes

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

CREDITS

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


Contents

Sunken City v2.5.1c (Map)

Reviews
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 24-Dec-13 (14:27:40)Personal Comment:One of the most polished maps, of its type, that I had a chance to play. Beautiful terrain, nice story, well customized heroes and enemies...

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Does the increase in difficulty increase the odds of random events and what are the odds of these events happening ?

Difficulty does not influence events in any way. However it does influence certain item drops.

Found Broxigaer's Echanted Axe just want to ask does it do anything or is it just a lore item ?

Just a lore item. For now...

How the hell could i get the Artifacts?
BTW.this map is REALLY GOOD!

1.) Not all artifacts are meant to be taken.
2.) There are very few hints on how to acquire some of them and require a lot of searching and "investigation" so to say... :p Good luck!
 
Level 1
Joined
Nov 30, 2013
Messages
1
Hello.

My brother and I played this game today and we were stuck for a while when we got to the Chamber of Atal'ai. We wanted to get through the portal and it said that it wasn't activated but how do we do it? Did we miss something? Also, the skeleton in the treasure room needs blood. Is it the bloodstone in the Survivor market?

Thank you for answering.

P.S: this map is totally awesome. Me and my friend love this. We're trying to play every single hero in the game.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Hello.

My brother and I played this game today and we were stuck for a while when we got to the Chamber of Atal'ai. We wanted to get through the portal and it said that it wasn't activated but how do we do it? Did we miss something? Also, the skeleton in the treasure room needs blood. Is it the bloodstone in the Survivor market?

Thank you for answering.

P.S: this map is totally awesome. Me and my friend love this. We're trying to play every single hero in the game.

The portal in the Chamber of Atal'ai activates when you kill Atal'ai. To kill Atal'ai you must summon him by using the Urn of Feron at one of the two blue glowing circles at his chamber. Once he is dead, you can go through the portal.

You must give the quest item called "King's Blood" to the skeleton in the Treasure room.
 
Level 2
Joined
Sep 13, 2010
Messages
23
Just played the latest version and I'm liking the changes :)

One question though: Am I supposed to be able to get Quest Rewards from Reforge?
Just reforged 3 greens and I got Liquid Fire Potion :p

Edit: One more question! :)
I played Death Knight and after activating Unholy Fury and using Plague Strike afterwards for the damage bonus,
Unholy Fury buff disappears. It doesn't say that on either of the two skills. Is this intended?
 
Last edited:

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Just played the latest version and I'm liking the changes :)

One question though: Am I supposed to be able to get Quest Rewards from Reforge?
Just reforged 3 greens and I got Liquid Fire Potion :p

That's a bug. Will be fixed.

Edit: One more question! :)
I played Death Knight and after activating Unholy Fury and using Plague Strike afterwards for the damage bonus,
Unholy Fury buff disappears. It doesn't say that on either of the two skills. Is this intended?

I will update the tooltip of one of the skills. :) It's supposed to disappear.
 
Level 5
Joined
Jun 23, 2013
Messages
151
Finished the game completly. Phew~
By the way, if someone can give me a hint on getting Tablet Of Life or Queen Scepter, I woud be thankful :)
 
Level 3
Joined
Dec 26, 2013
Messages
29
Congratulations, a well deserved Director's Cut. This map has probably improved more than any other over the years.

Some things to note: MP/HP pools and regeneration seem to be a little low at the start, on higher levels they are too high. Especially as life-steal covers most of the healing needed it can get a little boring for healers.
I don't know how to fix it, though. Maybe adjust base/scaling, nerf passive healing sources (leech, regeneration) and/or make healing more on-demand, less cooldown-based and less passive (HoTs, wards, auras).
Please note that the above is not a suggestion, it's merely (constructive ?) criticism. That's why I'm not posting it in the "suggestions" thread.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
I think the monsters are a bit too strong is there a way to play even more easier than easy because even on easy mode its pretty hard (i dont play multiplayer).

The map is designed to be played in Multiplayer and it will remain that way. There are several ways to enhance your singleplayer experience such as the consumable items that summon permanent Furbolgs. Also, when playing in Singleplayer, one of the starting grunts joins your hero.

Now that was a fast reply. Huge thanks; if you ever need help I can do some number crunching / evaluation of ideas / "research" for you. Just tell me what to do.

For instance, if you decide to do one of the above I can provide you with more conrete numbers.

