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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Mathog's Arena v1.7a

Submitted by Inferno11114
This bundle is marked as approved. It works and satisfies the submission rules.
USE WARCRAFT III PATCH 1.29 IF POSSIBLE, DO NOT USE 1.30!!! I am finding issues when playing in the newest patch.

I accidentally erased the changelog... Luckily I have all the changelog notes saved in the map file so I may or may not reupload all the previous changelogs in the future.

Changelog

v1.7

WELCOME TO V1.7
---------------------



GENERAL
-----------

- Hit point regeneration per point of Strength decreased from .10 to .07
- Mana regeneration per point of Intelligence decreased from .10 to .07
- Defense upgrade renamed to Health Upgrade, increased from 8% to 10% per level
- Multiboard now displays difficulty level
- Each difficulty level has a more detailed description, to better guide players on which difficulty suits them
- Items that have '+% spell damage' only affect the Hero carrying them. They no longer boost the damage of your summoned units. The same goes for any buffs that increase spell damage. These buffs would have to be cast directly on the summoned unit to increase its spell damage.
- Camera distance command changed from '-dist xxxx' to '-cam xxxx'


MASTERIES
-------------

- Ethereal Protection: Banished units take 25% more damage from spells, down from 66%. Now checks for which player Banished the target (an enemy can now be Banished by each player's Ethereal Protection once, instead of just once altogether)
- New icon for Open Wounds
- New icon for Replenishing Salve (from 4eNNightmare)
- Secret Heroes now have flavor text, ability descriptions, and stats listed in their selection tooltip
- Secret Items now list their stats and total cost in their purchase tooltip


AGGRONOR THE MIGHTY
----------------------------

Aggronor the Mighty is a Dwarven smith who can craft unique items for you if you bring him the right materials. These materials will typically come from completing Challenges. More craftable items will be coming in future versions


BOSS CHALLENGES
----------------------

Waves 20/30/40/50 have a challenge that can be completed for a reward

Wave 20: Don't let any Revenants reach their Circles of Tribute. Reward: Each player can select a rune that permanently boosts all of their units
Wave 30: Don't let any Leviathan Eggs hatch. Reward: A Leviathan Tooth for each player, which can be used to craft a Leviathan Scale
Wave 40: Kill all 3 Spirits within 15 seconds of each other. Reward: A Fragment of the Void for each player, which can be used to craft either a Void Protector or Void Orb
Wave 50: Kill the Infernal King within 90 seconds. Reward: A Guardian Stone for each player, which summons an Infernal Guardian from the sky. Contains 3 charges

BOSS CHANGES
------------------


Leviathan
-----------

- Healing Wards set by Hydramagi during this wave are much larger than regular Healing Wards and easier to target. Duration of these healing wards has been reduced from 30 to 20 seconds. These changes also apply to the Enraged Leviathan
- Hydra Roar knockback reduced from 1000 to 600

Alpha Male
------------

- Can now summon Furbolgs to aid him
- Mana pool increased from 500 to 600

Kranok
--------

- Hurl Boulder damage increased from 200 to 275


CHAMPIONS' CHALLENGE BOSS CHANGES
-----------------------------------------------


Brutillus
---------

- Cleave damage factor reduced from 90 to 45%

Mathog (Final Boss)
----------------------

- All buffs are dispelled from Mathog when he summons a mini-boss
- Healing Totem cooldown increased from 30 to 45 seconds
- Will cast Howl of Terror regularly even when only a couple enemies are near him
- Ignath: Base hit points increased from 11500 to 12500. Power Obelisk base hit points reduced from 10000 to 8500. Firebolt damage increased from 400 to 450, stun duration increased from 2 to 2.5. Mana cost of his abilities has been decreased
- Kazzak: Base hit points increased from 15000 to 17500. Hit point regeneration increased from 5 to 15. Meteorfall damage increased from 120 to 160. Kazzak's War Stomp levels up as he takes damage, increasing in damage and AoE, and decreasing in cooldown
- Frozentusk: Base hit points increased from 15000 to 17500. Hit point regeneration increased from 5 to 15
- Mathog waits 45 seconds to rejoin the fight after his Chieftains appear, up from 30
- Replaced Crown of Darkness held item with Hoarfrost


GLADIATOR MONSTER CHANGES
------------------------------------

- Players no longer receive bonus gold after each wave of the Champions' Challenge
- Many high-level enemy (including Bosses) AoE spells have had their damage reduced (typically by about 10%)
- Many high-level enemies and Bosses with very high armor have had their armor values reduced
- Wave 15 and 20 Revenants will no longer travel to the center faster than normal after being hit by certain disabling spells, like Hex and Entangling Roots
- Wave 47: Rammstein and Spawns of Rammstein properly emit Disease Cloud
- Satyr Trickster: Purge damage to summons reduced from 200 to 100
- Doom Guard: Increased AoE of Dispel Magic from 200 to 300
- Furbolg Bash chance reduced from 15 to 10%
- Furbolg Champion Shockwave damage increased from 60 to 75 (matches what the tooltip says)


HEROES
--------------

GENERAL
- Active Innate abilities' hotkeys changed from T to F
- You can now see (but not select) Secret Heroes in the Hall of Champions without the secret code. They also now have complete descriptions

NEW HERO: NAISHA THE SENTINEL RANGER
Naisha is an elite Sentinel Ranger. The Goddess Elune acts through her to vanquish evil. Naisha specializes in widespread effects. Abilities:
- Eclipse: blocks out the sun, improving your abilities and combat effectiveness as long as it's active. Drains Lunar every second. Generate Lunar through abilities
- Light of Elune: Heals yourself and any nearby allies. Heal amount and AoE increase during an Eclipse
- Lunar Glaive: Throw a glaive that damage and mini-stuns the target, and deals AoE damage upon impact. During an Eclipse, the AoE increases and enemies hit have their armor reduced
- Scout: Summons a pair of supportive Owl Scouts to sway the tide of battle
- Elune's Wrath: Instantly kills all enemies on the map below a hit point threshold. Use during an Eclipse to increase the hit point threshold based on your Lunar

