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Mathog's Arena v2.3

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Mathog's Arena is a wave based, gladiator arena style survival game that can be played solo or in a team of up to 4 players. Survive 25 waves of increasingly difficult enemies, with a Boss every 5 waves. Use the gold you earn to purchase a wide array of items and upgrades. Collect Ether Crystals to concoct powerful Elixirs and purchase Talents to customize your Hero abilities. Complete the game on the highest difficulty settings to unlock bonus endgame content!


Mathog's Arena is intended to be played on Reforged graphics. Some unit models will be missing in Classic and will cause issues, and some icons will be missing as well.

FEATURES
  • 42 Heroes to choose from, including 12 Standard Warcraft III Heroes (some have ability changes), and 6 Secret Heroes; reveal their unlock codes by completing various in-game challenges
  • Customize your Hero's abilities with Talents. Purchase Talents with Ether Crystals, earned via killing Bosses and Elite units and completing challenges
  • Purchase powerful Elixirs - temporary potions that give various effects for a limited number of waves
  • Even gold system - all players earn the same amount of gold and experience per wave clear. Support Heroes earn just as much as DPS Heroes.
  • Summon Upgrade system - Summons can be upgraded in multiple ways beyond just increased damage and health numbers
  • Over 200 items to power up your Hero, many with active abilities and passive effects that require strategy and player input to optimize their power
  • Item recipe system to combine lower-tier items into higher-tier items, or buy the higher-tier item outright with the Quick Buy function if you have enough gold
  • Improve your abilities through stats like Cooldown Reduction, increased spell damage, and Heal Power
  • Challenges to complete throughout the game with rewards such as crafting materials for unique items, permanent stat increases, bonus resources, and more
  • Higher difficulties means greater rewards and more unlocks!
  • Two endgame challenges - The Champions Challenge and The Infernal Gauntlet - unlocked by completing Champion/Infernal Difficulty respectively
  • Unlock ultra-powerful Legendary items when you begin these endgame challenges









SYSTEMS AND SPELLSMODELS/SKINSICONS
- Bribe
- looking_for_help
- Paladon
- Wietlol
- Vexorian
- Freaky DevA
- Dangerb0y
- baassee
- AGD
- KILLCIDE
- PurgeandFire
- f0rsak3n
- houndmaster
- Raddazong
- Vulfar
- Darkfang
- Grey Knight
- Sellenisko
- Kellym0
- ShiiK
- JetFangInferno
- SuPa-
- WILL THE ALMIGHTY
- zadelim
- EviL BuddhA
- Ujimasa Hojo
- Mister_Haudrauf
- Tranquil
- Daenar7
- -Grendel
- Turiel
- levigeorge1617
- Kimbo
- Direfury
- Kitabatake
- General Frank
- Azsure
- Barorque
- ShadiHD
- Tamplier
- Veronnis
- Karmondia
- gidryuunia
- Fugrim
- Mr Ogre man
- SADGASM
- barorque
- D.ee
- Illidan_09
- bigapple90
- edge45
- I3lackdeath
- JollyD
- Wisdom
- SexYFrostWyrM
- viiva
- FrIkY
- ~Nightmare
- TheKaldorei
- 4eNNightmare
- BlazeKraze
- INSEKT
- The Panda
- Hadeis
- kola
- Sin'dorei300
- Traxamillion
- SkiiK
- Peekay
- CRAZYRUSSIAN
- WILL THE ALMIGHTY
- -berz-
- KelThuzad
- Dentothor
- CloudWolf
- Mc !
- Blizzard
- Hellx-Magnus
- Paladon
- zbc
- NFWar
- SkriK
- PrinceYaser
- Palaslayer
- Darkfang
- Marenko
- BETABABY
- zbc
- Banzay89
- moonman
- Trolldaeron
- Karmondia





OVERVIEW OF NEW CONTENT
----------------------------------

- NEW HERO: The Last Ranger
- NEW HERO: Abyss Knight
- LEGENDARY ITEMS: 12 ultra powerful items, only attainable during endgame challenges
- NEW CHALLENGES: about a dozen
- NEW ITEMS: over 50 new items in total
- NEW ELIXIRS
- NEW ITEM TYPE: GLYPHS - passive items that are slotted into your Arcane Vault. Simply keep them in the Vault to gain their benefits. Glyph effects can be boosted by specific challenges, particular to each Glyph type
- MERCENARIES: new unit types that are upgradeable (and benefit from summon upgrades). Mercenaries are permanent until killed, and you must pay gold each time you want to hire one. Can only have one mercenary at a time by default

GENERAL CHANGES
----------------------

- Changes made to make summoned units more durable, especially late game.
- Bosses Enrage more rapidly, and deal increased damage while Enraged
- Small changes made to bonuses per stat point, to bring down the power of Agility slightly while boosting Strength and Intelligence
- Many changes made to items and effects that increase physical damage: there are so many different stats that work together synergistically to increase physical damage, the power is just far too high. Numbers are being slightly tuned down across the board, so that no single item/effect is made useless, but when all stacked together they won't be over the top overpowered. Certain items and abilities (primarily when it comes to attack speed) have been nerfed more noticeably as they are the primary culprits
- Tips will now be displayed shortly after a wave clear, instead of at set intervals. this is to keep the screen clear during the heat of battle
- New command for Player 1: '-tipsoff' to disable most tip messages from appearing. You may type '-tipson' if you wish to enable them again.

- These powerful units have had Resistant Skin removed. This means they can now be Charmed:
- Elite Doom Guard
- Greater Infernal
- Slumbering Voidwalker
- Furbolg Executioner
- Obelisk Revenant
- Volcano Elemental


- Many waves have been modified to include more weather-specific enemies, giving more enemy variety across multiple playthroughs
- Murloc Scaleskin and Scaleskin Mutants: hp regen while raining changed from a flat 6 hp/s, to 1% of maximum life per second.
- Sea Giants of all types now gain Swift Swim in rain (+30% attack and movement speed). Previously, only Sea/Water Elementals gained this effect
- Crystalline Zombies: Crystal reward scaling changed for normal/Greater/Giant Zombies from 3/4/5 Crystals to 2/4/6


ELITES
--------

- fixed some issues with high level Elites not getting the proper ability levels
- 8 new abilities have been added to the pool of Elite Abilities:

- Flame Strike
- Entangling Roots
- Phoenix Fire
- Control Magic
- Avenger: every time a nearby ally of the Elite unit dies, the Elite gains 10% attack and movement speed, up to a maximum of 100%
- Revenge: When the Elite dies, all of its allies within 400 AoE gain Bloodlust
- Power Caster: Elite gains 33% max mana, 20% spell damage and 20% cooldown reduction
- Unified: Elite takes 20% reduced damage per nearby ally. This can stack to 100%, preventing all damage

Infernal Mode:
- Elite spawn chance increased from 25% to 30%
- fixed the Rain Hell and Reinforcements modifiers to level up at the proper wave count
- fixed an issue with the Infernals summoned by Rain Hell also gaining the Inferno ability
- Infernal Gauntlet: Players are given 5000 gold and 50 Ether Crystals at the start of the challenge, instead of 10000 gold

Champion Mode:
- Champion spawn chance increased from 35% to 40%
- Champions were not getting their bonus 20% attack speed. this has been fixed


BOSSES
----------

- Bosses enrage more quickly:
- 8% per second from hard crowd control, up from 6%
- 6% per second from soft crowd control, up from 4%
- Enrage decays at 2% per second while not affected by crowd control, down from 3%
- While Enraged, some crowd control effects weren't being removed. This has been fixed
- Bosses now deal increased damage while Enraged, equal to 10% x Boss Rank (based on difficulty selected)
- Cyclone now contributes to Boss Enrage at a rate of 8% per second
- The Blinded effect now contributes to Boss Enrage at a rate of 6% per second
- Banish now contributes to Boss Enrage at a rate of 6% per second

The following bosses, when killed, will now automatically cause the wave to finish immediately and kill all remaining enemies:
- Furbolg Alpha Male
- Leviathan
- Enraged Leviathan




Furbolg Alpha Male
- will cast War Stomp more unpredictably
- War Stomp cast delay reduced. sound effect now plays at the start of casting as a warning
- Master Healers: Healing Wave cooldown increased from 15 to 20 seconds.
These 3 changes also apply to the Enraged Alpha Male.
- mana pool increased from 800 to 1200

Leviathan
- Increased collision size
- Increased the damage of Hydra Roar shockwaves from 100 to 125
- Hydra Roar knockback no longer scales with Boss Rank (an oversight when Boss Ranks were introduced)
- Hydra Roar casting time has been decreased at all Boss Ranks
- Increased cooldown for Leviathan and enraged to summon hydragmagi, from 30 to 45 seconds
- Leviathan Hydramagi healing ward ability: duration reduced from 20 to 15, cooldown increased from 30 to 45.

Spirit Kings: Collision sizes increased

The Following Demi-Bosses are now guaranteed to spawn as Elites:

- Vas'Gamuth the Breeder (Wave 13)
- Void Beasts (Wave 19)
- Mokaro, Eredar Commander / Faldromax, Eredar Overseer (Wave 22)


- Wave 23 (Tichondrius Variation) : Rammstein's Corpse Stomp ability now has a 1 second cast delay with sound warning, but deals heavier damage than before and stuns Heroes for 3 seconds, up from 2.
- Tichondrius and Balnazzar Carrion Swarm damage increased from 260 to 280

Infernal King
- Meteor Strike initial damage increased from 150 to 300, burn damage increased from 25 to 35



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

- Champions Challenge Bosses no longer award Gold or Ether Crystals
- Most Champions Challenge Bosses have had their armor and hit point regeneration reduced slightly


Enraged Tortoise
- Increased collision size
- Reduced base hit points from 30000 to 24000
- Increased the base hit points of Stonebark Protectors from 4500 to 6500
- Iron Roots will now last a max duration of 8 seconds (previously they had an infinite duration until killed)
- Crushing Waves now spawn from the very beginning of the fight, at a slower rate than in the second half. They also now travel much farther
- Stonebark Protectors can now summon Stonebark Ancients. At first, they summon 1 Stonebark Ancient, second time they cast they summon 2, and so on to a max of 5.

Enraged Leviathan
- All of regular Leviathan's Hydra Roar effects apply to the Enraged Leviathan. Enraged Leviathan's casting delay is even shorter than regular Leviathan

Mordulus the Thunder King
- has been given the Spirit Fury ability that the regular version of Mordulus has

The Immortal
- His Stomp ability has been adjusted: AoE from 625 to 400, cast delay reduced from 2.25 to 2, cooldown reduced from 30 to 20

Vasuk
- Mirror image cooldown increased, and now caps at 7 illusions down from 9

Tempest
- Stormbringers now attack with ranged instead of melee
- Thunder Mines now detonate in 4 seconds, instead of having a chance to detonate every time Tempest lays down a mine. Model size greatly increased for better visibility. Detonation base damage increased from 350 to 400, Purge Summon damage reduced from 450 to 150. Detonation damage to Heroes increased from 400 to 600.
- The fight begins with one quadrant of the Arena covered in a Monsoon, dealing heavy damage per second to units in the area. Upon reaching medium/low/very low health, an additional Monsoon will cover a quadrant of the Arena, eventually covering the entire Arena in Monsoon
- at very low health, Tempest will summon additional Stormbreakers, and he will lay Mines more rapidly, which also detonate more quickly.

Enraged Infernal King
- Meteor Strike initial damage increased from 225 to 450, burn damage increased from 35 to 50


Ignath
- Increased attack damage
- Increased Flame Strike damage, Flame Strike will no longer harm himself or his allies
- Ignath will cast Flame Strike more reliably against solo targets
- Can now cast Unholy Frenzy on himself while Invulnerable
- Reduced base hit points of Power Obelisks from 4500 to 3500

Frozentusk
- Cone of Frost damage increased substantially; you now have a brief window to dodge the spell before it goes off

Mathog
- Base hit point regeneration reduced. This will primarily affect how quickly his health regenerates during the mini-boss phases when he's invulnerable
- fixed a bug where the blademasters in the final phase would instantly die and the fight would end
- Fire Stampede damage increased significantly, and lasts 1 second longer
- Mathog will cast his Fire Stampede more reliably against solo targets. at low health, the AoE of this ability is decreased, but cooldown is greatly reduced, damage is increased and # of fireballs is increased.
- Mathog will use his Omega Claw, Earthstone Fist, and Hoarfrost items more reliably against solo targets



SUMMON UPGRADES
------------------------

- Health Upgrade: Renamed to Defensive Upgrade. Hit point bonus per level increased from 10% to 12.5%, and now also increases Armor by 1 per level
- Giant Killer: damage bonus from this upgrade now also applies to spell damage, not just physical damage. Damage scaling changed from 20/28/36% to 18/27/36%



CHALLENGES
---------------

- Item Challenges added to the Tome of Challenges. These were already implemented in the game but were not displayed

- Challenge Reward Items: no longer give any Ether Crystals when sold. The gold received when sold has been increased for most Challenge Reward Items.
- Drunk on Power reworked into Alchemist: Concoct 3 Elixirs. Reward: Permanent +1 to all Elixir Wave Duration


[NEW CHALLENGES]

- Untouchable: Have your Hero take 0 damage on a wave. Reward: +10 Ether Crystals
- Close Call: Complete a Boss wave while your Hero has 15% or less health remaining. Reward: +10 Ether Crystals
- Doom Patrol: Control 2 Doom Guards simultaneously. Reward: +10 Ether Crystals
- Glutton: Consume 15 charges of consumable items. Reward: +5 Ether Crystals, and permanent effect: Consumable items have a 50% chance to not consume a charge on use.
- Divine Grace: Activate Divinity (Divinity Serum or Guard of Elysium's active ability) while at or below 10% remaining hit points. Reward. Permanent +2 second duration on Divinity for Hero, and 5 Ether Crystals
- Legendary Crusade: Achieve the maximum Crusade bonus on Crusader Helm, with at least one of the kills being an Elite or Boss kill. Reward: Crusader Standard crafting component, used to craft an Inquisitor's Crown or concoct an Elixir of Honor, and 5 Ether Crystals.
- Old Gods' Wrath: Strike an enemy with the 'Old Gods' Quake' effect of Yogg Saron's Maw while it is affected by both Demonic Grasp of N'zoth's Reach, and the soul burn of C'thun's Gaze. Reward: Ancient Shard, a one time consumable item that resets all cooldowns or used to concoct an Ancient Elixir, and 5 Ether Crystals.
- Hydra Tamer: Control a Hydra, Searing Hydra and Frost Hydra simultaneously. Reward: Permanent +2 hit point regeneration Aura for Hero, and +5 Ether Crystals
- Master Healer: Cast 50 Empowered Heals. Reward: Permanent +8% Heal Power for Hero.
- THIS IS MY HAMMER! : Kill 5 enemies with the direct hit of Storm Sledge's Storm Throw. Reward: Storm Sledge becomes personalized and bound to Hero, reduces the cooldown of Storm Throw by 20%, and gain +5 Ether Crystals.
- I'm Awake, I'm Awake: Activate Draconic Awakening twice within the same wave. Reward: Duration of Draconic Awakening increased by 30%, and +5 Ether Crystals.

ELIXIRS
---------

- You may only have one Elixir active at a time; you must wait for your current Elixir to expire before you can gain the effect of a new one.
- You may now purchase Elixirs during a wave; note that the current wave counts as the first wave of the Elixir duration, and that 'at wave start' Elixirs will have no effect until the beginning of the next wave (effectively wasting one wave duration).
- This has been implemented primarily to allow the purchase of Elixirs throughout the Infernal Gauntlet, but this applies to the standard 25 waves as well.

New Elixirs have been added; Elixirs are now split between Basic and Special Elixirs.
- Azo holds all Basic Elixirs, and a new troll named Uko holds all Special Elixirs.
- Uko will also trade you a small amount of Ether Crystals for a 'fair' exchange in gold. This is not intended to be an efficient or reliable method of obtaining crystals; but it can be used to help you make a key Elixir or Talent purchase if you're just short on crystals and have extra gold.

- Basic Elixirs only cost Ether Crystals, Special Elixirs cost Ether Crystals and a Crafting Component.

NEW ELIXIRS:

Basic
------

- Elixir of Lightning: +50% movement speed and +30% attack speed. Lasts 3 waves.
- Elixir of Cleansing: every 6 seconds, removes all negative buffs from hero. lasts 3 waves.
- Elixir of Berserking: Gain 40% increased physical damage at the start of the wave, decreasing by 2% per second. Lasts 3 waves.
- Stormstout Elixir: 15% chance to dodge attacks, and 15% chance to Critical Strike for 2x damage. Lasts 3 waves

Special
--------

- Elixir of Death: requires Skeleton Lord Skull.
- Gain |cff99ccffDeath Blow|r - Every 12 seconds, your next attack will kill a non-Elite target, deal 50% max life to an Elite enemy, or damage a Boss for 10% remaining hit points. Death Blow becomes automatically active at the start of every wave. Lasts 3 waves.
- Elixir of Honor: requires Crusader Standard
- Increases the damage of nearby allies by 25%, and increases their armor by 6. Lasts 3 waves.
- Ancient Elixir: Requires Ancient Shard.
- Increases all damage dealt and Cooldown Reduction by 10%, plus 5% per remaining number of waves of this Elixir. Lasts 3 waves. Additionally, provides +2 to all Attributes upon concocting this Elixir

Elixir Changes:

- Elixir of Rage effect duration increased from 12 to 16 seconds
- Elixir of Destruction effect duration increased from 10 to 12 seconds
- Infernal Elixir crystal cost reduced from 30 to 15
- Elixir of the Leech life steal reduced from 30% to 25%



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

NEW MASTERIES
-------------------

- Treasure Hunter: Rare Finds Items and Crafted Items gain 25% cooldown reduction. On Boss kills, you are guaranteed to receive a crafting component even if you don't complete the associated challenge. If you do complete the associated challenge, you will receive 2 crafting components instead
- Commander: Non-Hero units you control take 10% reduced damage. Hero and Item abilities that summon or take control of a unit gain 15% Cooldown Reduction. You may control up to 2 Mercenaries at a time
- Volatile Conjuration: Attacks have a 15% chance to conjure an Illusion of your Hero that lasts 15 seconds. The Illusion deals 10% damage and takes 200% damage. When the Illusion has landed 5 attacks, it explodes, dealing area damage equal to 200% of your Intelligence. You can conjure an Illusion once every 3 seconds

MASTERY CHANGES
-----------------------

- Crystal Nova: damage changed from (10 + [2 x Ether Crystals]) to (2 x Ether Crystals). Damage cap decreased from 210 to 200. Additonally, start out with +10 Ether Crystals upon selecting this Mastery
- Runic Precision: Spell crit damage increased from [Agility]% to [1.25 x Agility]% increased damage
- Monster Hunter: on Elite kill damage bonus increased from 15% to 20%
- Sacrificial Strike: Sacrificed hit points reduced from 50% of Strength to 30% of Strength, bonus damage increased from 100% of Agility to 120% of agility


GLYPHS [NEW ITEM TYPE]
-----------------------------

- Found at Gilaras the Glyphkeeper (previously known as Eric's Tome Emporium)
- Glyphs are items that provide a permanent upgrade for your Hero.
- The Arcane Vault currently has two Glyph slots. You cannot carry or benefit from duplicate Glyph types.
- For example, you cannot stack two Glyphs of the Heavens to gain 24% Heal Power and 10% damage reduction. You will be refunded your resources if you attempt to purchase a duplicate
- Challenge Bonuses: Glyph bonuses can be increased by completing certain challenges. The challenges that boost each Glyph are listed in their item descriptions.

- Glyph of the Alchemist: +1 Elixir wave duration, +25% resource regain from Potions. If Alchemist or Glutton completed, potion restoration bonus increased to 50%
- Glyph of the Assassin: +15% physical damage, increased to 30% when attacking from behind. If Elite Vindicator or THIS IS MY HAMMER! completed, damage bonus increased to 20%/40%
- Glyph of the Heavens: +12% Heal Power and Healing abilities gain 10% Cooldown Reduction If Ancient Caster or Master Healer completed, Heal Power bonus increased to 16% and Cooldown Reduction increased to 15%
- Glyph of the Magi: +8% Spell Damage and +10% Cooldown Reduction. If Fully Charged Core or Ancient Caster completed, then Spell Damage bonus increased to 13%.
- Glyph of the Savage: +10% life steal (melee or ranged) and gain +15% increased damage for 5 seconds after killing an enemy. If Legendary Crusade or Unbridled Rage completed, then on-kill damage bonus increased to 20% for 7 seconds
- Glyph of the Titan: Reduces damage taken by 8% and +15% damage to stunned enemies. If Close Call or Ancestral Honor completed, then damage reduction bonus increased to 12%
- Glyph of the Wilds: Your Summoned units and Mercenaries gain +12% damage (physical and spell) and +0.5% maximum life per second. If Hydra Tamer, Zombie Master or Doom Patrol completed, then damage bonus increased to +16%

MERCENARY CAMP [NEW NEUTRAL STRUCTURE]
------------------------------------------------------


- The Mercenary Camp allows you to hire a Mercenary - a unit that is permanent-until-killed, to support you in battle
- You may only have 1 active Mercenary at a time. Mercenaries benefit from Summoned Unit upgrades
- You can purchase Mercenary Rank Upgrades, which will increase the Rank of any Mercenary you currently have, and any you hire in the future. This will increase their base damage, base hit points and ability levels
- Mercenaries benefit from most Summoned unit upgrades as well (they only miss out on 'on summon' effects, since they are not summoned)
- Summoned units and Mercenaries are collectively referred to as 'Minions'.

Mercenary Types:
- Spell Breaker
- Far Seer
- Ogre Chieftain
- Ice Troll High Priest
- Unbroken Darkhunter
- Forest Troll Warlord
- Siege Golem


HEROES
---------
[NEW STRENGTH HERO] ALTHERION, ABYSS KNIGHT: A Warrior from the Abyssal Realm that thrives on Banishing enemies. Abilities:
- Abyssal Might [Innate, Passive] : Gain +2 Strength when for 10 seconds you Banish an enemy, stacking up to 10 times.
- Abyssal Slash: Deals heavy damage to the target, and also deals 25% of that damage to all Banished enemies. Reaching a threshold of Strength further increases the damage of this ability.
- Abyssal Shield: Places a shield on a target friendly unit that heals it every second based on Abyss Knight's Strength, and burns nearby enemies for damage every second. Lasts 20 seconds.
- Into the Abyss: Banishes all enemy units within a target area.
- Abyssal Demon: Summons a grotesque demon to do your bidding. The demon has a magic based splash attack that can hit Banished enemies and deals increased damage to them.


[NEW AGILITY HERO] AMALIA LEAFMOON, THE LAST RANGER: An elite Archer with mighty companions and magical arrows. Abilities:
- Celestial Shot: Fires an arrow at a target ally, healing it on impact. Additionally, the impact creates a shockwave of energy that moderately heals nearby allies and moderately damages nearby enemies.
- Companion: Read a Companion Scroll to make a permanent choice between 3 different Companions: Xeralas the Spider, Ithrigg the Boar or Domacus the Wolf. Each Companion has a wide array of powerful abilities that are unlocked as you put more points into this skill.
- Shattering Arrow: Fires a frozen arrow at the target, dealing heavy damage and greatly chilling the target on impact. The arrow shatters into shards on impact, dealing light damage and chilling all nearby enemies.
- Leafmoon Vengeance: Summon Ashonda Leafmoon to your side. Like Amalia, Ashonda is an elite Archer with a multitude of Arrow-based abilities.


GENERAL HERO CHANGES
------------------------------

- Updated Hero descriptions to provide more backstory, improve readability and fix some outdated information.
- Added Roles in Hero descriptions, to quickly give players an idea of the Hero's strengths without reading the entire description
- Improved the clarity on what to input to unlock a Secret Hero, and where to find them

Changes to Bonuses from Attributes:

- Strength: Hit point regeneration bonus per point of Strength increased from .05 to .075
- Agility: Attack speed bonus per point of Agility has been decreased from 2% to 1.5%. Every 5 points of Agility increase arrmor by 1, up from every 4 points
- Intelligence: Mana regeneration bonus per point of Intelligence increased from .05 to .075

* These changes are intended to somewhat even out the power of each Attribute, without changing the feel and simplistic beauty of Warcraft III' Attribute system. Agility has always been incredibly strong. These changes are meant to tame Agility, and make the regeneration bonuses of Strength and Intelligence more noticeable. The numbers will be monitored and adjusted if needed to hit the right balance.