Thanks for the offer, but I think I will manage myself. :)
 
Last edited:
Level 1
Joined
Dec 27, 2013
Messages
2
Blademaster quest not complete

Dear Spas,

First of all, congrats on making it to Directors Cut. :ogre_haosis:

I made a new account because I am stuck with the final unfinished quest.

1) How to I trigger the last Blademaster quest? Cos I got all secrets and did the rest of the quests already... Thk!


2) Also, I pulled the last of the moon guards (the 1 riding the panther) to Zerash... I think she isn't a moon guard because she cant seem to destroy him... ;) Please don't tell me I need to collect the Scepter of the Moon Guards, Shield of Suramar and the other magic thingy (flavor text about Moon Guard) and stand beside him???

Thx.

Cheers,

Kai
 

ftw

ftw

Level 1
Joined
May 1, 2013
Messages
3
Awesome map!

I have a few questions:

1. Where can I find the key based on hard material, for the magical pen?
2. Where can I find the lost goblins?


Those things stop me from finishing the map, so please help.

Thanks.
 
Level 3
Joined
Dec 26, 2013
Messages
29
kaiserwulf:
1) After you killed the last boss, open the door and move to the east. Step into the circle of power you will find there. This should trigger the ending cinematic.
2) I don't know what to do here.

ftw:
1) The key should be "near" the teleporter to the room that contains the magical pen.
2) See kaiserwulf's first question. That's where the goblins hang out.
 
Level 1
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Jan 2, 2014
Messages
2
I just finished the map togehter with a friend and all in all it's good, but at the end it goes too fast.

we searched a realy long time for the ghost key and then we noticed that it was senseless for the quest and we "just" get the 4th legendary weapon.

strange were also the not reachable items (behind a trap or a hole...)

after discovering what to do with the urn we "completed" the game in about 10 minutes

we still had one not discovered quest and three not discovered secret spaces, although we looked in every corner twice when searched the ghost key.

and we still don't know what's ment with the King's Blood:
1. we never found King's Blood
2. we found the skeleton, wich wants blood
3. it was marked as done in the mission-log at the end
4. skeleton still wants blood after "completing" the quest

the feauture with king's blood must be reworked and the ghost key was maybe too good hidden (we searched it at least one hour)

in the south-east of the map is also a cave with spiders in we can't enter (we killed them with spells)

the concept of the map is good and you can play the map for hours, but still not everything makes sense
 
Level 1
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Dec 27, 2013
Messages
2
kaiserwulf:
1) After you killed the last boss, open the door and move to the east. Step into the circle of power you will find there. This should trigger the ending cinematic.

LOTP, I want to fight the blademaster in the secret arena... (always remain 1 unfinished quest) When untriggered, you can see the blademaster chilling out near to the top right corner of the Waterworks (lvl 4 optional quest).

Just like Atalai chills out with Azsune on their private island south east of the starting place.... <3

Spaz... can you help out with this?
 

SpasMaster

Hosted Project: SC
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Messages
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LOTP, I want to fight the blademaster in the secret arena... (always remain 1 unfinished quest) When untriggered, you can see the blademaster chilling out near to the top right corner of the Waterworks (lvl 4 optional quest).

Just like Atalai chills out with Azsune on their private island south east of the starting place.... <3

Spaz... can you help out with this?

The Blademaster serves for technical reasons. He has nothing to do with gameplay, quests or anything at all.

About the one Undiscovered Quest you all talk about: I think it's a bug and I will look into it.
 
Level 1
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Jan 2, 2014
Messages
2
what is with masters chamber?
I just returned there again after killing Khor'gul, but it's still locked
is it normally connected with King's Blood?

and another problem is to drop the mote of fire for the legendary weapon for strength characters
in one game we dropped it 10 times, in the next at Khor'gul and in the last not at all
maybe you can insert an enemy that MUST drop it?

EDIT: is it wanted that you can't transfer money between players?
 
Level 4
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Jan 5, 2014
Messages
79
Thx for an awesome map

I found this forum the most lively, so i write it here.

At first, this is really a great map, but i won't repeat, what has already been said here many times. Everyone who played it knows it =). I just wonder, how many have u spend makeing this game so balanced.

There are just minor things that should be considered improving.

MINOR BUG: I had an item (i don't know which exactly), which gave me the imolation effect (damage each second to each nearby enemy), then i was damaging some neutral units (for example the goblins at the end of the game) which i suppose shouldn't happen.

