Welcome to Heroes of Newerth
Version 4.1.3 - 22 June 2017



= New Hero: Warchief =

The legendary horn Warcry has been passed from generation to generation within the Red Sand tribe of The Savage Lands, carried by the warrior strongest in spirit, fighting skill, and honor. This person -- male or female -- is called Warchief until the time comes to pass into the spirit world and hand the horn to the next great leader, who is responsible for the survival of the tribe's people and ways. This is no easy task, for the Red Sand tribe has spent centuries clashing with the Scouts to the northeast and the foul raiders who wander out of the Savannahs to the south. When the Beast Horde became the primary enemy of man, Warchief refused to raise the tribe's weapons against the creatures of the land, who had given them companionship and sustenance since the days of the first elders. To seal this vow, and in a gesture of unprecedented respect, the leader gave Warcry to the animals for safekeeping. This ensured it would not be used against the Beasts or fall into evil hands, should the Red Sand tribe be exterminated by the encroaching armies of Lord Commander Maliken Grimm.


But Grimm's Legion soldiers found The Savage Lands to be nearly as hostile as the Red Sand warriors, and their ranks withered due to casualties, thirst, and desertion until they pulled out entirely when word arrived that the Lord Commander had gone mad and abandoned his people. The tribe lived in relative peace while the rest of Newerth boiled under The Second Corruption and the Rise of Apex, but when Apex's soldiers finally encountered the Red Sand warriors, Warchief and his people were woefully unprepared. Without the strength of the elders contained within Warcry, the entire tribe was massacred save for Warchief, who was possessed by a daemon and forced to recover the powerful horn from the beasts so it could be used by the True Evil.

When the enthralled Warchief arrived to take the horn from his animal brothers and sisters, the Beasts knew something was amiss. The horn's animal guardian cast a spell upon the horn before Warchief could blow it on Apex's behalf, and when he did, the spirits of the elders ripped the daemon from Warchief and trapped it within the great horn. Now he carries this devastating weapon against the forces who destroyed his entire world, and when they are defeated he will finally join his people and elders in the spirit world.


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Stats

Strength: 18 + 2.5
Agility: 16 + 1.9
Intelligence: 22 + 2.7 (Primary)

Base Damage: 50-57 (28-35 when not considering primary attribute)
Movement Speed: 305
Attack Range: 128 (Melee)

Armor: 4.2 (2 when not considering primary attribute)
Magic Armor: 6

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Ability 1: Sacred Totems
* Action Type: Self Position
* Mana Cost: 100/140/180/220
* Cooldown: 16 seconds


- Upon use, spawns helpful Sacred Totems at your feet for up to 30 seconds. Their effects have 700 Range. Totems die in 1 hit and give 10 Gold when killed.
- Level 1: spawns a Flame Totem which deals 40/60/80/100 Magic Damage every second to the weakest nearby enemy, up to 4 times.
- Level 2: spawns a Life Totem which Heals the weakest nearby damaged ally for -/50/70/90 every second, up to 4 times.
- Level 3: spawns a Shock Totem which Stuns the weakest nearby enemy hero for 1 second after a 2 second delay.
- Level 4: causes the Shock Totem to Stun a second enemy.
- Spawning new Sacred Totems will remove any old Sacred Totems that are still up.

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Ability 2: Spirit Walk
* Mana Cost: 100
* Cooldown: 16 seconds
* Channel Time: 3 seconds


- Upon starting the channel, spawns an invulnerable Spirit and transfers control to it for up to 3 seconds. During this time, you gain 50% Damage Reduction.
- Spirit moves at 650 Movement Speed.
* Spirit can pass through all terrain except cliffs.
- The Spirit deals 75/150/225/300 Magic Damage and applies a 35% Movement Speed Slow for 2.5 seconds to enemies it passes through.
- Activating this ability again (W) teleports Warchief to the Spirit and dispels it. A secondary activation (E) simply ends the effect early.

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Ability 3: Power of the Elders

* Cooldown: 10 seconds


- Passively adds bonus Magic Damage equal to 1/1.5/2/2.5x your Intelligence to your next attack whenever off cooldown.