Many changes to the Armor of summons, including:

- Hunter: Kodo base armor increased, and armor type changed to Resistant. Kodo base damage increase by 10 across all levels
- Phantom: Phantasm Armor type changed from Normal to Resistant
- Warsage: Assassin's base armor now increases by 1 every 2 skill levels
- Druid: Emerald Dragon Armor type changed from Normal to Resistant


Demon Hunter
- Metamorphosis: Attack speed increase changed from .1/.2/.3/.4 seconds faster, to 15/20/25/30%. In effect, this is a buff to levels 1-3, with level 4 being unchanged
- Immolation Talent, Warmth: Mana regeneration increased from (.5 + [.5 x Immolation Level]) to (1 x Immolation Level)
- Metamorphosis Talent, Demonic Madness: Removed the 20% damage penalty when outside of Demon Form
- Metamorphosis Talent, Demonic Madness: Added a base 20% cooldown reduction to Metamorphosis, and increased the on kill cooldown reduction from 2 to 3 seconds
- Metamorphosis Talent, Waking the Demon: Bosses give 3 stacks of the damage bonus, down from 6 (max)

Heliomancer
- Searing Light: damage dealt is now based on actual amount healed, so Heal Power increases the damage.
- Searing Light Talent High Heat: Healing is reduced by 15%, down from 25%. Increased damage and AoE increased from 25% to 30%.
- non-High Heat AoE was incorrectly set at 220, this has been corrected to 250.
- Inner Fire Talent, Hubris: Intelligence damage factor increased from 140% to 150%, and now benefits all units with Intelligence, not just the Heliomancer

Minotaur
- Runic Slam: Fixed the mana burn amount (was previously lower than listed)

Blademaster
- Mirror Image redesigned: always summons 2 Illusions, rather than increasing per level. Now, damage dealt and damage taken scale with level. Cooldown is now a flat 15 seconds, duration is 30, and mana cost scaling reduced.
- Bladestorm Talent, Blade Armor: Damage reduction increased from 75% to 85%
- Known issue: Volatile Conjuration's explosions do not work if you select the Stun Dust Talent for Mirror Image

Keeper of the Grove
Entangle duration reduced on elite/boss units from 4/6/8/10/12/14 to 4/5/6/7/8/9

Shadow Hunter
Hex duration reduced on elite/boss units from 4/6/8/10/12/14 to 4/5/6/7/8/9

Dragonkin
- Breathe in the Flames: mana cost reduced from 50 to 35.
- Lost Dragon Arts: Level 3 now also removes the mana cost of Breathe in the Flames

Legendary Titan of Steel
- Metal Fragments cleave reduced by 5% across all levels

Alchemist
- Base attack damage reduced
- Chemical Rage: Attack speed scaling reduced from 40/60/80/100/120/140% to 40/53/66/79/92/105%. Duration reduced from 20 to 18
- Reason for the large nerf: Chemical Rage is unlike other attack speed bonuses; it changes the Alchemist's base attack rate, so it is effectively it's own multiplier, whereas other attack speed bonuses stack additively. This makes additional attack speed bonuses (and anything that increases DPS) for the Alchemist extremely effective. That, and the fact that he has access to a HUGE attack speed buff that other Heroes don't - but he still has the same access to gear and other buffs. And then factor in that he generates extra gold from Transmute, which means more gear... While this is a unique trait the Alchemist should benefit from, the numbers were simply overtuned and he could tear through enemies far faster than any other Hero. Combined with the ease of acquiring life steal, this would make him near invincible.
- Acid Bomb: Armor reduction changed from 3/4/5/6/7/8 to 2/3/4/5/6/7

Battlepriest
- Hero Glow has been added to the model
- Str per level increased from 2.5 to 2.6, Int per level decreased from 2.5 to 2.4
- Godpath of Moradin: increased the physical damage reduction from 12% to 15%
- corrected innacurate info in Godpath of Abbathor's tooltip
- Invocation of Destruction: increased damage from 120/210/300/390/480/570, to 140/240/340/440/540/640
- Invocation of Iron: Fixed the damage and stun scaling at levels 4-6


Arcanist
- Arcane Blast: Damage of both ability variations reduced significantly, mana cost increased by 50 across all levels
- Arcane Blast Talent, Arcane Secrets: increased the cooldown reduction from 10% to 20%
- Arcane Orb: can no longer summon a Zombie from the Scepter of Sacrifice's ability when manually cast

Warsage
- Battle Cry: Attack speed bonus reduced from 60/90/120/150% to 50/75/100/125%

Druid
Rejuvenating Blast Talent, Thick Fog: now also decreases movement speed of enemies by 20%

Tinker
- Engineering Upgrade: increased damage bonus from 5/10/15/20/25/30 to 8/14/20/26/32/38, and move speed from 10/15/20/25/30/35% to 15/20/25/30/35/40%
- Cluster Rockets Talent, Boom Box: Corrected the % chance for this talent to activate (it was previously much higher than listed)
- Robo-Goblin: Made adjustments to splash attack % and area, and added this information to the ability tooltip

Chaos Sorceror
- Chaos Entities: the variable attack speed seems to not function (they have always been given their base attack speed), so this has been removed from the ability description
- Conjure Entity Talent, Conjuror's Will: increased spell damage per Entity from 5% to 7%

Ifrit
- Talisman of the Cursed Sands: enemies affected by Earthquake now take 15% increased damage
- Fire Punch: Damage scaling reduced from 4/5/6/7/8/9x Agility to 4/4.5/5/5.5/6/6.5, but now also has an additional flat base damage of 30/60/90/120/150/180
- Fire Punch Burn duration reduced from 8 to 6 seconds. This means that the Everburning Talent burn duration is reduced from 12 to 9 seconds
- Firestorm Talent, Reignite: Cooldown reduction increased from 4 to 8 seconds


Tojo Stone-Ale, the Earthshaker
- Stone Brawler: added a 5% base damage reduction to all levels. Bash now deals damage based on your Strength
- Stone Bawler Talent, Beatdown: damage bonus to stunned units increased from 20% to 23%
- Stone Brawler Talent, Victory Sip: Healing increased from 2% to 3% max life, Mana regain increased from 1.5% to 2%
-Quake Talent, Storm Earth & Fire: The burn damage over time was dealing less damage than listed, this has been fixed. The burn now lasts 10 seconds on Resistant units, up from 7

Daigus, the Sea Wretch
- Anchor Smash: decreased mana cost by 10 all levels, increased cast range from 100 to 220
- Summon Sea Elemental: decreased cooldown from 30 to 22
- Maelstrom: fixed an error with the duration of this ability

Phantom
- Fixed the Ether Crystal cost of his Ultimate Talents
- Dark Mine: the AoE damage is now attributed to the Hero, so it will now be increased by +spell damage on hero

Legendary Gladiator
- Demoralize and Decapitate: Fixed the explosion damage to deal Spell damage instead of physical
- Avalanche Talent, Supreme Strength

Silver Knight
- Conversion Talent, Hive Mind: restructured the bonus into a flat bonus of 15% Cooldown Reduction as long as you control 1+ Converted units, rather than granting 5% Cooldown Reduction per Converted unit

Lich
- Death and Decay Talent, Revive: Revived units are now invulnerable as intended

Thunderlord
- Lightning Fury: Reduced maximum number of teleports from 8 to 6\

Legionnaire
- Mutated Behmoth Talent, Stability Achieved!: Decreased duration from 180 to 120 seconds

Marksman
- Headshot: Explosion damage has been reduced from 300/450/600/750 to 150/250/350/450

ITEMS
--------


LEGENDARY ITEMS
---------------------

- Legendary items are ultra-powerful artifacts that come with a hefty price tag - even still, Orko and Arzoth will not sell these items to anyone they do not deem worthy. You must begin the Champions Challenge or the Infernal Gauntlet to purchase a Legendary item.
- Each Hero may only carry one Legendary, and you cannot drop or sell a Legendary once purchased - it becomes bound to your Hero.
- Legendary items are split between physically-oriented and magically-oriented categories:

Arzoth's Ancient War Gear (Physical) :
- Forsaken Breastplate
- Gungnir, the Odinspear
- Hamlong's Quarterstaff
- Helm of the Legionnaire
- Sacred Maul
- Shield of the Deathlord


Orko's Mystical Artifacts (Magical) :
- Arbiter of Justice
- Kraken's Call
- Relic of the Forgotten
- Sapphiron's Skull
- Staff of the Corrupted Priest
- Wraithlord Band


NEW ITEMS
-------------
[NEW SHOP] - Andromath, Keeper of Scrolls and Tomes


- All of the Tomes previously contained in Eric's Tome Emporium have been moved to this new shop
- Tome of Retraining
- Tome of Strength +2
- Tome of Agility +2
- Tome of Intelligence +2
- 2 new tomes have been added:
- Tome of Combat: Permanent +4 base attack damage when purchased
- Tome of Vitality: Permanent +100 hit points when purchased
"Why do tomes cost so much?!?"
- they are infinitely stackable, and take up 0 inventory slots. They are meant to supplement your basic stats and give you additional options to spend extra gold on if your inventory is full. They are NOT a primary means of increasing your power.

- This shop also contains Scrolls: One time use items that provide benefits to all nearby friendly units. Note that most of the temporary effects of Scrolls are buffs placed on the unit and are thus dispellable.
- Scroll of the Beast (moved from Ancient of Wonders)
- Scroll of Protection: +5 Armor to all nearby friendly units for 30 seconds
- Scroll of Haste: +50% movement speed and 25% attack speed to all nearby friendly units for 20 seconds
- Scroll of the Magi: +200 mana restored to all nearby friendly units, and increases their spell damage by 10% for 20 seconds
- Scroll of Vitality: +250 hit points restores to all nearby friendly units, then also restores their hit points for [35% of your Intelligence] per second for 20 seconds
- Scroll of Negation: Dispels all magic from nearby units. Deals [8x Primary Attribute] damage to enemy summoned units


Ancient of Wonders:
- The following items have been removed:
- Scroll of the Beast (moved to Andromath's shop)
- Healing Wards
[New Items]
- Potion of Restoration: Restores 750 hit points and 400 mana
- Book of the Dead: Summons 4 Skeleton Warriors and 4 Skeleton Archers
- Ice Shard: Summons an Ice Revenant with Frost Nova and Vampiric Aura
- Spiked Collar: Summons a Fel Stalker with Mana Burn

Crafted Items
- Deathgrip Gloves
- Chieftain Talisman
- Inquisitor's Crown


Rare Finds
- VividGamer's Super Scope
- Dreadnought's Spiked Bulwark

Tier 1
- Deepsea Trident - casts Crushing Wave
- Orb of Recharge - +3 Intelligence, +3 mana gained on attack
- Wand of the Wind changed to a permanent item and moved to Tier 1 Caster. Also provides 10% cooldown reduction


Tier 2
- Tidecaller Anchor
- Staff of the Talon
- Crusader Helm

Tier 3
- Stormwrath: This is an item that previously in the Secret Item shop before it was removed. It is being reintroduced as a tier 3 item. Stats have been adjusted to fit the power level of a Tier 3 item
- Dragonhide Pauldrons
- Tempest Tail
- Magefist Gauntlets
- Anchor of the Blue Abyss
- Sinister Spear
- Samsara

ITEM CHANGES
-----------------

General


Mick's Discount Wares shop removed - items were moved to their appropriate tier 1 shop.
- Boots of Speed removed.
- Gloves of Haste removed.
- Shaman Claws, Vampire Blade and Boots of the Wind have all had their recipe costs adjusted accordingly to keep the total item cost the same as before.

- Brittle Ring: Crumbles at 40% hit points, down from 50%. Spell damage bonus increased from 5 to 8%.


- Gazlowe's Steamhammer: Construct Tower cooldown reduced from 30 to 20 seconds. Attack Speed bonus reduced from 50% to 35%. Crafting Cost reduced from 1000 to 800. Added a more detailed description of the types of towers you can construct
- Gilded Scimitar: Sells back to shops at 50% value
- Ogre Club: fixed so that the Master Ogre Club still triggers the Smash! explosion
- Mystic Core Armor: allied attacks can no longer upgrade the armor. Chance to upgrade on hit increased from 10% to 14%. Explosion cooldown increased from 4 to 6


- Wand of the Wind changed to a permanent item and moved to Tier 1 Caster. Also provides 10% cooldown reduction
- Anti-magic Potion: duration increased from 12 to 15 seconds, reduced cost from 100 to 75

- Book of Spiders, Spider Queen’s Prize and Forest King Tunic: Venomspitter Aura poison damage now lasts 5 seconds on elite/boss units, up from 1 second. Poison damage increased from 3/6/9 to 5/8/12
- Items that deal cold damage (except for orb of frost) have had their cold duration on elite/boss units increased slightly
- Stone of Summoning: Reduced number of units summoned from 2 to 1

Tier 1
- Claws of Attack: Damage bonus reduced from +14 to +12. added +12% attack speed. Gold cost increased from 225 to 350
- Firehand Gauntlets: Damage bonus increased from +6 to +8. Attack speed bonus reduced from 50% to 35%
- Wand of the Wind changed to a permanent item and moved to Tier 1 Caster. Also provides 10% cooldown reduction
- War Axe: Damaged reduced from 16 to 14
- All Orbs, Venom Blade and Dwarven Hammer: Damage bonus reduced from 10 to 9

Tier 2
- Mindstaff: Now increases ALL damage dealt by your Summoned units, not just spell damage. Effect decreased from 20% to 15%
- Arcane Ring: Intelligence bonus decreased from 14 to 13
- Reinforced Gauntlets: Damage to stunned enemies increased from 15% to 20%
- Chronostone: Intelligence bonus increased from 6 to 8
- Tome of Corruption: Minion damage bonus increased from 20% to 24%
- Great Axe: Damage reduced from 45 to 36. Cleave reduced from 35% to 30%
- Frostguards: Attack speed bonus reduced from 75% to 50%, mana cost reduced from 50 to 35.
- Solar Sphere: All attributes bonus increased from +3 to +4
- Bone Staff: Mage Unholy Frenzy reduced to 40%
- Vampire Blade: Attack speed reduced from 25% to 20%. Bloodthirst life steal reduced from 35% to 28%
- Shaman Claws: Attack damage reduced from 25 to 20. Fixed an issue that was causing Chain Lightning to not activate consistently
- Alpha Claw, Ursa Warrior: Hit points reduced from 1100 to 1020, damage reduced from 45-51 to 41-47. Damage per Attack Upgrade reduced from 5 to 4. Armor reduced from 5 to 4.
- Crown of Kings: now also provides +2 armor
- Molten Staff: fixed the fire damage to apply the reduced healing effect. increased spell damage from +10% to +13%

Tier 3

- Horn of Cenarius: fixed so its ability is useable again. Active ability's cooldown reduction bonus increased from 33% to 40%, and mana cost reduced from 100 to 75
- Thundergod Greaves: now properly has a cooldown period before it can Lightning Strike the same enemy
- Staff of Command: Now increases ALL damage dealt and decreases ALL damage taken by your summons, not just spell damage. Both effects decreased from 35% to 25%.
- Earthstone Fist: Damage to stunned enemies increased from 20% to 30%
- Thundergod Greaves: Physical damage bonus increased from 20% to 25%. Damage to stunned enemies increased from 20% to 30%
- Holy Gauntlets: requires the new Crusader Helm instead of Divinity Serum. Recipe cost decreased slightly, total cost has increased slightly
- Warlock Helm: Increased armor bonus from +5 to +6
- Necronomicon: Damage bonus per summon increased from 3% to 5% (same cap of 30%). Mage Unholy Frenzy attack bonus reduced to 55%. Mage attack corruption improved from -3 armor for 5 seconds to -5 armor for 8 seconds
- Orb of Destruction: All attributes bonus increased from +5 to +6
- Reckless Axe: Damage bonus reduced from 50 to 36. Cleave reduced from 45% to 35%. Sacrifice damage bonus reduced from 50 to 40, duration and cooldown increased from 5 to 6
- Frostmourne: Damaged reduced frrom 40 to 35, attack speed reduced frrom 40% to 30%, active life steal reduced from 50% to 35%.
- Berserker Axe: Reduced Critical Strike damage from 2.5x to 2x
- Warlock Gloves: Removed +4 armor, reduced the Doom Guard's hit points from 2500 to 2000. New effect: Spell damage bonus is increased to 36% against a Doomed enemy.
- Molten Gloves: Damage reduced from 40 to 34, armor increased from 5 to 6, active attack speed bonus reduced from 100% to 65%
- Guard of Elysium: low health damage mitigation reduced from 60% to 50%
- Toxic Whip: damage reduced from 35 to 30, poison damage reduced from 35/sec to 30/sec
- Storm Sledge: Damage reduced from 45 to 38, attack speed reduced from 50% to 35%. Fixed an issue that was causing Chain Lightning to not activate as consistently as it should
- Omega Claw: Damage reduced from 20 to 18. Omega Warrior: Reduced hit points from 1900 to 1800, reduced attack damage from 66-72 to 62-68. Increased mana pool from 250 to 325.
- N’zoth’s Reach: damage reduced from 45 to 40




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

- Number of waves reduced from 50 to 25. Gold and Crystal Rewards have been adjusted accordingly. Elites give double the Ether Crystals they did previously.
- Heroes now gain a full level after each wave, rather than a scaling amount of experience.
- Hero Max level increased from 21 to 22.
- Upon clearing a wave, all cooldowns are reset, and all buffs and non-permanent summons are removed. Timer between waves is increased to 2 minutes.
- Items sell back for 100% of their cost.
- Difficulty Gold bonus scaling reduced from 15/30/45% to 10/20/30%.
- Difficulty Ether Crystal bonus scaling reduced from 20/40/60% to 10/20/30%.

Philosphy behind these changes:

This is a suggestion I had seen before in the past, and I decided it was time to give it a go. Reducing the total wave count improves the pacing of the game, and makes the total game duration more reasonable for a 'mini-game' style map (as opposed to say an RPG). Cutting the wave count in half also makes the leveling experience more straightforward - pass a wave, gain a level. You get a tangible increase in power every wave you clear.

The shorter game duration allows players to replay more often, giving them more opportunities to try different Heroes, items, Masteries, Talents, upgrades and so on. This is also why I decided to have items sell back at 100% cost - to allow for more experimentation within a game without punishing the player. These changes, along with resetting everything after each wave gives the game more of the 'Arena Survival' feel I am going for. This also removes any need for players to 'rush' to the next wave before their summons and/or buffs expire.


- Wizard's Tome: renamed to Tome of Challenges.
- Added the Wizard of Knowledge to the left of the Ancient of Wonders. This is now where tips and information is displayed.
- Classic Heroes have been moved to the Altars of their respective Primary Attribute. The Classic Tavern is thus unnecessary and has been removed.

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

NEW MASTERIES
-------------------


- Runic Precision: Spell damage has a 20% chance to crit, dealing [Agility]% increased damage
- Sacrificial Strike: Sacrifice [50% of Strength] hit points to deal [100% of Agility] magic damage to the target

MASTERY CHANGES
----------------------

- Added proper Passive icons to Monster Hunter and Bloodlet
- Monster Hunter is now functioning properly
- Bulwark: increased the block/deflect chance by 5% at each tier
- Crystal Collector: Starting Crystal bonus reduced from 10 to 8, Challenge Crystal bonus reduced from 10 to 8


HERO CHANGES
------------------


Ultimate Skill Rebalancing: Due to the change of resetting all cooldowns upon wave completion, Ultimate skills are now guaranteed to be available on every wave. Many Ultimates and Ultimate Talents have been rebalanced to reflect this more frequent usage.


Blademaster:
- Bladestorm: Duration reduced from 7 seconds to 6
- Bladestorm Talent Mark of the Blade: Guaranteed Crit duration reduced from 8 seconds to 6 seconds.

Legionnaire:
- Mutated Behemoth Talent - Stability Achieved! : duration increased from 90 to 180 seconds

Tauren Chieftain:
- Endurance Aura Talent Ancient Wisdom: now scales with Endurance Aura level, instead of giving a flat amount immediately.
- Shockwave Talent Shotgun: Fixed the damage of the shotgun waves to increase with every level (previously was stuck at level 1 damage for all levels)
- Reincarnation Cooldown changed from 300/240/180/120 to 240/180/120/60

Alchemist:
- Chemical Rage attack speed bonus reduced slightly. Movement speed bonus starts at 20% down from 30%, but now improves with level
- Transmute: Gold reward scales with level. From 150 at all levels to 100/150/200/250

Dreadlord:
- Inferno: Lasts 120 seconds, down from 180
- Inferno Talent Chaotic Impact: Infernal duration reduced from 15 seconds to 12 seconds


Demon Hunter:
- Metamorphosis: Duration reduced from 45 seconds to 40

Legendary Titan of Steel:
- Granite Golem: Duration reduced from 180 seconds to 120

Sea Wretch:
- Maelstrom: Duration reduced from 30 seconds to 25

Warsage:
- Battle Cry: Duration reduced from 30 seconds to 25

Ifrit:
- Djinn Dimension: Increased the heal percentage from 10/13/16/19/22/25% to 20/24/28/32/36/40%
- Firestorm: Burn duration reduced from 12 seconds to 10


Druid:
- Awakening: Emerald Dragon duration reduced from 90 seconds to 60
- Awakening Talent Lucid Dream: Dragon duration reduced from 180 seconds to 120

Mindweaver:
- Nightmare: Summon duration reduced from 180 seconds to 120

Troll Chieftain:
- Flames of Fury: Explosion damage reduced from 120/180/240/300 to 100/150/200/250


BOSS RANKS
---------------


- Increasing difficulty level enhances Bosses beyond just increasing their attack damage and health
- Normal Mode: Rank 1 Bosses (unchanged)
- Advanced Mode and Hardcore Mode: Rank 2 Bosses
- Champion Mode and Infernal Mode: Rank 3 Bosses

FURBOLG ALPHA MALE
- War Stomp: each Boss Rank decreases the cast delay and cooldown, and increases stun duration
- Furbolg Summons: each Boss Rank summons stronger units
- Frenzy: On Boss Rank 3, War Stomp resets the cooldown of Frenzy

GUL'ZAR THE MAELSTROMANCER
- Flame Strike: each Boss Rank decreases the cast delay and cooldown
- Frost Armor: each Boss Rank increases armor bonus and decreases mana cost
- Rank 3: One of the Revenants gains Endurance Aura, improving the movement speed of its allies

LEVIATHAN
- Leviathan Egg: Rank 2+ decreases the hatch time
- Hydra Roar: each Boss Rank decreases the cast delay

SPIRITS
- Kranok: Rank 2 grants him the ability to summon a Boulder Ward. The ward acts as a Stasis Trap and also provides Devotion Aura. Rank 3 improves the Ward's capabilities
- Zyrak: Shadow Zealots detonate more quickly with each Boss Rank
- Mordulus: Rank 2 grants him the ability to cast Spirit Fury - a temporary buff that increases the target's spell damage and attack damage by 35%

INFERNAL KING
- Deathquake damage delay decreases with each Boss Rank. This is the ability that causes an Earthquake, then a few seconds later drops a Wide AoE Rain of Fire
- Enters Enrage Mode at a higher health percentage with each Boss Rank. This is when he casts a leveled-up Rain of Chaos and has his ability cooldowns reset
- Shockwave start delay and turnaround time decrease with each Boss Rank


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

- Bosses now gain Boss Ranks on higher difficulties, improving their abilities, requiring faster reactions to avoid some of their special attacks, and more.

- Leviathan: Hit point regeneration decreased; Armor increased. This will make him more resilient to mass summons, while making him less of a pain to take out for casters/lower DPS Heroes.

- Wave 13 Mini Boss: Vas'Gamuth the Breeder - removed the Hydra Scale item from his inventory. Increased his base hp regen from 5 to 10

- Kranok, Spirit of Stone: Removed his Avalanche (Cluster Rockets) ability, and replaced with Earth Giant: Shakes the ground, and after a short delay, summons an Earth Giant. The Earth Giant deals heavy damage and stuns on impact, but there is time to move out of the way. Each Boss Rank decreases the delay time

- Infernal King: The periodic meteor strike will occur less frequently

- The Infernal Gauntlet: Removed the 10th wave of enemies. This effectively makes the Infernal King rematch the 10th and final wave of the Gauntlet.

CHAMPIONS CHALLENGE BOSSES

- Challenge Start bonus changed from 10,000 gold to 5,000 gold and 50 Ether Crystals

Enraged Alpha Male: War Stomp AoE increased by 50% to account for his large size

Immortal:
- Reincarnation cooldown increased from 50 seconds to 75 seconds
- His stomp ability heals him for 200% the damage dealt against Heroes, up from 100%

Brutillus:
- was intended to spawn with 4 Elite Doom Guards. This has been fixed.
- Finger of Death damage increased from 600 to 800 and will cast more often.
- Additional Doom Guards are spawned at medium and low health.
- Cleave splash reduced from 45% to 30%.
- Can now cast a powerful Rain of Fire.

Vasuk:
- Annihilators now have Vampiric Aura.
- Summons 2 Dementors when at low health.

Tempest:
- Summons additional Stormbringers at low health


CHALLENGES
---------------


NEW CHALLENGES:

- Elite Vindicator: Kill 4 Elites with the Sword of Eros equipped. Reward: Upgrades the Sword of Eros to the Legendblade of Eros, improving its stats.
- Ancient Caster: Cast Ancient Tome spells a total of 50 times within the Arena. Reward: permanent +8% spell damage and +10% heal power on Hero.
- Ancestral Honor: Wear the same Ancestral Chestplate through 7 Waves. Reward: Permanent 10% damage reduction applied to hero. This effect remains even after the Ancestral Ches

CHALLENGE CHANGES:

- Thirst for Magic: Removed. I don't like that this challenge was tied to one specific Hero. I want challenges to be completeable by any Hero.
- The Arcanist will still receive the +5 Intelligence bonus upon reaching maximum Spell Power.
- Drunk on Power: new reward. Grants the Hero a Level (instead of +2 attributes and an xp reward)
- Skeletal Longevity reworked into Skeletal Artefact: Skeletons now last for up to 5 waves, rather than having a timer. If the Skeleton Lord survives all 5 waves, he will drop a Skeleton Lord Skull upon perishing. This single-use item can be activated to resummon him again, lasting up to 3 waves.