MINOR BUG: In the right bottom part (i think just to the south of the trolls village) there is some spider cave with a big nerubian and lots of eggs, each containing two spiders. When u came to the southern wall of this room, the trolls on the other side of the cave are able to attack u and cast spells on u. This is really annoying, coz our healer came there and he got hit by some "lighting hammer"like spell, which took him almost 90% of HP and stunned him, so he wasn't able to do anything to save himself from the basic attacks, which killed him.

SUGGESTION: Would it be able to make a column in the table stating "Healing done" or something like that? Because the healer has otherwise bad stats in the table (about half killed creeps and done damage compared to other heroes). This way the usefulnes of healer would be more visible.

Also, some bugs comes with the death knights pull, but it can't be a surprise. Sometimes he is just able to pull enemies normaly unreachable from the point he stadns on, but it never made any big problem.

Once more, thank u for this map, really good job.

EDIT: U uploaded 1.6.9 whlie i was writing this, so the second bug is no longer true =)
 
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SpasMaster

Hosted Project: SC
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Messages
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EDIT: is it wanted that you can't transfer money between players?

Yes.

Incredible map, played it many times. I love how you constantly update it significantly making every ver have something new and great. I have been playing wc3 since the first day of its release and i have to say this is one of the best maps i have ever played

Thanks. If you want to play with us, you can always join our Garena group. :)
 

ftw

ftw

Level 1
Joined
May 1, 2013
Messages
3
kaiserwulf:
1) After you killed the last boss, open the door and move to the east. Step into the circle of power you will find there. This should trigger the ending cinematic.
2) I don't know what to do here.

ftw:
1) The key should be "near" the teleporter to the room that contains the magical pen.
2) See kaiserwulf's first question. That's where the goblins hang out.

Ty.

I think it's a bug.

I went to kill the boss before giving the skeleton the king's blood, so that quest wasn't finished yet. After killing the boss, the quest appeared as finished, but when I was trying to get the key for that gate near the goblin base, a message appeared on the screen - You have to finish all the quests ( or something like that ). The only remaining quest was the one with the goblins , that's why I asked where I can find them. Looks like I still had to give the skeleton that blood, even if the quest appeared to be completed. After that it worked.

Can't wait for a new part of Sunken City - hope the dev will consider that.
 
Level 1
Joined
Jan 9, 2014
Messages
5
Atal'ai's Chabers

Hey, guys - I'm new here.
I just want to say two things:

1) Great job on making this map!
I'm playing it with my brother (only two heroes) and we're enjoying it.
It has a certain campaign vibe to it.
Not once have we been bored (and we're playing it for 7+ hours, with intermissions, of course).

2) We're stuck.
We came to the Chamber of Atal'ai.
It's located in the northwestern corner of the map.
The chamber is made of a big bridge and platforms.
There is something like a ''circle of power'' there, and when we stand on it, it only says: ''Portal is NOT activated''.
We sweeped the whole map, but we don't know where to go next, or how to activate the portal.
The only other place where we ''can'' go is the Master's Chamber, but there are two locked thores, and I'm guessing we should defeat Atal'ai first anyway.
Have we forgotten something, or it is a bug?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
We're stuck.
We came to the Chamber of Atal'ai.
It's located in the northwestern corner of the map.
The chamber is made of a big bridge and platforms.
There is something like a ''circle of power'' there, and when we stand on it, it only says: ''Portal is NOT activated''.
We sweeped the whole map, but we don't know where to go next, or how to activate the portal. Have we forgotten something, or it is a bug?

Yes, you need "The Urn of Feron". It is located at his tomb at the south-western corner of the map, near the Abomination boss - Bordo. After you get it, you can use it to summon Atal'ai at either of the two glowy blue altars. :)
 
Level 1
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Jan 9, 2014
Messages
5
Thanks for the tip.
It worked.
That is our only problem that we had with this (otherwise excellent) map.
Why are there two of those altars?
We thought they were just decorations.
They aren't in the center of the chamber, there are two of them and they can't be clicked on for info.
Nothing about them makes me think they are essential for the game's continuation.
And after that, the teleporter is barely visible - it doesn't glow and it is not clickable.

The other problem that we had was similar to this one - in the first part of the game, there is a Naga altar, where you need to take their fire.
We had problems with finding that out because it only looked like a decoration - there were similar objects all around it.

