Arena of Champions Patch Notes
The game patches almost daily. Below: spell and talent changes found by diffing the game data between versions, then the in-game patch notes (read out by Gorrim Quillbeard, the Town Crier), newest first.
Data diff
This site started tracking the game data at v0.21. The diff appears here from the next patch on.
0.21 “Fresh Slate”
The arena leaderboards start over: every rating in every bracket is reset. Wins now always count for something, losses cost less, and queues keep healers on separate teams. Subtlety Rogues get stronger, Polymorph, Fear, Cyclone and Sap hold one target at a time, and you can bind the mouse wheel, target with F1 to F3, and play full screen.
Arena (4)
- The leaderboards have been reset. Every rating, in every bracket and for every class, is gone: everyone starts again at 1500.
- A win now gains at least 16 rating up to 1500, tapering to 6 at 2500 and 2 at 3000, however weak the team you beat. A loss costs at most 18, even while your rating is new. Beating a team rated far below you used to gain as little as 2, and losing to them cost 30 (48 in your first matches).
- Even teams still trade 16 a match, and an upset still gains the full amount.
- Queues now keep healers on separate teams when they can. An extra healer waits for the next match while someone else can take their place; when nobody can, the match goes ahead anyway. A party's own healers are its choice and never count.
Town (2)
- The Arena Herald's list has a tab per bracket (1v1, 2v2 and 3v3), each saying how many matches are on. It opens on the bracket you picked, or the busiest one if that has nothing on.
- Each match is now a card: rated or unrated (or a duel), how long it's been going, every fighter with their class, spec and rating, and Watch for its stands. Rated matches come first, highest rated on top.
Classes (12)
- Druid: Balance: Starfire and New Moon have a starry glow in the hands as you cast, and burst into stars on the target. The old effects were too small to see.
- Druid: Balance: Moonkin Form stands 5% bigger.
- Hunter: Kill Command deals 345 (was 355) on an 8 sec cooldown (was 7.5).
- Hunter: Kill Command, Intimidation and Bloodshed now need both you and your pet to see the target. Their buttons show out of sight when your pet can't see it, not only when you can't.
- Hunter: The Spirit Beast's Spirit Mend heals 500 over 6 sec (was 660).
- Hunter: Auto Shot now waits while you cast Aimed Shot. A shot that comes ready during the cast goes off as it ends.
- Paladin: Hammer of Wrath deals 560 (was 600) on an 8 sec cooldown (was 6).
- Paladin: Retribution: Execution Sentence deals 840 (was 875).
- Rogue: Subtlety: Shadow Focus: in Shadow Dance your abilities now cost 40% less (Dance alone is 20%). In stealth they still cost 50% less.
- Rogue: Subtlety: Premeditation can be used in or out of stealth, and still doesn't break it. 30 sec cooldown (was 20 sec, in stealth or Shadow Dance only).
- Rogue: Subtlety: Waylay: every combo point builder now slows the target 30% for 8 sec: your Sinister Strike, Backstab, Hemorrhage or Ghostly Strike, Ambush and Cheap Shot. It used to be Ambush alone, at 50%.
- Rogue: Subtlety: Backstab deals 440 (was 420), Hemorrhage 245 (was 210) and Ghostly Strike 240 (was 225).
Combat (1)
- Polymorph, Fear, Cyclone and Sap now hold one target at a time, as in WoW: casting one on a new target frees the last one you held with it. Hex, Repentance, Blind and Seduction follow the same rule. Their tooltips say so.
Interface (6)
- F1 targets yourself, and F2 and F3 your first and second teammate, in the party frames' order. Rebind them under Targeting in Key Bindings.
- The mouse wheel can be bound like a key, with Shift, Ctrl or Alt too (shown as MwU and MwD on the bar). Zoom in and Zoom out are now bindings, on the wheel by default: bind the wheel to something else and zoom moves to that action's old key. A held zoom key zooms smoothly.
- Chat is bigger and easier to read: larger text, a wider box, and ten lines at once.
- A game master's latest message, an announcement or one to you, stays pinned at the top of the chat box until the next one, or until you close it with its x.
- The box beside your action bar (your class's own spells and your utilities) is now its own part, the Utility Bar, and can be moved in edit mode like the rest.
- Windows download: Graphics > Display now picks windowed, borderless or fullscreen, and the game remembers it. Alt+Enter switches between a window and full screen.
