• 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

186388-albums6607-picture72240.png

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  • The Shadowblade Talent has been replaced by a new Talent: Dirty Tricks.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

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

Archives

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

SCREENSHOTS

























TRAILER

HEROES

Intelligence HeroesStrength HeroesAgility Heroes

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

CREDITS

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


Contents

Sunken City v2.5.1c (Map)

Reviews
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 24-Dec-13 (14:27:40)Personal Comment:One of the most polished maps, of its type, that I had a chance to play. Beautiful terrain, nice story, well customized heroes and enemies...
Level 2
Joined
Apr 13, 2017
Messages
34
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.

No, it says on the item that I get the procs. It's been going up from 1 to 15. It seems to be the same thing with the item that gives you strength when you take 1k dmg multiplied by your hero level. It shows the same amount of strength, but it seems that I get the hp boost as if the proc and the static boost both are working, but your attribute only shows the +13 stre.

Also, I managed to skip the maze where you have to find the right path without getting teleported back. I just aggroed the pack of mobs to the right that had a Acolyte that teleported me directly into them.
I'm not complaining btw, the map was awesome, just wanted to let you know about it if you ever wanted to fix it. :D
 
Level 2
Joined
Apr 13, 2017
Messages
34
Both items increase the base stat, not the green number which is the bonus.

Oh, I'm a dumbass. Never seen it work like that before. What difficulties are the experienced players on this map managing to solo on? I struggle with most classes on easy as solo :D
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
Varies depending on what hero you choose. I know a couple that play on insane/heroic solo, some play on normal standard. I've finished the map solo on normal standard with Rogue and Hunter, but beaten insane/heroic in a group.
 
Level 2
Joined
Apr 13, 2017
Messages
34
Which heroes can you reccomend if you wanna try soloing at higher difficulties? I mean, some groups just one shot me even on easy when I play with the more squishier heroes, I just get perma-rooted til I die or some shit on some mobs.
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
Either summoners like Warlock/Necromancer or Strength Heroes with some form of self-sustain. Tinker/Death Knight/Paladin/Dragon Knight all come to mind as being fairly decent.
 
Level 6
Joined
Dec 3, 2012
Messages
243
Which heroes can you reccomend if you wanna try soloing at higher difficulties? I mean, some groups just one shot me even on easy when I play with the more squishier heroes, I just get perma-rooted til I die or some shit on some mobs.

You need to learn to keep yourself alive. That's why you struggle so much even on Easy. Pull mobs one by one, especially the mobs with the hard disables (rolleyes cause I've died too much times of this...) and kill them in this fashion.

Summoners are really good at the beginning but at late, late game they suck and you can't kill the final boss. I guess, you can with the right build and tons of stats, but trust me, it will be a great struggle.

Instead of taking squishy int summoners, go for the Hunter on highest difficulty. That's my advice.
 
Level 1
Joined
Apr 25, 2015
Messages
5
I have a question.
I do not know what to do with the "For the Forsaken" quest.
I have "Moonstone" and "Shoveling pick" items.
I am in front of Ritual Circle now. What should I do here?
What should I do with Moonstone's 12, 8, 2, 4, 10?

Please help me.
 
Level 6
Joined
Dec 3, 2012
Messages
243
I have a question.
I do not know what to do with the "For the Forsaken" quest.
I have "Moonstone" and "Shoveling pick" items.
I am in front of Ritual Circle now. What should I do here?
What should I do with Moonstone's 12, 8, 2, 4, 10?

Please help me.

You are inside of the Ritual circle.
The stones are forming a circle.
You have these numbers.
If you combine the circle and the numbers, what that will looks like? What known item to the human being will forms then?

P.S. I guess, I've just confused the shit out of him...
 
Level 2
Joined
Apr 13, 2017
Messages
34
Anyone please give me a hint on where to get Gods essence? Is it connected to the corrupted essence? 3rd run and I can't remember seeing or reading any bookshelves about it anywhere.

Edit: literally 5 minutes after I post this I find the "hidden" boss that drops it. Jesus..
 
Last edited:
Level 1
Joined
Apr 25, 2017
Messages
2
Hello, i'm a newbie here i played this game about a few days and i complete it until kill the demon after atal'ai.. The question is, why i can't go to eastern entrance.. It's say cheating detect.. But i'm sure i'm not using any cheat, i kill the demon without killing any creep like doom, infernal, etc.. And i'm using thoridal, whirm weapon and the others.. Please tell me why this could be happen..
Thanks.
 