Anyway, those are our only complaints.
We have just finished the game (Kergaloth's design is great, I expected him to be a Pit Lord), saved the Goblins, and the end!
If I haven't said it before, I played it with my brother, just the two of us - he was the Orc Marauder (AG) and I was the Tauren Druid (IN).
Basically, he was slaying, I was healing and summoning - it was fun.
We felt like little kids again (we are 26 and 25).

So, naturally, we have a lot of questions.
NOTE: We played 1.6.8 version, which I just found out is outdated.
The most recent version (if I'm not wrong) is 1.6.9, so we're sorry if our questions have the answers in the newest version:

- In the end, we have one undiscovered quest.
Is that a bug, or there is something more?

- The Master's Chamber.
Two doors, and we don't know how to open them.

- We saw a lot of areas where a BLINK (fast teleport) skill would be needed (Hadeis the Tuskarr, various tomes, etc.).
Is it a skill which you can get via some item, or is it an ability of some hero?

- There are 4 legendary items in the game.
1 for IN, AG and ST heroes, and the fourth one called ''Legend of Dawn''.
But what is then the legendary axe that the undead Orc is carrying?
You know, the one behind the deadly volacano?
And how do you get that axe?

- Speaking of legendary items, we had 2/3 ingredients for the Legend of Dawn: the Nerubian egg and the corrupted essence.
We only need Kerrata essence, but we haven't found it.
Is it hidden in a ''normal'' place, or is it on one of the place where we need to have a BLINK ability?

- On the western end of the map, there is a hidden room. There is a bookshelf there (something about the Queen, if I remember correctly), a lot of skulls, and a giant pillar of WHITE LIGHT, coming from above.
There was a shadow crystal there, but not much else.
Is there anything else there?
That pillar of light simply screams: ''There is something more here than meets the eye!''

- We found a Naga Myrmidon called Zerash.
He has 6 health and is invulnerable.
What is his purpose?

Again, thanks to all involved in making of this map.
It was fun, and I'm sure we will play it more than once. :ogre_haosis:
 
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SpasMaster

Hosted Project: SC
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Messages
1,994
That is our only problem that we had with this (otherwise excellent) map.
Why are there two of those altars?
We thought they were just decorations.
They aren't in the center of the chamber, there are two of them and they can't be clicked on for info.
Nothing about them makes me think they are essential for the game's continuation.
And after that, the teleporter is barely visible - it doesn't glow and it is not clickable.

Due to the terraining complexity of the area (as you may have noticed), not everything can be clicked. Apart from that, I might delete one of the altars.

The other problem that we had was similar to this one - in the first part of the game, there is a Naga altar, where you need to take their fire.
We had problems with finding that out because it only looked like a decoration - there were similar objects all around it.

I don't promise anyhting, but I will try and make it more distinguishable.

- In the end, we have one undiscovered quest.
Is that a bug, or there is something more?

It's a bug. Fix is coming in v.1.7.0.

- The Master's Chamber.
Two doors, and we don't know how to open them.

They are highly sophisticated puzzles with tiny hidden hints. Resolving them requires a lot of playing and headaches.

- We saw a lot of areas where a BLINK (fast teleport) skill would be needed (Hadeis the Tuskarr, various tomes, etc.).
Is it a skill which you can get via some item, or is it an ability of some hero?

Some areas are nor meant to be reachable, but just to be peaked at. They tease you with something that is close to you and you can see, but cannot be acquired. Sorta like trivial areas.

Other areas which you say can be reached by BLINK are instead designed to be reachable by the Tidewarrior hero who can swim!

- There are 4 legendary items in the game.
1 for IN, AG and ST heroes, and the fourth one called ''Legend of Dawn''.
But what is then the legendary axe that the undead Orc is carrying?
You know, the one behind the deadly volacano?
And how do you get that axe?

The Axe is not Legendary. Legendaries have Orange text, the Axe has red. It's something more - an Artifact. (You can always type in "-items" ingame for these stuff).

We only need Kerrata essence, but we haven't found it.
Is it hidden in a ''normal'' place, or is it on one of the place where we need to have a BLINK ability?

It's on normal place. But you must look harder. :)

- On the western end of the map, there is a hidden room. There is a bookshelf there (something about the Queen, if I remember correctly), a lot of skulls, and a giant pillar of WHITE LIGHT, coming from above.
There was a shadow crystal there, but not much else.
Is there anything else there?
That pillar of light simply screams: ''There is something more here than meets the eye!''

