-8 hero classes, each with their own unique advantages and playstyle.
-Fully customized Attribute point system, integrating, not only strength, agility and intelligence, but 8 more characteristics which enhances your heroes ability strengths.
-33 (total, not all accessable in one game) stages of immensely differing terrain types, from the lush marsh near Nollen pier to the fiery pits of Jarahcon's tomb.
-Fully customized item system, introducing common, uncommon, rare and ancient items. Weapon and armor upgrades that actively increases different aspects of your heros, damage, attack speed, critical chance, magic reduction, the list goes on.
Overall an immensely challenging team based RPG dungeon crawler that requires players to work together, or die in discord.
Please note that these changes are not final yet and are more plans than actual changes. If you want to know what is already in, check out the balance section of this news.
Corruption: Reduces a targets defense and magic resist by X. (permanent!)
Divine: The spell deals holy damage (3x damage vs Demons)
Ambient: Deals addition damage based on its casters current mana
I chose to add those to bring back a certain balance between the physical and magical attack modifiers. (Remember: magic attack did not have any modifiers and don't work with mana or lifesteal.
The second reason behind this is, I can now add those modifiers to certain classes like the Holy Clergy will gain 100% chance for holy damage right of the start of the game since all his spells dealt holy damage anyway. It is also possible that Heroes Imbue will now grant a certain chance as well, as it was always stated in its old tooltip.
Her R ability will be a toggle-able aura with two states.
Slow state: will slow enemy units the closer they are to the Sorceress.
It also gives a chance to freeze enemies periodically, which both can be modified.
Lightning state: will periodically shock random enemies in the area and damage them. It has a faster 'recharge' rate and higher trigger rate than the freeze effect.
I think this adds really nice to her other abilities and gives a little more spell synergy.
These are the first thoughs for a new and improved Shaman class. Not everything might be added to the final class, but I think I could share it with you anyway and get some feedback in advance. It is a de-buff specialized hero, capable of controlling enemy hordes, but dealing rather low damage.
Q: Shrink Curse - Reduces the size of one target slowing it. Maybe also Silence and or DoT.
W: Ward Trap - Surround an enemy with snake wards so he can't move. The Wards will have ranged attack.
E: Pacifism - AoE disarm (unable to attack).
R: Passive - A % chance to proc chain lightnings on attacks. Not sure if that is actually possible.
D: Mega Totem - Place a giant totem on the ground that stuns enemies periodically (about 200-250 AoE) and deals magic damage
Some items will have attachment models, which means you can visually see if you equip an item like a cloak or a helmet.
There are currently 85 equip able items, about 10 different ones for every Inventory slot. They also have quite an even rarity distribution.
Posting the exact numbers right now wouldn't mean a lot because I will add more items and then release a new test version.
Monsters will have a more balanced damage distribution across the four difficulty settings and their dps values are adjusted to match their type: core, support, heavy or boss. It is now a bit less harder on higher difficulties.
Monsters don't have the uber damage dice bonuses anymore, but I plan to add more hard CC abilities to them, so the game gets harder in another way and not only by simple and boring monster scaling. Any type of monster can now be elite, where it will gain additional stats or abilities.
The chance for spawning elite monsters are difficulty dependent and their bonuses are player dependent.
A full party will attract more elite monster (and more monsters in general) and they will also have a slight bonus to hp for every player to match the difference in damage output compared to low or single players.
After checking the monster dps, I calculated the maximal HP for every class and their effective HP after damage reduction, magic resist and dodge.
It was pretty surprising that their stats were actually pretty balanced, except for sorceress, which is not yet released anyway.
I further investigated the Druid summons and had to nerf their base HP, but I increased the HP bonus they get from upgrading Guile. The first level summons could tank up the Murloc King with no problem, which is very problematic in my opinion, as it was no real challenge anymore. It should be harder now, but not impossible, like with other classes.
Some Images used in this post belong to Blizzard Entertainment.
I finished tweaking the inventory system and added the first working items and I rebalanced a few hero and monster related things.
I redesigned the main page and i also found out which font was used in the old mini preview. I also added a forum for feedback and bug reports so that...
I am continuing the development of ToJ, the once famous Warcraft 3 map. There will be a lot of remakes and changes
This is a new stable version for you to play. It features a lot of bug fixes and nearly all the classes working. What needs to be tested is the balance...
Another test version where I fixed most of the bugs known to me. It also features the reworked fighter class and a test version special commands and leadership...
A more stable and improved pre release of Tomb of Jarahcon 2.0. It fixes a lot of old bugs that made the older version unplayable and unstable, but it...
A pre release of the new version to get player feedback about the changes and balance
hotfixing version... and a bit new stuff like a new stage
How can I gain leadership points ?
Yay,new demo test version for summer! :D
Always wanted to find someone who will play ToJ with me.Never seen those places for 3 or more players. Or classes that requires moar leader points.
Well I changed the Leadership requirements for some heroes. You can also add me on garena and we could play some time
I can't find the map after i installed it, i always put custom maps in Maps/Scenario but for some reason i can't see it. I can see all the other custom maps i downloaded. please help this looks like one of the best custom maps.
you should look at the comments Moddb.com
Okay, I played my first real version of ToJ 2.0 a couple hours ago. I'm only an Adventurer now? ): It was very hard too. And I tried Daydream... I'd really like the amounts for the ranks to go down, maybe make Demigod 250000, instead of 2500000. That's a bit too much.
That's all I need to get in? The map? Nothing else?
Well there might of course be a bug that prevents entering the area ;)
SeedinAethyr now you just have to count 1 and 1 together..
Hey SeedinAethyr rankings are here: Hiveworkshop.com
and you can use the ancient map.. somewhere :P It should be the hardest level in the game, so you can only go there at a specific time in the end game state
SeedinAethyr here. Thanks LotK for replying, it means alot to me for someone important to reply to my comment. Thanks for the info on the rankings, now I know I'll hit Demigod soon (someone told me Demigod was 30k). And the Ancient Map... thanks for the info on that as well. I think I know where to use it, because I know only two places after the Ruins that drop the map that I have trouble on, and one of them is slightly illogical. There's another secret I'd like to bring up, because this one has also eluded me. If you could give me a light hint it would be great. In Hell's Passage, there are five passages to different places. The road to the tomb, the portal, the Ancient Cave, the pit to hell, and the southwestern road flanked by Demon Towers. How do I journey past the towers?
Again, thanks for giving me answers to my questions. (And I also voted for your map as the "best mod." I hope it wins)