ITEMS
--------

Rare Finds Items

- Jar of Souls: Reduced the number of Axemen summoned from 5 to 4, and Marksman from 6 to 4, to allow for easier unit grouping. All Skeletons have their expiration timer removed, and do not perish upon wave completion like most summons do now. Instead, they last for up to 5 waves, including the wave they are summoned on.
- Improved the Skeletal Marksman's Searing Arrows from +10 damage to +20, and hit points from 700 to 800
- Skeletal Axeman hit points increased from 1000 to 1200
- Reduced the number of Souls required to fully charge from 12 to 8

Tier 2

New Item: Spellthief Spear
Voodoo Mask - was incorrectly giving +5 mana per second instead of the listed +3. This has been fixed

Tier 3

New Item: Anti-magic Lance
Celestius, Book of the Heavens: Now properly applies Inner Fire to allies on heal
Holy Gauntlets - added effect: on activation, also decreases damage taken by 20% for 8 seconds
Nemean Platemail - increased damage of Lion's Roar from 125 to 150
Phoenix Pauldrons - All of its stats have been buffed. Added warning text that the item loses all gold value once the Reincarnation effect has been used
Molten Gloves - Spreading Flames damage increased
Arcanium Necklace - Refresh now has limited (5) uses per Arcanium Necklace purchased. The item's gold value will decrease with each use.
Mask of Chaos - Buffed the healing received and summoned unit damage of Devour Magic

Craftable Items

- Wand of Disaster: Spell damage reduced from 28% to 24%. Monsoon upgraded to Advanced Monsoon (no longer needs to be channeled)



General
---------
- removed tons of memory leaks, which will help improve game performance especially the longer the game goes on
- Added randomized weather
- fixed and clarified numerous tooltips
- fixed tons of bugs and minor errors, including many damage boosting effects not always being properly applied
- Xp and Gold scaling modified - Early waves will award more gold and xp than before, but it scales slower than in previous versions, so later waves will provide a bit less gold and xp
- Gain a small amount of starting Gold and Ether Crystals when choosing a Random Hero
- Repick function added. One time only, and must be done before Mastery is selected. Cannot repick if you went Random
- More Challenges have been added
- Waves should rarely if ever get 'stuck' anymore (where all enemies are seemingly dead but the wave is not yet completed). If it does happen, the '-debug' command should work more consistently now.


Waves and Monsters
-----------------------
- Elites give more gold when killed, especially lower leveled Elites
- A number of late-game enemies have had their armor increased
- More randomized spawn points for gladiator monsters
- New monster types - many that benefit from different weather effects:
- Arachnathids: Gain Evasion in standard weather or wind. Quillboars and Razormanes also gain this benefit
- Murloc Dryscales: Gains high hit point regeneration in rain. Enemy Sea Elementals gain increased attack and move speed in rain
- Polar Furbolgs, Dragonspawn and Ice Trolls: Gain an ice attack in snow, slowing their attack targets
- The enemy types that can spawn vary slightly depending on weather
- reduced unit count on a few waves with large numbers of units
- Many changes (mainly buffs) to mini bosses.

Elixirs
--------
- Buffed Holy Elixir, Void Elixir and Elixir of Slaying

Infernal Difficulty
--------------------
- Elites were not gaining Elite abilities. This has been fixed
- Infernal Difficulty was accidentally giving a higher gold and xp bonus than intended. this has been fixed to match Champion Difficulty.
- Damage and Health bonuses reduced slightly to match Champion Difficulty
- Infernal Modifier: Mana Burst - mana drain reduced
- Infernal Modifier: Into the Fray - attack speed bonus reduced, removed move speed bonus

Heroes
---------
- Cost of Non-Ultimate Talents increased from 30 to 35
- Fixed the cost of a few Ultimate Talents
- Base Armor (before agility bonus) increased from -2 to -1
- Minotaur: Curse of Labyrinth curse duration increased, Silence damage per second increased
- Shadow Hunter: Increased duration of Big Bad Ward. Significantly increased duration of Hex against powerful units/elites/bosses
- Dreadlord: Sleep duration increased
- Keeper of the Grove: Entangling Roots duration increased on powerful units/elites/bosses
- Gryphon Knight: Hero class renamed to Thunderlord. Has a new model (Avatar) and is now a ranged attacker
- Sea Wretch: Ultimate reworked. No longer instantly resets hero ability cooldowns, but instead provides heavy cooldown reduction to his hero abilities while in the storm. Storm duration increased significantly, to 30 seconds all levels. Storm damage improved. cooldown reduction bonus increases with each level.
- Tauren Chieftain: War Stomp damage buffed slightly on levels 3-6
- Necromancer: No longer requires corpses for Raise Dead. Generate Corpse ability removed

Bosses
--------
- Bosses now gain % enrage from Sleep, Soul Burn, Death's Touch, Doom, Silence and Nether Chains. These debuffs add 4% enrage per second vs the 6% of harder CC effects (except for Sleep - Sleep gives 6% enrage)
Alpha Male (Wave 10): War Stomp has a short cast delay, allowing enough time to run out of the way. it deals slightly more damage than before. Alpha Male also has a Frenzy ability that gives him a quick burst of attack and move speed for a few seconds
Gul'Zar (Wave 20): Replaced Chain Lightning with a powerful Flame Strike that does not harm his allies
Leviathan (Wave 30): buffed AoE stun attack
Spirits (Wave 40): Added variety to their unit models. Kranok Aoe Boulder attack is slower moving but hits harder, giving players enough time to move out of the way. Zyrak has a new ability that summons a suicide-type unit that explodes on death.
Eredar Bosses (Wave 45 and 46): Hit points and attack damage buffed
Dreadlord Bosses (Wave 47 and 48): now spawn with 1 of 3 unique item loadouts


Masteries
-----------
- New Mastery: Fist of the Heavens
- New Mastery: Bulwark
- New Mastery: Warrior's Expertise
- New Mastery: Monster Hunter
- Removed Fierce Competition
- Ethereal Protection: Now also has a 10% chance to Banish attackers again after the first time they are Banished by this effect
- Redesigned Strength of Ethereum into Crystal Nova - causes an explosion at the cast location, dealing damage based on your current Ether Crystals
- Crystal Collector: Now gain +10 Ether Crystals upon selecting this mastery
- Arcane Overload: more stacks, less damage per stack (overall buff)
- Buffed Cleric and Explosive Entrance
- Modified the effect of Bloodlet - now you deal more damage to enemies the more health they are missing

Items
-------
- Quick-buy recipes: if you have enough gold for the total recipe cost and are not carrying all required items, you will instantly buy the recipe for the total cost.
- Secret Shop removed. The items in this shop may return in a future version.
- Items sell back at 90% value, up from 85%
- Tomes of Retraining are now free (down from 100 gold)
- Can now only carry one item with Cleaving Attack at a time
- Small changes to various items
- fixed some issues with players not being refunded the proper amount (or none at all) when buying certain recipes and not having all the required items
- Different tiered items with similar abilities no longer share cooldown with each other. For example, you can now cast Raise Dead in quick succession from a Rod of Necromancy, Bone Staff and Book of the Dead and they will be on independent cooldowns.
- fixed some items that were incorrectly sharing cooldowns
- Tons of buffs and modified stats/effects to underperforming items
- Rod of Necromancy, Bone Staff and Book of the Dead: No longer require a corpse. Skeleton Warriors and Mages buffed overall.
- Arcanium Mirror Shield: Active reworked to only give Spell Immunity to self instead of all units, lasts 20 seconds up from 10
- Holy Kiteshield: Ranged and Spell Damage reduction increased from 30% to 35%. New Requirements: Silverhand Sigil and Terror Shield
- New Tier 2 Item: Silverhand Sigil
- New Tier 2 Item: Tome of Corruption
- New Tier 3 Item: Celestius, Book of the Heavens
- New Tier 3 Item: Phoenix Pauldrons
- Charged Wand: Added Firebolt
- New Craftable item: Gazlowe's Steamhammer
- Visage of Heart and Soul - Soul Form: AoE explosion now happens on ability cast, instead of 20% chance on attack



NEW CONTENT
----------------


TALENTS - All Heroes can customize and enhance their abilities with Talents. You must earn Ether Crystals to purchase talents. There is a total of 8 Talents per Hero (2 for every ability). This comes out to a total of 288 talents which was a very time consuming process to implement and is far too much to include in these patch notes.
- Talents are found in each player's Arcane Vault, located to the right of the Ancient of Wonders. The Arcane Vault can also be used as a temporary stash space for extra items. While fighting, you can press the Escape key to quickly select your Arcane Vault to view your Talents.

ELIXIRS - Temporary Potions that give you a variety of buffs for a limited number of waves.

ETHER CYRSTALS - A new resource gained through Elite Kills, Boss Kills and Challenges. Used to purchase Talents and Elixirs

SHOP REORGANIZATION - Item Tiers 1, 2 and 3 have been reorganized into four shops per tier based on their primary use - Offensive, Defensive, Caster and Support. Recipe requirements specify where to find each item.

HEAL POWER - a new stat that increases the effectiveness of most healing abilities, including self healing items and potions. Life regeneration and life steal effects are not affected by Heal Power.

INFERNAL DIFFICULTY - A second end-game difficulty setting, alongside Champion Difficulty. Infernal Difficulty emphasizes survivability and sustain, rather than the speed of Champion Difficulty. Clear Infernal Difficulty for access to the Infernal Challenge, the ultimate test of Survival.

OTHER GENERAL CHANGES
-------------------------------


- Players can no longer choose (or random) the same Hero type
- Champion Difficulty: Players are now given 1 Revive (instead of 0)
- Champions' Challenge: Players are given 3 additional revives, down from 5. These 3 revives will stack with the player's original revive if they haven't used it already.
- End of wave gold award scales differently. More gold is awarded early on, but scales slightly slower throughout the game.
- Fountains of mana and health have been removed. All units still restore to full life and mana after every wave. The main difference is you won't get to pre-buff and pre-summon units before wave start "for free" and instantly regenerate all your mana.
- Some terrain/environments adjustments and additions have been made
- floating damage numbers have been made much more clear to identify. Numbers made larger and spread in semi-random directions. Gladiator monster damage numbers have a different hue than player damage
- Agility: Every 4 points increases Armor by 1 (up from every 3)
- Choosing a Random Hero gives you an extra 200 starting gold and 8 Ether Crystals. Choosing a Random Strength/Agility/Intelligence Hero gives you an extra 100 starting gold and 5 Ether Crystals

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

- Masteries have been split into two categories - Offensive, and Defensive/Utility. The Elder Shaman offers the Defensive/Utility Masteries. The new Elder Warlock provides the Offensive Masteries.
- A number of new Masteries have been added:

[NEW MASTERY] Strength of Ethereum: Deal 1% increased damage for every Ether Crystal you have, capping at 25% increased damage
[NEW MASTERY] Bloodlet - Your first attack against an enemy deals additional damage equal to 10% of their current health
[NEW MASTERY] Fierce Competition - Deal 30% increased damage while in 400 range of an Elite or Boss. Summons also benefit from this
[NEW MASTERY] Cleric - Gain 10% Heal Power. This is increased to 25% when healing a target below 55% health

- Heavenly Touch: Increased the AoE healing Intelligence factor from 100% to 150%
- Explosive Entrance: The Hero is now credited as the source of damage, rather than the summoned unit. So now all of the Hero's damage boosts will apply to the explosion
- Lone Wolf: Reduces damage taken by 25%, down from 30%. Also Provides 10% cooldown reduction. I'm also quite positive the damage reduction was not working at all in previous versions, and this has been fixed
- Astral Knowledge: Mana regeneration per stack reduced from .5% to .3%
- Open Wounds: Damage bonus per stack increased from 5% to 6%

NEW ITEM SHOP - AZO'S ELIXIRS
--------------------------------------

- Elixirs are temporary potions that give you a variety of buffs for a limited number of waves. Elixirs are purchased through Ether Crystals - the new secondary resource acquired via Elite Kills, Boss Kills and Challenges. Some Elixirs also require additional ingredients in the Hero's inventory

- Elixirs of the same type do not stack; consuming the same type of Elixir will have no effect until the current one expires

Elixir of Slaying - When your Hero directly kills an enemy, gain one Stack of Slaying, increasing all damage your Hero deals by |cffffcc002%|r. Elites grant |cffffcc005|r stacks. Lasts 3 waves. Stacks of Slaying are lost when the potion expires

Elixir of Destruction - Gain +40% spell damage for the first 10 seconds of a wave. Lasts 5 waves

Elixir of the Leech - Your Hero gains 30% life steal on their attacks (melee or ranged). Lasts 5 waves

Holy Elixir - Increases Heal Power by 33% Lasts 5 waves

Timeflux Elixir - Reduces the cooldown of your Hero Abilities by 20%. Lasts 5 waves

Elixir of Stone - Reduces physical damage taken by 28%. Lasts 5 waves

Elixir of Rage - Cast a powerful Roar at the start of the wave, increasing the attack damage of nearby allies by 50% for 10 seconds. Lasts 5 waves

Elixir of Storms - Cast a 600 AoE Monsoon at your Hero's locations at the start of the wave, dealing 100% of your Primary Attribute in damage per strike to all enemies in the area. Strikes every second for 15 seconds. Lasts 5 waves

Elixir of Regeneration - The Hero regenerates 2% of maximum health per second. Lasts 5 waves

Void Elixir - Hero gains a 25% chance to avoid any instance of damage. lasts 5 waves

Infernal Elixir - Engulf the entire Arena in flames that deal 100% of your Primary Attribute as damage every second. lasts 5 waves

MONSTER CHANGES
-----------------------

- Modified an Elite affix that was essentially non-functioning. It was a health regeneration ability that would affect the elite unit but actually never took effect. It has been changed to a Healing Ward-like aura that heals all nearby units for 1% health per second.
- Elites now have their armor type automatically changed to Elite, which will reduce the spell and attack damage they take if they originally had standard armor
- Any unit with the standard Cleaving Attack ability has had the AoE of Cleave increased from 150 to 200. This also applies to the Elite Cleave affix for Elite units
- Eredar Diabolist: Increased base health by 50, base damage by 5, Firebolt damage increased from 100 to 125
- Eredar Warlock: Increased base health by 100, base damage by 5
- Overlord: Base armor increased from 1 to 4
- Doom Guard: Increased base health by 200, base damage by 5, level increased from 8 to 9
- Volcano Elemental: Increased base health by 300, base damage by 5, increased Volcano damage per wave from 80 to 90. Will now regularly cast Volcano. Summon Magma Elemental cooldown reduced from 25 to 15 seconds
- Greater Infernal: Increased base health by 100, base damage by 10
- Elite Doom Guard: Increased base health by 250, base damage by 10
- Infernal Guardian: Increased base damage by 12


BOSSES
----------

- BOSS RAGE: If a Boss spends a large proportion of time under hard crowd control effects (stun/entangle/hex), their Rage meter fills. Once their rage meter fills, they gain heavy resistance to these effects for 30 seconds. Bosses can Enrage multiple times during a fight

EREDAR COMMANDER
-------------------------

- Roar ability now also provides +5 armor, +5 hit point regeneration and +5 mana regeneration to him and his allies

ALPHA MALE
--------------

- Challenge Reward changed: No longer receive a permanent Furbolg Champion. Now each Hero receives an Alpha Male Blood Vial - used to craft an Enhanced Alpha Claw, concoct an Elixir of Rage, or sold for Ether Crystals

GUL'ZAR
----------

- Challenge Reward changed: No longer receive a permanent global buff from a Rune. Now each Hero receives a piece of Gul'Zar's soul - used to craft a Wand of Disaster or Crackling Helm, concoct an Elixir of Storms, or sold for Ether Crystals

LEVIATHAN
-------------

- Attack base damage increased by 20. Attack missile model now properly shows
- Can now cast Acid Bomb. This also applies to Enraged Leviathan
- Now starts with 2 Hydramagi

EREDAR AND DREADLORD MINI BOSSES (WAVES 45-48)
----------------------------------------------------------------

- No longer give bonus gold and experience (don't count as 'Boss' units)

INFERNAL
-----------

- Upon clearing wave 49 and waiting to begin wave 50, all ability cooldowns are reset and the timer between waves is removed
- Infernal Challenge changed: Kill the Infernal King while no other Infernals are alive

ENRAGED LEVIATHAN
-------------------------

- Can cast Acid Bomb
- Now starts with 1 Vas'Gamuth the Breeder with 2 items (Leviathan Scale and Earthstone Fist)

THE IMMORTAL
-----------------

- Reincarnation cooldown increased to 50 seconds

BRUTILLUS
-------------

- Doom Spire hit points increased from 1250 to 2000

TEMPEST
----------

- Now spawns with 2 Dragonspawn Stormbreakers - extremely powerful but fragile spellcasters. They have a built in Spell Shield, Frost Armor, Frost Nova and Cyclone. Additional Stormbreakers will spawn when Tempest is low on health.
- Reworked one of his abilities - no longer casts an arena wide thunderstorm when low on health. Instead, at the start of the fight one quadrant of the arena has a permanent Monsoon cast over it. Every 45 seconds, another quadrant has a Monsoon cast over it.

MATHOG
----------

- Attack speed decreased slightly
- Now has 4 different item loadouts, chosen randomly when the battle starts
- His Silence ability no longer prevents attacks, just spells
- Howl of Terror armor reduction decreased from 8 to 5
- Base Vampiric Aura life steal decreased from 25% to 20%
- Frozentusk: Chill Aura attack/move slow improved from 20% to 30%. Cone of Frost initial damage increased from 225 to 275, damage per second increased from 45 to 55.
- Ignath: Base attack damage increased by 20. Flame Strike initial damage increased from 75 (every .33 seconds) to 100

SUMMON UPGRADES
-----------------------


- Voodoo Lounge renamed to Beastiary, model changed to Beastiary
- Attack and Health upgrade cap set to 5, down from 10. Starting cost increased from 75 to 100. Cost increases by 150 per level, up from 100

NEW SUMMON UPGRADES: Found in the Beastiary, along with the Attack and Health upgrades.

OFFENSIVE
-------------


Into the Fray: summons gain 30/40/50% attack and movement speed for 10 seconds upon being summoned

Giant Killer: summons deal 20/28/36% more physical damage to units with Elite armor. This includes Elites, Bosses and some very powerful base unit types.

Overpower: summons deal 20/30/40% more damage to enemies whose current health is lower than their current health

DEFENSIVE
-------------

- Divine Entrance: Summoned units are impervious to damage for 4/6/8 seconds upon being summoned.

- Burst Shield: Any instance of damage that would deal more than 10% of a Summoned unit's max life is reduced by 25/35/45%.

- Runic Protection: Provides a spell shield for all summons, 60/40/20 sec cooldown.


CASTER
---------

- (BASIC UPGRADE) Arcane Studies Increases base mana pool by 10/20/30/40/50%, and mana regeneration by 20/40/60/80/100%

- Sorceror's Might: 14/21/28% increased spell damage

- Cooldown Reduction: 16/24/32% cooldown reduction

- For the Master: Summoned units steal 2/3/4% of their attack damage as mana and give it to the Hero.

ITEMS
-------

- |cffffcc00IMPROVED SHOP ORGANIZATION|r: Items are categorized by their primary purpose (Offense, Defense, Caster, Support) in individual shops, making items much easier to find. Each Tier is still color coded, and each shop category has a unique model.

- |cffffcc00ELIXIRS|r: Temporary Potions that give you a variety of buffs for a limited number of waves.

- Reduced model size of Ancient of Wonders
- Increased model sizes of the following shops: Mick, Gazlowe, Aggronor and Eric

ANCIENT OF WONDERS
---------------------------

- Removed Scroll of Restoration

ERIC'S TOME EMPORIUM
----------------------------

- The cost of Tomes Strength/Agility/Intelligence increased by 100

MICK'S DISCOUNT WARES
------------------------------

- Ring of Regeneration: Hit point regeneration reduced from 4 to 3; cost reduced from 300 to 225. Tier 2 Recipes using the Ring of Regeneration have had the difference in cost added to their recipe cost

TIER 1
--------

[NEW ITEM] Nordrassil Branch: +4 Intelligence, +10% Heal Power
[NEW ITEM] Shard of Chronos: +3 Intelligence, +10% Cooldown Reduction
- War Axe: Cleave AoE increased from 180 to 200
- Gloves of Spell Mastery: correct ability cooldown to 60 seconds (was incorrectly set at 30)

TIER 2
--------

[NEW ITEM] Nordrassil's Heart: +8 Intelligence, +4 hit point regeneration, +17% heal power
[NEW ITEM] Chronostone: +8 Intelligence, +6 Strength, +15% Cooldown Reduction
[NEW ITEM] Charged Wand: +7 Intelligence, +10% spell damage, +10% heal power, +10% cooldown reduction
- Molten Staff: Flame Strike no longer triggers any effects meant to only be triggered by Hero abilities
- Great Axe: Cleave AoE increased from 190 to 210
- Frostguards: Fixed the item sell cost to match the total recipe cost
- Vampire Blade: Added 15% Vampiric Aura, increased cost by 50
- Unholy Gauntlets: Heal mana cost reduced from 50 to 40
- Staff of Cleansing: added +15% Heal Power. Added Nordrassil Branch to requirements. Total cost increased to 1250, recipe cost reduced

TIER 3
--------

[NEW ITEM] Horn of Cenarius: +12 Intelligence, +300 hit points, +8 hit points per second, and an active ability that reduces the cooldown of healing abilities used for the next 30 seconds
[NEW ITEM] Wicked Wand: +12 Intelligence, +20% spell damage, +15% heal power, +15% cooldown reduction, Flame Strike
[NEW ITEM] Timestone Gauntlet
[NEW ITEM] Titan's Wrappings
- Warlock Gloves: Doom Guard - Cripple and Rain of Fire mana costs reduced
- Holy Scepter: Removed Runed Bracers and Ring of Superiority from requirements; added King's Ring. Recipe cost increased by 100 to maintain same total cost. Added +20% Heal Power. Fixed the Dispel effect to only trigger on Empowered Heals. Templar's Holy Hammer now counts as a healing ability that resets the Empowered Heal timer
- Scepter of Sacrifice: Additional effect added - Zombie Spawn: Summons a Zombie when you cast an ability
- Reckless Axe: Cleave AoE increased from 200 to 220
- Hoarfrost: Unholy Aura movement speed bonus increased from 20% to 30%, hit point regeneration reduced from 3.5 to 3. Chill Aura slow amount increased from 15% to 18%
- Wand of Maelstrom: Storm Wyrm Chain Lightning improved to 140 damage/6 bounces, up from 85 damage/4 bounces. Added a mana cost to summoning the Storm Wyrm
- Frostmourne: Added 20% Vampiric Aura. Chill Aura reduced from 15% to 12.5%. Increased recipe cost by 100, total cost increased by 150 since Vampire Blade cost increased
- Storm Sledge: Storm Throw extra damage to summons increased from 300 to 800
- Mask of Chaos: Hit point bonus increased from 250 to 350, armor bonus increased from 5 to 6. Devour Magic restores 100 health per unit consumed, up from 50
- Arcanium Necklace: New stats. +12 Intelligence, +10 Strength, +20% Cooldown Reduction, Activate to reset all cooldowns (same ability as before)
- Warlock Helm: Passive Immolation was accidentally removed from this item. It has been added back on
- Omega Claw: Omega Warrior base hit points increased from 1800 to 1900
- Holy Kiteshield: AoE Heal increased from 350 to 400
- Scourge Scepter: Icon changed, renamed to Book of the Dead

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

- [NEW ITEM] Enhanced Alpha Claw: requires Alpha Claw and Alpha Male Blood Vial. Improves the Ursa Warrior's Roar to also give + armor and + life regeneration. Making an Omega Claw with an Enhanced Alpha Claw will create an Enhanced Omega Claw, further improving the + armor and + life regeneration bonus
- [NEW ITEM] Crackling Helm: +9 all attributes, chance to cast Forked Lightning at attackers and can cast Perfect Purge (works just like the standard Abolish Magic)
- [NEW ITEM] Wand of Disaster: an improved version of the Wand of Maelstrom
- Leviathan Scale: reduced cost to craft from 600 to 400


GAZLOWE'S ODD FINDS
----------------------------

- Ogre Club: Upgrades into a Master Ogre Club after 50 Smashes, removing the attack speed penalty
- Jar of Souls: Intelligence bonus increased from +5 to +8
- Sword of Eros: The duplicate Elite awards 50% of the normal bonus experience, gold and Ether Crystals of a regular Elite, instead of the full amount

ORKO'S ANCIENT RELICS
-----------------------------

- All recipe costs increased by 500
- Lightbringer Sledge: damage bonus increased from 25 to 35, Judgment cooldown reduced from 35 to 25 seconds, improved tooltip clarity
- Shield of the Deathlord: Terrorize armor reduction duration increased from 8 to 10 seconds

HEROES
----------

- Most abilities steadily increase in mana cost every level, rather than increasing by a larger amount every 2 levels. Most abilities cost slightly more mana than before at high levels. Some abilities have had mana costs changed slightly in general

Tojo Stone-Ale, Earthshaker
--------------------------------

- Champion's Brew: Healing reduced from 20% to 18% of max health, cooldown increased from 30 to 45 seconds
- Drunken Brawler redesigned to Stone Brawler: Gain % damage reduction equal to a percentage of your Strength, and gain a chance to Bash on every attack, stunning the enemy and dealing bonus damage


Durok Runetotem, Minotaur
-------------------------------

- Curse of Labyrinth: chance for enemies to miss attacks against Durok now scales per level. Up from 25% at all levels to 25/30/35/40/45/50%
- Runic Slam Mana Burn: Actual mana burned is now affected by increased spell damage, and enemy spell damage resistance

Malfurion Stormrage, Shan'do
----------------------------------

- Volcano: No longer needs to be channeled
- Rejuvenating Blast: Fixed the AoE of the dispel effect to match the AoE of the healing


Geldor Earthfire, Heliomancer
----------------------------------

- Inner Fire: Cooldown increased from 15 to 20 seconds
- Bestowment of the Gods: Reduced the mid-range and close-range bonus factor from 2x/3x base amount to 1.5/2x. The base amount for every level has been increased slightly


Akama, Warsage
--------------------

- Critical Hit: fixed some issues with applying life steal to the bonus damage

Rexxar, Beastmaster
-----------------------

- Summon Bear: Level 5 Bear renamed to Dire Spirit Bear, Level 6 Bear renamed to Grizzly Bear. Cleave AoE increased from 150 to 200
- Stampede: Duration reduced from 30 to 20 seconds

Cenarius, Lord of the Forest
--------------------------------

- Force of Nature: Levels 4 and 5 Treants can now cast Slam, dealing 25/35 damage. Fixed the tooltip to display the correct amount of hit points for Treants
- Tranquility: Invulnerability duration increased from 1/2/3/4 seconds to 4/6/8/10 seconds

Legendary Gladiator [Secret Hero]
-----------------------

- Added some dialogue interaction at the start of the final fight of the Champions' Challenge
- Turok: now displays a Hero icon on screen. Battlethirst cap reworked: now starts at a cap of +20 damage. Levelling up Summon Turok increases this cap by 10 per level. Re-summoning Turok now restores 50% max life and mana, instead of always restoring to 100%.
- Also Turok does not benefit from summon upgrades any longer.