Bug Fixes (3)
- You can type @ and other AltGr characters (€, brackets, Polish letters and more) in text boxes and chat. On German, Nordic, Spanish, French and other keyboards they were dropped, so some players couldn't type their email to sign in. Mac Option characters were dropped the same way.
- Windows download: Ctrl+V pastes from the clipboard, not only text copied in the game.
- Windows download: Alt+Enter no longer opens chat or submits the sign-in form.
0.20 “Moonkin”
The Druid gets a third spec, Balance: the Moonkin, with Starfire, Insect Swarm, Typhoon and Moonkin Form. Moonfire burns longer, summoned beasts stand apart, and Blink follows ramps.
New Spec: Balance Druid (10)
- Every Druid can now pick Balance, a third spec, in Spells & Talents and the hero panel.
- Moonkin Form (R; Bear Form moves to Shift-R): you take 10% less physical damage, your Arcane and Nature spells deal 10% more, and you and allies within 30 m crit 5% more often. Heals shift you out of it.
- Starfire: a 3 sec cast for 650 Arcane. Insect Swarm: 65 Nature every 2 sec for 12 sec. Typhoon: enemies in front of you take 300 Nature, are thrown 10 m back, roots or not, and are dazed for 6 sec.
- A Balance Druid's Cyclone is instant and lasts 4 sec, on a 30 sec cooldown.
- A new Balance Druid starts with Wrath, Starfire, Moonfire, Insect Swarm, Entangling Roots, Cyclone, Typhoon and Barkskin on the bar.
- Talents: How you deal damage: Eclipse (two Wraths make your next Starfire twice as fast, which speeds your next two Wraths), Sunfire (Moonfire becomes Sunfire, a Nature burn your Wraths keep alive) or New Moon (Starfire becomes one button that waxes from New Moon to Half Moon to Full Moon, each slower and harder; its icon shows the phase).
- Talents: Getting there: Nature's Grace (your dots let your next Starfire be cast on the move), Ironbark (Barkskin becomes Ironbark: 30% less damage, on you or an ally) or Displacer Beast (entering Bear Form leaps you 15 m forward).
- Talents: Your forms: Owlkin Frenzy (blows that hit you in Moonkin Form speed your casts), Nurturing Instinct (Rejuvenation and Regrowth in Moonkin Form) or Ysera's Gift (in Moonkin Form you heal over time, or your partner when you're full).
- Talents: Control and pressure: Earth and Moon (your nukes make the target take 10% more magic damage), Thorned Roots (Entangling Roots no longer break from damage, but last 4 sec and burn hard) or Faerie Flame (Faerie Fire also burns).
- Talents: The capstone: Starfall (stars rain on every enemy near you for 10 sec, passing over anyone a hit would free), Force of Nature (three Treants run in to fight your target and slow it) or Hush of Elune (a circle of moonlight silences enemies standing in it for 8 sec).
Classes (1)
- Druid: Moonfire deals less up front and more over time: 115 at once (was 180), then 71 every 3 sec (was 60).
Combat (1)
- Summoned beasts called together, like Feral Spirit's two wolves, now each appear on their own spot beside you rather than on top of each other.
Bug Fixes (2)
- Blink now follows ramps up and down. It used to stop short against a ramp rising ahead (a Mage blinking into a Blade's Edge ramp), and leave you floating when blinking down one.
- The server keeps up better at busy times: sign-ins, hero loads, profiles and the leaderboard answer faster.
0.19 “Tools of the Trade”
Every hero now has two utility slots beside the bar, and picks what goes in them: the Gladiator's Medallion, a Bandage, Infuse, Hustle or a Healing Tonic. Hunter and Warlock pets deal about 5% less damage.
Utilities (7)
- The Gladiator's Medallion's slot beside your bar is now one of two utility slots. Every hero picks two different utilities for them, per spec, like talents. You start with the Medallion and a Bandage.
- To change one, click the small gold arrow over its slot, in town or before the gates open. Picking one that's already in your other slot swaps them.
- The Medallion is now a choice: leave it out, and you have no way out of a stun.
- Bandage: stand still and heal yourself or an ally for 2,200 over 8 sec. Moving, casting or any damage to either of you stops it. A bandaged hero can't be bandaged again for 1 min.