DUROK RUNETOTEM, THE MINOTAUR
- Pulverize removed; replaced with Curse of Labyrinth: a Taunting ability that causes enemies to miss some of their attacks, and they will be damaged and Silenced if they attempt to cast a spell
- Quake removed; replaced with Seal of Fate: an AoE spell that silences and damages enemies every second until they die
- Strength per level increased from 2.6 to 2.7, Intelligence per level decreased from 2.1 to 2.0
- Fixed an error that was actually causing Durok to deal less spell damage to enemies being hit by Lightning Shield, instead of reducing spell damage dealt to him
- Base movement speed increased from 250 to 270

TOJO STONE-ALE, THE EARTHSHAKER
- Major design changes to skills
- Champion's Brew is now an innate ability that is actively used, healing for 25% max health and boosting your next Q or W skill
- Seismic Palm [Q]: no longer has the capability of Purging targets. Instead, deals damage and stuns a target, then deals area damage based off your Strength. Brew Bonus: reduces the target's armor for 10 seconds
- Shattering Ground [W]: changed from an AoE slam attack. Based off Crypt Lord's Impale ability. Brew Bonus: gain strength for every enemy hit, capping at 5 enemies. Lasts 10 seconds
- Old version of Champion's Brew [E] replaced with Drunken Brawler
- Pandaren Spirits removed; replaced with a modified version of Durok Runetotem's old ultimate, Quake, which increases in damage with your Strength
- Base Intelligence reduced from 19 to 16; Intelligence per level reduced from 1.7 to 1.5.
- Base Agility increased from 15 to 16; Agility per level increased from 1.3 to 1.5

THUNDERA, THE GRYPHON KNIGHT
- Fixed an unintended interaction between Cleave (Great Axe) and Storm Blades, which caused each Cleaved unit to set off an additional Chain Lightning (my God so OP...)
- New Icon for Thunderbolt (Credit: Darkfang)


AKAMA, THE WARSAGE
- The amount of life stolen when Critical Hit triggers has been updated to reflect the new values of Vampiric Auras
- Assassin's Targeted ability renamed to Assassin's Mark, and has a new icon (Credit: ), and properly levels up with skill points put into Call of the Shadow Order (Cooldown decreases by 5 seconds per level)

GELDOR EARTHFIRE, THE SUN MAGE
- Searing Light cooldown decreased from 10 to 9 seconds
- Inner Fire: Now erupts at the target point or unit of the spell that was cast, or at the caster's location if the spell is non-targeting. Damage is calculated as [base damage + Intelligence] rather than [base damage + 5-10% max mana]. Attack damage bonus changed from 14/21/28/35/42/49% to 18/24/30/36/42/48%

NARAZAR, THE PHANTOM
- Shadowshift damage per second increased by 5 at all levels

DRUMGORN THUNDERGRIP, THE MARKSMAN
- Incendiary Rounds: Specifies that the explosion damage is considered physical (not increased by + spell damage modifiers)

DAMIUS NOBLESTEED, THE SILVER KNIGHT
- New Icons for Reinforcements (Credit: Blizzard and TheKaldorei) and Shield Bash ability of Reinforcements (Credit: CRAZYRUSSIAN)
- Base movement speed increased from 270 to 300

VARIMATHRAS, THE NATHREZIM
- Vampiric Aura: Values changed from 15/22/29/36/43/50% life steal to 15/20/25/30/35/40%

MAIEV, THE LEADER OF THE WATCHERS
- Base attack time reduced from 2.05 to 1.9

CAIRNE BLOODHOOF, THE TAUREN CHIEFTAIN
- Base movement speed increased from 250 to 270
- Endurance Aura: Attack speed bonus reduced from 10/17/24/31/38/45% to 10/15/20/25/30/35%

AZORA, THE DRAGON ANGEL
- Storm Armor's Lightning Strike now properly triggers for this Hero
- Breathe in the Flames: caps at 5 enemies/75% attack speed, down from 6 enemies/90% attack speed

BARAG BRAINFLAYER, THE MINDWEAVER
- New icon (from BlazeKraze)
- Brain Drain replaced with Power Hungry: set the target's mind into overdrive, greatly increasing its spell damage, but spells cost an additional 10% maximum mana
- Base Agility increased from 12 to 14, Agility per level decreased from 1.2 to 1
- Mind Rot: Damage per second rescaled and factors in Intelligence. Fixed an error that was causing enemies affected by Mind Rot to gain a chance to dodge attacks, rather than a chance to miss attacks. Fixed an error that was not reducing the spell damage dealt by enemies affected by Mind Rot. AoE changed from 300 at all levels to 200/220/240/260/280/300


FOX
- Demonic Transformation: no longer increases attack speed. Duration changed from 60/60/60/60 to 45/50/55/60
- Base movement speed increased from 250 to 270

ILLIDAN STORMRAGE, LORD OF OUTLAND
- Metamorphosis: no longer increases attack speed. Duration changed from 60/60/60/60 to 45/50/55/60

IGNEO, THE LEGENDARY TITAN OF STEEL
- Base movement speed increased from 250 to 270

OGDIN GHOSTSEER, THE SPIRIT WALKER
- Forked Lightning bonus damage to Purged targets reduced from 25 to 15%

ROKHAN, THE SHADOW HUNTER
- Berserkers: Berserk ability no longer increases damage taken. Attack speed bonus increased from 50 to 60%, duration reduced from 15 to 12 seconds
- Level 2 Berserker damage increased by 1, level 3 Berserker damage increased by 2, level 4 Berserker damage increased by 4
- Base attack rate decreased by .1 seconds for all levels

GAZZ STRIPBOLT, THE TINKER
- Engineering Upgrade: damage bonus reduced from 6/12/18/24/30/36 to 5/10/15/20/25/30

DETHOG, THE LEGENDARY GLADIATOR
- Is once again available for selection
- Primary Attribute changed from Intelligence to Strength, attributes adjusted accordingly
- Split Shot redesigned into Avalanche; a Shockwave-like skill that hurls a boulder, dealing damage in a line and exploding at it's furthest point, dealing additional AoE damage. Damage increases with Strength
- Turok is now a demi-Hero unit, levelling up which increases his attributes, and he can now benefit from + attribute items. Skill points in this skill will improve Turok's abilities and give him more inventory spaces
- Demoralize and Decapitate now additionally reduces armor by 4/6/8/10