Rokhan, Shadow Hunter
----------------------------

- Hex: Hero duration reduced by 1 second at all levels
- Summon Berserkers: Berserk ability now increases the damage the Berserker takes by 25% while active
- Big Bad Ward: Healing Aura improved to 5/6/7/8% hit points per second, up from a flat 6% all levels


Kromgosh Bloodsong, Bloodseeker
---------------------------------------

- Omnislash: Target search range increased from 600 to 1200; Bloodseeker is no longer invulnerable during Omnislash. This will make it reliably finish all strikes (units won't run away out of range)

Illidan, Lord of Outland
--------------------------

- Mana Burn: Actual mana burned is now affected by increased spell damage, and enemy spell damage resistance
- Metamorphosis: Duration is set at 45 seconds all levels, down from 45/50/55/60

Templar [Secret Hero]
-------------------------

Fanaticism: The active attack speed bonus is reduced from 100% increase to 50% increase of the base amount
Holy Hammer: Was doing only half the listed bonus attack damage. However the damage bonus was too powerful so it has been reduced to 10/16/22/28/34/40, down from 10/20/30/40/50/60


Moganis Boneweaver, Necromancer
----------------------------------------

- Unholy Presence: Cooldown increased from 15 to 20 seconds
- Poison Nova: Poison Skeletal Mage damage bonus reverted back to 25% (from 50%)

Rak'Hal, Troll Chieftain
-------------------------

- Replenishment Aura: Reduced the mid-range and close-range bonus factor from 2x/3x base amount to 1.5/2x3

Arcanist [Secret Hero]
----------

- Fixed the damage of his Ultimate abilities

Daigus the Behemoth, Sea Wretch
--------------------------------------

- Anchor Smash: Mana cost increased slightly
- Malestrom: now immediately resets his other Hero ability cooldowns upon casting

Bandos Stormkeg, Gryphon Knight
---------------------------------------

- Overcharge: Damage scaling per level increased, Non-Hero stun duration scaling per level increased

Drumgorn Thundergrip, Marksman
---------------------------------------

- Agility per level reduced from 3 to 2.5; Intelligence per level increased from 1 to 1.5
- Headshot: Levels 2-4 target damage increased

Ogdin Ghostseer, Spirit Walker
----------------------------------

- Spirits From Above: Spirit Walker Chain Lightning now properly scales with skill level
- Forked Lightning: scans a wider area for targets as you level up the skill

Cairne Bloodhoof, Tauren Chieftain
--------------------------------------

Reincarnation: Now also reduces standard Revive time by 2 seconds per level.


Samuro, Blademaster
------------------------

Bladestorm: Cooldown increased from 150 to 180 seconds


Barag Brainflayer, Mindweaver
----------------------------------

Mind Rot: Spell damage reduction decreased from 50% to 35%; miss chance increased from 25% to 35%
Wraiths: Ultra Magic Shell mana cost decreased from 125 to 50. Scream ability now properly decreases enemy attack and move speed (was increasing it instead)

Naisha, Sentinel Ranger
--------------------------

- Fixed an oversight that was causing her to not benefit from the physical damage boost, and spell + ranged damage reduction during an Eclipse


Berserker [Secret Hero]
---------------------------

- Rage duration increased from 10 to 12 seconds
- Iron Barbs: fixed thorns damage scaling (was not scaling with skill level previously)
- Unbreakable: Duration increased by 3 seconds across all levels


Dim Blackfire, Chaos Sorceror
----------------------------------

- New Model for Chaos Sorceror (Thanks Raddazong!)
- New Model for Chaos Entity (Thanks Vulfar!)
- Chaos Entity: Base attack speed is now always the same
- Chaos Control: removed the 30 second limit; Chaos control now lasts until you have used up all the casts
- Chaos Control: Now properly maximizes the damage of Chaos Bolt


Antonindas, Grand Magus of the Kirin Tor
----------------------------------------------

- Brilliance Aura: increases by 1.5 mana/sec per level, up from 1 mana/sec. New values are 2/3.5/5/6.5/8/9.5, up from 2/3/4/5/6/7




- Fixed an oversight that wouldn't allow players 3 and 4 to choose a hero
- Made the wave start properly if the between waves timer ran out while playing with more than one player
- A couple other small fixes


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


- Graphically optimized for Reforged (Most models and icons are now standard Reforged models/icons)
- Difficulty Select: Clarified that Elite enemies gain more random abilities as you increase the difficulty setting
- Generally decreased the difficulty of waves 1-30
- Generally increased the difficulty of waves 31-50
- Fixed an issue where an enemy you Charmed could be turned into an Elite enemy at the start of a wave
- Regeneration bonus per point of Strength/Intelligence reduced from .07 to .05 (default)
- Armor bonus per Agility point increased from .16 to .33 (default)
- Hero base Armor (before Agility bonus) reduced from 0 to -2 (default)
- Killing enemies no longer awards gold. Gold is instead awarded to each player at the end of the wave. This ensures a team-based environment where everyone gets about the same amount of gold. DPS Heroes and healers/defensive Heroes now have a similar income.
- This will also make it much easier to make balance changes to gold income in future patches
- There will still be ways to influence your income through items, abilities, masteries and challenges
- Killing Elites still gives bonus gold
- Killing Bosses will give bonus gold

- Experience is gained on a per wave basis, rather than per enemy. This makes it much easier to balance experience gain throughout the game
- There will still be ways to influence your experience gain through items, abilities, masteries and challenges
- Killing Elites still gives bonus experience
- Killing Bosses will give bonus experience

- You only get one Hero now when playing solo, instead of two
- Maximum number of players increased to 4. Monster health and damage increase per number of players. If a player leaves, these numbers will be adjusted at the start of the next wave
- There is now a 60 second timer between waves on all difficulties above Normal. You can still press ESC to start early, but will be forced into the Arena when the 60 seconds is up
- Champion Difficulty time limit increased from 40 to 45 minutes


HEROES
---------


GENERAL
----------
- GIMLI and FOX have been removed

- Summons that previously had a chance to Purge on hit (Hawks, Storm Wolves, and Skeletal Mages summoned while wielding a lightning damage item) now have an active Purge ability. This allows you to choose when to use the ability, increasing its reliability but requiring player input. This also prevents it from going off when you don't want it to, such as when you have debuffs on an enemy unit

[NEW HERO] DAIGUS THE BEHEMOTH, SEA WRETCH
-----------------------------------------------------------
- Melee Strength Hero that summons Sea Elementals. He uses his Sea Elementals as a resource to improve the potency of his abilities

Abilities:
- Summon Sea Elemental: Summons a Sea Elemental to attack your enemies. Sea Elementals can be sacrificed to enhance your other abilities
- Crushing Wave: Unleash a wave that damages enemies in a cone. Target a friendly Sea Elemental to sacrifice it and send a secondary wave back in your direction
- Anchor Smash: Damage, stun, and temporarily reduce the Armor of the primary target. Also damages and stuns enemies near the target. You can target a friendly Sea Elemental with the primary attack to sacrifice it and regain health
- Maelstrom: Bring forth a storm that damages enemies with lightning. While you stand inside the storm, your other Hero Abilities have no cooldown


[NEW HERO] DIM BLACKFIRE, CHAOS SORCEROR
--------------------------------------------------------
- Ranged Intelligence Hero. His abilities vary wildly in power with every cast.

Abilities:
- Chaos Bolt: A bolt of energy that bounces to a variable number of targets, dealing a variable amount of damage
- Conjure Entity: Summons 2-3 Chaos Entities with Evasion and Critical Strike. Their stats and ability levels vary
- Implode: Implode a target friendly non-Hero unit, instantly killing it and dealing area damage. The damage amount and area of effect vary
- Chaos Control: Temporarily gain complete control over your powers. All abilities operate at maximum potency for a short time


[NEW SECRET HERO] BERSERKER
---------------------------------------
- Unlocked by completing Hardcore/Champion Difficulty with all 3 Berserker items equipped
- Very high Strength and Agility, abilities deal physical damage
Abilities:
- Rage [Innate]: Activate to heal for 2.5% maximum health per second and deal 20% more physical damage for 10 seconds. Requires 50 Rage, which is gained through use of abilities
- Infuriate: Provokes an enemy into attacking you, increasing its attack and movement speed, but it takes extra damage from the Berserker
- Iron Barbs: Gain temporary barbs that heavily damage melee attackers
- Berserker Strike: Combination single target and AoE strike. Target damage based on Agility, area damage based on Strength
- Unbreakable: Damages enemies based on your maximum health and knocks them back, makes you temporarily impervious to damage and fills your Rage

[NEW SECRET HERO] TEMPLAR
------------------------------------

- Unlocked by completing Hardcore/Champion Difficulty with all 3 Holy items equipped
- The prototypical defensive tank+support Hero, but can also improve his offensive prowess through defensive buffs

Abilities:
- Templar's Might [Innate]: All of the Templar's damage is increased by a percentage equal to his Armor
- Holy Hammer: Heals the target. Gain temporary bonus Holy damage on your attacks, which heal you for an amount equal to your Armor.
- Holy Fire: Increases the target's Armor and causes it to release holy flames that damage nearby enemies
- Fanaticism: Increases the attack speed of nearby allies. Can be activated to temporarily double the attack speed bonus
- Unwavering Justice: Breaks all crowd control effects on activation. The Templar's movement speed is greatly reduced, but his Armor is massively increased for a short duration

HERO CHANGES
-------------------



FURION, THE DRUID
-------------------------
- Base movement speed increased from 270 to 300
- Summon Mountain Giant: Cooldown and duration increased from 20 to 30 seconds.
- Volcano damage per wave reduced from 35/50/70/85/100/120 to 35/50/65/80/95/110
- Rejuvenating Blast AoE increased from 250+10 per level to 250+25 per level. Heal amount increased from 120+65 per level to 125+70 per level

GRYPHON KNIGHT
---------------------
- Model and icon changed to Gryphon Rider
- Name changed to Bandos Thunderkeg
- Storm Claws: renamed to Storm Hammer. Damage decreased from 25+20 per level to 25+15 per level. Number of targets changed from 4/5/6/7/8/9 to 4/4/5/5/6/6
- Overcharge: Stun duration increases by .2 seconds per level, instead of being 2 seconds every level. Damage is now considered magical instead of physical

KROMGOSH BLOODSONG, THE BLOODSEEKER
----------------------------------------------------
- Impale: Damage per second reduced from 30+20 per level to 30+15 per level. Scent of Blood attack and movement speed bonuses now increase per level, and stack up to 5 times. The bonus starts out smaller than it was in previous versions, but has a much higher potential as you gain stacks

DRUMGORN THUNDERGRIP, THE MARKSMAN
--------------------------------------------------
- Incendiary Rounds: Explosion damage is now based on your Agility instead of the enemy's maximum life. The damage factor increase per level: 100/120/140/160/180/200% of Agility in AoE damage
- Gravity Grenade: Slow amount increases by 7% per level. This makes the skill more efficient at keeping enemies bunched together as you level it up


REXXAR, THE BEASTMASTER
---------------------------------
- Base armor reduced by 1

AZORA
--------
- Model and Icon changed to Dragonspawn
- Class name changed from Dragon Angel to Dragonkin
- Draco Burst: chance increases by 2% per level. Mastery increases chance by 5%, and health regained scales with skill level

BARAG BRAINFLAYER, THE MINDWEAVER
----------------------------------------------
- Mind Rot: Now deals damage upfront, instead of over time
- Power Hungry: Increases mana cost of spells by 30%, instead of costing 5% of the Hero's maximum mana
- Nightmare: Wraiths have a new ability. Scream - Silences nearby enemies, and reduces their attack and movement speed by 33% for 6 seconds.
- In addition, all Wraith abilities now cost mana and they have a mana pool

ANTONIDAS, GRAND MAGUS OF THE KIRIN TOR
------------------------------------------------------
- Blizzard: Damage per wave increased from 30+15 per level to 30+20 per level
- Summon Water Elemental: Summons 2 Elementals at a time, up from 1. Cooldown increased from 20 to 30 seconds. Mana cost increased slightly
- Volatile Barrier: Levels 2-4 damage reduction increased from 30/35/40% to 35/45/55%

GELDOR EARTHFIRE
-----------------------
- Class name changed from Sun Mage to Heliomancer

MOGANIS BONEWEAVER, THE NECROMANCER
----------------------------------------------------
- Poison Nova: Poison Skeletal Mages deal 50% more damage to enemies affected by Poison Nova, up from 25%
- Unholy Presence: Active life regeneration bonus reduced from 5/10/15/20/25/30 to 3/6/9/12/15/18


DAMIUS NOBLESTEED, THE SILVER KNIGHT
-------------------------------------------------
- Consecration: Damage and healing per second reduced by 5 all levels
- Conversion: No longer boosts the stats of the target. You can now control an additional unit per skill level. Cooldown decreases 30 seconds per level, instead of a flat 180 seconds. Mana cost is a flat 150, down from 150/175/200/225.
- Reinforcements: Armor type changed to Hero. They will now fare slightly better against AoE spells

OGDIN GHOSTSEER, THE SPIRIT WALKER
-----------------------------------------------
- Forked Lightning: deals 20% more damage to Purged enemies, up from 15%
- Storm Wolves: base hit points increased from 385/500/625/750/875/1000 to 400/550/700/850/1000/1150
- Charwolf: Permanent Immolation damage reduced from 10/20/30/40/50/60 to 10/15/20/25/30/35


DUROK RUNETOTEM, THE MINOTAUR
------------------------------------------
- Curse of Labyrinth:
- Changed the AoE from 300+150 per level to 600+100 per level.
- The tooltip stated that taunted enemies had a chance to miss, but this was never implemented. This has been fixed and enemies now have a 25% chance to miss attacks against the Minotaur only
- Increased the duration of the Silence to 9 (6) seconds, up from 6 (4), and decreased damage per second from 20/30/40/50/60/70 to 15/20/25/30/35/40

CAIRNE BLOODHOOF, THE TAUREN CHIEFTAIN
----------------------------------------------------
- Base movement speed increased from 270 to 290
- War Stomp: Level 1 damage reduced from 50 to 40

VARIMATHRAS, THE NATHREZIM
------------------------------------
Vampiric Aura: Life steal increased by 5% all levels


RAZZIL NAYPOLM, THE ALCHEMIST
---------------------------------------
- Transmute: Mana cost changed to 150 all levels, from 150/175/200/225. Gold received reduced from 200 to 150


ITEMS
-------


- Items with fire damage have Orb of Fire's updated effect (reduces life regeneration and effectiveness of heals on the target)
- Elven Scepter (Tier 1), Staff of Cleansing (Tier 2) and Holy Scepter (Tier 3): No longer heals the caster for 1/2 the heal amount, but you can now target yourself with the Heal ability. Empowered Heal factor increased from 25% to 33%
- Wand of the Wind: Cost increased to 75, again comes in 3 charges up from 1
- Some items have been renamed

TIER 1
-----------
NEW ITEM: Talisman of the Wild - Summons a Furbolg to tank hits for you (unlimited charges)
- Sobi Mask: Mana regeneration reduced from 2.5 to 2
- Gloves of Spell Mastery: mana cost increased from 45 to 75


TIER 2
-----------
- Alpha Claw: Requires the new Talisman of the Wild instead of a Scroll of the Beast. Recipe cost reduced from 600 to 400, total cost increased from 1250 to 1300. Ursa Warrior now has Bash. Ursa Warrior lasts 45 seconds, up from 30
- Vampire Blade: Ability mana cost reduced from 60 to 40, Cooldown reduced from 45 to 40 seconds
- Terror Shield: Ability mana cost reduced from 60 to 40
- Bone Staff: Skeleton Warriors hit points increased from 460 to 475

TIER 3
-----------
- ALL tier 3 recipe costs have been increased
- Reckless Axe: Damage bonus reduced from 45 to 35. New passive effect: Gain .5% physical damage for every 1% of missing health
- Omega Claw: Omega Warrior lasts 45 seconds, up from 30
- Visage of Heart and Soul: Soul - Soul Burst damage increased from 100% to 120% of Intelligence, mana regeneration increased from 4 to 5. Heart - Hit point regeneration increased from 6 to 10, armor bonus increased from 4 to 5. Spell damage reduction improved from 20% to 25%
- Frostmourne: Ability cooldown reduced from 45 to 40 seconds
- Berserker Helm: Requires Unholy Gauntlets instead of Belt of Giant Strength.
- Warlock Helm: added +5 armor to its stats
- Storm Cloak: Spell Shield cooldown reduced from 20 to 15 seconds
- Scourge Scepter: Summons an extra Warrior, for a total of 2 Warriors and 1 Mage. Warrior hit points increased from 600 to 650. Mage hit points increased from 505 to 550
- Arcanium Necklace: tooltip fixed to list Mindstaff as a requirement (not Breaker Gloves, which were removed in 1.7)

ODD FINDS
-------------
- Odd Finds renamed to Gazlowe's Odd Finds, model changed
- Ogre Club: Smash AoE damage increased from 125% of Strength to 200%. Damage Bonus reduced from +100 to +50. No longer breaks after use.
- Jar of Souls: +5 Strength removed. Soul Harvest replaced with Soul Steal - single target damaging ability. Killing the target with Soul Steal adds a charge to the Jar of Souls and summons a Shadow Spirit of the enemy type that was killed for 10 seconds. Cost reduced from 750 to 700
- Dragonstaff: Cost reduced from 550 to 425. No longer gives attribute bonuses. Dragonbreath now increases the damage taken by affected enemies, rather than decreasing damage dealt
- Ancestral Chestplate: Cost reduced from 700 to 650. Takes 500 hits before disintegrating, up from 200
- Mystic Core Armor: Now properly gives +10% spell damage

MISC. ITEMS
--------------
- Staff of Control: Now has 2 charges, up from 1
- Warrior's Skull: Gives +2 to all attributes upon consumption, down from +3
- Razormane Icon: This item is now used as a crafting material, and no longer provides any bonuses. It is used to create the Talisman of the Boar, which has roughly the same stats as the old Razormance Icon.

SECRET ITEMS
-----------------
- Cost of Secret Items have increased
- Stats and abilities on Secret Items have changed
- Secret Items are now limited to 1 per Hero


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


NEW MASTERIES
-------------------
- Arcane Overload: dealing spell damage increases your spell damage by 7% for 7 seconds, stacking up to 3 times
- Heavenly Touch: heal a friendly unit for 300% of your Intelligence when you target them directly with an ability. Heal nearby allies for 100% Intelligence when you use an ability that does not target a friendly unit

MASTERY CHANGES
----------------------
- Replenish: Primary effect unchanged. No longer triggers on level up. Instead, regain 20% life and mana when you or one of your units kills an Elite or Boss
- Juggernaut: New effect - Reduces damage taken by 18%. Taking damage has a 10% chance to remove negative effects
- Mana Thief replaced with Astral Knowledge: Using an ability increases your mana regeneration by .5% of maximum mana for 6 seconds, stacking up to 4 times. Stacks refresh the duration
- Mana Thief was very straightforward, boring, and not useful for many Heroes. Astral Knowledge is applicable to the vast majority of Heroes and requires a little more thought to use it optimally.
- Incinerating Strike: Increased damage over time from 100% to 120%


NEW CHALLENGES
---------------------

- Berserker's Challenge: complete Hardcore or Champion Difficulty with all 3 Berserker items equipped
- Templar's Challenge: complete Hardcore or Champion Difficulty with all 3 Holy items equipped
- Unbridled Rage: Achieve maximum Strength bonus on a Berskerker Helm. Reward: Permanent +2 Armor on Hero
- Thirst for Magic: Achieve maximum Spell Power on the Arcanist. Reward: Permanent +5 Intelligence for the Arcanist


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

- Many healing abilities now scale with number of players:
- Rejuvenation
- Heal
- Healing Wave

- Sea Elementals: Removed Bash
- Most variants of Hydras, including Hydramancers/magi and the boss Leviathan, have had their hit point regeneration reduced.
- Hydramancer and Hydramagus size increased; Hydramagus also given hero glow. This will make them easier to spot in a crowd
- Healing Ward: Base Hit points reduced from 150 to 5
- Fel Commander: Base hit points increased from 1700 to 2000
- Sludge Lord: Base hit points increased from 1400 to 1500
- Greater Infernal: Base hit points increased from 2700 to 3000, base damage increased by 13
- Elite Doom Guard: Base hit points increased from 3600 to 3750
- Overlord: Base hit points increased from 775 to 850
- Salamander Lord: Base hit points increased from 1800 to 1900, base damage increased by 5
- Infernal: Base damage increased by 3
- Doom Guard: Base hit points increased from 1350 to 1400
- Queen of Suffering: Base hit points increased from 1600 to 1700. Can now cast Charm
- Volcano Elemental: Base hit points increased from 2400 to 2700. Base damage increased by 10

BOSSES
---------


FURBOLG ALPHA MALE
--------------------------
- Base hit points reduced from 1800 to 1700
- Healer: Healing wave cooldown increased from 9 to 15 seconds


GUL'ZAR THE MAELSTROMANCER
--------------------------------------
- Base hit points reduced from 5500 to 3500
- Summon Revenant cooldown increased from 20 to 30 seconds. Revenant base hit points reduced from 1000 to 900

VOID BEAST (mini boss)
-------------------------------------
- Void Prison ability removed due to consistently crashing the game.
- Siphon ability: Mana drained per second decreased from 60 to 20
- No longer has a chance to steal items on attack
- Reduced base hit points by 500. Increased base hit points of the Stone/Storm/Shadow beasts

SPIRITS
---------
- Challenge timer increased from 15 to 20 seconds
- Kranok base hit points reduced from 11000 to 9000
- Mordulus base hit points increased from 7500 to 8000
- Zyrak base hit points increased from 6500 to 7000

INFERNAL KING
------------------
- Base hit points increased from 25000 to 30000
- New ability: Meteor Toss. Deals 500 damage to a target unit and stuns for 2 seconds.
- Base attack damage increased by 10


ENRAGED ALPHA MALE
--------------------------
- Removed Cleaving Attack
- Grand Magi: base hit points reduced from 5000 to 4000

ENRAGED LEVIATHAN
-------------------------
- Hit point regeneration reduced from 80 to 60

SPIRIT KINGS
----------------
- Kranok base hit points reduced from 19000 to 14000
- Mordulus base hit points reduced to 12000

THE IMMORTAL
-----------------
- Permanently killing him (after Reincarnating) now finishes the wave immediately. You do not have to kill all his Avengers

BRUTILLUS
-------------
- Base hit points reduced by 2500. Base armor reduced by 15
- Starts with 2 additional Elite Doom Guards
- Doom Spires: Base hit points reduced from 4000 to 1250, can now be damaged by spells. Increased collision size

VASUK
--------
- Removed the Dimensional Rift ability that damaged and hid units (was causing crashes)
- Reduced the model size of Vasuk and Annihilators
- Annihilators can now see invisible units


TEMPEST
----------
- Reduced base hit points from 50000 to 40000
- Can now summon a Crashing Behemoth, which damages and stuns on impact. The Crashing Behemoth stuns briefly with every attack.
- Increased chance to detonate mines after laying one down from 25% to 50%, and decreased the casting delay by 1 second
- Will now consistently activate his Permanent Thunderstorm when he gets below 40% health

MATHOG
-----------
Mathog: Base hit points (before Strength) reduced from 37500 to 30000
Healing Totem base hit points reduced from 2000 to 500
Frozentusk - Base hit points reduced from 17500 to 15000, base damage increased from 215 to 245. Cleave AoE increased from 150 to 400, damage decreased from 25 to 20%
Ignath - Armor reduced from 5 to 3. Obelisk base hit points reduced from 8500 to 4500, Flame Strike damage increased
Kazzak - Base hit points reduced from 17500 to 15000. Splash damage AoE increased from 200 to 250. Meteorfall damage per interval increased from 160 to 200. Will now cast Meteorfall and War Stomp more often
Mathog now waits 60 seconds before rejoining the battle with his Chieftains, up from 45


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


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



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

- New command: '-dist [# between 1000 and 3000]' sets the camera distance
- Default camera distance increased to 2200
- Summoned units will no longer get instantly teleported out of the Arena when you summon them in a Duel (Oops! overlooked that for a long time)
- All levelable summoned units now gain slightly increased attack speed per level. Previously only a select few were getting this increased attack rate, which didn't seem fair
- The following abilities have had some minor mana cost adjustments:
Acid Bomb|nPocket Factory|nSummon Bear|nSummon Hawk|Summon Quilbeast|nBlood Funnel|nSleep|nMana Burn|nFan of Knives|nWindwalk|nCall of the Shadow Order|nGravity Grenade|nForce of Nature


BUG/EXPLOIT FIXES
-----------------------

- Gilded Scimitar: removed the +1 gold per attack, and the Greed of the Blade negative effect. The item is now droppable and sellable
- Dueling no longer grants experience, and you cannot use the command '-teleport' to get outside of the Arena during a duel
- SAMURO [BLADEMASTER] ILLUSIONS:
- casting Mirror Image no longer teleports you outside of the Arena during a duel
- The Void Beast can no longer steal items from illusions
- Drumgorn Thundergrip: Locked and Loaded - an issue where the buff would last the full 30 seconds, regardless of number of shots fired, once the Incendiary Rounds ability was obtained, has been fixed.
- Wand of the Wind and Gilded Scimitar will no longer trigger Storm Armor/Replenish/Inner Fire eruption/Arcanist's Ring
- Holy Scepter: Changed Holy Fire Aura to Resilience Aura, which grants life regeneration and spell damage reduction to allies
- Before, it was possible to select multiple Masteries if a player could click fast enough. Masteries now cost 1 lumber again to circumvent this issue. Masteries can once again be selected via hotkeys. Resource trading is disabled until both player have purchased masteries to prevent passing lumber to your ally
- A bug that prevented players from finishing a wave when they took control of an enemy with Reincarnation, before the unit used the ability, has been fixed.