- Infuse: out of combat only, once per match. Stand still and restore 3,000 mana over 8 sec. Any damage stops it. Only for heroes with mana.
- Hustle: run 45% faster for 4 sec. 1.5 min cooldown.
- Healing Tonic: heal yourself for 900 at once, even in combat. Once per match.
Interface (2)
- Your second utility has its own key, G, which you can change under Key Bindings (Beside the Bar).
- Arena frames show both of each player's utilities and their cooldowns, so you can see who left their Medallion behind.
Classes (2)
- Hunter: Pets deal about 5% less damage: the Timber Wolf and Spirit Beast hit for 67 (was 70) and Bite for 143 (was 150), the Dire Wolf hits for 86 (was 90) and Bites for 181 (was 190), and the Grizzly Bear hits for 53 (was 56) and Claws for 114 (was 120).
- Warlock: Demons deal about 5% less damage: the Felguard and Succubus hit for 67 (was 70); the Felhunter, Dreadstalkers and Infernal for 57 (was 60); the Infernal's Immolation Aura burns for 38 a second (was 40); and the Doomguard's Doom Bolts hit for 190 (was 200).
0.18.1 “Drained”
The leaderboard can show one class at a time, the chat filter catches disguised slurs and hate, repeating a message mutes you, Drain Life deals and heals less, and Arcane Shot and Kill Command cost more focus.
Chat (3)
- The slur filter now sees through disguises: words split up with spaces or symbols, repeated letters, numbers and symbols for letters, accented, Cyrillic, Greek and fancy Unicode letters, and invisible characters. It also covers more slurs and spellings, in chat and in names.
- Hate aimed at a group of people is now masked as a whole phrase, such as calls to kill a group or calling one animals, however it's spaced. Naming a group is still fine.
- Repeating the same message over and over now gets you muted for 1 hour. The third time in a row you're warned; the fourth isn't sent, and mutes you.
Town (1)
- The leaderboard sign has a class filter under the bracket tabs. All shows the top 50 of every class, as before; picking a class shows that class's own top 50.
Classes (4)
- Hunter: Arcane Shot now costs 40 focus (was 35).
- Hunter: Beast Mastery: Kill Command now costs 40 focus (was 35).
- Warlock: Drain Life now deals 80 Shadow damage per tick and heals you for 80 (was 110 and 110).
- Warlock: Affliction: Death's Embrace now adds 80 healing to each Drain Life tick below 35% health (was 110). It still doubles Drain Life's healing.
0.18 “Fine Tuning”
Dispels take stacked buffs one stack at a time, Searing Totem can be tabbed to, and balance changes for Hunters, Paladins, Shamans and Warlocks.
Combat (1)
- Dispels and purges now take one stack at a time off buffs that stack. Lifebloom loses one stack per dispel, and that stack blooms. Lightning Shield, Water Shield and Earth Shield lose one charge.
Classes (7)
- Hunter: Arcane Shot now costs 35 focus (was 30).
- Hunter: Beast Mastery: Kill Command now costs 35 focus (was 30).
- Hunter: Beast Mastery: Bloodshed now lasts 10 sec (was 12) and reduces healing taken by 20% (was 25%).
- Paladin: Retribution: Avenging Wrath no longer increases healing done. It still increases damage done by 20%.
- Shaman: Enhancement: Searing Totem now lasts 10 sec (was 30 sec).
- Shaman: Searing Totem can now be targeted with Tab. Other totems are still skipped by Tab.
- Warlock: Demonology: Demonic Frenzy now makes each of the Felguard's blows on one target hit 8% harder, up to 40% (was 10%, up to 50%).
0.17 “Friends”
Keep a friends list: add players from their unit frame, the scoreboard or /friend, see where each friend is, and invite them from the list. The Online list becomes a single line of counts.
Friends (6)
- Right-click a player's unit frame, in town or in a match, and choose Add Friend. You can also press + on their row of the scoreboard after a match, or type /friend Name (this works for players who are offline).
- Your friends list sits at the top left of town: friends online first, each with where they are (In town, Queued 2v2, In a match, Watching a match), then those offline.
- Invite a friend to your party with the Invite button on their row. Right-click the row to invite, challenge them to a duel, or remove them. You can also remove a friend with /unfriend Name or from their unit frame.
- You're told in chat when a friend comes online or goes offline.