INERON, THE ARCANIST
- New model (credit: Grey Knight)
- Removed his innate Nexus Shield ability
- Arcane Blast Redesigned: No longer drains all mana, but has a high mana cost nonetheless. The damage dealt is now based on his Intelligence. The damage on this ability has been buffed drastically for both the single target and AoE versions
- Nova: damage increased from 100/165/230/295/360/425 to 100/175/250/325/400/475
- Nether Chains: Duration reduced from 12 (8) seconds to 10 (6) seconds. Cooldown decreased from 12 to 10 seconds. Number of targets decreased by 1 for all levels

KEL'THUZAD, THE ARCHLICH

- Dark Ritual: the bonus freeze effect of Frost Nova has been increased from 2 to 3 seconds

SAMURO, THE BLADEMASTER
- Fixed more bugs regarding Illusions triggering Incinerating Strike and all forms of Morphing Stone

MOGANIS BONEWEAVER, THE NECROMANCER
- Unholy Presence: damage increase changed from 12/18/24/30/36/42% to 15/20/25/30/35/40%
- Raise Dead: Level 1 Warrior hit points increased from 220 to 240, Level 1 Mage hit points increased from 200 to 220. Level 3 Mages have Unholy Frenzy


REVISED ITEMS
------------------

- Many items have had their prices changed
- Many items have had their stats changed and/or been given new abilities. You should find that most items are specialized to a certain task, rather than having a semi-random assortment of stats and abilities that weren't always desired. Additionally, all tier 1 and tier 2 items are now used in at least 1 item recipe
- Items that are geared toward boosting physical damage output have had these stats reduced slightly
- +% spell damage is more prevalent, with old items gaining this stat and new items with it as well
- All items instantly replenish stock, instead of taking 1 second
- Fixed an issue that would cause destructibles to occasionally drop no item. They have always been intended to have a 100% chance to drop an item
- Secret items can be dropped and sold, except for Shield of the Deathlord

Eric's Tome Emporium
-------------------------

- Tome of Agility cost increased to 300
- Tome of Retraining now costs 100 gold
- Tome of Power cost increased from 500 to 600

Ancient of Wonders
----------------------

- Senzu Beans removed
- Consumable items that were purchased in multiple charges are now purchased 1 charge at a time. Price adjusted accordingly. You can still stack as many as you wish by purchasing additional charges
- Wand of the Wind can now properly stack more than 4 charges

Odd Finds
----------------

- Ancient Tome: mentions in the shop description that it can be upgraded.
- Improved Ancient Tome: Mana bonus increased from 300 to 350, Entangle damage increased from 35 to 40, Healing Wave amount increased from 225 to 250, Death Coil amount increased from 450/225 to 500/250
- Complete Ancient Tome: Mana bonus increased from 400 to 500. Entangle damage increased from 50 to 60, Healing Wave amount increased from 300 to 350, Death Coil amount increased from 600/300 to 700/350
- Jar of Souls: No longer loses a charge upon activation
- King's Ring has been removed from this shop
- Dragonstaff: Reduced + all attributes from 5 to 3, added +10% spell damage

Mick's Cheap Ass Items
--------------------------

- Lion Horn of Stormwind: Added +1 armor, Taunt AoE decreased from 1200 to 400
- Sobi Mask changed from +50% mana regeneration to a flat value of +2.5 per second
- Ring of Regeneration is now in this shop

Other
------

- Roar from Scroll of the Beast reduced from 35% to 30%
- Razormane Icon: Attribute bonus reduced to +3 from +4. Cooldown decreased from 45 to 30 seconds

Tier 1
-------

- War Axe: Removed +5 Strength, damage bonus reduced from 18 to 16, now has 20% Cleave
- Amulet of Spell Shield: Cooldown decreased from 40 to 30 seconds
- Medallion of Devotion: Active armor bonus duration reduced from 15 to 10 seconds
- Venom Blade: Damage bonus reduced from +15 to +10, poison damage increased from 7 to 10
- Boots of Quel'Thalas: Agility bonus reduced from 8 to 7

Tier 2
-------

- Great Axe: removed Belt of Giant Strength from requirements. Recipe cost increased to 625, total cost reduced by 50
- Amulet of the Wild: Renamed to Alpha Claw. Additionally requires a Claws of Attack, increasing total cost to 1250. Alpha Male Roar damage bonus reduced from 35 to 30%
- Arcanist's Ring: Requires a Sobi Mask instead of a Ring of Regeneration. Resurgence proc chance reduced from 25 to 20%
- Unholy Gauntlets: Fixed recipe cost. Heal amount increased from 400 to 450
- Shaman Claws: Damage bonus reduced from +35 to +25. New stat added: +20% attack speed. Now also requires Gloves of Haste
- Bone Staff: Cooldown reduced from 30 to 12 seconds. Summons 1 Skeleton Warrior, down from 2. The Warrior and Mage are slightly weaker and comparable to the Necromancer's Level 3 Warriors and Mages. Skeleton Duration reduced from 60 to 45 seconds
- Khaz Modan Keg removed and replaced with Voodoo Mask
- Khadgar's Artifact: Command Aura reduced from 22% to 20%, Endurance Aura attack speed bonus reduced from 17% to 15%, Vampiric Aura life steal value reduced from 22% to 20%. recipe cost reduced from 600 to 400. Total cost is now 1450
- Ogre Fist: Ogre Slam cooldown decreased from 8 to 6 seconds, damage increased from 50 to 60, Hero stun duration increased from 1.5 to 2 seconds
- Ring of the Hunter: Entangle damage per second increased from 20 to 30, duration increased from from 6 (3) seconds to 12 (4). Rather than having a set cooldown, you simply cannot re-Entangle an enemy already Entangled
- Breaker Gloves: Removed and replaced with Mindstaff (more info in new item section)
- Lion Shield: Removed +damage, added +4 hp/sec. Taunt AoE reduced from 1200 to 600. New requirements: Oakenshield, Lion Horn of Stormwind and Ring of Protection
- Runed Bracers: added +100 hit points. Requires Ancient Skullshield instead of Ring of Protection
- Morphing Stone (all 3 variants): Cooldown to switch between each item has been reduced from 3 seconds to 1 second
- Titan Shield: Armor bonus reduced from 7 to 6. Additionally requires Ancient Skullshield
- Demon Skull: An active ability has been added. Engulf - Activate to increase the damage and AoE of Immolation by 25%. Drains mana until deactivated
- Arcanist's Ring: Renamed to Arcane Ring
- Divinity Liquid: Renamed to Divinity Serum. Active ability reduced from 500 health/300 mana/6 sec invuln. to 400 health/200 mana/5 sec invuln.
- Icecrown: Intelligence reduced from 10 to 8, cold damage reduced from 20 to 10, active ability added: Dark Ritual - Sacrifice a friendly unit to gain 20% spell damage for 15 seconds
- Molten Staff: New stats - +15 fire damage, +15% spell damage, Soul Burn and Flame Strike. Requires Orb of Fire and Soceror's Staff