GLADIATOR MONSTERS
---------------------------

- Star Mage: Moonblast (the spell that deals AoE damage and summons a Star Spirit) cooldown increased from 12 to 18 seconds
- Wave 29: removed a total of 8 Hydra Hatchlings from the start of this wave
- Drainei Seers and all Voidwalkers have True Sight
- Void Beast: The Void Beast will cast Void Snare (AoE delayed attack) more often
- Satyr Trickster: replaced his Purge ability with a much weaker version


HEROES
----------

- A secret Hero has been removed as it is in the process of being reworked
- Naga Sea Witch has been removed. The Archmage will take her place in v1.7
- Damius Noblesteed: Reinforcements hit points were reduced in 1.6b but I overlooked it. Now their tooltip accurately states their base health
- Cairne: Endurance Aura - Level 1 attack speed bonus increased from 8% to 10%
- Varimathras: Vampiric Aura - now equally effective for both Heroes and units. Life steal amount decreased by 5% at all levels. Level 4 Infernal hit points decreased by 100. Levels 2-4 Infernals Immolation damage reduced from 20/30/40 to 15/20/25. Levels 2-4 Infernal attack speed reduced slightly
- Rokhan: Hex - physical bonus damage reduced from 25% to 20%, Hero duration increased from 3+.5 per level to 3+1 per level. Big Bad Ward duration increased from 12 to 16 seconds, cooldown increased from 120 to 160 seconds
- Samuro: Windwalk duration increased from 5/6/7/8/9/10 to 5/7.5/10/12.5/15/17.5. Damage decreased from 100/200/300/400/500/600 to 100/175/250/325/400/475
- Kel'Thuzad: Frost Armor: cooldown changed from 10/9/8/7/6/5 to 5 seconds all levels, Duration changed from 45+5 per level to 45 seconds all levels, armor bonus for all levels increased by 2. Frost Nova: AoE increased from 200+15 per level to 200+20 per level, unit slow duration decreased from 4+2 per level to 4+1 per level. Frost Guardians Soul Freeze dps changed from 8+8 per level to 12+6 per level
- Maiev: Blink max distance changed from 800+200 per level to 600+300 per level. Mana cost no longer decreases, but stays at 50 for all levels. Fan of Knives cooldown increased from 7 to 8 seconds
- Illidan: Mana burn amount increased by 25 for all levels.
- Rak'Hal: Replenishment Aura active mana restore reduced from 5x passive amount to 4x passive amount. Active cooldown increased to 60 seconds
- Barag Brainflayer: Mind Rot also causes enemies to miss 25% of their attacks. Damage per second reduced by 10 all levels. Nightmare: Wraith's Ultra Magic Shell duration increased from 5 to 10 seconds
- Gazz: Robo Goblin Rocket damage changed from 20/40/60/80 to 30/45/60/75
- Ogdin Ghostseer [Spirit Walker]: Base movement speed reduced from 320 to 290. Spirits From Above impact damage changed from 50/100/150/200 to 60/90/120/150.
- Razzil: Acid Bomb - Increased primary target dps by 5 at all levels. Secondary target damage increased from 3/6/10/13/16/19 to 6/9/12/15/18/21.Transmute levels 2-4 mana cost increased from 150 to 175/200/225
- Rexxar: Summon Bear Level 5 and 6 Bears now have Maul (Bash). Levels 4-6 Bears and Hawks have been given unique names. Quilbeast Feedback mana drain/damage against units reduced from 40 to 20. Hawk levels 1-3 damage increased slightly; levels 4-5 decreased slightly
- Gimli: Book of Mazarbul hit point bonus increased by 50 all levels, damage bonus increased by 4 all levels
- Durok Runetotem: Lightning shield spell damage reduction decreased by 5% all levels. Magic Totem renamed to Runic Slam and slightly redesigned - Deals heavier base damage but only mini-stuns enemies for .5 seconds to interrupt spells. Cooldown increased from 6 to 8 seconds
- Fox: Lion Skin thorns damage changed from 25/45/65/85/105/125% to 30/45/60/75/90/105%
- Cenarius: Entangling Roots damage per second increased by 5 for all levels, Hero duration increased from 3/3.5/4/4.5/5/5.5 to 3/4/5/6/7/8. Thorns Aura damage returned reduced by 5% all levels
- Narazar: Shadowshift cast range increases by 100 per level, up from 75
- Drumgorn: Locked and Loaded load time changed from 2.5/2/1.5/1/.5/0 seconds to 1.5/1.25/1/.75/.5/.25 seconds. Incendiary Rounds burn damage reduced from 14/21/28/35/42/49 to 12/18/24/30/36/42
- Kromgosh: Omnislash AoE is 600 rather than unlimited, and is initially cast on an area rather than a target unit. Phoenix Strike max damage reduced and mana cost increased slightly.
- Akama: One With the Wind reverted to an older iteration, where duration stays constant at 20 seconds, and evasion chance increases per level (15/20/25/30/35/40% chance)
- Furion: Mountain Giant impact damage changed from 20/40/60/80/100/120 to 30/45/60/75/90/105. Levels 5 and 6 Immolation damage reduced from 10/15 to 5/10. Hit Points reduced from 750/1100/1450/1800/2150/2500 to 750/1050/1350/1650/1950/2250
- Moganis Boneweaver: Skeleton Warrior health reduced from 220/360/500/640/780/920 to 220/340/460/580/700/820. Skeletal Mage health reduced from 200/325/450/575/700/825 to 200/300/400/500/600/700. Mages gain +3 damage per level, down from +4. Carrying an item in your upper left slot that gives fire/cold/poison/lightning damage will cause all Mages you raise to have that attack type.
Poison Nova: Poison Skeletal Mages deal 25% extra damage to enemies affected by Poison Nova

ITEMS
--------

- Pocket Camp has been removed
- Blackrock Blade: Heroes are limited to one Blackrock Blade. Cost increased from 550 to 750
- Holy Scepter: Holy Fire Aura was crashing games, and has been changed to a simple life regeneration aura.
- Firehand Gauntlets: now grants +6 damage and +2 armor. Frenzy no longer increases damage taken, but attack speed bonus has been reduced from 75% to 50%. Price increased from 275 to 375
- Warlock Gloves: Doom now lasts forever on Resistant units. Lasts 12 seconds on bosses, up from 10
- Ancient Tome: Is now upgradeable. Purchase a second Ancient Tome to upgrade it to an Improved Ancient Tome. Purchase another while carrying an Improved Ancient Tome to upgrade it to a Complete Ancient Tome
- Arcanium Necklace: Clarified in the recipe description that the Mystic Gem comes from the Tier 2 item Morphing Stone
- Gilded Scimitar: Removed the +1 gold per attack and gold drain at start of every wave. It is now droppable/sellable
- Orcish Bruisers: cost reduced from 500 to 475
- Berserker Helm: damaging allies no longer contributes to the Strength gain component of this item
- Razormance Icon: no longer gives any gold for selling. The challenge can now only completed once total, rather than once by each player.
- Healing Wards: Percent healing reduced from 2% to 1%. Hit points increased from 5 to 150. Item version now has a 30s cooldown instead of no cooldown.
- Khadgar's Artifact: Vampiric Aura changed from 30% unit/15% Hero life steal to 22% life steal for both Heroes and units. Endurance Aura changed from 15% attack/25% movement to 17% attack/22% movement
- Scourge Bone Chimes: changed from 20% unit/10% Hero life steal to 15% for both Heroes and units


GENERAL
----------

- Bonus gold given by Elite enemies reduced by 50%
- Base xp rate reduced. Xp rate increases based on difficulty.
- Base gold bounties have been reduced significantly, but you now get bonus gold per wave on difficulties above normal. The higher the difficulty, the greater the bonus. The bonus amount also increases every ten waves
- Pro difficulty rename to Champion Difficulty
- Gambling removed
- Tips no longer pop up as text messages. Tips can be found in the new Wizard's Tome located in the shop area

GLADIATOR MONSTERS
---------------------------

- Volcano Elementals can now cast Volcano. Base mana increased from 600 to 750 and mana regen increased from 1.5 to 2
- Infernal Guardian: Rejuvenation heal amount reduced from 2500 to 2000, heals over 10 seconds instead of 5, and cooldown increased from 5 to 15 seconds
- Champions' Challenge Boss: Tempest - Thunderstorm damage per second increased from 80 to 100
- Wave 20 Boss: Gul'zar - Summons one Revenant of the Depths at a time instead of two, CD reduced from 30 to 20 seconds. Removed Rejuvenation.

ITEMS
-------

- NEW ITEM: Gilded Scimitar - +1 gold per attack, Transmute, +8 primary attribute, +25% attack speed. Drains gold from you every wave, and cannot be dropped or sold. Purchase at Odd Finds shop
- NEW ITEM: Wand of the Wind - grants you 3 charges of Cyclone. Purchase at the Ancient of Wonders
- To make buying items on each hero easier in single player, shops have a new Select Hero button that temporarily hides the other Hero
- Warlock Gloves: Doom can now be cast on friendly units
- Item recipes no longer take up an inventory space, and can be purchased with a full inventory (they are auto-consumed on purchase). Gather the required items first, and buy the recipe last. If you buy a recipe without all the required items, you will be refunded
- Unfilled Jar of Souls has a more detailed description
- Inferno Stone cost reduced from 250 to 200
- Healing Wards cost reduced from 250 to 225

HEROES
----------

- [New] AZORA THE DRAGON ANGEL
------------------------------------------
(Model - Sellenisko; Icon - Sin'dorei300)
Azora harnesses the power of dragons within her humanoid body. A master of both physical and magical damage, no enemy is safe from her wrath.|nAbilities:|nBreathe in the Flames [Innate] - Activate to gain attack speed for every enemy burning from Flames of Neltharion|nFlames of Neltharion - Deals initial damage in a cone, then burns enemies for additional damage over 5 seconds|nDraco Burst - Gives attacks a chance to unleash a dragon spirit, dealing damage to enemy units in a line|n|Cffffcc00Draco Meteor|r - 3 meteors crash down, dealing massive damage in a small area, but reduces your spell damage for a short time after|nThe Lost Dragon Arts - A passive skill that upgrades one of your other Abilities with each level

- Kel'Thuzad: Fixed Frost Guardians tooltip
- Kromgosh Bloodsong: Impale bonus effect redesigned. When Kromgosh attacks an Impaled enemy, he gains increased attack and move speed for 6 seconds
- Fixed Hero select hotkey for Samuro
- Rokhan: Hex - increased mana cost slightly, increased hero duration by .5 seconds for all levels
- Igneo: fixed tooltip for Granite Golem
- Furion: Volcano damage reduced from 40/60/80/100/120/140 per wave to 35/50/70/85/100/120. Levels 3-6 mana cost increased from 115/115/135/135 to 125/125/150/150
- Akama: Assassin Vanish damage reduced from 40/80/120/160/200/240 to 40/60/80/100/120/140. Tooltip fixed
- Gimli: Axe Stomp damage decreased from 60/100/140/180/220/260 to 70/105/135/165/195/225. Hero stun duration increased slightly for all levels

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

- Giant Killer mastery replaced with Open Wounds - attacks apply Open Wounds to the enemy for 4 seconds. Enemy takes 5% increased damage per stack from all sources, up to a max of 20%.
- New Mastery: Ethereal Protection - Banish enemies the first time they attack you for 4 seconds
- Storm Armor now functions properly on the following Heroes: Thundera, Drumgorn Thundergrip, Igneo, and Rak'Hal


CHALLENGES
---------------

New Challenges:
- Alpha Challenge: Defeat the Furbolg Alpha Male before killing any of his healers. Reward: A permanent Furbolg Champion for each player
- Medicine Man's Challenge: Place a Healing Ward without using the item. Reward: Unique Item


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

- Streamlined the trigger that generates Elite units. This should prevent many of the crashes that started occurring in the most recent version
- Summoned unit xp reward factor reduced from 50% to 35%
- Units with very low attack damage (around 15 or less) gain 1 damage per attack upgrade, down from 2
- Charmed enemies no longer benefit from the bonus hit points granted by difficulty setting. They will always have their default hit points upon being charmed. Fixed some other bugs with Charm abilities as well
- Players receive 10 revives upon starting the Champions' Challenge
- Masteries no longer require lumber to purchase and cannot be chosen with hotkeys
- Juggernaut: Old values - 25% reduction at 50% or less health, 45% reduction at 25% or less health. New values - 20% reduction at 60% or less health, 40% reduction at 30% or less health

GLADIATOR MONSTERS
---------------------------

- Some gladiator monsters that didn't benefit from attack upgrades will now do so properly
- Waves 18 and 19 spawn a randomized level 9 monster instead of always being a Stormreaver Warlock
- Sea Elemental Bash stun duration on Heroes reduced from 2 to .8 seconds
- Furbolg Bash chance increased from 10 to 15%, Hero duration decreased from 1.25 to 1 second. Furbolg Trackers and Champions do 20 bonus damage on Bash, up from 10
- Eredar Warlock Bash stun duration on Heroes reduced from 2 to 1 second
- Eredar Diabolist Firebolt stun duration on Heroes reduced from 2 to 1 second
- Gul'zar: can summon Revanants to protect him. Base damage increased by 20, base health decreased by 1500. Mana regen increased from 2.5 to 6
- Wave 15 and 20: the Circles of Tribute are slightly closer to the center of the Arena
- Void Beast properly drops any items he stole immediately upon death
- Stonebark Saplings, Treants, and Ancients were rewarding too much gold. this has been fixed to the intended amount
- Some units have had their attack types fixed
- Magma Elementals summoned by Volcano Elementals, Skeleton Warriors summoned by Death Revenants, and all types of Hydras that are either summoned or spawned on death give reduced gold

HEROES
----------

- Rak'Hal and Igneo attack type fixed from Hero to Standard
- Igneo: Metal Fragments splash damage rescaled from 30/45/60/75/90/105% to 30/40/50/60/70/80%
- Rak'Hal: Flames of Fury - Fixed an issue that was causing the periodic explosions to not work for Player 1

MOGANIS BONEWEAVER
----------------------------
- Amplify damage rescaled from 25/38/50/63/75/88% to 25/33/40/48/55/63%
- Skeletal Warriors and Mages gain 4 base damage per skill level, down from 5

ITEMS
--------

- Fixed Berserker Boots agility bonus to the listed amount
- The following items now have a mana cost to activate: Firehand Gauntlets, Orcish Bruisers, Jaws of Undulu, and Molten Gloves
- Dragonstaff's Dragonbreath will no longer trigger Inner Fire, Storm Armor, Replenish, or Arcanist's Ring
- Greater Potions of Healing and Mana price reduced from 150 to 100
- Scourge Scepter: Number of corpses animated reduced from 3 to 2. Cooldown reduced from 25 to 20, mana cost reduced from 90 to 80


NEW CONTENT
-----------------
NEW HEROES
----------------

- Igneo, the Legendary Titan of Steel
- Rak'hal, the Dark Troll Chieftain
More details in the Heroes section of the changelog

ELITE ENEMIES
-----------------

There is a 25% chance on every non-boss wave that an enemy will spawn as an Elite. Only one enemy per wave will spawn as an Elite. Elites have the following bonuses:
- Resistant Skin
- 25% more base health
- Deal 20% more spell damage
- Receive double the benefit from the attack damage/attack speed/movement speed difficulty modifiers (does not include spell damage)
- On Legendary Difficulty: gain 1 random Elite affix, which will be a simple ability like Critical Strike, Evasion, Thorns Aura, Firebolt, etc.
- On Hardcore Difficulty: 2 Elite affixes
- On Pro Difficulty: 3 Elite affixes

Elite enemies award extra gold and experience to each Hero.

MINI BOSSES
----------------


Mini Bosses have been added, and appear on waves 5, 15, 25, and 35.

Wave 5: Furbolg Adept Healers
Wave 15: The Maelstromancer's Apprentice
Wave 25: Vas'Gamuth, Breeder of Hydras
Wave 35: Void Beast



NEW HEROES
----------------

IGNEO, LEGENDARY TITAN OF STEEL
------------------------------------------
Believed to be a myth by most, Igneo has unearthed to prove himself in the Arena. He is second to none when it comes to toe-to-toe physical combat.|r|n|n|cffffcc00Abilities|r|n|n|cffffcc00Tremor|r - Damages and slows enemies around Igneo. Igneo deals extra physical damage to enemies affected by Tremor|n|cffffcc00Titan Armor|r - Makes Igneo impervious to physical attacks while active, and passively provides minor physical damage reduction at all times|n|cffffcc00Metal Fragments|r - Causes Igneo's physical attacks to deal splash damage|n|cffffcc00Granite Golem|r - Summons a powerful Golem to attack your enemies. The Golem deals extra physical damage to enemies affected by Tremor, and creates an additional, weaker Tremor at its location when you cast it


RAK'HAL, DARK TROLL CHIEFTAIN
--------------------------------------
Rak'Hal bends fire to his will, incinerating foes with his magical capabilities.|n|n|cffffcc00Abilities|r|n|n|cffffcc00Death's Touch|r - Wreaths an enemy unit in magical flames which cause damage over time, prevent the casting of spells, and reduce attack damage|n|cffffcc00Rain of Fire|r - A wave of fire damages enemies in the area, then deals burn damage over time|n|cffffcc00Replenishment Aura|r - Increases the mana regeneration of nearby friendly units|n|cffffcc00Flames of Fury|r - Erupt in flames every two seconds, dealing heavy damage to nearby enemies. Casting Rak'Hal's Hero Abilities causes additional explosions

HERO CHANGES
-------------------


ILLIDAN STORMRAGE
------------------------
- Immolation mana drain per second changed from 7/7/7/9/11/13 to 7/8/9/10/11/12
- Mana Burn cooldown changed from 8.5/8/7.5/7/6.5/6 to 6 seconds at all levels
- Evasion increased from 10/15/20/25/30/35% to 15/20/25/30/35/40%

GAZZ STRIPBOLT
-------------------
- Pocket Factory: now benefits from defense upgrades. Change from 1.5 reverted: Clockwerk Goblins gain health per level as they did in previous versions, giving Gazz the option to get defense upgrades to improve the survivability of his Pocket Factory and turn the Clockwerk Goblins into more tanky units. Additionally, Clockwerk Goblins gain more base attack damage per level, and more attack damage per damage upgrade
- Pocket Factory level 4 base hit points increased from 500 to 600
- Fixed the damage amounts of Cluster Rockets after learning Engineering Upgrade


DUROK RUNETOTEM
-----------------------
- Lightning Shield damage per second has been changed from 20/25/30/35/40/45 to 15/22.5/30/37.5/45/52.5. Mana drain per second changed from 7/7/7/9/11/13 to 7/8/9/10/11/12
- Magic Totem mana burn increased from 50/75/100/125/150/175 to 50/80/110/140/170/200

PHANTOM
-----------
- His Proper name, Narazar, has been revealed
- Ultimate changed to Phantasm, which provides a permanent summon for you that explodes on death, damaging and weakening enemies. The Phantasm revives 20 seconds after dying

DRUMGORN THUNDERGRIP
------------------------------
- Incendiary Rounds changed: now deals burn damage to the target. If the target dies while under this effect, it explodes, dealing area damage based on your Agility
- Fixed the required level for Incendiary Rounds from 0 to 1. This was allowing you to level up the ability earlier than intended
- Gravity Grenade's pulling effect is bugged and temporarily not working


- Tauren Chieftain/Fox: War Stomp damage rescaled from 40/70/100/130/160/190 to 50/75/100/125/150/175
- Tojo Stone-Ale: Seismic Palm knockback distance reduced from 500 to 100
- Kromgosh Bloodsong: Infusion's name has been changed to Blood Funnel
- Malfurion: Mountain Giant base health decreased from 800/1200/1600/2000/2400/2800 to 750/1100/1450/1800/2150/2500. Base armor is now 5 at all levels. Base attack cooldown decreased from 2.5 to 2.25. Level 3 Mountain Giant gains Rough Hide (previously was only levels 4-6). Levels 5 and 6 gain Permanent Immolation (10/15 damage per second).
- Moganis Boneweaver: Poison Nova duration increased from 10 to 15 seconds. Unholy Presence fx changed.
- Ogdin Ghostseer: Revitalize bonus heal threshold increased from 25 to 40%. Additionally, the bonus heal will trigger more quickly if cast on an ally that is already below the damage threshold
- Barag Brainflayer: Summoned units receive double the transfer amount from Brain Drain.
- Varimathras: Level 3 Infernal base hp reduced by 100, level 4 base hp reduced by 200. Inferno Impact damage changed from 50/125/200/275 to 75/125/175/225. Sleep unit duration reduced from 10/15/20/25/30/35 to 9/12/15/18/21/24


BOSSES
----------


ALPHA MALE
---------------
- Healers attack range increased from 1000 to 3000

GUL'ZAR THE MAELSTROMANCER
--------------------------------------
- Replaces Stonebark Tortoise as the Wave 20 boss
- Prevent his Revenants from reaching the Circles of Tribute, or else they will power him up and spawn additional units

LEVIATHAN
-------------
- Hit point regeneration reduced from 50 to 30.
- Can now cast Shadow Strike and Summon Hydramagus
- Leviathan Egg base health reduced from 500 to 450, armor type changed to Standard.
- No longer has multishot, but leaves a patch of poison that damages units that stand in it

EREDAR OVERSEER
-----------------------
- Base health increased by 1500
- Dark Portal cooldown decreased from 60 to 30 seconds
- 2 Eredar Warlocks have been added to this wave

EREDAR COMMANDER
-------------------------
- Base health increased by 1500
- Added Unholy Frenzy to Eredar Soldiers, and increased their base health slightly
- Replaced 2 Eredar Soldiers with 2 Eredar Diabolists
- Can now cast Summon Eredar Soldiers

TICHONDRIUS
-----------------
- Base health increased by 2000
- Base attack rate nerfed from 1.2 seconds to 1.8 seconds
- Abominations replaced with Spawn of Rammstein, enhanced versions of the abomination unit, and one Rammstein, an Abomination mini-boss
- Will only Finger of Death powerful summons or Heroes
- Has gained Carrion Swarm and Sleep

BALNAZZAR
--------------
- Base health increased by 2000
- Base attack rate nerfed from 1.2 seconds to 1.8 seconds
- Infernals replaced with Dreadlords (Carrion Swarm, Sleep, Feedback, and Inferno)
- Has gained Carrion Swarm and Sleep

CHAMPIONS' CHALLENGE BOSSES
---------------------------------------


ENRAGED TORTOISE
-----------------------
- Stonebark Protectors can now properly target Heroes with Entangle. Entangle duration decreased to 8 (4) seconds, damage per second increased from 50 to 60

THE IMMORTAL
-----------------
- Reincarnation cooldown increased by 5 seconds (to make up for the 5 second reincarnation delay)
- Stomp cast time increased from 2 seconds to 2.25. Stun duration reduced from 10 (5) to 6 (4)