- Friends lists are one-way, as in WoW: adding someone doesn't ask them or put you on their list. You can keep up to 50 friends. Guests can't be added until they save their account.
- The friends list scrolls when it's long, and the − button beside its heading folds it away (+ brings it back).
Interface (1)
- The Online list at the top left of town is now a single line: how many players are online, and how many are in a queue. The Arena Battlemaster still shows how many are waiting in each queue.
Moderation (1)
- A banned guest can no longer come straight back as a new guest: a guest's ban now covers the connection they played from, for as long as the ban lasts. Game masters can do the same for any account that keeps coming back.
0.16 “Closer Quarters”
Long-range spells reach less far, so nobody is hit the moment the gates open; Divine Shield works through crowd control; more buffs can be purged; casters can melee; healers are split between the teams; and spectators see the bar of the fighter they follow.
Arena (1)
- When the queue finds a match, healers are now split between the two teams as evenly as the groups allow. A party always plays together, so two healers in one party stay on one team.
Combat (3)
- Spell ranges shortened: 35 m spells now reach 30 m, 40 m spells 32 m, and 50 m spells 40 m. Spells of 30 m or less are unchanged. Leaving your tunnel, you can no longer be hit from the other one.
- Mages, Priests, Warlocks and Druids in caster form can now melee with their staff (80 damage every 2.6 sec). Only right-clicking an enemy starts it: casting a spell at an enemy doesn't.
- Nothing but the trinket can be used inside a Cyclone (Berserker Rage no longer breaks one).
Classes (18)
- Druid: Wrath and Moonfire range reduced to 30 m (was 35 m).
- Druid: Barkskin and Nature's Swiftness can now be purged.
- Druid: Feral: Predatory Strikes now makes only Regrowth instant and free (was Regrowth or Healing Touch).
- Hunter: Auto Shot, Arcane Shot, Steady Shot, Concussive Shot, Counter Shot, Explosive Shot, Barbed Shot, Rapid Fire and Wailing Arrow range reduced to 30 m (was 35 m).
- Hunter: Aimed Shot and Roar of Sacrifice range reduced to 32 m (was 40 m).
- Hunter: Pet Attack, Kill Command, Intimidation and Bloodshed range reduced to 40 m (was 50 m).
- Mage: Frostbolt, Fireball, Pyroblast, Ice Lance, Ray of Frost, Phoenix Flames, Living Bomb, Deep Freeze and Counterspell range reduced to 30 m (was 35 m).
- Mage: Ice Barrier, Mana Shield, Icy Veins and Combustion are now magic effects and can be purged.
- Paladin: Divine Shield can now be used while stunned, incapacitated, feared or silenced (but not inside a Cyclone). It still removes every harmful effect on you.
- Paladin: Avenging Wrath and Divine Favor are now magic effects and can be purged.
- Paladin: Beacon of Light range reduced to 32 m (was 40 m).
- Priest: Pain Suppression is now a magic effect and can be purged.
- Priest: Leap of Faith range reduced to 32 m (was 40 m).
- Shaman: Lightning Bolt range reduced to 30 m (was 35 m).
- Shaman: Bloodlust and Spiritwalker's Grace can now be purged.
- Warlock: Shadow Bolt, Immolate, Corruption, Curse of Agony, Curse of Tongues, Unstable Affliction, Haunt, Siphon Life, Hand of Gul'dan, Call Dreadstalkers and Summon Doomguard range reduced to 30 m (was 35 m).
- Warlock: Spell Lock range reduced to 32 m (was 40 m), and Pet Attack to 40 m (was 50 m).
- Warlock: Affliction: Improved Fear's root after Fear now lasts 2 sec (was 4 sec).
Interface (1)
- Spectators now see the bar of the fighter they follow, where your own bar sits: their spells in order, cooldowns, the global cooldown, charges, their trinket, and the spell they're casting outlined in gold.
0.15 “Blade's Edge”
A new arena, Blade's Edge: a log bridge over a gravel pit with ramps down from each end. Height now matters: the bridge blocks sight, melee can't reach from below, and you can jump onto the ramps from the side.
Arena (5)
- New arena: Blade's Edge, after World of Warcraft's original Blade's Edge Arena. A log bridge runs across the middle on two pillars, over a gravel pit, and a ramp leads down off each side at each end. Matches are now fought on Nagrand, the Ruins of Lordaeron or Blade's Edge, picked at random.
