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Sunken City v2.5.1c

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
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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.


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

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

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


186388-albums6607-picture72240.png

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

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

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


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

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

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

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

Archives

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

SCREENSHOTS

























TRAILER

HEROES

Intelligence HeroesStrength HeroesAgility Heroes

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

CREDITS

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


Contents

Sunken City v2.5.1c (Map)

Reviews
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 24-Dec-13 (14:27:40)Personal Comment:One of the most polished maps, of its type, that I had a chance to play. Beautiful terrain, nice story, well customized heroes and enemies...
Level 1
Joined
Apr 5, 2017
Messages
1
Hello. So i playing SC ver. 2.3.5. Is it even possible to open that door after doom guard boss and skeleton boss. In prev versions you had to push trigger or pick up the key to open that door, but in 2.3.5 you just have no objectives to interact with. Or maybe we doing something wrong. Please help. What is the way to open that locked door?
 

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Level 2
Joined
Sep 12, 2016
Messages
5
Absolutely amazing map, really enjoyable and great replay value. Completed it once as a Windmaster on LAN and got to the end playing a Rogue on solo.

But i have a problem, Currently playing solo as Death Knight and I'm trying to beat Azumoth and the DK is just to slow to leave the room when he uses his insta-kill ability, i also have War Drums which increased my movement by 10%. I don't mind dying but since the insta-kill ability is a timed thing, by the time i get back to Azumoth from the resurrection stone, I am able to use one of my abilities before he starts using is insta-kill thing again. Since im too slow it's just a repeat process.

So i was wandering if you could make it so when he teleports you back to his spawning point, you teleport in front of him instead of behind and the slow can still stay.
Or you can maybe giving my some advice on how to deal with the situation. Like maybe I don't even have to run and leave the room, that there might be a spot in that area that can protect me from the insta-kill ability

Also regarding the the Rogue. There is a talent that gives him a chance to "Destroy 1% of missing health" on the target, but i don't know what that means exactly.

But anyway, 5/5
 
Level 6
Joined
Dec 3, 2012
Messages
243
The glyph of hellfire might help you.You can catch the enemy's attention while asleep.Then you will be hurted and wake up for fighting.

I have tested it and it kinda worked. I've manage to pass over that wave but when Golems came they practically perma-stunned me to death. lol

It will be addressed.

Thank you very much.

Hello. So i playing SC ver. 2.3.5. Is it even possible to open that door after doom guard boss and skeleton boss. In prev versions you had to push trigger or pick up the key to open that door, but in 2.3.5 you just have no objectives to interact with. Or maybe we doing something wrong. Please help. What is the way to open that locked door?

Yes, you can open it but you need to use the inspect option in the backpack and therefore to inspect every blue circle and bookshelf for further hints. It's pretty easy when you get used to it.

But i have a problem, Currently playing solo as Death Knight and I'm trying to beat Azumoth and the DK is just to slow to leave the room when he uses his insta-kill ability, i also have War Drums which increased my movement by 10%. I don't mind dying but since the insta-kill ability is a timed thing, by the time i get back to Azumoth from the resurrection stone, I am able to use one of my abilities before he starts using is insta-kill thing again. Since im too slow it's just a repeat process.

So i was wandering if you could make it so when he teleports you back to his spawning point, you teleport in front of him instead of behind and the slow can still stay.
Or you can maybe giving my some advice on how to deal with the situation. Like maybe I don't even have to run and leave the room, that there might be a spot in that area that can protect me from the insta-kill ability.

I've managed to kill on solo play Azumoth with my Hunter. I find the "Rider's Saddle" - an item that gives you +60 hp and + 20 ms; also making you invis with ms bonus. Thus, you can escape everytime when he casts his ultimate and not die.

Also regarding the Rogue. There is a talent that gives him a chance to "Destroy 1% of missing health" on the target, but i don't know what that means exactly.


It is a superb talent. Most of the Rogue's damage comes from it.

If your target has 100hp and you damage him for 10, he will end up with 90 hp, right?
So, the missing health is 10. How much is 1% of 10? 0.1.
The next attack will not damage for 10, but instead of 10.1.
So on and so on...
 
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Level 2
Joined
Sep 12, 2016
Messages
5
Ah thank you for the help for both issues. I saw the saddle. I saw an item with "Dread" in the name that gives you 20+ movement, but i was being stingy with my money, i guess I'll have to buy it
 
Last edited:
Level 1
Joined
Mar 31, 2017
Messages
6
There is axe in shop call tildarian or smt, i can't remeber exactly - it's skill give you 50%ms in 12s and have 30s cd. I think it's the best for kill Azumoth
 
Level 6
Joined
Dec 3, 2012
Messages
243
Chameleon Sword magic damage on-hit effect prevails over Ice Troll's Cold Touch. Both are on-hit effects but the latter won't proc at all.
 