BRUTILLUS
-------------
- Doom Spire base health reduced from 5000 to 4000

VASUK
--------
- Dimensional Portal base health reduced from 2500 to 2250, armor type changed to Standard

FINAL BOSS FIGHT
----------------------
Healing Totem base health reduced from 3000 to 2500
- The four Clan Blademasters all have had their base hit points reduced by 1000
- Ignath's Power Obelisks are now targeted as ground instead of structure, and thus can be hit by spells. Base health of the Obelisks increased from 7500 to 10000
- Kazzak: Meteorfall now displays visuals properly, channels for a much shorter time, and does increased damage. No longer has Cleave Attack or Flame Shield. Attacks with 100 bonus fire damage in a 225 AoE. Base hit points increased from 14000 to 15000. War Stomp now levels up as Kazzak's health decreases, increasing in damage, AoE, and decreasing its cooldown

MISCELLANEOUS CHANGES
-------------------------------

- fixed several typos
- fixed a bug where Player 2 would start out with an insane amount of revives
- Stun duration on many skills has been reduced
- Ravagers, Far Seers, Siege Golems, and Death Revenants summoned by Crown of Darkness no longer leave corpses
- Attack upgrade amounts have been streamlined to equal roughly a 10% boost to base damage, but never less than 2 damage per upgrade
- Pocket Camps benefit from defense upgrades
- Movement speed reduction from the Slow ability, cold damage, and poison damage has been reduced
- Many more waves have randomized creep spawns
- Many small fixes, like correct Transmute bounty, properly benefitting from upgrades, etc have been made where needed
- A large amount of new creep types have been added
- Many existing creeps have been given additional abilities and have had slight stat changes
- A number of existing abilities for creeps have been buffed

DIFFICULTY SCALING CHANGES
------------------------------------

- Attack damage, attack speed, movement speed, and spell damage increase by 8% per difficulty level. Hit points increase by 10% per difficulty level
- Compared to previous versions, Normal and Legendary difficulty enemies deal less spell damage, Hardcore remains the same, and Pro enemies deal slightly more. Here are the spell damage factors when comparing to previous versions:
- Normal: 86%
- Legendary: 93%
- Hardcore: 100%
- Pro: 107%

ARMOR AND DAMAGE TYPES REWORKED
----------------------------------------------

- Armor and damage types are simplified. Essentially, it breaks down to this:
- Standard Armor: All normal units take 100% damage from attacks and spells
- Resistant Armor: Heroes and some other units take 100% damage from attacks and 75% from spells
- Elite Armor: Bosses, very strong gladiator monsters, and a select few summonable units take 85% damage from attacks and 75% spells
- Almost all units have the same damage type, Standard, which does full damage to everything except Elite armor
- Units that used to do Piercing damage have had their damage reduced by roughly 30%, since Heroes now take full damage from their attacks instead of 65%. The end result of this is that Heroes won't notice much of a difference, but summoned units will survive longer against large groups of ranged attackers
- Armor reduction multiplier increased from .05 to .06


ITEMS
-------

- Scourge Bone Chimes cost reduced from 450 to 400, which was the intended price. I swear I fixed this last time...
- Holy Kiteshield: reduces damage from all ranged attacks, not just piercing. Damage reduction for ranged attacks reduced from 30% to 25%. Devotion Aura reduced from +6 to +5
- Titan Shield: Titan's Defense activation threshold increased from 60% max life to 65% max life
- Dragonstaff: Dragonbreath's damage over time no longer depends on Drunken Haze; it will always apply the DoT. Damage reduced from 100 + 21/sec to 75 + 15/sec. In addition, enemies deals 30% less damage while affected by Dragonbreath
- Berserker Helm: Armor bonus reduced from 5 to 4, recipe cost increased by 100
- Warlock Helm: Recipe cost reduced by 125
- Molten Staff: Soul burn damage increased from 20 to 45, damage reduction lowered from 50% to 40%, duration changed from 15 (6) to 12 (8), cooldown increased from 15 to 16
- Crown of Darkness: +30 damage changed to +15% spell damage, recipe cost increased by 100.
- Cobra Gladius: intial damage of Cobra Strike increased from 100 to 200
- Warlock Gloves: Chaos Bolt replaced with Doom
- Pocket Camp switches are now free
- Elven Scepter/Staff of Cleansing/Holy Scepter Heal abilities now cost 25/35/45 mana, up from 0
- Holy Scepter's Holy Fire buff has been fixed to do as it says in its tooltip (it still had the old Holy Fire effect from 1.4 versions and earlier)
- Arcanium Tome can no longer reflect Enraged Stonebark Tortoise's Iron Roots ability
- Orcish Bruisers: damage bonus decreased from 35 to 30
- Scourge Scepter: Can no longer reanimate certain ultra-powerful enemies
- Breaker Gloves: Lesser Charm level cap increased from 4 to 5
- Destructibles drop new items


NEW CONTENT
-----------------

- CHAMPIONS' CHALLENGE - clearing Pro Difficulty within the time limit will enable the Champions' Challenge, a grueling test of 10 boss battles. Players are given 10,000 gold to prepare themselves before starting the challenge. Enemies in the Champions' Challenge do not reward gold, and your cooldowns are reset after every wave
- LEGACY TAVERN - to help in shifting the focus from standard to custom heroes, all standard Heroes have been moved into the new Legacy Tavern. This frees up space for custom Heroes to be added in the future. Since only 12 Heroes can fit in the Legacy Tavern, four standard Heroes have been removed: Crypt Lord, Brewmaster, Mountain King, and Dark Ranger. Additionally, after v1.5, there will be little to no changes made to Legacy Heroes, aside from necessary balance changes.
- NEW HEROES: Marksman and Gryphon. More details in the Heroes section of the changelog
- NEW ITEMS: Talisman of Evasion, Elven Scepter, and Staff of Cleansing. More details in the items section of the changelog
- DUELING: Challenge your friend to a Duel! This is purely for fun, nothing is gained or lost from dueling. Deaths won't count against you (just don't waste any charged items during the duel, that's on you)

GENERAL
----------

- Maximum players is now 2. When playing single player, you will always choose two Heroes (single hero/double hero option removed)
- Single Player: Your second Hero now has separate summoned unit attack/defense upgrades, just as each player has separate attack/defense upgrades when playing with two players.
- Non-ultimate abilities now cap at level 6. Previously, it was usually better to max out two non-ultimate skills and the ultimate, leaving one skill at level 3. This often resulted in the low-level skill being largely useless. The end result is less thought going into your skill build (you can still take different paths on your way to max level, but the end result will be the same) but your Hero will be more well rounded and have 4 useful skills instead of 3. Along with this change, your Hero gains an extra skill point upon reach max level, allowing you to max out all your skills.
- Game modes with a time limit now only count down while you are battling, and the timer has been reduced from 45 minutes to 30 minutes. Your ability to finish before the timer no longer relies on how quickly you can purchase items and how well you have their hotkeys and recipes memorized.
- Max Upgrade level is now 10, and upgrade cost increases by 100 per level (up from 75)
- Defense upgrade grants 8% base health per level, up from 6%
- Summoned units that had medium/small/unarmored armor type have had their armor type changed to Heavy
- Secret Items and Heroes have had some changes made to them (fixes and/or reworks)
- Ironborn and Lightning mode are removed.
- Items and abilities that summon units now give more details about the units they summon
- Items and abilities now list Hero durations in parentheses after the normal unit duration
- Items with activatable abilities now list their cooldown in their description
- Unit abilities list their cooldown in their description. All units should now have hotkeys in the QWER format (mainly concering enemies that have been charmed/etc.)
- Units taken over by Breaker Gloves, Amulet of the Conjurer, and Damius Noblesteed's Conversion, and units summoned by the Stone of Summoning, now have acquisition ranges of 600. They will no longer run towards enemies a mile away unless you tell them to
- Gold bounty on many enemies in waves 1-20 have been increased.
- Enemies that cast Finger of Pain/Finger of Death can now target Heroes. The damage on each has been decreased slightly, and cooldowns increased.
- Many small graphical updates
- Included some long overdue credits in the quest log
- Eric's Tome Emporium model changed
- Mick's Cheap Ass Items model size increased slightly
- Goblin Merchant is now Ancient of Wonders
- Selection range for all shops except Ancient of Wonders increased. You can now buy items from all shops without needing to move


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

- [New] Giant Killer: Deal 25% extra damage (physical and spell) to enemies whose max health is greater than your current health
- [New] Juggernaut: You take 25% less damage while under 50% health, and 45% less damage while under 25% health
- Replenish: healing boosted from 5% to 7.5%. Autocast abilities manually cast give 2.5%, up from 2%
- Incinerating Strike mastery now triggers on every 8th hit, rather than every 10th
- Mana Thief mana regain increased from .75% to 1%
- Storm Armor 'thorns' damage now deals the proper amount of damage. It was dealing only 50% of the listed damage (Attribute/10 instead of Attribute/5)
- A bug that caused Mana Thief to return extra mana for hitting units with splash damage has been fixed
- Future Champion's Starter Kit removed

BOSSES
----------

- Infernal King: at very low hit points, will cast a Rain of Chaos that summons Greater Infernals
- Furbolg Alpha Male: will now cast War Stomp even when not surrounded by multiple units, but now it does less damage and has a longer cooldown. Will also cast Roar at low health.
- Kranok: now has Hurl Boulder, hit points reduced from 12000 to 11000. Attack speed increased slightly
- Mordulus: Replaced Dispel Magic with Abolish Magic, will now cast Forked Lightning more often. Now has Runed Bracers equipped. Hp reduced from 8500 to 7500. Armor reduced from 8 to 4
- Zyrak: Evasion increased from 15% to 40%, Bloodlust attack speed bonus increased from 40% to 75%. Hp reduced from 7500 to 6000
- Stonebark Tortoise: Base hit points reduced from 10000 to 9500. Slam replaced with Crushing Wave. Can now cast Entangling Roots
- Eredar Commander: Attack speed increased signifcantly, base damage increased from 110 to 125, Roar damage increased from 25% to 40%, can now cast Finger of Death (500 damage), added Unholy Aura. Eredar Sorcerors replaced with Eredar Soldiers
- Eredar Overseer: Attack speed increased signifcantly, base damage increased from 110 to 125, Evasion increased from 15 to 25%, Unholy Aura increased significantly, can now cast Finger of Death (500 damage)
- Balnazzar and Tichondrius Vampiric Aura increased from 20% to 40%.
- Tichondrius: damage and health increased to match Balnazzar's. Abominations base hit points increased from 1800 to 2000, armor changed from heavy to Hero, base damage increased slightly, and now have Disease Cloud, which deals 20 damage per second. His Finger of Death can now hit Heroes and does slightly less damage

HEROES
----------


GENERAL
-----------
- Non-ultimate skills cap at level 6 rather than level 7. All skills can now be maxed. Many minor changes to skills have been made because of this. Any significant changes will be listed specifically below

NEW HEROES
---------------
MARKSMAN - Ranged assassin with high damage output against both single targets and clusters of enemies.
Abilities:
- Locked and Loaded: Preloads ammunition, maximizing the Marksman's attack speed for a set number of attacks
- Incendiary Rounds: Causes the Marksman's attacks to deal splash damage
- Gravity Grenade: Deals damage and slows enemies. Instantly teleports all units to the center of the blast, clumping them together
- Headshot: Deals massive damage to a single target from long range. If the target lives, it bleeds, and if it dies, it explodes, dealing area damage

GRYPHON - Shocks his enemies with overwhelming speed and the power of storm. He excels at dealing spread damage to many foes.
Abilities:
- Electrocute [Innate]: your regular attacks Electrocute enemies, causing them to take 20% more damage from your attacks and spells, and makes them susceptible to your Overcharge ability
Lightning Fury - Increases attack and move speed, and allows you to teleport to attack targets
Storm Blades - Release chains of lightning on every attack, bouncing between enemies
Overcharge - Damages and stuns all enemies currently affected by Electrocute
Thunderbolt - Calls a massive thunderbolt down from the sky, dealing moderate damage and knocking back enemies. Enemies closer to the center take more damage and are stunned instead of being knocked back

HERO CHANGES
------------------
ROKHAN
-----------
- Summon Berserkers level 6 mana cost increased from 125 to 150
- Hexed enemies now take 25% extra physical damage. High level Hex no longer has an AoE damage effect. Duration on resistant enemies shortened slightly
- Big Bad Ward redesigned: no lunger provides invulnerability. The healing aura is much stronger and increases per skill point. Also provides a hefty damage aura which increases per skill point. Area of Effect stays at 600 for all levels, and cooldown is always 120 seconds. Duration increased from 10 to 12 seconds

MOGANIS BONEWEAVER
-----------------------------
- Has been completely redesigned. New abilities:
- Raise Dead: Raises a skeleton warrior and mage from a corpse
- Amplify Damage: Increases physical damage taken by affected enemies
- Unholy Presence: Increases damage and life regen, passively increases move speed and life regen
- Poison Nova: Afflicts nearby enemies with a poison that deals damage over 10 seconds

RAZZIL NAYPOLM
--------------------
- Healing Spray replaced with Replenishing Salve: acts as a Rejuvenation which also restores mana
- Fixed Transmute's learn tooltip to reflect a previous change (Cooldown decreases rather than gold awarded increases). All enemies now give 200 gold upon being Transmuted, instead of being dependent on their Level
- Acid Bomb Hero duration increased from 10 to 15 seconds
- Chemical Rage lasts 20 seconds at all levels, up from 15/16/17/18/19/20
- Chemical Rage attack speed bonus reduced from 65/100/135/150/165/180% to 50/70/90/110/130/150%

DAMIUS NOBLESTEED
-------------------------
- New Model [Credit - Ujimasa Hojo]
- Holy Aura no longer heals for extra health due to splash damage.
- Conversion cooldown increased from 150 to 180
- Level 6 Reinforcements now have Barbed Shield. Barbed Shield thorns reduced from 40% to 35%. Reinforcement's damage upgrade amount reduced to 2 for all levels (used to be 3 or 4 for higher levels). Level 6 Reinforcements also have a new model [Credit - Tranquil]

BARAG BRAINFLAYER
------------------------
New Model

- Mind Rot: Damage per second reduced from 35/55/75/95/115/135 to 30/45/60/75/90/105
- Brain Drain: Now always drains mana and health, instead of just mana on caster units and health on units without mana. Now transfers health in addition to mana when cast on an ally. Mana cost increased.
- Nightmare: Wraiths do Chaos damage instead of magic

GIMLI
-------
- Axe Stomp: cooldown increased from 8 to 9 seconds
- Book of Mazarbul: Cooldown is now 30 seconds at levels, instead of 35/34/33/32/31/30
- Dwarven Kings: Cooldown and duration increased to 180 seconds
- Gimli will now revive with full mana

KEL'THUZAD
--------------
- Dark Ritual is now an innate ability and is redesigned: Sacrificing a unit with Dark Ritual will improve Kel'Thuzad's spells for 20 seconds.
- New ability: Summon Frost Guardians. Frost Guardians can cast Soul Freeze, and gain Frost Bolt if they were summoned while Kel'Thuzad was empowered by Dark Ritual

CENARIUS
------------------
- Force of Nature: Cooldown reduced from 45 to 30 seconds. Summons Ancient Protectors instead of Treants at level 6 (used to be for level 7 only)
- Entangling Roots: Hero duration changed from 3/3/3/4/5/6 to 3 + .5 per additional level
- Tranquility: Healing per second increased from 30/50/70/90 to 40/60/80/100
- Thorns Aura: Damage return increased slightly. new values are 25/35/45/55/65/75% damage returned

AKAMA
-------------
- New Model [Credit - JesusHipster and PROXY]
- Assassins gain more hit points per level. Increased from 400/550/625/750/925/1050, to 400/575/750/925/1100/1275. They also only gain - The Vanish ability when buffed by One With the Wind, and lose the ability when they lose the buff. Simplified Vanish's tooltip and fixed Targeted button position
- Battle Cry - Attack speed bonus reduced from 50/100/150/200% to 60/90/120/150%

PHANTOM
------------
- Planewalk: Base ability is now Channel instead of Wind Walk. This means Phantom can no longer walk through units, but casting a spell will no longer remove the Planewalk buff
- Dark Mines now detonate on their own after 20 seconds, down from 30 seconds

GELDOR EARTHFIRE
-----------------------
- Inner Fire cooldown increased from 10 to 15 seconds. Eruption AoE decreased from 300 to 225
- Phoenix hp loss/sec decreased from 25 to 20. Phoenixes now heal at fountains of health

MISCELLANEOUS
-------------------
- Cairne: Fixed a bug that would instantly kill Cairne if he revived via Level 4 Reincarnation while having a Berserker Helm equipped. To fix this, his Reincarnation delay has been changed from 8/5/3/0 seconds to 8/6/4/2 seconds
- Rexxar: Stampede damage reduced from 60/100/140/180 to 60/90/120/150
- Gazz Stripbolt: fixed a number of things with his ultimate. He now fires rockets less rapidly. Engineering upgrade correctly shows that it offers no bonuses to Robo-Goblin. Engineering Upgrade damage and movement speed bonuses increased. Clockwerk Goblins no longer gain health per level, since their main purpose is to get killed and explode
- Varimathras: Inferno cooldown has been increased back to the original 180 seconds, from 90 seconds. Infernal's duration increased to match. Impact damage increased from 50/100/150/200 to 50/125/200/275. Mana cost increased slightly. Sleep cooldown increased from 6 to 9 seconds, mana cost increased from 50/50/70/70/90/90 to 75/75/95/95/115/115
- Malfurion: Emerald dragon now has Emerald Blast, a powerful single target stun with a long cooldown. Channeling time for Awakening has been reduced to 3/2/1/0 seconds, down from 5/4/3/2. Mountain Giant Rough Hide reduced from 75% to 50%
- Fixed Fox's Demon Form primary Attribute to Strength (was Agility)
- Gazz Stripbolt: Cluster Rockets damage changed from 50/100/150/200/280/360 to 80/120/160/200/240/280


ITEMS
-------


NEW ITEMS
-------------
- Medallion of Devotion - grants Devotion Aura, can activate to further increase the armor of nearby units for 15 seconds
- Talisman of Evasion - standard Warcraft III item. Grants 15% evasion
- Elven Scepter - provides 100 mana, can activate to heal a target ally for 200 hit points, and heal yourself for 100 hit points
- Staff of Cleansing - provides 200 mana, can activate to heal a target ally for 400 hit points, and heal yourself for 200 hit points, dispelling negative magic from both
- Holy Cross has been modified into Holy Scepter - +400 mana, Holy Fire Aura (spell damage reduction for allies, + armor and hp regen if they fall below half health), heal target for 600 and yourself for 300, dispelling negative magic from both
- All three healing scepters will cast Empowered heal, healing both targets for 25% more health, if the wielder has not cast a Hero healing ability in the last 20 seconds

ITEM CHANGES
------------------
- Scourge Bone Chimes cost reduced from 450 to 400, which was the intended price
- Spirit Lodge (Pocket Camp) Spirit Wolves summoned by Far Seers from a Pocket Camp now properly benefit from upgrades. Base hp reduced from 900 to 700. Feral Spirit cooldown reduced from 45 to 20 seconds. Spirit Touch cooldown reduced from 7 to 5 seconds
- Jaws of Undulu now also requires Scourge Bone Chimes, total cost is the same. Damage bonus increased from 40 to 50, Bloodthirst duration increased from 12 to 15 seconds, and cooldown reduced from 48 to 45 seconds
- Jar of Souls cost reduced to 750, souls required reduced from 20 to 12, Skeletal Marskmen spawned by the completed jar have 50 more health and deal 3 more damage, and Searing Arrows is now on autocast by default, mana reduced from 300 to 80.
- Berserker Helm: Mana cost increased from 115 to 125, cooldown increased from 120 to 150.
- Tomes of Retraining are now free
- Goblin Merchant: all items have had their costs reduced
- Odd Finds: Most items have had their costs reduced
- Dragonstaff: can now cast Dragonbreath
- War Axe gives +5 strength, up from +4
- Many items that restore health/mana have had their cooldowns reduced
- Ring of Regeneration increased from 3 to 4 hp/sec, Keg of Khaz Modan Ale hp regen increased from 4 to 5
- Holy Kiteshield now also gives +300 hit points
- Sobi Mask (100 gold, +50% mana regen) added to Mick's Cheap Ass Items
- Divinity Liquid now requires 2 Sobi Masks and 2 Rings of Regeneration, instead of a health, mana, and invulnerability potion. Total cost is the same
- King's Ring: Valiance Aura buffed from 10% to 15% movement speed, and from 2 to 3 hp per second, and the aura values are now listed specifically
- Ancient Janngo of Endurace: Attack speed bonus increased from 8% to 10%
- Arcanium Necklace requires a Mystic Gem [Morphing Stone] instead of a Robe of the Magi, total cost is the same. Cooldown reduced from 600 seconds to 300 seconds. Now you can only equip one Arcanium Necklace at a time
- Earthstone Fist now requires Ogre Fist, Ring of Stone, and Ring of Regeneration instead of Unholy Gauntlets and Ring of Stone. Total cost is the same
- Orcish Bruisers damage bonus increased from +30 to +35. Orcish Rage no longer overwrites Jaws of Undulu life steal buff and vice versa. cooldown reduced from 60 to 45 seconds
- Boots of the Wind Agility bonus fixed. now also require Claws of Attack. Total cost is the same
- Breaker Gloves: Control Magic replaced with Lesser Charm: Takes control of a level 4 or lower enemy unit.
- Poison Blade damage increased from 10 to 15
- Morphing Stone requires 2 Belts/Robes/Boots instead of one. Total cost is the same
- Arcanium Horn additionally requires a Robe of the Magi. Total cost is the same
- Arcanium Tome requires a Crown of Kings instead of a Robe of the Magi. Total cost is the same
- Amulet of the Conjurer Intelligence bonus increased from 15 to 16, can now cast Consume Magic, in addition to Charm.
- Orb of Destruction cooldown increased from 20 to 25 seconds
- Circlet of Nobility cost reduced from 200 to 175
- Talisman of Evasion (225 gold, 15% evasion) added to Tier 1 shop
- Stealth Cloak evasion buffed from 15 to 20%, now requires Talisman of Evasion instead of Ancient Janngo of Endurance. Total cost was also 50 gold too high, it is now correctly 1250. Wind Walk cooldown decreased from 25 to 20 seconds
- Orb of Fire/Lightning/Frost damage increased from 6 to 10, Orb of Frost cost decreased from 375 to 325
- Crown of the Lich King: renamed to Icecrown, since this item is not powerful enough to deserve its previous title. Additionally requires a Robe of the Magi, total cost is the same. Intelligence bonus increased from 6 to 10
- Roar from Scroll of the Beast and Ursa Warrior increased from 33% to 35%
- Greater Command Aura damage boost reduced from 25% to 22%
- Lion Shield damage increased from 16 to 20
- Hydra Scale requires two additional Rings of Regeneration to create. Greater Hydra War Stomp cooldown increased from 6 to 10 seconds
- Tome of Power cost reduced from 900 to 500, Tome of Experience cost reduced from 200 to 100
- Boots of Speed cost reduced from 125 to 100
- Berserker Boots: removed the +32 damage, added Wind Walk and Evasion (stronger versions than on Stealth Cloak), added Stealth Cloak to requirements, reduced Agility bonus from 24 to 22, increased cost from 2800 to 2900
- Holy Gauntlets now also require Divinity Liquid, total cost is the same
- Tier 1 and 2 single target healing items added (Elven Scepter and Staff of Cleansing)
- Holy Cross replaced with Holy Scepter, the tier 3 version of the above two items
- Pocket Camps can no longer be dropped or given to another Hero. The reason for this is because you could work around the cooldown by using the item, changing to a different Pocket Factory type, then giving the item to another unit.
- Splash AoE on Orb of Fire and Molten Staff increased slightly
- Ogre Fist/Ring of the Hunter/Mystic Gem: There is now a 3 second cooldown between cycling through the items. The abilities will no longer show in the Hero's skillbar.
- Ogre Fist: Damage reduced from 60 to 50, stun duration reduced from 4 (2) to 2 (1.5)
- Sigfried's Might: Lightning fx added to Bash, and Bash can now only occur once every 4 seconds
- Arcanist's Ring: requires a Ring of Regeneration instead of Ring of Protection, total cost is the same
- Shaman Claws: total cost increased to 1175. Purge is now an active ability, and now has a 20% chance to cast chain lightning on attack
- Great Axe: damage bonus reduced from 55 to 40. Now has 35% Cleave.
- Pocket Camp: To avoid an exploit, Pocket Camps are now undroppable for 30 seconds upon acquiring them
- Golem Factory (Pocket Camp): Mithril Plating armor bonus reduced from 50 to 15, cooldown reduced from 30 to 7.5, cast range increased from 400 to 600. Fixed a bug that was causing units to gain the Holy Fire buff when under 50% health while affected by Mithril Plating
- Molten Gloves: Molten Fury cooldown increased from 50 to 60 seconds
- Scourge Scepter: Fixed a bug with Animate Dead where the ressurected units would not spawn at full health if you had any summoned unit health upgrades
- Amulet of the Wild: Ursa Warrior's Roar cooldown decreased from 30 to 15 seconds. War Stomp damage reduced from 90 to 60. Recipe cost increased by 100 to make up for the reduced cost of Scroll of the Beast