Nothing special there.

- We found a Naga Myrmidon called Zerash.
He has 6 health and is invulnerable.
What is his purpose?

It's a complicated puzzle with low amount of hints ingame. You will have to figure it out! ;)

Again, thanks to all involved in making of this map.
It was fun, and I'm sure we will play it more than once.

Thank you for playing and commenting. =)
 
Level 5
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Jan 17, 2011
Messages
161
Hello there! 1 question - i have just opened the right door but i am not able to play secret level and go into teleport which is appear...any help? I entered it in previous version?
In order map is really good and challenging for 1 player especially last 2 difficulties.I love your work Spas.Btw where you from? Spas sounds like Bulgarian?
At last i want to say THANK YOU for your efforts, maps like this keep our game alive. God bless you.Greetings from Sofia :)
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Hello there! 1 question - i have just opened the right door but i am not able to play secret level and go into teleport which is appear...any help? I entered it in previous version?
In order map is really good and challenging for 1 player especially last 2 difficulties.I love your work Spas.Btw where you from? Spas sounds like Bulgarian?
At last i want to say THANK YOU for your efforts, maps like this keep our game alive. God bless you.Greetings from Sofia :)

Spas is a true Bulgarian name.

The thing with the teleport is that you must get really close to it in order to enter. Thank you for your comment, and greetings from Sofia aswell.
 
Level 5
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Jan 17, 2011
Messages
161
spas is a true bulgarian name.

The thing with the teleport is that you must get really close to it in order to enter. Thank you for your comment, and greetings from sofia aswell.

евала братко, жив и здрав да си ти пожелавам от все сърце :)
 
Level 1
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Jan 9, 2014
Messages
5
Apart from that, I might delete one of the altars.
That would be wise indeed.

I don't promise anyhting, but I will try and make it more distinguishable.
Thanks!

It's a bug. Fix is coming in v.1.7.0.
Can't wait.

They are highly sophisticated puzzles with tiny hidden hints. Resolving them requires a lot of playing and headaches.
Ah, I see.
It's very interesting, although I doubt we will ever manage to discover it - our ''detective vison'' sucks.
I only hope it's not something that requeres an ultimate knowledge of the English language.

Other areas which you say can be reached by BLINK are instead designed to be reachable by the Tidewarrior hero who can swim!
Naga Hero! Of course!
We had a Tauren and an Orc - both are terrible swimmers.

The Axe is not Legendary. Legendaries have Orange text, the Axe has red. It's something more - an Artifact. (You can always type in "-items" ingame for these stuff).
So... is it aquireable, or is it just another cocktease?:eekani:

It's on normal place. But you must look harder. :)
Of course - next time, we're gonna sweep the map better.

Thank you for playing and commenting. =)
Thank you for granting us an excellent map, neighbor. :goblin_good_job:
 
Level 9
Joined
Nov 24, 2013
Messages
529
Sorry for that question, because I'm seeing really cool
Artefacts (the axe of the skeleton is the best) and yeah,I'm now being able to know how to ttake the Heart of Wyrmest. But, good job getting to the Director's Cut!
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
There's a typo on Blast Spear: it says 10% Crirical Strike, not Critical.

Also, I frequently see people desync when I play this map. This problem has been here for many, many versions and still not fixed :(

Typo will be fixed. People desyncing? What is that? I cannot fix a problem that I do not know the existence of. Please explain what the problem is exactly.
 
Level 1
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Jan 22, 2014
Messages
1
Normally summons can activate switches but is it really intended that they can't open the "4th switch"
behind the rolling door?
, found a way to bypass it though.

Also:
-The southwestern gate of the temple is bugged, I'm using the beastmaster and he can pass through from the inside while still closed.

-If you keep pressing one of the notes from the bookshelves the other notes will disappear.

-I don't know if this only happens to me and I've only tested it four times (2x skip, 2x no skip), but whenever I don't skip the opening cinematics I won't be able to control the grunt and when I did skip it'll be available for me to control.

-And about the goblin engineer, I gave him the cog and is on his way to fix the lever but got interrupted and blocked when I destroy the barrel and a skeleton comes out, now he just stands there doing nothing and the lever is still unusable.
 
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Level 2
Joined
Feb 19, 2013
Messages
20
can I ask??? when I play single player, in quest big gate with 4 switches, how can I activate the switch which located behind bulder gate while maintaining position hero activating it in the circle???

thx
 
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