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Ability 4: Warcry
* Action Type: Target Self
* Radius: 900
* Mana Cost: 100
* Cooldown: 120/100/80 seconds


- Upon use, Warchief gains a buff that emits an aura affecting nearby allies and self for 12 seconds.
- Buff applies bonus 10% Movement Speed, 25 Mana Regeneration per second, and causes all non-ultimate ability and item cooldowns to go down 2/2.5/3 times as fast, or 4 times as fast if it's on Warchief himself.
* For allies, the cooldown reduction rate will only reduce the max cooldown of an item or ability to a minimum of 3 seconds.

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== Design ==

= Champions of Newerth =

- Exclusive chat channel, CoN Elite* Players who have reached Legendary rank or above in the previous Season or the current Season will join this exclusive channel.
* Updates in real-time, meaning that when a new season starts, it will only check for the previous Season and that current Season, and not any further back in the past.


= Counter Pick =

- The Blind Ban phase has been replaced with a Regular Banning Phase.* The game will randomly choose the first player from 1 of the teams (Blue or Pink) and then that player gets 20 seconds to Ban 1 hero.
- This alternates in a 1-1-1-1 fashion (4 bans max/4 turns total).


= General =

- Concede Vote cooldown increased from 60 seconds (1 minute) to 120 seconds (2 minutes).

- Neutral camps will no longer spawn the same camp 2 times in a row.* Credits to Alelor for the suggestion.


- Magic Armor for Intelligence Support Heroes has been decreased from 7 to 6. This affects the following heroes:* Aluna
* Circe
* Demented Shaman
* Empath
* Glacius
* Monarch
* Nymphora
* Pearl
* Plague Rider
* Prophet
* Revenant
* Rhapsody
* Riftwalker
* Skrap
* Voodoo Jester


= Heroes =

Glacius- Strength gain per level lowered from 1.7 to 1.5.
- Agility gain per level lowered from 1.6 to 1.5.

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Plague Rider Earthblight
- Impact delay decreased from 650ms to 550ms.
- Pull mechanics changed: now pulls with a constant force of 30 units per second for 4 seconds (instead of the force increasing with distance travelled).
- Upon reaching 350 units away from the center of the Earthblight, the target is pulled back to the center. This effect only happens once per target per cast instance of Earthblight.
- Break radius decreased from 700 to 350.
Plague Carrier
- Now applies a 30% Movement Speed Slow for 3 seconds.
- Projectile speed increased from 600 to 700 units per second.

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Puppet Master Puppet Show
- Duration reduced from 2.5/3/3.5/4 seconds to 1.5/2/2.5/3 seconds.

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Silhouette- Attack Range increased from 400 to 500.

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Sir Benzington Joust
- Magic Damage increased from 70/140/210/280 to 100/170/240/310.


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= Items =

Lex Talionis- No longer upgradeable.
- Recipe reworked to be: Ringmail (550) + Trinket of Restoration (350) + Recipe (100) = 1000 Gold Total
- Now passively grants: +6 Armor, +3 Health Regeneration.
- Upon activation reduces enemy's and own Armor by 6.
- Can now be used on allies to grant them bonus Armor (same amount) at the cost of your own.
- Mana cost reduced from 5 to 0.

Nullfire Blade- Can now activate and target an enemy unit to apply a Tapering 60% Movement Speed Slow to them for 4 seconds.
* This item's active ability has a 14 second cooldown and a 700 Cast Range.

Soultrap- 400 Gold Recipe removed.
- Scarab (325) added to the recipe. Now auto-assembles (625 Gold Total).
- Bonus Strength reduced from 8 to 6.
- Now grants 5 bonus Attack Damage.
- Mana cost reduced from 25 to 0.
- Healing increased from 360 to 400.