Level 6
Joined
Dec 3, 2012
Messages
243
I think only better equipment can help you - -

I'm playing as a Hunter and I have heavily DPS item build. The pets are tanking for me but still the golems just focus me with their bolts and that's it. Low cd, huge mana pool... you know.

Also, too many pets in here...
 

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Level 1
Joined
Mar 14, 2017
Messages
8
Ah thank you for the help for both issues. I saw the saddle. I saw an item with "Dread" in the name that gives you 20+ movement, but i was being stingy with my money, i guess I'll have to buy it

I used to hide behind a rock/rubble on the right. Hiding there allows to avoid his channeled spell. The only problem which can happen there - Tentacles, they block your path.
 
Level 2
Joined
Sep 28, 2011
Messages
23
I got some sort of recursions bug after loading the game i started the day before.

Btw. Is there a chance this map will ever be 4 players?
 
Level 2
Joined
Apr 13, 2017
Messages
34
I'm playing solo on custom game and after playing for about 30 min I get stuck with a door I can't open. I've seen videos online and they have a lever right next to a skeleton that spawns more tiny-skeletons. It's close to the first(?) boss, the demon looking one. The lever simply isn't there when I play it. Tried 3 different saves now.

Could I be missing something?
 
Level 2
Joined
Apr 13, 2017
Messages
34
Yes. The videos you are watching are obviously outdated.
You need to use the Inspect ability of your Backpack on Blue Circles and Bookshelves to find out clues regarding how to open the door.

Edit: nvm, I'm an idiot. The multiple saves made me think I had checked that blue line already. Sorry for wasting your time.
 
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Level 6
Joined
Dec 3, 2012
Messages
243
Thank you so much. I read that reply somewhere else in the thread too though. Can you be more specific? I've ran around for over an hour trying to inspect everything I can think of, came up short.

He gave you very specific instructions of what to do. Now find that blue circle and inspect it.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,996
If I may ask, what is the current progress of the incoming map?
I am about halfway done (~40%).

I have already done a large amount of changes and additions, but the best things (and most time-consuming ones) are yet to come. Plenty more work is left to do and with more changes, this means more time dedicated to testing for bugs.
I would estimate ~20 days until release. No promises here, but I am really including some awesome and huge new features so it takes time.

I am confident the wait will be worth it. :)
 
Level 6
Joined
Dec 3, 2012
Messages
243
We all are sure that the wait will be worth it.

Is it going to be a problem if you include the progress of the map in the "Version Progress, Updates & Planned Features" section? Like 25%, 50%, 75%, 100%? Just to avoid being asked further the same question.
 
Level 1
Joined
Apr 13, 2017
Messages
6
I can't get pass the massive ruined gate at west wing... Please help!

The gate says it's controlled by two circles of power nearby but when I positioned my grunt on one of the circles, and my hero on the other, they did not seem to activate. What should I do?
 
Level 1
Joined
Apr 16, 2017
Messages
2
I'm playing solo on custom game and after playing for about 30 min I get stuck with a door I can't open. I've seen videos online and they have a lever right next to a skeleton that spawns more tiny-skeletons. It's close to the first(?) boss, the demon looking one. The lever simply isn't there when I play it. Tried 3 different saves now.

Could I be missing something?

ive got the same problem i gues i inspected all te bookshelves and blue circles the only hint i could find was that the key was thrown into the fire pot and that i need something to get it out with ive searched for hours but cant seem to find anything to get it out of the fire pot and also no other clue can someone please advice? ive liked the other versions and would like to play this one to but if i get stuck there i cant play the map :( besides that very good job on the map like it allot ;)

Greetings,
Skaffa
 
Level 1
Joined
Apr 13, 2017
Messages
6
How do you get pass the barrier protecting the Suramar Wine?

How do you obtain the key to the right of Master's Chamber?

Is there a way to prevent the final boss from periodically summoning demons on you before the encounter? Or is it just a bug?

Thanks in advance for any answers :)
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
How do you get pass the barrier protecting the Suramar Wine?

How do you obtain the key to the right of Master's Chamber?

Is there a way to prevent the final boss from periodically summoning demons on you before the encounter? Or is it just a bug?

Thanks in advance for any answers :)

You need a key not made of metal. The invulnerable naga has it.

The item you are looking for is a super rare drop.

It is not a bug, and there is no way of preventing it.
 
Level 2
Joined
Apr 13, 2017
Messages
34
Imma be a little bitch and ask for a clue cause after 1hour of running around like a fucktard I still can't find a way to fix the lever that gives me the twin door key. Anyone please?
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
Imma be a little bitch and ask for a clue cause after 1hour of running around like a fucktard I still can't find a way to fix the lever that gives me the twin door key. Anyone please?
One of the bookshelves talks about a cogwheel in some broken pipes. Maybe that will fix the lever?
 
Level 6
Joined
Dec 3, 2012
Messages
243
I have downloaded 1.0.0 version of the map.

Although, it is really an old version, it has much better atmosphere than the last one. Why? Too many vegetation doodles designed and placed really well. Also, bridges and the city is designed more like a maze. I know that that won't change because of other matters.
In my opinion, it is one of the things that makes the map so great. I just wanted to share this.

Anyway, looking forward for the new version. I think it's going to be a blast. Keep it up!
 
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Level 2
Joined
Apr 13, 2017
Messages
34
One of the bookshelves talks about a cogwheel in some broken pipes. Maybe that will fix the lever?

Sorry, I was a bit unclear in my first post. I've found that clue, the hour I spent was looking for the broken pipes. Still can't find it. Thanks for your reply though.
 
Level 2
Joined
Apr 13, 2017
Messages
34
You are supposed to be able to solo this map right? The place where there's a door where you need to step on 2 circle of power on each side won't work. (The clue says it's opened by the circles, so I'm fairly certain I'm trying the correct thing). I've done the summon a unit and stand on one circle with the summon and the other one with my hero, but it won't open. Is this where my run ends? I'm up to 11.5 hour gameplay and my patience is running low :D
 
Level 2
Joined
Apr 13, 2017
Messages
34
So yeah, opened the door, found the bookcase saying he buried the key west of the gate, found the patch of lose dirt, but I assume I need something more to find the key? I can't find anything that would help me do that..?

(I realise I look like a fucktard coming here asking for help this much, but I literally run around for an hour+ between every post, I'm jus that bad at looking for stuff, sorry)
 
Level 1
Joined
Apr 25, 2015
Messages
5
I have a question. I don't know how to operate the "water flow tower" even if I look at the hints on the book in the waterworks dungeon (level: 4). I don't know what 'Off, On, On' mean in the six stools. Please help me.
 
Level 1
Joined
Dec 27, 2016
Messages
6
How do you find the Grasp of the Phoenix ? And by the way what do you do on the west part of the map, near the Take a Chill Pill boss, where it says something important was placed here. It was either distroyed or stolen?
Post Scriptum: Thank you for the constantly new versions of the map.
 
Level 6
Joined
Dec 3, 2012
Messages
243
How do you find the Grasp of the Phoenix ? And by the way what do you do on the west part of the map, near the Take a Chill Pill boss, where it says something important was placed here. It was either distroyed or stolen?
Post Scriptum: Thank you for the constantly new versions of the map.

Grasp is a item drop from the mobs. It's a pretty often one.
Nothing was destroyed or stolen. That's just a part of the map story.
 
Level 1
Joined
Dec 27, 2016
Messages
6
Grasp is a item drop from the mobs. It's a pretty often one.
Nothing was destroyed or stolen. That's just a part of the map story.
Thank you very much for the piece of information. Although I have not dropped it in whole map, I thought it is findable somewhere. Thank you for the clarification on the other aspect aswell, I was always looking for what fits there. Thanks !
 
Level 1
Joined
Apr 25, 2015
Messages
5
"The sinner" quest (from edril)
I do not know how to proceed.
My quest items are "Magnetic orb", "Torch of Kalisean flame" and "Broken queen's tiara".

I am standing in front of "Edril".
Help please.
(all the doors around Edril are locked.)
 
Level 6
Joined
Dec 3, 2012
Messages
243
Use the orb to get the key... Also, read carefully all the hints that items and bookshelves can give you.
This will help you a lot!
 
Level 2
Joined
Apr 13, 2017
Messages
34
After 12h 45m I finally finished the map. It's by far the best RPG-map I've played. Cool boss mechanics, several decently balanced items to chose from, exciting drops and more. Thank you for making this and thanks once again for all the help.
 
Level 2
Joined
Apr 13, 2017
Messages
34
The darkmoon card says to give 14+ agi/int and each proc up to 15 procs. Shouldn't I get 29 of each then? I only seem to get the first bonus. Is it bugged or have I misunderstood it?

And is it possible to get legendaries every run? I've ran through the entire map and only missing mote of fire for the hammer of ragnaros, and next game I start up I get a mote of fire the 4th pack of mobs. Is it dependent of random drops?
 
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Level 6
Joined
Dec 3, 2012
Messages
243
The darkmoon card says to give 14+ agi/int and each proc up to 15 procs. Shouldn't I get 29 of each then? I only seem to get the first bonus. Is it bugged or have I misunderstood it?

And is it possible to get legendaries every run? I've ran through the entire map and only missing mote of fire for the hammer of ragnaros, and next game I start up I get a mote of fire the 4th pack of mobs. Is it dependent of random drops?

I didn't test the item but it sounds that it may be a bug. Or you didn't get lucky enough to get more procs.

It is possible to get them every time. Some of the ingredients of the epics have quite a good drop chance. But in the has-to-come version they all will be reworked so... yeah.
 
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