Tier 3
-------

- Crown of Darkness removed
- Berserker Helm: Stats changed from +10 str/+10 agi/+4 armor to +12 str/+6 armor. Berserker Rage: Hit point bonus reduced from 800 to 700, armor bonus reduced from 10 to 5. Berserker Rage Strength boost increased from 1 to 2, and caps at 10. Explosion removed. New Icon (Credit: -berz-)
- Molten Gloves: Fire damage reduced from 45 to 40. Molten Fury no longer increases damage taken, and attack speed bonus reduced from 150 to 100%, duration reduced from 20 to 16, cooldown reduced from 60 to 48. Now grants +5 armor, and a Phoenix Fire-like ability. Requires Frostguards and Solar Sphere
- Jaws of Undulu: Reworked into Frostmourne - +30 cold damage, +40% attack speed, Bloodthirst and Chilling Aura
- Orb of Destruction: Removed the +85 damage. Now increases all damage dealt by 25%, and all damage taken by 10%. Overheat damage reduced to 500 and AoE reduced from 400 to 350. Berserker Helm's on-death Explosion has been moved to this item, and is reduced from 2000 to 1000 damage
- Holy Scepter: Resilience Aura hit point regeneration reduced from +7 to +5. Additionally requires Ring of Superiority
- Amulet of the Conjurer: Reworked into Bracer of Command. +16 Intelligence, Charm, +30% minion spell damage and 25% minion spell damage reduction
- Berserker Gloves reworked into Berserker Axe - +45 damage, +8 Strength, +8 Agility, 15% chance to crit for 2.5x damage
- Hydra Scale: New stats - +16 hp/sec, +6 armor, 60% thorns, 10% chance on being attacked to summon a random type of Hydra
- Holy Kiteshield: Ranged damage reduction improved from 25 to 30%. Requires Terror Shield instead of Titan Shield
- Earthstone Fist has new stats: +15 Strength, -12 damage taken from attacks, +20% damage to stunned enemies, and War Stomp
- Scourge Scepter: Redesigned stats. Now a direct upgrade to the Bone Staff: +15 Intelligence, Raise Dead summons a Warrior with 50% life steal and a Mage with an armor reducing attack, and grants Unholy Strength - all units you control deal 3% more damage for every summon you control (up to 30%)
- Warlock Gloves: New stats - +30 fire damage in a 220 AoE, +10 Strength, +4 armor, +20% spell damage, Doom. Requires Alpha Claw and Molten Staff
- Warlock Helm: An active ability has been added. Engulf - Activate to increase the damage and AoE of Immolation by 33%. Drains mana until deactivated
- Warlock Staff: Requires Arcane Ring and Molten Staff. New Stats - +16 Intelligence, +20% spell damage, Level 2 Resurgence, and Banish

Secret Items
---------------

- Shield of the Deathlord: Taunt now casts Howl of Terror instead of healing the Hero. Removed +20 damage, added: reduces damage from ranged attacks by 35%. Requires Terror Shield and Nemean Cestus
- Lightbringer Sledge: Has new stats and a new ability: +7 all attributes, +25 damage, +100 damage versus Undead, Divine Aura, and Judgment. Requires either a Holy Scepter or Holy Kiteshield, and a Dwarven Hammer
- Goblin Toe: Crushing Blow proc chance increased from 10 to 12%. Crushing Blow boss damage increased from 400 to 500. Note that this is the damage after Hero spell resistance is factored in. Fixed a bug that would refund players and tell them they didn't have the necessary items even when they succesfully crafted the recipe. Requires Berserker Axe and Boots of the Wind
- Zeus's Fury: New stats - +15 Intelligence, +40 damage, +25% spell damage, 20% Cleave in a 600 AoE, and Olympian Storm (Non-channeling Monsoon-like ability that hits all enemies on the map). Requires Wand of Maelstrom and Great Axe

NEW ITEMS
-------------


Ancient of Wonders
----------------------

- Scroll of Restoration (175g): restores 500 hit points and 200 mana to all units within 600 range (consumable)

Odd Finds
-----------

- Ancestral Chestplate: +250 hit points, reduces all damage taken by 35%, and Deteriorate - every damage instance you take will deteriorate this armor by 1 point. At 0 points remaining, it will disintegrate completely and disappear from your inventory. Starts with 200 charges
- Mystic Core Armor: +10% spell damage, +3 armor, and Reactive Blast - taking spell damage will unleash an energy blast around you, dealing area damage to enemies within a 250 AoE. Damage dealt is equal to the number of charges this item has, starting with 25. Has a 3 second cooldown. Core Upgrade - Taking damage has a 10% chance of upgrading the damage of the energy blast by 1, capping at 200 damage. This item cannot be sold to shops
- Ogre Club: +12 Strength, +100 damage, -50% attack speed, and Smash - Deals 125% of Strength in damage in a 250 AoE on kill. This item lasts for 100 attacks
- Sword of Eros: +15% damage against Elites and Bosses, -15% damage taken from Elites and Bosses, and Fighting Spirit of Eros - Spawns a duplicate Elite when one spawns