- The bridge blocks line of sight between those on it and those under it, and melee attacks can't reach the bridge from below. Spell ranges count the height between you and your target.
- You can jump onto a ramp from its side where it's low enough, and walk or jump off the bridge to drop to the floor below. There is no fall damage.
- Ground-targeted spells, such as Hunter traps, land on the bridge or on the floor under it, whichever you aim at.
- Spectators watch Blade's Edge from raised terraces behind the end walls.
Combat (3)
- Fear never runs its target off a ledge: a feared unit at the bridge's edge stays on the bridge.
- Charge runs up a ramp to reach a target on the bridge, and fails with "No path available" when there's no way to run there.
- Disengage can carry you off the bridge.
0.14.1 “Rage Earned”
Rage now comes from auto-attacks and damage taken as in WoW, so abilities cost what they say; spells are pushed back by damage as in WoW; Die by the Sword is no longer immunity; Holy Paladins get Guiding Light and lose Crusader Strike; and spectators can jump and chat in bubbles.
Combat (4)
- Rage now works as in World of Warcraft: it comes from your auto-attacks and from damage you take. The damage your abilities deal no longer generates rage, so they cost their full rage (Mortal Strike could give back most or all of its cost). This applies to Warriors and to Druids in Bear Form.
- Spell pushback now works as in World of Warcraft: taking a direct hit (a weapon swing, a strike or a spell) while casting delays the cast by 0.5 sec. Only the first two hits of each cast delay it.
- Channeled spells now lose 25% of their duration to each of the first two hits taken (was 10% for every hit).
- Damage over time no longer pushes back casts or channels, and neither does damage absorbed in full.
Classes (12)
- Druid: Bear Form: auto-attacks generate 50% more rage (about 12 per hit, was 8). Abilities' damage no longer generates rage.
- Mage: Ice Block can now be used while feared, and breaks the fear.
- Paladin: Flash of Light mana cost increased to 400 (was 385).
- Paladin: Crusader Strike is now a Retribution ability. Holy Paladins no longer have it.
- Paladin: Holy: Light's Celerity has been removed. Flash of Light can no longer be cast while moving.
- Paladin: Holy: New talent: Guiding Light (replaces Light's Celerity). Flash of Light also makes its target run 25% faster for 3 sec.
- Paladin: Retribution: Divine Storm damage increased to 290 (was 260), and it now hits enemies within 10 m (was 8 m). Its heal still reaches allies within 15 m.
- Warlock: Death Coil cooldown increased to 45 sec (was 30 sec).
- Warlock: Fear now breaks after 600 damage (was 900).
- Warrior: Auto-attacks generate 50% more rage (about 10 per hit, was about 6). Abilities' damage no longer generates rage.
- Warrior: Arms: Mortal Wounds now reduces healing taken by 40% (was 45%).
- Warrior: Arms: Die by the Sword now increases your dodge chance by 50% (was 100%) and reduces all damage taken by 20% (was 30%). It no longer makes you immune to weapon attacks.
Spectating (3)
- Spectators can now jump in the stands, and everyone watching or fighting sees it.
- A spectator's chat now also shows in a bubble over their hero, for the other spectators. Fighters still never see spectator chat.
- Spectators now always see each other's names, as in town. Fighters still see a spectator's name only on hover.
Town (2)
- New: the Town Messenger <Windows App>, by the bones, for players in the browser. The Windows app has much lower latency: right-click him to download it while the game stays open. Guests are asked to save their progress first.
- He reminds browser players now and then, and more often while their latency is 150 ms or more.
Bug Fixes (1)
- Die by the Sword's description no longer says each dodge readies a sure Overpower crit. It never did.
0.14 “From the Stands”
Watch any match being fought from new stands around both arenas, and a round of balance for Feral Druids, Mages and Warriors.
Spectating (7)
- New: Spectating! Talk to Krugg Bloodhowl, the Arena Herald (the orc beside Samuro), to see every rated match, unrated match and duel being fought right now, and press Watch.
- You watch from new stands around the Nagrand and Ruins arenas, as your own hero: walk them with your movement keys. Up to 10 can watch a match.
- Press Tab, or click a fighter or their portrait, to follow them with the camera; Shift+Tab goes back. Move to go back to your own hero.
- Spectators see both teams in full, Rogues in stealth included, with both teams' frames on screen.