GENERAL
----------

- Each player is awarded gold for every kill, regardless of who gets the kill. Double Hero Mode also earns an extra bounty per kill. Gold bounty per kill has been reduced significantly
- Ankhs of Reincarnation removed from Normal/Legendary difficulties. Heroes revive automatically through triggers. Heroes now correctly have one life instead of two on Legendary difficulty
- When a player leaves or dies, the xp rate of remaining Heroes gets reduced to what it would be for that number of players
- When a player leaves, his or her Hero drops all their items in the shop area, then is removed from the game. The player's gold is split evenly between the remaining players
- Leviathan no longer does splash damage, but has Multishot. Base damage reduced by 10
- Ogdin Ghostseer [Spirit Walker]: Revitalize tooltip updated to match the changes made in 1.4b
- [Creeps] Maiden of Pain Life Drain cutoff range reduced from 950 to 700
- Senzu Beans cooldown increased from 10 seconds to 30 seconds

HEROES
---------


Muradin Bronzebeard [Mountain King]:
- Bash damage increased from 25/50/75/100/125/150/175 to 30/60/90/120/150/180/210
- Avatar bonuses increased: Damage from 20/40/60/80 to 25/50/75/100. Hit points from 500/750/1000/1250 to 500/800/1150/1500. Armor from 5/8/11/14 to 5/10/15/20. Mana cost increased from 150/175/200/250 to 150/200/250/300

Gimli:
- Book of Mazarbul armor bonus reduced by one for all levels. Cooldown changed from 35/32/29/26/23/20/20 to 35/35/35/33/31/29/27


Gazz Stripbolt [Tinker]:
- Robo-Goblin redesigned: Now functions like Metamorphosis. Gazz receives bonus hit points and armor, and his melee attacks deal splash damage. He also rapidly fires rockets at random enemies. Lasts 60 seconds, 180 second cooldown

Sylvanas Windrunner [Dark Ranger]:
- Life Drain cooldown increased to 8 seconds
- Units with Hero Armor will now raise skeletons when killed by black arrow

Maiev Shadowsong [Warden]:
- Fan of Knives damage changed very slightly; Level 1 is slightly lower and level 7 is slightly higher. Cooldown now 7 seconds at all levels, and AoE is now always 400.
- Vengeance mana cost increased from 150/150/175/200 to 150/175/200/225


GENERAL
----------

- Multiplayer now functions properly. Players will be required to defeat all gladiator monsters before advancing
- Fixed an issue that could allow players to select more than one mastery, and possibly prevent the game from working if difficulty had not yet been selected

ITEMS
--------

- Changed the layout of recipe requirements on all items (thanks to deepstrasz for suggestion)
- Helm of Valor, Hood of Cunning, and Medallion of Courage removed. In a future version, they will either be replaced by new items, or have their stats changed to make them more unique.
- Fixed a couple items that were triggering Storm Armor, Replenish, Inner Fire, and Arcanist's Ring when activated (only abilities actually on the unit/Hero are supposed to trigger these)
- Stealth Cloak requires Ancient Janggo of Endurance instead of Hood of Cunning
- Scourge Scepter now requires Crown of the Lich King, no longer requires Stone of Summoning and Scroll of the Beast
- Pocket Camp no longer requires Stone of Summoning
- Senzu Beans can now target units with Resistant Skin (as they were intended to)
- Brilliance Aura on Khadgar's Pipe of Insight reduced from 3 to 2.5. Brilliance Aura on Arcanium Horn reduced from 5 to 4
- Spirit Lodge (Pocket Camp) Brilliance Aura replaced with Spirit Touch, an autocast ability that periodically restores mana to units in a 400 AoE. Also fixed the icon and hotkey for Far Seers' Spirit Wolf ability
- Jar of Souls: Skeleton Lord's Skeleton Heal ability cooldown reduced from 40 to 30 seconds
- Great Axe damage decreased from 60 to 55, price reduced by 50 gold
- Increased the price of Jaws of Undulu (Recipe) to 1275, bringing the total cost to 2900. Price was previously listed as 2800, but the actual cost was 2525
- Molten Gloves: removed Inferno Stone from recipe requirements, recipe cost increased to compensate
- Ring of Regeneration added to tier 1 shops
- Hydra Scale requires Ring of Regeneration instead of Scroll of the Beast
- Khaz Modan Ale requirements changed


HEROES
----------

- More hotkey and tooltip fixes! no way!
- Phantom: Shadow Curse fixed so that it reduces enemy movement speed rather than increases
Varimathras [Nathrezim]: Inferno cooldown and duration increased from 45 to 90 seconds and impact damage reduced from 50/125/200/275 to 50/100/150/200. Infernals level 2-4 base damage reduced from 68/88/108 to 63/78/93.
Damius Nobelsteed [Silver Knight]: Conversion damage bonus reduced from 15/30/45/60 to 10/20/30/40


GENERAL
----------

- The exact health, damage, attack speed, and movement speed values are displayed when selecting difficulty
- Champion Difficulty removed; it is getting redesigned for v1.5
- A few gladiator monsters have been given more spells. Spell damage reduced on some gladiator monster spells
- Fixed some tooltip errors
- Minor terrain changes
- Emerald Dragon and Phoenix are once again targeted as air
- The gold bounty awarded for most higher level monsters has been reduced
- Selecting a random Hero will now have a sound effect
-Bug fix: could get a bug with random heroes not being able to start Round 1
- Round 40: Zyrak and Mordulus base hp increased by 1500, Kranok base hp reduced by 3000
- Final Boss [Infernal King]: model size reduced. Is no longer stationary and can now be targeted by spells like Entangling Roots. Attack range reduced to match the reduced model size
- Mana Thief: Heroes no longer regenerate mana for units hit by splash damage [Demon forms of Illidan and Fox]
- Conversion, Charm, and Control Magic now grant gold and xp when they take over a unit
- Changes have been made to secret Heroes and items


ITEMS
-------

- The following items can now stack infinitely: Potions and Greater potions of Healing and Mana, Potion of Invulnerability Stone of Summoning, Scroll of the Beast, Healing Wards, Senzu Beans, and Inferno Stone. You can split off one stack at a time by double right clicking on the item in your inventory
- Senzu beans moved to Goblin Merchant shop
- Brilliance Aura on Khadgar's Pipe of Insight increased to +3 per second.
- Arcanium Horn: +5 armor removed and replaced with a +5 mana/second Brilliance Aura
- Berserker Gloves: removed the decreased mana regeneration
- Berserker Boots: removed the decreased mana regeneration
- Berserker Helm redesigned: removed the decreased mana regeneration. Armor bonus reduced from +8 to +5. New activatable ability: Berserker Rage - Grants spell immunity, +40 damage, +10 armor, and +800 hit points for 30 seconds
- Orb of Frost cost reduced from 425 to 375. Crown of the Lich King recipe cost increased by 50 to compensate
- Venom Blade damage fixed. Was giving +15 instead of the listed +10. Cobra Gladius was also giving 5 extra damage and this was fixed
- Lion Shield thorns damage increased from 33% to 50%
- Ancient Janggo of Endurance attack speed bonus increased from 5% to 8%
- Pocket Camp: Far Seers' Feral Spirit no longer overwrite one another, and now summon 1 powerful wolf rather than 2 weaker ones
- Warlock Staff redesigned: new stats are +20 damage, +20 Intelligence, +10% spell damage aura, +30% spell damage when below 50% mana
- Warlock Gloves: Old stats - +30 damage, +8 Strength and Intelligence, +6 armor, Chaos Bolt. New stats - +30 splash damage in a 350 AoE, +10 Intelligence, +6 armor, Chaos Bolt.
- Fixed Orcish Bruiser's damage boost ability to give +20 as stated, rather than +25
- Several Recipes have been modified slightly
- Bone Staff Intelligence bonus increased from +10 to +12
- King's Ring: Valiance Aura hit point regen increased from .5 to 2 per second
- Cobra Gladius: also adds +35 damage. Poison damage reduced to 35, and duration on stronger enemies reduced to 15 seconds
- Crown of Darkness: Stat bonuses reduced from +12 to +8, now adds +30 damage. Enemies killed with Finger of Death spawn a Death Revenant for 30 seconds
- Arcanium Necklace: Warcraft 3 abilities have a max cooldown time of 5 minutes, which meant this item's cooldown was 5 minutes instead of the intended 10 minutes. This has been worked around and the item now has a 10 minute cooldown.
- Fixed an issue with Ogdin Ghostseer's Spirit Wolves and a secret Hero's Arcane Blast abilities when Arcanium Necklace was used.
- Fixed a bug with Arcanium Tome that allowed it to reflect spells even while on cooldown [although the hero would still get hit by the spell]. Now it will only reflect when a spell is successfully blocked
- Amulet of the Wild: Mana cost increased from 50 to 75, cooldown decreased from 60 to 45, Ursa Warrior's Command Aura replaced with Roar


HEROES
----------

Rokhan [Shadow Hunter]:
- Big Bad Ward now also heals 3% health per second to all units in the area.
- Hex levels 4-7 now deal 75/125/175/225 AoE damage around the target

Samuro [Blademaster]:
- fixed the damage amount and crit chance of Critical Strike level 1.
- Mirror Image cooldown increased: from 3 + 1 second per level, to 5 + 2.5 seconds per level
- Critical Strike: damage multiplier reduced from 2 + .7 per level, to 2 + .5 per level

Chen Stormstout [Pandaren Brewmaster]:
- Drunken Brawler crit multiplier reduced from 1.6 +.4 per level, to 2 + .25 per level
- Fixed an issue with the Chen Stormstout when completing a round during Storm, Earth, and Fire. He would not be able to start the next round until the ability timer expired, and would spawn outside of the shop area, making it difficult or impossible to reach certain shops. The ability now automatically expires at the end of the round, and he spawns in the shop area

Razzil Naypolm [Alchemist]:
- Chemical Rage redesigned: Levels 1-3 last 15 seconds, Levels 4-7 last 18.75/22.5/26.25/30 seconds. This allows perma-Chemical Rage at level 7. Levels 1-3 have the same attack speed bonus as before, and move speed bonus is down to 30% (from 50%) Levels 4-7 have 60% move speed bonus. Levels 4-7 attack speed bonus reduced by quite a bit, down to 1.5/1.65/1.8/1.95, from 1.7/2.05/2.4/2.75. This results in an overall nerf, but more consistency at higher levels due to the increased duration.
- Alchemist base attack speed fixed, along with level 1 Chemical Rage base attack speed

Ogdin Ghostseer [Spirit Walker]:
- Revitalize slightly redesigned yet again. Heal per second reduced, bonus heal reduced, and cooldown increased to 8 seconds. The bonus heal that occurs at 25% health or less no longer removes the buff. Also fixed a bug that would prevent the bonus heal from triggering if a unit was recently bonus healed.

Cenarius [Lord of the Forest]:
- Entangling Roots levels 1-3 duration decreased, levels 4-7 duration increased
- Force of Nature now summons 6 Treants at once. They are individually weaker than before but give Cenarius a more reliable meat shield, and allow him to make good use of his Thorns and Tranquility

- Cairne Bloodhoof [Tauren Chieftain]:
- Endurance Aura attack speed bonus increased, movement speed bonus decreased
- Reincarnation cooldown changed from 360/300/240/180 to 300/255/210/165. The max cooldown for abilities is 5 minutes, so the old Level 1 and 2 actually both had a cooldown of 300 seconds

- Kromgosh Bloodsong [Bloodseeker]:
- Infusion cooldown reduced from 10 to 8 seconds
- Fixed a bug with Phoenix Strike that prevented orb effects from working when the skill had a 15 second charge

- Varimathras [Nathrezim]: Sleep - If Varimathras wakes up a sleeping unit with a physical attack, he will steal 75/125/175/225/275/325/375 life from the target. Amount is based off the level of Sleep on the attacking Hero, not the level of Sleep cast on the target
- Sylvanas Windrunner [Queen of the Forsaken]: Life Drain - health drain per second increased, duration decreased from 8 to 5 seconds
- Malfurion Stormrage [Druid]: Mountain Giant - Levels 4-7 gain Thorns, levels 6 and 7 gain Reflect Missiles
- Damius Nobelsteed [Silver Knight]: Conversion - Armor bonus from 4/6/8/10 to 3/6/9/12. Damage boost from 15/25/35/45 to 15/30/45/60. A hit point boost of 200/400/600/800 was added. Cooldown is now 150 seconds for all levels
- Akama [Warsage]: One with the Wind - now properly increases the damage of Assassins' Vanish when leveled up
- Moganis Boneweaver [Necromancer]: Rebirth - a bug that would cause issues with affecting every unit within the casting area has been fixed
- Anub'Arak [Crypt Lord]: Carrion Beetles no longer have spell immunity. Beetle limit increased from 4 to 6
- Rexxar [Beastmaster]: Hawks can now be affected by Roar, Bloodlust and Inner Fire
- Phantom: Planewalk cooldown decreases by 3 seconds per level, up from 1.5. New cooldown: 30/27/24/21/18/15/12. Old cooldown: 21/19.5/18/16.5/15/13.5/12
- Base attack speed of Fox and Illidan's Demon Forms levels 2-4 reduced slightly


GENERAL
----------

- Players can now change their color by typing "-color" [replace color with the color you wish to be]
- Single Player mode no longer gets an extra 500 starting gold
- All skeletons have new models
- Tons of new (mostly WoW) icons
- Some terrain has been changed, weather added, and buildings relocated
- Some items and skills have had their names changed
- There are now more waves that spawn random unit types rather than a fixed type
- Druid's Green Dragon model changed and renamed to Emerald Dragon. Also, it now deals double damage to stunned units
- Ironborn Mode and Champion Difficulty: When playing Double Hero mode in Single Player, the player gets 2500 additional starting gold for their second Hero. However, Champion Difficulty is getting redesigned in v1.5

Bug Fixes
-----------

- Fixed some necromancer bugs
- A bug that would cause the Stone Wolf to become invulnerable has been fixed
- Lady Vashj's Forked Lightning now properly deals 25% bonus damage to units hit by Frost Arrows

Infernal King [Final Boss]
----------------------------

- Infernal King's Immolation now engulfs the entire arena, but does less damage. Devour Magic removed
- Infernal King's ultimate ability now damages properly, and fx changed
- Infernal Shockwave impact radius reduced

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

Masteries have been added to the game! Select a mastery after selecting your Hero by speaking to the Elder Shaman. Masteries give your Hero a permanent passive bonus.
- Replenish: Using an ability restores 5% max hp. Restore 40% hp and mana when you level up
- Mana Thief: Steal .75% max mana per attack
- Future Champion's Starter Kit: Start out at level 2 and an additional 150 hp and 75 mana
- Explosive Entrance: When you summon a unit, deal 5% of its max life as area damage at its summoning location
- Incinerating Strike: Every 10th attack causes the target to burst, dealing area damage equal to 100% of the attack damage over 3 seconds.
- Storm Armor: Attackers take 1/5 of your primary attribute in damage on every attack. 15% chance to cause a damaging lightning strike at your location

HEROES
---------


General Hero Changes
-------------------------
- Hero Tooltips have been updated to give more in depth information before selecting a Hero.
- Hero Taverns are now sorted by Attribute
- Heroes now have only one Proper name, with some unit models and sound sets changed to fit appropriately
- Different players can now choose the same Heroes
- All Hero skill tooltips have received a significant update. The pertinent information is now much easier to find, and the cooldown for every skill is now shown
- Many minor changes to Attributes/mana costs/cooldowns on skills
- Some Heroes that had more starting mana than intended have been fixed


Razill Naypolm [Alchemist]
-----------------------------------------
- Healing Spray: Higher levels heal slightly more total health and in shorter time (less waves)
-Transmute: Gold bonus now stays the same every level, but cooldown decreases by 45 seconds per level. This allows the Alchemist to kill more units with Transmute while still getting the same amount of gold.
- Chemical Rage: Now lasts 20 seconds at all levels [previously 15/16/17/18/19/20/21]

Damius Noblesteed [Silver Knight]
---------------------------------------
Reinforcements:
- Base armor at all levels reduced from 20 to 10
- Cooldown reduced by 1 second. This allows a player to continue to occupy an enemy/hold the line with good timing
- Heal amount slightly reduced at all levels
- Mana cost increased levels 3 and up

Geldor Earthfire [Sun Mage]
-------------------------------
- Inner Fire base damage reduced from 20/40/60/80/100/120/140 to 20/30/40/50/60/70/80
- Bestowment of the Gods - bug that caused it not to work for player 2 has been fixed

Akama [War Sage]
---------------------
- Fan of Knives has been replaced with Call of the Shadow Order, a summoning spell that summons 2 assassins that benefit from the Warsage's other skills
- One With the Wind redesigned: now gives a flat 50% chance to evade at all levels, but the duration increases per level

Phantom
----------
- Shadowshift redesigned: teleported enemies now take damage over time and are slowed briefly. Previously, they took damage until they dealt damage themselves. This encouraged running away from enemies, which was not the intent. The skill is now more consistent and easier to use
- Phantom: Shadow Curse redesigned: slow %, miss %, and extra damage now increase every level. Previously only the AoE and duration would increase

Barag Brainflayer [Mindweaver]
------------------------------------
- Mind Rot redesigned: Now inflicts enemies with a DoT that also reduces their spell damage
- Wraiths no longer have mana, as they have no spells that cost mana. They can now cast Ultra Magic Shell, which reduces damage taken by 50% and movement speed by 50% for 5 seconds. Can only be used once. Their explosion AoE has also been increased slightly
- Wraiths level 2-4 hit points increased slightly
- Energy Arc damage after level 1 has been increased
- Mana cost of Energy Arc and Mind Rot have been increased


Rexxar [Beastmaster]
------------------------
- Stampede AoE reduced from 1000 to 800, and number of beasts per second is always 3, rather than increasing by 1 per level
- Hawks now do splash damage in a small area

Misc. Hero Changes
-----------------
- Shadow Hunter: Ultimate has been changed to Big Bad Ward, which summons a Ward that makes all nearby allies invulnerable
- Phantom: Shadow Curse redesigned: slow %, miss %, and extra damage now increase every level. Previously only the AoE and duration would increase
- Immolation's and Lightning Shield's mana drain for levels 1-2 increased slightly
- Fox's Lion Skin now has the same stats as the Crypt Lord's Spiked Carapace, and the thorns damage on both has been buffed slightly
- Crypt Lord's Carrion Beetles level 1-4 have received a small hit point buff
- Cenarius has received small stat buffs to mirror his demi-god status
- Bloodseeker's bonus Impale was actually increasing the enemy's attack and movement speed. this has now been fixed
- Lady Vashj's Frost Arrows now slow enemies attack and movement by 30/35/40/45/50/55/60% rather than 50% at all levels
- Bloodseeker's Phoenix Strike: damage increase per second [and therefore maximum damage] reduced. Minimum damage is the same. For example, Level 7 used to deal 560-1200 damage. Now it does 560-960
- Fixed a bug that would prevent the Spirit Walker's Revitalize bonus heal from healing certain targets. Additionally, the bonus heal will now kick in immediately if cast on a low hp target, even if they aren't being attacked

ITEMS
-------

- Spell damage bonus from items now extends to summoned units. Certain spells that didn't benefit from spell damage properly should now benefit
- Spell damage reduction granted by different item types now stacks [multiplicatively]
- Many Tooltip/hotkey fixes
- Mystic Gem mana steal reduced from 75 to 40
- Titan Shield changes: Cost increased to 1225, hp bonus down to +300 from +350, armor down to +7 from +8. New passive ability: Titan's Defense - when under 60% hp, grants increased hp and armor upon being hit for 6 seconds
- Holy Kiteshield's Healing Wave changed to Mass Heal - instantly heals yourself and all friendly units for 350 hit points
- Unholy and Holy Gauntlets' healing cooldowns reduced from 60 to 45 seconds
- All mana and healing potion cooldowns are now 30 seconds [minors were 20, greaters were 40]
- Inferno Stone cooldown has been increased to 120 seconds
- Orcish Bruisers damage bonus up to +30, from +25
- Mystic Gem cost reduced to 1250, down from 1450
- Jar of Souls soul requirement reduced to 20 (from 30)
- Blackrock Blade, King's Ring, Elder's Battlestaff, and Khaz Modan Ale cost reduced by 50 gold
- AOE of Barracks camp Command Aura reduced to 400 (from 600)
- Pocket Camp: Ravagers' Critical Strike damage reduced to 2.5x (from 3x)
- Molten staff ability changed to Soul Burn and recipe cost reduced by 125
- Cloak of Flames immolation damage reduced to 10 from 15, Demon Skull immolation damage reduced from 25 to 20, and Warlock Helm reduced from 40 to 35 to match the damage stated in their tooltips
- Fixed Orb of Destruction's damage bonus (it was giving +130 instead of +85)


GENERAL
----------

- NEW GAME MODES: Lightning, Ironborn, Pro, and Champion.
- Tome of Experience added to Eric's Tome Emporium
- starter shop removed; players start with 250 more gold to compensate. This allows players to start building toward tier 2 and 3 items earlier on and gives them more options to spend their resources on.
- Players get 250 bonus gold when choosing a random Hero. Also, players can now choose an Attribute-specific random Hero, gaining 125 gold for doing so.
- A secret item has been added
- Cloak of flames cost reduced to 325 (from 425) , and damage per second reduced to 10 (from 15). Demon Skull's recipe cost slightly reduced and immolation damage per second reduced to 20 (from 25).

HERO CHANGES
------------------

Many custom heroes have been reworked to make them more unique.

- The Pirate has been removed, but may return in a future version.

-Spirit Walker:
Disenchant removed; replaced with - Revitalize. Heals over time; instantly heals the target if the target's hp drops below 40%
Forked lightning now deals 25% bonus damage to Purged enemies
Feral Spirit redesigned into Spirit Wolves: spellbook that can summon 3 different types of wolves
Starfall changed to Spirits From Above: Stars crash down, damaging and stunning enemy units in an area. The stars summon Tauren Spirits that attack enemies for a short duration.

Sun Mage:
-Inner Fire redesigned: still gives bonus damage, but no longer gives bonus armor. When a unit with Inner Fire casts a spell, the erupt in flames, dealing 10-20% of their maximum mana in damage to nearby enemies
- Bestowment of the Gods redesigned: now heals all nearby friendly units for a small amount every 5 seconds. Units closer to the Sun Mage recover more hit points
- Phoenix's Phoenix Fire ability now scales with the Phoenix's level. Phoenix now always loses 25hp/sec, rather than decreasing the hp loss as its level increases.

Bloodseeker:
-Impale redesigned. Now deals damage over time for 10 seconds. If the same target is impaled while the DoT is still going, the second impale slows the targets attack and movement speed by 35% for the entire duration.

Druid:
-Rejuvenating Blast now dispels negative buffs in addition to healing.
-Mountain Giant now does a small amount of AoE damage when summoned.
-Awakening redesigned: Druid channels for a few seconds, then fully regains life and mana, and summons a green dragon to his side.

Phantom:
- all skills other than ultimate changed completely.
-Wind Walk replaced with Plane Walk: Removes collision and avoids all physical damage for a short duration.
-Thunder Clap replaced with Dark Mine: sets down a mine that will shortly be armed to explode, damaging friendly and enemy units.
- Evasion replaced with Shadowshift: instantly teleports all nearby enemies to the target location, and damages them every second until they deal damage


Mindweaver:
- Siphon Mana is now Brain Drain, and now drains/transfers mana instantly. Can be cast on units without mana, in which case it will drain health instead.
- Mind Rot's damage has been increased significantly. Up to 60/100/140/180/220/260/300 from 40/60/80/100/120/140/160
- Energy Arc redesigned: now deals heavy damage to a single target. If the target is killed, Energy Arc will jump to an additional target. This can repeat infinitely.
- New ultimate - Nightmare: summons evil spirits to haunt enemies. They can Possess an enemy, causing it to explode instantly and damage nearby enemies.

MINOR CHANGES/FIXES
----------------------------


- Ogre Fist and Ring of the Hunter now trigger their cooldowns properly. The ability is added to the hero itself and can be seen on the command card.
- An issue with dummy units adding to the kills leaderboard has been fixed
- A few tooltips have been fixed
- Skeletal Axemen from Jar of Souls hp increased from 800 to 1000
- Senzu Beans now has 5 charges, up from 3.
- Blackrock Blade now has +10 damage
- Casting Bone Nova on Flesh Golem deals double damage
- Silver Knight's reinforcements last 20 seconds, and the cooldown is now 20 seconds (up from 10s for both)


MAJOR CHANGES
-------------------


- A new hero, the Earthshaker, has been added
- A new item shop, Odd Finds, has been added
- 3 Secret Items may or may not have been added...
- A game-crashing bug with the Silver Knight's Consecration skill has been fixed
- New tier 2 items: Molten Staff and Amulet of the Wild
- Pocket Camp redesigned. now works like the Tinker's Pocket Factory. You can switch between 3 different types at Mick's Cheap Ass Items
- Hotkey layout for skills is now QWER instead of ZXCV
- Tons of balance changes to Hero abilities and items
- Summoned units now have Hero damage. Hero damage has been changed to deal 85% damage to Hero armor (so, certain strong unit-types and bosses)
- A few summoned units (mostly ones summoned from high leveled skills) gain slightly less damage per attack upgrade

MINOR CHANGES
--------------------


- Most demonic enemies are now classified as 'Undead'
- Holy Aura: units that deal splash damage will no longer heal for each enemy hit by their attacks
- Reinforcements: reinforcments level 4-7 heal ability now properly functions (was previously healing for 0 damage)
- Silver knight's reinforcements have had their holy light buffed from 80/100/120/140 to 90/120/150/180
- Skeletons (from Rebirth and Black Arrow) damage upgrade amount reduced to 2 at all levels (down from 3 on levels 2+)
- Flesh Golem now regains health when consuming undead, and now starts out with war stomp and death coil. cleave removed.
- Orb of Destruction no longer drains 10 health per second from the wielder, and gives +85 damage (up from +80)
- Omnislash can now target enemies at full health, and now does 20 (down from 30) strikes at higher damage. Overall damage increased and cooldown increased form 150 to 180
- A couple item recipe requirements have been changed
- A couple item costs have been modified slightly


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

Keywords:
Arena, Survival, Team, Hero
Previews
Contents

Mathog's Arena v2.3 (Map)

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

Moderator

M

Moderator

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

StoPCampinGn00b;2571162 said:
user_offline.gif
user_offline.gif
Mathog's Arena
by Inferno11114
navbits_start.gif
RATINGS
Gameplay & Entertainment: 17/25
Terrain & Layout: 8/10
Doodads & Scenery: 7/10
Bugs & Consistency: 5/5
Total Score: 37/50
navbits_start.gif
FEEDBACK
Gameplay & Entertainment:
Simple arena is simple. When you play this map, it is very easy for new comers to understand. It's not exactly exiting but it wouldn't be boring for most.

In the beginning, I checked the quests and it was nice how everything was explained. I played 2 heroes, druid and the one healing knight. It would be nice to put in their descriptions if they are healers, as I'm sure not all intelligence heroes are healers. Most of the map is very straight forward, items with recipes, regular spawning creeps until bosses have some kind of unique ability. The custom heroes have edited preset spells from different units, there aren't much custom ones and ultimate spells are underwhelming.

The biggest difference in this map compared to other arena's is that summoned units play a big role, in items and hero abilities. You can even upgrade your damage, and micro them as they have worthy abilities. The second thing I like about this is that you don't have a timer to finish shopping for items, as there are quite a bunch, but not to much to overwhelm yourself. Though, unlike many arena's of today, there isn't any top right table to check your kills, what the enemy units will be like in the future, what round you're on, and so on. (unless you read the beginning of the round)

17/25
Terrain & Layout:
Surprisingly, you cared about the terrain for an arena map. It's done moderately, most outside of the playable zone. Cliffs are a little high at places, height leveling is used to a point, and tiles are mixed fairly.

The layout works perfectly, and it's nice how you don't have to stay in the middle of the map and get trapped.

8/10
Doodads & Scenery:
Decoration is fine in here. Trees and a few barren trademarked doodads are spread throughout the map, with few doodads in the arena portion. Their aren't much structure like things in here, besides Mathog's and the Hall of Champions area which are done half heartedly. The red haze around the map adds to the flavor.

7/10
Bugs & Consistency:
No bugs spotted. Everything works smoothly.

5/5
navbits_start.gif
Suggestions
These suggestions are optional and some of these may be repeats.
> Add more doodads around the map
> Tone up the ability creativity


navbits_start.gif
VERDICT

The only way a map can be approved is if it follows the map submission rules. All rules but one rule is followed. Fix it and I will vote for approval.
> Please add in your description if the map is open source and anyone may have it, unprotected but need permission, or protected.​



navbits_start.gif
NOTES
Overall the map is an organized arena with likeable gameplay but does not have much uniqueness. Feel free to contact me about this review, or to say hi! (+1) Reputation point for uploading and your hard work.

Ratings
0-14 1 STAR
15-24 2 STARS
25-35 3 STARS
36-46 4 STARS
47-50 5 STARS


Map reviewed 11 August 2014, version 1.1

[TD]
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Level 4
Joined
Feb 11, 2014
Messages
21
It's playable, i didn't see bugs during the game, you should maybe had more custom spells and maybe 2-3 players is'nt enought for that kind of map, (it's funnier to play with more people, and here if one leave it's over)
 
Level 5
Joined
Jun 11, 2014
Messages
59
I've thought about adding more players to the game, but it would make it exponentially hard to balance as I added more player slots. It's possible I may add more players in the future, but I don't even know how balanced it is on 3 player mode yet. The idea with this is that you could either play by yourself, or find 1-2 friends (people that aren't likely to leave) and get the game started. I think it would take forever to make a full house game on a new game nobody's ever heard of. I want to take it one step at a time. I know that all the standard heroes some may find boring, but I wanted to give players new to the game but not new to Warcraft a good place to start. They can pick a Hero they know how to use to make it a little easier to pick up the game. Some of the custom heroes also have standard spells I know, but quite a few have 3-4 custom abilities. A few of the items also have abilities that aren't normally on items. Not that can you can tell in game, but i do have 400 custom abilities in the Object Editor, so I'm not skimping on that :) thanks for the input!
 
Level 32
Joined
Apr 2, 2013
Messages
3,956
user_offline.gif
user_offline.gif
Mathog's Arena
by Inferno11114
navbits_start.gif
RATINGS
Gameplay & Entertainment: 17/25
Terrain & Layout: 8/10
Doodads & Scenery: 7/10
Bugs & Consistency: 5/5
Total Score: 37/50
navbits_start.gif
FEEDBACK
Gameplay & Entertainment:
Simple arena is simple. When you play this map, it is very easy for new comers to understand. It's not exactly exiting but it wouldn't be boring for most.

In the beginning, I checked the quests and it was nice how everything was explained. I played 2 heroes, druid and the one healing knight. It would be nice to put in their descriptions if they are healers, as I'm sure not all intelligence heroes are healers. Most of the map is very straight forward, items with recipes, regular spawning creeps until bosses have some kind of unique ability. The custom heroes have edited preset spells from different units, there aren't much custom ones and ultimate spells are underwhelming.

The biggest difference in this map compared to other arena's is that summoned units play a big role, in items and hero abilities. You can even upgrade your damage, and micro them as they have worthy abilities. The second thing I like about this is that you don't have a timer to finish shopping for items, as there are quite a bunch, but not to much to overwhelm yourself. Though, unlike many arena's of today, there isn't any top right table to check your kills, what the enemy units will be like in the future, what round you're on, and so on. (unless you read the beginning of the round)

17/25
Terrain & Layout:
Surprisingly, you cared about the terrain for an arena map. It's done moderately, most outside of the playable zone. Cliffs are a little high at places, height leveling is used to a point, and tiles are mixed fairly.

The layout works perfectly, and it's nice how you don't have to stay in the middle of the map and get trapped.

8/10
Doodads & Scenery:
Decoration is fine in here. Trees and a few barren trademarked doodads are spread throughout the map, with few doodads in the arena portion. Their aren't much structure like things in here, besides Mathog's and the Hall of Champions area which are done half heartedly. The red haze around the map adds to the flavor.

7/10
Bugs & Consistency:
No bugs spotted. Everything works smoothly.

5/5
navbits_start.gif
Suggestions
These suggestions are optional and some of these may be repeats.
> Add more doodads around the map
> Tone up the ability creativity


navbits_start.gif
VERDICT

The only way a map can be approved is if it follows the map submission rules. All rules but one rule is followed. Fix it and I will vote for approval.
> Please add in your description if the map is open source and anyone may have it, unprotected but need permission, or protected.​



navbits_start.gif
NOTES
Overall the map is an organized arena with likeable gameplay but does not have much uniqueness. Feel free to contact me about this review, or to say hi! (+1) Reputation point for uploading and your hard work.

Ratings
0-14 1 STAR
15-24 2 STARS
25-35 3 STARS
36-46 4 STARS
47-50 5 STARS


Map reviewed 11 August 2014, version 1.1

[TD]
user_offline.gif
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Last edited:
Level 5
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Jun 11, 2014
Messages
59
Thanks for the review! I'll take all the criticisms you noted into consideration to try to polish this map. I'll be releasing a new version soon(ish), and I'll put effort into each of the areas you noted need some improvement before I release the next version. Once I have that done, I'll add into the description that the map is closed source and protected, for now anyway. My apologies for missing that.
 
Level 5
Joined
Jun 11, 2014
Messages
59
Been a long time, but finally got around to updating this. Map description now states that the map is protected.
I have lots of plans for 1.3, like improving the terrain and scenery, new game modes, and introducing a few new Heroes. These Heroes will be more unique and less like standard Warcraft 3 Heroes, but will still definitely have some of those qualities. A few of them will be secret Heroes, so you'll have to think a bit and play a few times to find out how to unlock them.

It's hard sometimes to stay motivated and interested enough to keep updating a map, but if even one person (other than myself) enjoys playing this map, that will definitely give me some more motivation to work on it! So, if anyone's looking for a map to play by themselves or with 1-2 pals, try this out!

P.S. just a little challenge to anyone who tries the map out. Try beating the game on Hardcore in 45 minutes or less. Good Luck!
 
Level 32
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Apr 2, 2013
Messages
3,956
I remember this review from over half a year ago. Hmm, I should have stressed that the lack of creativity in the heroes was something to be deemed as unfavorable. Nevertheless I enjoyed it despite its simplicity.

Anyway, the "state whether the map is protected or not" rule isn't a rule anymore. Just thought it would be best to know!
 
Last edited:
Level 5
Joined
Jun 11, 2014
Messages
59
I'll definitely work on changing up the custom heroes a bit. I've had this map laying around for quite a while so that's why some of the custom heroes are rather simple. I think it's also a challenge to change up their abilities without affecting the balance of the map too much, and also keeping them in balance with the standard Warcraft heroes. Definitely taking your advice into consideration SCN so thank you!

...Just realized that SCN is also my first, middle, and last initial. Weird. lol
 

Deleted member 238589

D

Deleted member 238589

I enjoyed this map. Glad you're still working on it :)
 
Level 3
Joined
Feb 13, 2015
Messages
24
Hello I played your map 1 weeks ago.
It was interesting! Thank you for your efforts.
And I want to write my opinion and feeling about this map.
Please feel free, just reading is ok!

I select Tauren, Pit lord. Each hero has stun.
And it works good.
Even last boss, he was stunned long time.
because...
I buy bash, active attack speed, and tier2 attack items four.
It was really good. I had two strong Heroes!
I love stun and power characters.
Thanks!
 
Level 5
Joined
Jun 11, 2014
Messages
59
Thanks Holliance! Definitely, having two heroes with stun can make it easier especially on bosses. At one point I over-nerfed the stun and CC effects to where they felt useless against bosses, so I buffed them up. Obviously I don't want someone to just perma stun everything all day, but it should be a viable strategy to try to keep them stunned for long periods. Heroes (like the Alchemist) that can achieve massive attack speeds are pretty crazy when you give them Bash and stack damage items. This makes them insanely good particularly against single targets. Also, if someone is gonna spend time, money, and mana on locking a boss down (with stun, hex, entangle, etc) I want to reward them with, well, actually locking the boss down for a while. I could go on, but basically I'll just have to look at the stun/disable lengths and fine tune them.

Also, on the note of "bash, active attack speed, 4 tier 2 attack items" this is indeed a very powerful and simple strategy that I've used as well, but can leave your Hero not very durable, and you could die very quickly under certain circumstances (units with thorns damage, burst damage like spells, getting focused, etc). Higher risk, higher reward. Obviously you can add life steal onto this to alleviate the survivability issue a bit as long as you're attacking.

TL;DR I'll be looking at fine-tuning crowd control and stun durations, Thanks again for playing, look forward to 1.3 for redesigned custom heroes and all kinds of good stuff! There will be more difficult ways to challenge yourself! So even if you were playing on Hardcore and felt it wasn't too hard, there will be more in store for you.
 
Level 5
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Jun 11, 2014
Messages
59
I had someone else tell me the same thing, I will take a look and see what's going on. If you have any information you can give me that would be awesome. Like if it started happening at round 1 or started occurring later on, what heroes/items you used, etc. Also if it's a recurring issue every time you try to play that would be good to know too. Thanks for the heads up.
 
Level 5
Joined
Jun 11, 2014
Messages
59
Finally updated this map! This took a lot of work, especially updating all of the Hero tooltips... Anyway, there will probably be a balance patch out sometime before I release 1.5. I really do need to do some testing in multiplayer. It's been a long time since I've played with someone else. Need to make sure there aren't any bugs. If anybody wants someone to play with, message me on here!
 

deepstrasz

Map Reviewer
Level 73
Joined
Jun 4, 2009
Messages
19,694
It's an interesting concept but players must think the choice of their heroes. Heroes that only attack one target at a time be it through normal attack or spells are pretty much weak.

-requirements for recipes should be written as a list...
-where are/what happens to the barracks after you buy them?
-creeps can be attacked with spells from the camp plus infernals can be thrown at them without problems. Moreover, enemy summoners can create minions near the fountains
-feedback is not an orb effect?
-21 level max? But there were still almost 20 rounds left
-some heroes have ultimates with 45secs cooldown and others with 180secs (Dreadlord and Mountain King for instnace)
-the last battle is won without all of the infernals being destroyed
-there are no units immune to magic other than mechanical that are partially immune

If it wasn't for the fact that killing a percentage of the enemies in a round gets the heroes back to the safe zone, the game couldn't be won as there would be too many units against them. This is mostly for the first 10 waves.
 
Level 5
Joined
Jun 11, 2014
Messages
59
There seems to be a bug when there is more than one player where you teleport back to the fountains after killing all the units. It's not supposed to be like that. You are supposed to be required to kill them all before going back to the fountains/shops. It works fine in single player, but I have nobody to test multiplayer with... I would be glad to test this with you or anyone else to see whats going on. Onto your other points:

-Good idea with listing recipe requirements as a list. I will get to work on that.

-I don't think Feedback counts as an orb effect, but I will check it out.

-For the barracks, if you are talking about the Pocket Camp items, you have to complete the tier 3 item recipe for the Pocket Camp, then you can change it into one of three different types by buying the items in Mick's shop. I couldn't think of any other simple way to allow players to switch between the three, so that's those items are there. They don't do anything unless you have the actual Pocket Camp item in your inventory (which basically allows your Hero to summon Pocket Factory-type units).

-Max level used to be 25. I changed it so that you can't just max out all your skills and have to decide a bit on how you want to level your skills. Again I need to test with another actual human being, but in Double Hero mode for Single Player, I tend to reach max level around Round 44. I wanted players to reach max level before they finish the game so they can actually use their Heroes at max power for a little while.
- In many Warcraft custom maps, and even the standard game, Heroes have differing cooldown times for ultimates. For example, In the standard game, the Paladin's Ressurrection has a 240 second cooldown, while the Keeper of the Grove's Tranquility is a mere 60 seconds. One is obviously more powerful than the other, and thus the cooldowns are different. Having different cooldowns for skills is just another way to balance out the Heroes or give them a different "feel". You mentioned the Dreadlord's Inferno, so I'll explain the reasoning behind that. When the Infernal is summoned, it deals AoE damage and stuns. Since the cooldown is only 45 seconds rather than 180, the Dreadlord can take advantage of that AoE damage and stun much more often. The downside is that he has to resummon the Infernal more often and thus use more mana. It's just another way to differentiate him a bit, instead of it being another "summon x for 180 seconds, cooldown 180 seconds" type ultimate.

-That issue with the final round should be resolved if I figure out what bug is causing the issue I mentioned above in multiplayer.

-I didn't want magic immune units because then spellcasters would be completely useless and probably couldn't make it past certain waves. Most units that were magic immune do have Hero spell resistance at least though. Spell immune units could make a return.

-I'm not sure which Heroes you are talking about in regards to single target, but the Blademaster and Alchemist (very heavily single target based Heroes) are among the most broken in the game. Although they are receving nerfs in 1.4b. You just need the right item build. Items in this game are almost as important as the Hero you select.


Thanks for the feedback, appreciate it! You can try single player mode, preferably Double Hero mode since the games is balanced around two heroes being used, and i guarantee you will find the game at least a bit more enjoyable...You'll actually have to kill all the enemies before teleporting to the fountains, which should resolve some of the issues you had with the game. I'll try to find someone to test this with me so I can fix it ASAP. Thanks again for replying.


EDIT: Map updated to 1.4b. Mostly balance changes, bug fixes, and reworks of certain abilities. For the time being, the map is Single Player only, due to the crippling bugs in multiplayer mentioned in previous posts. I have a friend that is going to test the map with me in a couple days, so it should all be fixed relatively soon, and multiplayer will be back!

Also you were right deepstrasz, Feedback is an orb effect and the tooltip for Amulet of the Conjurer now mentions that. Never knew that. Thanks!
 
Last edited:

deepstrasz

Map Reviewer
Level 73
Joined
Jun 4, 2009
Messages
19,694
-For the barracks, if you are talking about the Pocket Camp items, you have to complete the tier 3 item recipe for the Pocket Camp, then you can change it into one of three different types by buying the items in Mick's shop. I couldn't think of any other simple way to allow players to switch between the three, so that's those items are there. They don't do anything unless you have the actual Pocket Camp item in your inventory (which basically allows your Hero to summon Pocket Factory-type units).
There should be some info about it either in the item's description or in the quest log.

- In many Warcraft custom maps, and even the standard game, Heroes have differing cooldown times for ultimates. For example, In the standard game, the Paladin's Ressurrection has a 240 second cooldown, while the Keeper of the Grove's Tranquility is a mere 60 seconds. One is obviously more powerful than the other, and thus the cooldowns are different. Having different cooldowns for skills is just another way to balance out the Heroes or give them a different "feel". You mentioned the Dreadlord's Inferno, so I'll explain the reasoning behind that. When the Infernal is summoned, it deals AoE damage and stuns. Since the cooldown is only 45 seconds rather than 180, the Dreadlord can take advantage of that AoE damage and stun much more often. The downside is that he has to resummon the Infernal more often and thus use more mana. It's just another way to differentiate him a bit, instead of it being another "summon x for 180 seconds, cooldown 180 seconds" type ultimate.
I understand that but I think Drealord+Infernal>Mountain King+Avatar. That last ability has a bigger cooldown.

-That issue with the final round should be resolved if I figure out what bug is causing the issue I mentioned above in multiplayer.
Well, it shouldn't be that hard. Try making some triggers with the number of heroes on the map/in a region. If there are two heroes there should be more monsters and the number of monsters to be killed should be bigger in order for the heroes to get back to the safe zone. And/or try to put the condition of how many of the enemy units are left in the arena. If there are still creatures there, the heroes don't get teleported. You think of something, you're the map maker! :D

Also you were right deepstrasz, Feedback is an orb effect and the tooltip for Amulet of the Conjurer now mentions that. Never knew that. Thanks!
Actually the guys from DotA were right. It is there that I first saw it, I guess.
 
Level 5
Joined
Jun 11, 2014
Messages
59
There should be some info about it either in the item's description or in the quest log.
The info for changing the Pocket Camp type is listed on both the actual item, and on the little "Switch Pocket Camp" items. I can make it more clear though.
I understand that but I think Drealord+Infernal>Mountain King+Avatar. That last ability has a bigger cooldown.

Fair enough on the Dreadlord/Inferno thing, I will likely nerf the damage of the impact and maybe nerf the Infernal, or just revert it back to the standard 180 second cooldown.
Well, it shouldn't be that hard. Try making some triggers with the number of heroes on the map/in a region. If there are two heroes there should be more monsters and the number of monsters to be killed should be bigger in order for the heroes to get back to the safe zone. And/or try to put the condition of how many of the enemy units are left in the arena. If there are still creatures there, the heroes don't get teleported. You think of something, you're the map maker! :D
You are right, it isn't that hard, I just literally haven't been able to test it with another player in years! But I took a look at the triggers and may have found the problem. Those conditions that you mentioned are already in the triggers pretty much exactly how you said it, but it seems like it was double spawning waves in two player, but only counting the first wave of units, hence why you were getting ported out early. This would also explain why you were so high leveled early on.
I haven't tried adding more units depending on the number of players, but it could definitely be added in. As of right now though, the monsters do receive health/damage/attack speed/movement speed boosts when there are more players. Another minor detail is that as it is right now, if you're playing single player, you get ALL the gold for yourself, rather than splitting it between 1-2 other players, making your hero pretty decked out in items. And that's a good reason to add more monsters per player; then everybody gets more gold and decked out in items, but then I would have to rebalance the entire game. I'll have to do it little steps at a time.

Thanks again for the feedback! :thumbs_up:
 
Level 5
Joined
Jun 11, 2014
Messages
59
Haha thanks Alireza!

Map updated to 1.4c. A couple bug fixes and the rest are minor changes, mostly to items. Tested with two players and the game functioned properly all the way through. Unfortunately I forgot to test if there are any issues when a player leaves or dies. If anyone finds that they can't continue when one of their teammates dies/leaves, let me know! Either way I'll be able to test it again soon.
Next update I plan to do is to give every player gold, regardless of who gets the kill, a la sunken city (probably other maps too). This would require tweaking the gold bounty of monsters to keep the game balanced, or else everyone would have more gold than they'd know what to do with.
 
Last edited:
Level 27
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Aug 29, 2012
Messages
1,218
Yo, I found a minor typo in Damius Noblesteed's description during the hero selection, in the tooltip the blue text starts with "amius Noblesteed", one D is missing ^^

The game is pretty neat, I like the terrain and general setting, it looks very Warcraft-y, which is cool !
 
Level 1
Joined
Jun 18, 2017
Messages
1
All is working until i try to put space key for teleport in Arena for wave 1
Space doesnt teleport me!! Space just "teleport" my screen to hero altars!

Mayb you can add a "mob" where we can click for teleport?

Thank you
 
Level 5
Joined
Jun 11, 2014
Messages
59
"Space" as in space bar? You need to press the Escape key to teleport. Let me know if there's any problems with that. I could add a button to the upgrade shops that teleports you as well if need be. The reason your screen moves to the altars when pressing space is because that's where the player start locations are.
 
Level 1
Joined
Jul 10, 2017
Messages
4
Really awesome map, but I tried it with a friend and whenever we got to wave 20 and slightly beyond, the game crashed. Once at around wave 24, the other at wave 20.
 
Level 1
Joined
Aug 14, 2016
Messages
8
Tried it myself too, surely improved from the previous version, but there's more chances in an error in this version, always at the waves where hydras start spawning
 
Level 5
Joined
Jun 11, 2014
Messages
59
Really awesome map, but I tried it with a friend and whenever we got to wave 20 and slightly beyond, the game crashed. Once at around wave 24, the other at wave 20.

Tried it myself too, surely improved from the previous version, but there's more chances in an error in this version, always at the waves where hydras start spawning

I have noticed an increase in crashes as well lately. Sorry guys :( wish I knew what was causing it. Thanks for the feedback though and I'm glad some people out there are enjoying it. I will keep working to polish this map and get it running as smoothly as possible, and will definitely look into the specifics you guys mentioned.

Small update coming soon to hopefully address some of these issues.
 
Last edited:
Level 6
Joined
Jan 13, 2013
Messages
131
Playing this map today, its pretty good. I like the heroes, they are simple but seem well made and have interesting designs. Had a bug where the round didn't end, it seemed to be caused by mindcontrolling the last unit alive. I'll upload the replay later if I still have it.

Edit: Happened with the wraiths on Mindweaver too.
 
Last edited:
Level 5
Joined
Jun 11, 2014
Messages
59
Playing this map today, its pretty good. I like the heroes, they are simple but seem well made and have interesting designs. Had a bug where the round didn't end, it seemed to be caused by mindcontrolling the last unit alive. I'll upload the replay later if I still have it.

Edit: Happened with the wraiths on Mindweaver too.

I have seen the bugs you are talking about in the past. Thought they were taken care of completely, but I will take a look at them and try to recreate the problem and fix it. Thanks Swan.
 
Level 2
Joined
May 31, 2011
Messages
11
i enjoyed the map but i think more than 100%(IICR its 120%) cleave its insanely OP i like cleave but that do true dmge and destroy every mob in a few hits my suggestion its lower the amount of cleave i played with a support and the golem and win in hardcore without problems. But the mode its ok the problem its the hero with insanely amount of cleave
 
Level 5
Joined
Jun 11, 2014
Messages
59
i enjoyed the map but i think more than 100%(IICR its 120%) cleave its insanely OP i like cleave but that do true dmge and destroy every mob in a few hits my suggestion its lower the amount of cleave i played with a support and the golem and win in hardcore without problems. But the mode its ok the problem its the hero with insanely amount of cleave
Level 6 cleave is 105%, which may indeed still be too strong. I will take a look at the numbers and likely lower them slightly for the next patch, which should be out very soon, just working on one more bug.
 
Level 3
Joined
Jan 17, 2017
Messages
45
Can you make the map with more playable slot?
Aslo, when duel, we can't use summon, making it a little unfair
 
Level 5
Joined
Jun 11, 2014
Messages
59
I will look into that and re-upload. Probably a typo in the password hint.

EDIT: seems to work just fine. Only things I can think of would be make sure not to leave out the dash in the front, and don't include the quotation marks. I can update the in-game tip to make that more clear. And if you've already picked your hero (or both heroes if playing by yourself) then the secret heroes just won't appear, even if you type in the correct password.
 
Last edited:
Level 3
Joined
Jul 13, 2016
Messages
48
I am having a massive problem with the game on LAN, I literally cannot host it, it says the map file is too large. Otherwise I'd rate this game 5 stars, it is very well made.
 
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