Aggronor The Mighty
-----------------------

New Shop - Challenges must be completed to gain access to these items

- Leviathan Scale: an upgraded version of the Hydra Scale. Requires a Leviathan Tooth, which is acquired upon completing the Leviathan Challenge
- Void Orb: Requires a Fragment of the Void, which is acquired upon completing the Challenge of the Spirits. +8 Intelligence, +25% spell damage, and allows you to cast Bloodlust, Forked Lightning, and Hurl Boulder
- Void Protector: Also requires a Fragment of the Void. +35% spell damage reduction, reduces damage taken from attacks by 10, 25% Evasion, Spell Shield - blocks a negative spell once every 8 seconds, and Nullify - increases spell damage reduction to 55% while under 35% health

Tier 1
-------

- Orb of Corruption: +10 damage, attacks reduce target's armor by 2 for 5 seconds (Orb Effect)
- Oakenshield: 30% Thorns, reduces ranged damage taken by 20%
- Warhammer: +10 damage, 20% chance to Bash for 20 damage and stun for 3 (1.5) seconds
- Sorceror's Staff: +10% spell damage, Firebolt (100 damage, stun for 2 seconds, 18s cooldown)
- Gloves of Spell Mastery: +4 Intelligence, Charm (Level 3 or lower enemies only, 30s cooldown)
- Rod of Necromancy: Raises two Skeleton Warriors (220 hp, 14-15 damage) that last 45 seconds (12s cooldown)
- Bramble Staff: 20% Thorns Aura
- Book of Araneae: +50 mana and Venomspitter Aura - Nearby ranged allies gain a poison attack that deals damage over time and slows attack and movement speed
- Ring of Superiority: Valiance Aura - Increases movement speed and life regeneration of nearby allies
- Captain's Blade: +8 damage, +3 Strength, +3 Agility
- Ancient Skullshield: +50 hit points, +2 armor, +20% spell damage reduction

Tier 2
-------

- King's Ring is now a tier 2 item, granting +100 hit points, +100 mana, Valiance Aura and Devotion Aura
- Voodoo Mask: +8 Int, +4 hp/sec, +3 mana/sec, 10% chance to Hex enemies that attack you for 6 (3) seconds
- Araneae's Prize: +100 hit points, +100 mana, Thorns Aura and Venomspitter Aura
- Corrosive Axe: +6 Agility, +18 damage, 15 poison damage/sec for 10 seconds, attacks reduce target's armor by 3 for 5 seconds
- Bittersteel: +20 damage, +5 Strength, +5 Agility, Critical Hit - 15% chance to do 100 bonus damage
- Frostguards: +18 cold damage, +3 armor, activate to gain 75% attack speed for 13 seconds (39s cooldown)
- Scepter of the Archmagi: +8 Intelligence, Replenish 250 mana (30s cooldown), and +3 mana/sec Brilliance Aura
- Vampire Blade: +20 damage, +25% attack speed, Bloodthirst (35% life steal and +10 damage for 15 seconds, 45s cooldown)
- Terror Shield: +150 hit points, +4 armor, reduces ranged damage taken by 25%, Howl of Terror (-30% damage and -3 armor to nearby enemies for 10 seconds, 20s cooldown)
- Reinforced Gauntlets: +10 strength, reduces damage taken from attacks by 8, +15% damage to stunned enemies
- Mindstaff: +10 Intelligence, +20% minion spell damage, and Charm
- Storm Pendant: +15 lightning damage, +15% spell damage, Monsoon
- Solar Sphere: +3 to all Attributes, +15% damage dealt, Solar Flare - deals 100 damage to enemies in a 275 AoE and blinds them for 4 seconds

Tier 3
-------

- Omega Claw: +10 Strength, +20 Strength, Level 2 Vampiric, Endurance, and Command Auras, and Summon Omega Warrior - a more powerful version of Furbolg Ursa Warrior
- Forest King Tunic: +200 hit points, +200 mana, Level 3 Valiance, Devotion, Venomspitter and Thorns Auras
- Thundergod Greaves: +16 Strength, +20% physical damage, +20% damage to stunned enemies, Level 3 Lightning Strike. Gain temporary Strength after a successful Lightning Strike, stacking up to 3 times
- Reckless Axe: +45 damage, +12 Agility, Sacrifice - lose 200 hit points to gain 75 damage for 5 seconds. 5 second cooldown. 45% Cleave in a 200 AoE
- Visage of Heart and Soul: This item takes two different forms, depending on your current health: Soul - +15 Intelligence, +4 mana per second, +20% spell damage, 20% chance on attack to deal 100% of Intelligence as magic damage in a 200 AoE. Heart - +15 Intelligence, +6 hit points per second, +20% spell damage reduction, +5 armor, and Hex - Enemies have a 15% chance to be Hexed for 6 (3) seconds when they attack you. Hexed enemies take 15% increased damage from physical attacks
- Hoarfrost: +15 Intelligence, Level 2 Unholy and Chill Auras, Frost Nova - Unleash a wave of frost that deals 200 damage in a 250 AoE, and slows affected enemies. Deals 150 additional damage to the primary target
- Nemean Cestus: +14 Strength, +6 armor, 60% Thorns (not an Aura), and Lion's Roar - Smash the ground in front of you, dealing 125 damage in a line and stunning enemies for 3 (2) seconds. This ability also Taunts all enemies within a 900 AoE
- Scepter of Sacrifice: +15 Intelligence, +20 cold damage, slowing by 25% for 5 (1.5 seconds), +20% spell damage, and Dark Ritual - Sacrifice a friendly unit to gain +20% spell damage for 20 seconds
- Storm Cloak: +15 Agility, +4 armor, +30% spell damage reduction, Spell Shield - Blocks a negative spell every 20 seconds, and Counterpurge - 25% chance to Purge attackers, dispelling magic and dealing 450 damage to summons
- Wand of Maelstrom: +10 Intelligence, +20 lightning damage, +20% spell damage, Monsoon - deals 65 damage per second in a 300 AoE, lasts 10 seconds, and Summon Storm Wyrm - summons a powerful Storm Wyrm with Chain Lightning and Lightning Shield. Lasts 60 seconds
- Stone of the Old Gods: an upgrade of the Morphing Stone with three forms that can be changed at will:
- C'Thun's Gaze: +16 Intelligence, +20% spell damage, 25% chance on attack to Soul Burn the target
- N'Zoth's Reach: +16 Agility, +30 damage, 25% chance on attack to cast Demonic Roots on the target
- Yogg-Saron's Maw: 16 Strength, +6 armor, 25% chance to cast Old Gods' Quake on attack
- Storm Sledge: +35 damage, +40% attack speed, 20% chance to Chain Lightning on attack, dealing 125 damage and bouncing 5 times, and Storm Throw - Hurl an electrified hammer at the enemy, dealing 275 damage and dispelling the target, dealing 300 extra damage to summons. The impact creates a shockwave, dealing 100 damage in a 250 AoE and temporarily slowing enemies
- Guard of Elysium: +400 hit points, +8 armor, +6 hit points, Elysian Barrier - reduces damage taken by 25% while under 60% health, and by 75% while under 10% health, and Divinity - restores 600 hit points and 300 mana, and renders the Hero invulnerable for 6 seconds