Level 2
Joined
Apr 13, 2017
Messages
34
What are you favourite items to buy? I've played 2 runs with strength heroes and I get the reduce dmg by 10% of Stre and 1k dmg = 1+ strength item first. Is there any buyable items that standsout for you guys as OP?
 
Level 6
Joined
Dec 3, 2012
Messages
243
What are you favourite items to buy? I've played 2 runs with strength heroes and I get the reduce dmg by 10% of Stre and 1k dmg = 1+ strength item first. Is there any buyable items that standsout for you guys as OP?

The strength heroes item build is revolving around damage return + damage reduction. 5 epics + 1 legendary and you are really good to go.
 
Level 2
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Apr 13, 2017
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This might be one of those bugs(or whatever you wanna call it) that only I am clumsy enough to achieve, but I got stuck at a ress stone after a demon guard got spawned in front of me just after I ressed. I can't out-damage the healing from the stone and he won't move. I can't go around. This is the ress stone next to the skeleton tomb dungeon.
 
Level 6
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Huh, never thought of stacking those. How much armor/hp/dmg reduction can you get lategame?

I'll try to provide a screenshot later.

Edit: Here's my DK build (SC 2.3.2 ver)
 

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Level 1
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Apr 28, 2017
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I think i'm having an issue with my magic find after loading a saved game. my magic find is 40/0 and the drop rate seems noticeably lower. I also get a "recursion error tracker" in the top left where the drop down tracker was. i'm loving the map. thank you!
 
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Level 6
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Dec 3, 2012
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243
@SpasMaster

I want to address something. Dunno if others had mentioned it or is it just pure luck/bad luck.

I have noticed this: I have played no more than 5 times on normal/easy and 2 of 5 times I've found the key of life. 0% magic find. I shit you not.
I have played more than 30-40 games on Insane/Heroic (80;90;95% mf) and no key at all.

So, how come easy/normal difficulty have better chance to drop it than insane? Something is messed up or really good luck on both occasions?

Cheers.
 
Level 6
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Lower difficulties don't have better chance. It's just the nature of RNG - it's random. You may have 100 games without key and then someone gets it on their first game, from the first mob. Just rng. Nothing more to say. :)

Alright, so I was extremely lucky. Two times. I got it.

Can you disclose a secret from really old version of the map - where I should stay when obtaining the compass and the Queen's Scepter? I'm playing SC 1.3.2 version.
 
Level 1
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Mar 14, 2017
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Haha, thanks.
So, Tetris, Master Chamber and the compass are all the riddles, yes?

As far as I know, Tetris is just a reference to Tetris game or a person? And the master chambers had the passwords back then which can be revealed some how. Idk anything about compass.
 
Level 6
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As far as I know, Tetris is just a reference to Tetris game or a person? And the master chambers had the passwords back then which can be revealed some how. Idk anything about compass.

The compass was directly connected with the Chamber.
 
Level 1
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Mar 31, 2017
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Can someone tell me where is king's scepter? i can't find it. And how to use light prism, just got it from 4 circle but i dont know what to do with it
 
Level 1
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Might be of a minor issue, but I've noticed that during the final battle sometimes the boss does not cast Rain of Fire. Is there some sort of hidden mechanism around it? Or is it just a bug?
 
Level 6
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Can someone tell me where is king's scepter? i can't find it. And how to use light prism, just got it from 4 circle but i dont know what to do with it

The scepter lies within a cave. But first, you need to find a map which will unlock the quest to the item.

Prisms bend the light. It has some hints on it. Try combining those two and look for the right place.
 
Level 1
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The scepter lies within a cave. But first, you need to find a map which will unlock the quest to the item.

Prisms bend the light. It has some hints on it. Try combining those two and look for the right place.
Is that map a drop item or i have to find it? i've finish the game 4-5 times but didn't find it yet, can you give me some hint =.=
 
Level 2
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Apr 13, 2017
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I assumed there was a invis merchant where you find the sufuron ingot, since you get the shop icon on you when you get close to it. I found the explosives finally that lets you get the spiritrealm cloak, but I was left disappointed. Am I missing something? Is there no secret shop there?
 
Level 6
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Is that map a drop item or i have to find it? i've finish the game 4-5 times but didn't find it yet, can you give me some hint =.=

The map is an item that is on the ground. If you have the spiritrealm cloack and use it as it is meant to be used, you will find it really easy.