== Matchmaking Maps & Modes ==

Champions of Newerth (CoN)- Map: Forests of Caldavar
- Mode: Counter Pick

Forests of Caldavar- All Pick
- Single Draft
- Balanced Random

Mid Wars- Blind Ban
- All Random

Devo Wars- Devo Pick


== New Content ==

= Warchief =


New Early Access Warchief Avatar: Purgatory
- The name Purgatory sends a chill down the spine of any Sol-fearing Legion citizen and propels members of the Church of Arasunia into a frenzy of prayers and gestures to ward off the inherent evil. Once the high priest of the Sacred Order, this man succumbed to the temptations of corruption and opened the gates -- both physical and spiritual -- to allow a Hellbourne cult to infiltrate the highest ranks of the church. This resulted in The Doom Bringers, genocide in the name of Sol and Lord Commander Grimm, and countless other unspeakable acts committed beneath the banner of Sol. When The Doom Bringers learned the truth about their corrupted master, they executed him with one of their legendary swords, then shattered the blade, condemning his soul to an eternity trapped between the living and the dead.


New Warchief Avatar: Hex
- The legendary medicine men of the Scourge Tribe may have started out with the benevolent intent of healing their own people, but the unbelievably harsh conditions and constant battle for survival within Death's Cradle made it brutally apparent that the best way to ensure the tribe's survival was to redirect all of their energies and conjurings toward maiming and killing the enemy. Hex is the chief of these warrior shamans, his body, weapons, and totems coursing with the lethal energy of the Cradle itself, harnessed by the self-scarification he performed during thousands of sacred ceremonies. When his scars begin to glow with the power of Death's Cradle, a state of unshakable calm flows over Hex, making him the devastating eye of the storm within the chaos of battle.

= General =


New Glacius Avatar: Wildfire Glacius
- Nothing terrifies a sailor more than the thought of rampant flames on the open sea, and the mere mention of Wildfire is enough to send an entire crew into a frenzy of soaking the decks and sails even though an entire ocean would not douse the creeping blue flames once they've been unleashed. Wildfire's personal recipe for agonizing, burning death includes the rendered remains of his victims and rare compounds found only in the darkest depths of The Boiling Sea, tweaked with his insidious alchemy to ensure all life is snuffed out long before the Wildfire even begins to fade.


New Kane Avatar: Mutineer Kane
- Usurpers need vacations too, but Kane seems to think that means taking a break from killing kings so he can scour the open seas for captains and admirals to slaughter. He is a one-man boarding party more devastating than a full broadside fusillade, and any captain who chooses to face off with him instead of running or trying to, anyway is certain to face a swift and brutal mutiny at the hands of a more judicious crew.


New Monkey King Avatar: Monkey Singer
- The Monkey King has many skills -- dashing, vaulting, irritating Ophelia and casuals -- but no one in Newerth knew how beautiful and melodic his singing voice was, and this noble warrior could no longer keep this amazing talent to himself. Rather than let his voice be judged by a biased audience who already adores (or despises) him, Monkey King has chosen to don a complete disguise so his heavenly crooning can stand on its own. And if the critics decide he's a no-talent, tone-deaf poseur, he can always show them how to really rock with a Wan Jim Slam.


== Bug Fixes & Optimizations ==

= General =

- Overhead visuals on the Snotter Boss will no longer be abnormally large.


= Heroes =

Bombardier- Ice Cream Bombardier's overhead bone has been fixed when he issues a Hold command.

Deadwood- Toadwood Deadstool's portrait is now properly centered.

Sand Wraith- Desert's Curse will no longer block neutral camps from spawning.

Succubus- Cursed Embrace now properly Sights and Reveals the target.
- Cursed Grip (boosted by Staff of the Master) now displays its channel bar properly.

Voodoo Jester- Mojo now has a visual indicator for its area of effect.


= Items =

Geometer's Bane- Added a visual timer indicator to let the user know the lifetime of the illusions (without having to actually switch to the illusion).

Merrick's Bounty- Item is now unable to be activated if it has 0 charges.

Post Haste- No longer able to teleport to Klanx's Lackeys if they are owned by illusions.

Whispering Helm- Having negative Attack Damage will no longer cause creeps dominated by Whispering Helm to have +999 Attack Damage.