v1.7a

- Warlock Staff: Arcane Ring and Molten Staff will now properly create this item

[/hidden]
Contact me (Inferno11114) if you have questions, suggestions, find any bugs, etc.

This map is protected.

Keywords:
Arena, Survival, Team, Hero[/size][/size]
Contents

Mathog's Arena v1.7a (Map)

Reviews
Moderator
18:45, 15th Aug 2014 Hell_Master: Map approved with a rating of 4/5. See SCN's review below:
  1. Inferno11114

    Inferno11114

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    That is a ton of useful information! I'm glad you have enjoyed the map :D Your explanations are very good so I don't think I will need video of them. I had a feeling the Gilded Blade would have some exploitations. Luckily those are super easy fixes, just silly things I overlooked. I may have to disable resource trading when a play acquires a Gilded Blade... we will see.

    Sadly I haven't done tons of testing on the dueling, so that's how those oversights came up. Easy fixes though.

    I had tried doing the 'click really fast and get two masteries' thing but I was never successful, so I thought it would be okay. Clearly I was wrong lol. I'll work on a fix to that as well.

    I think I will make it so that you can't get a second Razormane Icon by using the first one. Obviously not as big of a deal as the infinite gold/xp bugs listed above, but still a little too easy to take advantage of.

    I'm not sure what's going on with that Locked and Loaded bug, but I'll take a look at it ASAP.

    I have been informed of another bug recently as well, so I'm going get all of this stuff fixed and release 1.6c shortly. The next version was going to be 1.7 with lots of big updates, but I want these bugs fixed now. But not to worry, I am in the process of working on 1.7 now, and I will continue working on it immediately after releasing 1.6c.
     
  2. VividGamer

    VividGamer

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    It's good to hear that 1.7 is on it's way. Since you're working on a fast bug-fix patch we decided to test out a few more things. What we came across is most interesting:

    As you know, they're two "lobbies", the one on the right is reserved for summons. It turns out that Samuro is capable of entering it.
    During a duel, if the player uses Mirror Image ability he will be teleported along with his Images to the summons' lobby. From there, he can walk up to the Elder Shaman and obtain additional masteries. Then he may come back to the heroes' lobby by simply ordering the Images to kill him or use the "-teleport" command.

    The Blackrock Blade in the Odd Finds Shop is easily one of the most powerful items in the game, set aside the additional stats and damage, the critical strike chance is simply ridiculous due to the fact that critical strikes stack in Warcraft. We'll provide you with a replay showcasing it's power on a Blademaster.

    It turns out that the Blademaster, is once again, capable of utilising his Images to exploit the game mechanics. During round 35, the boss is capable of stealing items from the Mirror Images, once the beast is dead and the round is over the stolen items will lay on the ground ripe for the taking. Naturally, if the boss steals from one of the actual heroes, this will not occur. But you can simply allow the Images to attack the boss and allow him to steal as many items as you want to "multiply". This is included in the replay aswell.

    Speaking of the Gilded Blade, you can simply change the equation from (10 x hero level gold) to (5 x hero level gold), but make it apply to both of the players, this way the mitigation will be impossible to perform. But then the Gilded Blade may do more harm than good later on.
     
    Last edited: Jun 1, 2018
  3. Inferno11114

    Inferno11114

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    Freaking illusions :mad: I will get to work on fixing all that too! I thought about making the Gilded Blade (or is it Scimitar? can't even remember what name I went with) affect both players, but it didn't seem right to affect both players, but you are right it would fix the problem. At that point though the item would feel cumbersome and might need to be redesigned. It is a new item so definitely needs some work.

    I would be interested in a BM replay with the stacking crits. Do you mean to say the crits can stack on the same hit resulting in massive damage? I always thought that you can benefit from both, but they would never proc on the same hit. Either way, that probably is too strong. I think I'll be moving the Critical Strike to a new tier 3 item, or a new line of tier 1/2/3 items, and likely make it a flat damage increase rather than a multiplier.
     
  4. VividGamer

    VividGamer

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    A flat damage increase certainly won't be of much use (if you have in mind an increase of Akama's type). By simply making the item more expensive (or creating a different, pricier item), the harder it will be to stack several critical strike sources, altough not impossible for Champion's Challenge since the heroes are rewarded with 10k gold. In case you didn't notice the replay with a Blademaster utilising several Blackrock blades has been attached to a recent conversation message.

    Also, the Holy Scepter seems to be crashing games, just by being present in one of the heroes' equipment, it doesn't crash the game immediately, just after a while.
    It turns out that the Warrior's skull is inferior by all means to the staff of control (since it allows you to finish a challenge, grants you more stats and health regen and you can sell it for 510 too, twice).
    It leaves the outcome of the game often to whether you drop the staff or not. Since the Razmormane Medicine man is capable of healing a hero for 60% of his life just in 30 seconds and the cooldown to summon him is very low.
     
  5. Inferno11114

    Inferno11114

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    I was unaware that multiple Blackrock Blades stacked. I thought that maybe since they were the same base ability they would not, but I see what you're saying now. Won't be able to watch the replay till this weekend though. I could limit Heroes to only being able to carry one Blackrock Blade for now. A flat damage increase being useful or not depends on how much that damage increase is. If its 20% chance to do 5000 extra damage, it's hard to call that not useful. I wouldn't really want players to be able to stack tons of crit sources in any shape or form, because it's lame when an autoattacker vastly outperforms other heroes that need to manually cast spells, use items, and position themselves.