- Spectators can talk among themselves in their own chat. The fighters never see it, and spectators never see a team's chat.
- Fighters see the crowd in the stands (hover a spectator to see their name), and how many are watching under the match timer. The scoreboard lists who watched.
- You stay in your queue while you watch: when your match is found you're asked in the stands, and accepting takes you straight into it. Leave the stands at any time to come back to town beside the Herald.
Arenas (1)
- Nagrand and the Ruins of Lordaeron have stands: raised terraces outside the arena walls, east and west, with banners and braziers or lanterns. They don't block line of sight or change the fight below.
Classes (10)
- Druid: Feral: Mangle damage increased to 300 (was 285).
- Druid: Feral: Shred damage increased to 420 (was 400).
- Druid: Feral: Ferocious Bite damage increased to 170 per combo point (was 160).
- Druid: Feral: Rip damage increased to 140 every 2 sec (was 135).
- Druid: Feral: Ravage: Shred's extra damage to stunned targets increased to 126 (was 120).
- Mage: Frostbolt damage increased to 500 (was 480).
- Mage: Ice Lance (Frost) damage increased to 200 (was 170); its extra damage to rooted targets is unchanged.
- Warrior: Rage gained from dealing damage reduced by 20%.
- Warrior: Arms: Mortal Strike damage reduced to 415 (was 435).
- Warrior: Arms: Overpower damage reduced to 270 (was 285).
0.13.2 “Into the Storm”
Bladestorm works as in World of Warcraft, Kill Command looks from the Hunter, and fixes for queues that wouldn't pop.
Classes (2)
- Warrior: Arms: Bladestorm now commits you to the spin, as in World of Warcraft: while it lasts you can't use your other abilities or your trinket, and you don't auto-attack. Press Bladestorm again or right-click its buff to end it early. Your auto-attacks start again as soon as it ends.
- Hunter: Kill Command now needs your own line of sight to the target, not your pet's. Range is still measured from the pet.
Bug Fixes (1)
- Fixed 2v2 queues sometimes not popping when a solo player had queued ahead of two parties who could have filled both teams.
0.13.1 “Ratings Restored”
A fix for arena ratings that reset to 1500 after a server restart, and the lost ratings are back.
Bug Fixes (2)
- Fixed an arena rating sometimes resetting to 1500 in your first rated match after the server restarted or after you logged in.
- Ratings lost this way today have been restored, keeping what you've won or lost since.
0.13 “Duels”
Challenge anyone in town to a 1v1, a round of balance, and 5% more health for everyone.
Town (4)
- New: Duels! Right-click another player's portrait and choose Challenge to a Duel, or type /duel Name in chat.
- The player you challenge gets a prompt to accept or decline, like a match found, with 40 seconds to answer. Accepted, the two of you play a 1v1 in the arena as the heroes you have out, then come back to town.
- Duels are unrated: no rating changes, win or lose. Party members can duel each other.
- Entering a queue calls off a duel challenge, and you can't challenge someone who is queued or in a match.
Combat (4)
- Every hero, pet and summon has 5% more health (Warrior 5250, Paladin 5000, Priest 3950). Fights run a little longer and burst is a little less deadly.
- Melee auto-attacks now need line of sight, as ranged shots already did: no more swings around a pillar's edge. Windfury's extra swings too.
- Pets keep moving around an obstacle until they can see their target, instead of stopping behind it.
- Kidney Shot, Charge's stun and Death Coil now each have diminishing returns of their own.
Classes (14)
- Druid: Prowl moves at 75% run speed (was 70%).
- Druid: Feral: 5000 mana (Restoration keeps 6250).
- Paladin: Holy Light heals 1140 (was 1200).
- Paladin: Divine Favor's cooldown is 60 sec (was 45 sec).
- Paladin: Infusion of Light gives Holy Shock 25% more crit chance (was 30%).
- Paladin: Retribution: 5000 mana (Holy keeps 6250).
- Rogue: Kidney Shot no longer shares diminishing returns with other stuns, so it follows a Cheap Shot at full length.
- Rogue: Stealth moves at 75% run speed (was 70%).
- Shaman: Riptide's instant heal is 440 (was 400).
- Shaman: Earth Shield's charges heal 180 each (was 140).
- Shaman: Enhancement: 5000 mana (Restoration keeps 6250).