I assumed there was a invis merchant where you find the sufuron ingot, since you get the shop icon on you when you get close to it. I found the explosives finally that lets you get the spiritrealm cloak, but I was left disappointed. Am I missing something? Is there no secret shop there?

I don't understand what's bothering you. The Sulfuron Ingot is really easy to obtain, cause you can see it standing on the ground behind a door.
 
Level 1
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The map is an item that is on the ground. If you have the spiritrealm cloack and use it as it is meant to be used, you will find it really easy.
Thanks for your answer! I tried to get Spiritreal cloak, it said that the room at waterwork have explosive - is it room beside banshee with rolling door? i cant find the way to open it T.T And one more question, in the area beside nerubian cave, i can send my summon (play warlock) there and find an item for assasin, how can i get there or it for specific char ?
 
Level 2
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I don't understand what's bothering you. The Sulfuron Ingot is really easy to obtain, cause you can see it standing on the ground behind a door.

Eh, you get an arrow on your hero, indicating that you're standing next to a shop. I imagined there would be an invisible shop there. What is the main reason for spiritrealm cloak?
 
Level 6
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Thanks for your answer! I tried to get Spiritreal cloak, it said that the room at waterwork have explosive - is it room beside banshee with rolling door? i cant find the way to open it T.T And one more question, in the area beside nerubian cave, i can send my summon (play warlock) there and find an item for assasin, how can i get there or it for specific char ?

Yes. The room with the rolling door near the banshees has it. My advice: use Inspect on every blue circle and bookshelves. Every. Single. One.

Only Rogue can enter that area and only him can carry the item so it's useless for you.

Eh, you get an arrow on your hero, indicating that you're standing next to a shop. I imagined there would be an invisible shop there. What is the main reason for spiritrealm cloak?

Hmm, didn't notice that before. The cloak allows you to speak with Wisps and to see invisible units.
 
Level 2
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Not trying to be rude, but the options for how you can use the shadow crystals lategame is kinda not that great? There's only 1-2 items from that which I'd might want, and even then it seems like the options from goldcost-only items are better. Or am I missing something?
 
Level 6
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Not trying to be rude, but the options for how you can use the shadow crystals lategame is kinda not that great? There's only 1-2 items from that which I'd might want, and even then it seems like the options from goldcost-only items are better. Or am I missing something?

Let me tell you a story.

When I first started playing SC (~ v. 2.2.0 or maybe earlier), just like you, I've found Crystals to have little to none usage except buying +2 stat tomes.
Now we are playing 2.3.5 and the game had evolved. Thus, Crystals have greater applications.
You can buy flasks, you can trade them for Seeds of Idrassil, the fore mentioned tomes, the talent usage (very good on some heroes), Shadow items, Quest items, etc.

Basically, the more you play the game, the more you come to realize and perceive the game on a higher level. And this will bring you even more satisfaction of how well the map is designed.

Also, introducing the new WC3 patch which allows you to implement even more things in it, it will make SC greater in the future. And that's inevitable.
 
Level 2
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Let me tell you a story...

Yeah I guess, but still seems kinda sad(?) that the best items doesnt need the rarest currency. Like the screenshot you posted with only gold-cost items. How the hell did you manage that btw, I can't even get past the first creep without doing insane hit and runs, and you managed it in 6 hours?
 
Level 2
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After just completing my 4th run I always seem to end up with items I can't find or find the use for?

1. I can't find the disabled rod. I think I've located every other item. I read it was in a barrel near the invulnerable Naga(what's up with him btw? :D), but I can't locate it.

2. Leyline gemstone? I can't remember reading any bookshelves or anything about that.

3. Scepter of the king and rod of king fenric. I assume I'm missing a 3rd piece?

4. Kings blood. I haven't found any hints towards solving this quest either.

5. Ritual circles. I've spawned the guy in the area with 4 buttons you need to press, but the circle in the treasure room and near the anvil are just a mystery to me.
 
Level 2
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May 1, 2017
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OK this is really stupid, but I can't remember where this charging generator for the lever was. I am absolutely sure I saw one somewhere, but I went over the whole map bit by bit and the only one I could find was the one protecting the artifact, and it is of course not the correct one. Please give me a hint, I have wasted about 2 hours on this already
 
Level 6
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Dec 3, 2012
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243
Yeah I guess, but still seems kinda sad(?) that the best items doesnt need the rarest currency. Like the screenshot you posted with only gold-cost items. How the hell did you manage that btw, I can't even get past the first creep without doing insane hit and runs, and you managed it in 6 hours?

I forgot to mention that I've used Count's Memento Shadow item. It gains you strength. But later in the game I've replaced it. The DK build is in fact based on gold-price items but that doesn't matter that much. I was experimenting and it went good. Don't get me wrong - everyone can build the hero as much as he likes.

Definitely, you have a lot more to learn about the map. And when you do advance, you will get more satisfaction with it. Good luck with that.

After just completing my 4th run I always seem to end up with items I can't find or find the use for?

1. I can't find the disabled rod. I think I've located every other item. I read it was in a barrel near the invulnerable Naga(what's up with him btw? :D), but I can't locate it.

2. Leyline gemstone? I can't remember reading any bookshelves or anything about that.

3. Scepter of the king and rod of king fenric. I assume I'm missing a 3rd piece?

4. Kings blood. I haven't found any hints towards solving this quest either.

5. Ritual circles. I've spawned the guy in the area with 4 buttons you need to press, but the circle in the treasure room and near the anvil are just a mystery to me.


1. The disabled rod is used by Agility heroes to get Thoridal bow legendary item. Go at the Western Entrance, near the Matriarch Hydra. The Naga is a part of obtaining another legendary, which in my opinion is not worth the effort.

2. Leyline gemstone is in an area near the Troll Tribe.

3. No, you don't. Those are two different and separate items. One is a part of obtaining the Queen's Scepter and the other is just an Epic item. That's it.

4. Again, in a hidden area near the fountain where people from all the city had used to gather here.

5. You mean the Pentagrams? They summon a boss which gives you one of the parts of making the Int legendary item. The Anvil is used to forge the Strength legendary item.

OK this is really stupid, but I can't remember where this charging generator for the lever was. I am absolutely sure I saw one somewhere, but I went over the whole map bit by bit and the only one I could find was the one protecting the artifact, and it is of course not the correct one. Please give me a hint, I have wasted about 2 hours on this already

Go at the Western Entrance, near the Matriarch Hydra.
 
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SpasMaster

Hosted Project: SC
Level 24
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Jan 29, 2010
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1,994
Wanted to bring an update to those who are expecting 2.3.6:

-Main Legendary system is done.
-6 out of 24 Legendaries are done. (Including effects, puzzles/quests and visuals)
-As you can imagine, while creating the quests/puzzles for certain Legendaries, more tasks emerge along the way (eg; Need for creating new areas, reworking old systems, etc), so it's not about just the Legendaries themselves.
-While testing the Legendaries, some things attract my attention and I get to improving them; as an example, this has lead me to rework of the Warrior and Druid Classes because I felt they can be done in a better way, and therefore receive a more interesting Legendary.

TL;DR - Progress is going on, but while doing one thing, other things also require to be worked on.
Of course this means even more content in the end.
And this one will have a ton of it.
 
Level 6
Joined
Dec 3, 2012
Messages
243
Wanted to bring an update to those who are expecting 2.3.6:

-Main Legendary system is done.
-6 out of 24 Legendaries are done. (Including effects, puzzles/quests and visuals)
-As you can imagine, while creating the quests/puzzles for certain Legendaries, more tasks emerge along the way (eg; Need for creating new areas, reworking old systems, etc), so it's not about just the Legendaries themselves.
-While testing the Legendaries, some things attract my attention and I get to improving them; as an example, this has lead me to rework of the Warrior and Druid Classes because I felt they can be done in a better way, and therefore receive a more interesting Legendary.

TL;DR - Progress is going on, but while doing one thing, other things also require to be worked on.
Of course this means even more content in the end.
And this one will have a ton of it.

The Rogue, Tidewarrior and Death Knight class items will be the same or you gonna change them as well?

Basically, you are 50% done? Correct me if I'm wrong.

P.S. Is it possible to make the Kraken monster quest approachable even for non-swimming heroes? The one that is triggered by the Naga figurine item.
 
Level 2
Joined
May 1, 2017
Messages
15
Thank you Burndead. I am afraid I got mixed up. I thought the "Disabled rod" replaced the broken mechanism blocking the way to the Twin corridor key, but it apparently does not. Where is that replacement mechanism or where are the hints to it? I have read everything everywhere and I have no idea
 
Level 2
Joined
Apr 13, 2017
Messages
34
Thank you Burndead. I am afraid I got mixed up. I thought the "Disabled rod" replaced the broken mechanism blocking the way to the Twin corridor key, but it apparently does not. Where is that replacement mechanism or where are the hints to it? I have read everything everywhere and I have no idea

Where's the disabled rod found? :D
 
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