    The Holy Scepter crashing is unfortunate. I don't what's causing that but I will do my best to fix it or change the item so it doesn't crash the game.

    I like the input you gave on the staff of control and by extension Razormane Icon. This definitely shows me that the challenge reward is too good, and at the very least gives a bunch of extra gold. Any hero could get Breaker Gloves and accomplish the same thing regardless of if you get the Staff or not, but then you're having to waste resources on an item you may not want. Since AI sucks and will almost never destroy a ward if anything else is in range, it sounds like infinite healing wards is too good for not too much effort. I will make some changes along the lines of increasing the item's cooldown, decreasing ward duration, decreasing the healing percentage, something along those lines. Along with not allowing the trick to use the first Icon to create a second one.
     
  6. nhs325

    nhs325

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    Okay, where in this map can I find the Mystic Gem? I can't find it in the list of shops.
     
  7. VividGamer

    VividGamer

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    The mystic gem is in fact a transformed morphing stone. It's located in the second Rare Treasures shop (counting from the left). You transform it by simply clicking on it.
     
    Last edited: Jun 6, 2018
  8. Inferno11114

    Inferno11114

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    Next version will make it more clear in the recipe description that Mystic Gem is in fact a form of the morphing stone.

    Got a lot of the bugs fixed already, just need to make a change to Holy Scepter so it doesn't crash the game, and maybe a couple other little things, and 1.6c will be out. Wish I had more time to work on this, but I work on it pretty much any chance I get so shouldn't be too much longer :)

    EDIT: 1.6c is out! I'll be kicking it into high gear to get v1.7 out, as I know 1.6c will feel somewhat 'unfinished' with a couple heroes and an item removed. But to me getting the bugs and exploits fixed was important enough to put my other ideas on hold. Nonetheless hope you guys enjoy!

    Okay last edit for real. Crisis averted, found the most recent save of the map (I was an idiot the first time and pulled out my recovery drive of my computer that crapped, instead of the hard drive). I'll leave this 'sneak peak' here though:

    - New Standard Hero: Archmage
    - New Agility Hero: Huntress (name pending)
    - Reworked Heroes: Legendary Gladiator (secret hero), Earthshaker and Minotaur are receiving major changes. Mindweaver is getting his Brain Drain skill replaced with something more useful.
    - Tons of items are having their stats changed. Overall you will see a nerf to attack damage/agility increasing items, and a buff to caster oriented items, mostly in the form of +% spell damage being more prevalent. Many items are also having their stats more 'streamlined', so that they are more clearly for certain types of builds and less generic.
    - Tons of new items are on the way, meaning there will be a 3rd shop for tier 1/2/3 items. More Odd Finds and Secret items too.
    - Challenges for Waves 20/30/40/50 Bosses

    Maybe I should make a map development thread instead of editing this post over and over...
     
    Last edited: Jul 7, 2018
  9. felixng2012

    felixng2012

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    5/5 really fun.

    I was experimenting with an all summoner team. I used silver knight + necro.

    Upgraded my units + stacked tons of aura items. I got two furbolg champs through achievement, took control of this unit called hydramagus with my ultimate which could summon too! Hydramagus had healing ward, healing wave and summon hydra. It was like a mini hero unit fully upgraded and with the ultimate stat buff from conversion.

    Also had this item that could summon razormane from achievement. My knight could summon very powerful footmen. My necro spammed skellies but more importantly had an aoe active buff that was very powerful and amplify damage. Overall we were almost unstoppable. This was only on normal difficulty though.
     
  10. Inferno11114

    Inferno11114

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    Nice strategy! It is funny how the holy Silver Knight and evil Necro synergize so well. That strategy is viable on the harder difficulties too, give it a shot! :D
     
  11. Blackscale the Wise

    Blackscale the Wise

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    I have to say that the arena of yours is -amazing- experience for me and my friend. We played it multiple times and recently beat it on the difficulty slightly higher than normal with a combo of Fox and Necromancer, pretty much swarming the arena with hydras and skeletons, previously as the Dwarf Marksmanship and Iron Golem (I don't really remember the names still.) Generally it's a well thought out arena that brings us two -massive- joy. Due to that I specially made the profile to thank you in my and his name.

    However enough of making things sweet, here are few things we've found problematic.:

    1. The boss at 20 wave, aka upgraded version of 10 wave one (The one with 4 servants trying to get to the middle and their circles to buff the big baddy). It's -really- annoying fight that pretty much requires either very high damage or high survivability. Their pathing is weird at times and sometimes they rush to the middle and the others even go back even though they aren't stunned/moved/rooted etc making it problematic. That boss -always-, except for one case, at least kills us once and we can not find a reliable way to survive his immortality phase if we don't figure out a bunch of minions or very high health regen combined with stuff to stay alive.

    2.The boss at last, 50 wave, is a bit underwhelming in our opinion mainly because we kind of expected a bit different fight and at that phase it felt more of a sponge fight as we weren't struggling even once when we reached this point. It was without phases more reminding the glorified furbolg boss with 4 healers.

    3. Wave 42 or 43 (I always mess the number) is a bit of personal complaint due to my weak-as-heck laptop (Aspire One D255). It's just related to the amount of units that suddenly pop up and do stuff, dropping my FPS exceptionally well to like 0.3 till they are dead, usually costing us a life here. I wanted to ask if there is a possibility to reduce a bit the amount of units. However it's a clearly personal wish so I don't really expect you to touch that wave. After all I doubt many people play on potato specs.

    All in all can't remind myself more about the map but it definitely is nice experience. Also are there more hidden shops than the one with 4 items with Zeus's Fury? Also is there any estimated time for 1.7 release? Take care and thanks for the fun!
     
  12. OverClocked

    OverClocked

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    Has this map been tested with 2 players?
     
  13. Inferno11114

    Inferno11114

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    I'm glad you enjoy the map!