- Warlock: Fear breaks after 900 damage (was 1200).
- Warlock: Death Coil no longer shares diminishing returns with Fear, so it follows a Fear at full length.
- Warrior: Charge's stun no longer shares diminishing returns with other stuns: it doesn't shorten the stuns after it, and they don't shorten it.
Bug Fixes (1)
- Pressing Charge again mid-charge no longer spends a second Double Time charge ("Already charging").
0.12.2 “A Quieter Town”
Other players' spells are softer in town, Warriors rage from hitting more than from being hit, and Shadow Priest talents read properly again.
Town (1)
- Other players' spells and attacks are quieter in town, so your own stand out. Your own sounds, and everything in the arena, are as loud as before.
Classes (1)
- Warrior: Rage comes more from dealing damage and less from taking it: 0.05 rage per point of damage dealt (was 0.03) and 0.03 per point taken (was 0.05).
Interface (1)
- The Spells & Talents button is easier to find: bigger, brighter, and labeled with its key (N by default).
Bug Fixes (2)
- Psychic Horror's icon shows again, and Shadow Priest talent tooltips appear again.
- Talents, spells and other windows keep working even if an icon fails to load.
0.12.1 “Smoother Connections”
Fewer players stuck on the slower fallback connection, and a server that holds up better when the town is full.
Bug Fixes (2)
- Fixed most players being put on the slower fallback connection when many logged in at once: one stalled connection held up everyone joining after it. Movement and combat should stay smoother, with less rubber-banding.
- The server keeps more headroom for the game itself while players are downloading it.
0.12 “Line of Sight”
Area spells respect pillars, the Battlemaster shows where a match is nearest, longer days, and a Priest shake-up.
Arena (2)
- The Battlemaster now shows who's waiting in each queue, rated and unrated, against how many a match needs ("3 of 4"). Queue where the others are and your match pops sooner.
- The online list says which bracket everyone queued is waiting for, and your own queue line shows how full it is ("1 of 2 players").
Town (1)
- Days are longer and nights shorter: about 25 minutes of daylight to 15 of night.
Combat (1)
- Area spells and effects no longer reach through walls and pillars: Frost Nova, Divine Storm, cones, ground effects and the like only hit what the center can see.
Classes (6)
- Flash of Light, Flash Heal and Lesser Healing Wave cost about 10% more mana.
- Paladin: Retribution: Retribution deals about 5% less damage: Templar's Verdict 420 (was 480), Divine Storm 260 (was 300), Execution Sentence 875 (was 1000).
- Priest: Casting Power Word: Shield in Shadowform takes you out of it.
- Priest: If you had Rapture or Void Shift picked, check your talents and bar: the row's first talent is picked in its place and the bar goes back to the default.
- Priest: Discipline: New talent: Life Swap replaces Rapture. You and an ally trade health, each left with the share of health the other had. 2 min cooldown.
- Priest: Shadow: New talent: Psychic Horror replaces Void Shift. Stuns the target for 3 sec. 45 sec cooldown.
Interface (1)
- New keybind, Target focus (Shift-F by default): makes your focus your target.
0.11 “Come On In”
Jump straight in with Play as Guest, a smoother first trip into town, and sound that no longer stutters.
General (4)
- Play as Guest: no account needed. Click it on the sign-in screen and you're in town with every hero, under a name like Guest12345. Your heroes, talents, settings and ratings are kept from your first match.
- Save Progress: when you want to keep your guest for good (or play it on another device), press Save Progress in the bottom right corner in town and choose an email, a name and a password. Everything you had comes with you.
- Signing out of a guest doesn't lose it: Play as Guest on the same device brings it back.
- Guests show on the leaderboard once their progress is saved.
Town (2)
- Your first visit to town now waits behind the loading screen until everything is ready, showing how far along it is, rather than stuttering for its first few seconds. Later visits come in at once.
- Sound stays quiet while the game loads and fades in once you're in.
Classes (1)
- Warrior: Fury: Rampage deals 11 damage for each point of Rage (was 13).
Bug Fixes (3)
- Fixed sound stuttering and crackling in the browser, which could last for the rest of a session after the game loaded something new.
- Call Dreadstalkers' tooltip no longer says the same thing twice.
- Fixed the Windows game slowing down more and more the longer you played, for players with a title.
0.10 “Ready for Launch”
The town grows with the crowd, titles shine after names, chat and the combat log share one window, and a round of Rogue and Frost fixes.
General (5)
- Titles: some players now carry a title after their name, such as <GM> or <Supporter>. It shows over their head, in chat, in the online list and when you inspect them. Hold more than one? Pick which shows at the top of the Heroes panel.
- Names that pass for the game's staff (GM, Admin, Moderator and the like) or carry a slur can't be chosen any more.
- Before the server restarts for an update, everyone online hears a countdown: at 5 minutes, 1 minute and 10 seconds. New queues and practice games close in the last minute.
- Connection problems now say what happened and what to do, in plain words: the server can't be reached, it's restarting for an update, or the connection dropped.
- The Windows game now updates itself before its window opens: a small window shows the download, then the game opens already up to date.
Town (2)
- When the town fills up, more copies of it open, up to 40 players each. You join a copy with friends in it when there's room, and a party gathers in its leader's. Lobby chat and the online list still reach everyone.
- jerz has a new button, Join our Discord, and his tip button now reads Buy me a coffee.
Interface (4)
- Chat and the combat log now share one window at the bottom left, with Chat and Combat Log tabs, as in WoW. Chat that comes in while you read the log makes the Chat tab glow, and pressing Enter to type takes you back to Chat.
- Critical strikes pop: their numbers burst in big, dip and settle, and stay a moment longer. Crits you take pop too.
- A latency readout under the frame rate shows your connection's round trip: green, yellow or red. Turn it off with Show latency in the Interface settings.
- The F2, F3 and F4 debug keys are gone.
Chat (1)
- Slurs show as **** in lobby, party and team chat.
Classes (1)
- Mage: Frost: Winter's Chill now lets Deep Freeze stun for the full 4 sec (was 2 sec), still without a frozen target, but Deep Freeze's cooldown becomes 45 sec (was 30).
Bug Fixes (5)
- Chilling Barrier's slow and Earthbind Totem no longer bring stealthed players out of stealth.
- Vanish now stops your auto-attack, so your next swing no longer pulls you straight back out of stealth.
- Shadowstep no longer starts your auto-attack, which broke stealth.
- A hero, talents or spells changed while you wait in a queue are now the ones you play in that match, and you come back to town as you left them.
- Talents picked just before closing Spells & Talents are no longer lost, and saving your bar no longer undoes talents still being saved.
0.9 “A New Home”
Arena of Champions now lives at arenaofchampions.live, and anyone can make an account: no access code needed.
General (4)
- The game has moved to arenaofchampions.live. The old address no longer works.
- Making an account no longer takes an access code: share the link with anyone. Your account, heroes and rating came along.
- Playing in the browser? Sign in again once at the new address.
- Playing the Windows download? Download it again from arenaofchampions.live: the old one can't find the new address.
Arena (5)
- The Battlemaster now offers Join Rated and Join Unrated. Unrated matches play exactly the same, but no rating is won or lost. The two queues never mix, and the queue line and the match prompt say which one you're in.
- The online list shows who's in which queue, and how many players are queued for rated and unrated.
- Talents and spells can now be changed in the arena while the gates are closed. Open Spells & Talents (N, or the button under the match clock) to fit your build to the team you're facing. Your spec stays the same for the whole match.
- Changing a talent or a spell there starts your hero over: your buffs (on you and on allies), forms, stealth, shields, totems and summons end, and your health, mana (or rage, or energy) and cooldowns reset. Buffs your allies put on you stay. Just reordering your bar changes nothing else.
- Preparation now lasts 40 sec (was 30), to leave time for it.
Town (1)
- The brown dog in town is jerz. Right-click him for a note from the game's maker, and a link to help support the game's development.
Chat (2)
- Game masters' messages appear in light blue, as [GM] Name.
- If you're taken off the server, you're now told why.
0.8 “Call of the Elements”
The Shaman arrives: one totem on the ground, one elemental shield, and either Healing Waves or a two-handed weapon with the wind behind it.
New Class: Shaman (11)
- The Shaman joins the arena. Every Shaman knows Lesser Healing Wave, Healing Wave, Lightning Bolt, Earth Shock, Flame Shock, Frost Shock, Wind Shear, Purge, Hex, Ghost Wolf and Lightning Shield.
- The shocks share one 6 sec cooldown: burst, burn or slow, pick one. