OVERVIEW OF NEW CONTENT
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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NEW MASTERIES
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- 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
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- 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]
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- 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]
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- 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
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[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
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- 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
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LEGENDARY ITEMS
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- 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
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[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