    1. I know that the revenants are finnicky in that they don't always make a slow move toward the middle (which is the intention). You do need good dps and some form of healing/tanky summons or something to reliably get through it, but it's definitely doable even on highest difficulty. You also need to strategize how you kill each revenant. For example, the lightning one has spell shield, purges units that attack him and has a chance to Thunder Clap upon being hit. So you wouldn't want to throw lots of summons at him (they will get dispelled) and spells won't work too great, so a Hero with good physical dps is the answer. All the other Revenants have a rock-paper-scissors type strategy to them, got to find what they are weakest against.

    2. Yeah I haven't changed up that last boss fight in a while, I would like to add more to it. There aren't really phases to it, but at certain points of health he does cast a big AoE skill and Rain of Chaos.

    3. I can probably reduce the amount of enemies on that wave by a decent chunk, hopefully that will help. Even without your FPS dropping, there's so much shit on the screen it's hard to tell what's even going on during that lol.

    4. That is the only hidden shop. At least a couple more items will be added to it, can't say when they are coming though.

    5. I'm working on 1.7 right now. There is a lot of work I still have to do, but rest assured I'm putting in time when I can!

    Yes it has! I have received feedback from a few 2-man teams that have cleared the game at least once, and I have played it a number of times with friends.
     
  14. Firsk

    Firsk

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    Hey!
    Love the map!

    Tried this last night with a friend and found a bug where I died just before the level was complete.
    My friend teleported to shops before i revived, so I got stuck in the arena.
    When he pressed ESC and entered the Arena, nothing happened.

    And another thing was when i bought an item, and at the end of the level, my item was dropped in the arena.
    Not that important since i could just teleport back and get it. But still weird :p

    Not sure if anyone else already said this, but i'll post because i'm lazy and don't want to read all 4 pages #superlazy
     
  15. Inferno11114

    Inferno11114

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    I had not that of that scenario, I'll fix that for the next version. In the meantime if that happens again where one of you gets stuck in the arena, typing -teleport will get you out. That wave that you lost the item - I have a feeling it was wave 35, the Void Beast (giant demon hound). He has a chance to steal items when he attacks you, which drop when you kill him. I just changed it so that when you kill him, he will instantly give the items back to the heroes he stole them from. That will be in the next version.
     
  16. Garcis

    Garcis

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    Hello bro, your map is super funny and i and my brother are waiting for new updates. But we recently have a crash game in the wave number 36 and i think that is for the big, really big, number of mini hidra that i was crontroling, that why i am here.

    I don't know the number of the wave, but i was using the Silver knight and when the wave start a troll shaman spawn in the middle and i take the control of this shaman with the R "Persuasion" the Shaman was realy op, he had 4000 hp base, 1200 maná base, the hability to create a healing totém, the healing wave AND the hability to create for 50 maná a Gigant hydra AND if this hydra died he create 3 mini hydra AND all hidras wasn´t have life time. I was using "Explosive entrance"i start to spam the shaman abilities then the game crash.

    We are thinking that this troll shaman was a mini boss and because he hasn't have the resistance skill i was able to take the control of the shaman.
     
  17. Inferno11114

    Inferno11114

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    Thanks for pointing that out, yeah you aren't supposed to be able to take control of that guy. Just added Resistant Skin to him so you won't be able to do that in future versions. A ton of units on screen at once can definitely cause the game to crash, so you're right that's probably what it was.
     
  18. Firsk

    Firsk

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    Actually, -teleport didn't work. It's like the event was complete, but spawn didn't move on revive.
    And the item was never stolen, but still dropped, the item never left my inventory before that.
     
  19. Inferno11114

    Inferno11114

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    Do you by any chance remember what item it was specifically? I'll see what I can do to prevent that bug from happening again too.
     
  20. XPQJ

    XPQJ

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    Really awesome map!

    I really enjoyed the unique waves, and boss encounters. And the traits that you get to choose from at the start of the map to build around are really cool. The items are very unique and I especially like the "Morphing Stone" that can switch to a different item on the fly. And most of all I love how the one player mode gives you two heroes instead of just reduced difficulty or something.

    Something that is a potential issue, or I may be mistaken and it is intended this way, is that Mirror Images are able to inflict your trigger based on attack effects. So normally mirror images don't get the benefits on % on hit items in like melee or whatever, and so I am not sure if this is intended. The first time I beat the map I did so with the Blademaster and "Incinerating Strike" with 3 "Ogre Fist" and a "Ring of the Hunter" and vamp and what not in my other item-slots, but it was super broken because my Mirrors would perma-stun every wave. Maybe this is desired and it is just a sweet combo, or maybe it is a bug. I am not sure.

    I also feel that the length of the game for this style of gameplay becomes to feel a bit grindy. By level 35 or so I have usually finished my inventory for the most part and just tome for the next 15 levels which can be a bit bland. As well, the game takes about 1.5 hours to play out a single decent attempt, and personally, my favorite thing in these style of maps is trying out different hero pairs or item combos and such, but after a 1.5-hour long game I don't feel like trying more ideas. I think the map "Custom Hero Survival" has had so much success on b.net because of its manageable game length lending it well to replayability and also keeps people interested because they win and try a new combo before it turns into a grind. I don't mean to sound too negative I really like the map, and I am just offering some opinions that hopefully you find constructive.

    Okay, so the last thing. The early stages of the map are super slow, you gain gold incredibly slowly. I think I usually get my 2nd item at like level 5, because the gold income is so low. I understand that this is most likely slow to allow new players to figure things out, but I think you went overboard on making the first few levels too easy. The 2nd time anyone fires up the map they have to essentially spend the first 10-15 minutes waiting for the game to actually start happening, and I believe it drives people away from replaying the game.

    So, obviously these are not easy things to adjust, but I think you could potentially cut out every other level making the game 25 levels so it will take half the time. 45 minutes to finish sounds more replayable than 1.5 hours, and then double the bounty so that people scale up more quickly and get into the action of the map faster. Not as simple as just cutting the levels in half, but you get the idea. I think it would also allow for seemingly even more level diversity because right now for 50 waves you have a lot of unique waves but a few repetitive ones, and with only 25 you would probably have 25 unique waves with different mechanics which would be sweet.

    Hopefully my feedback helps, thanks for a great map! :)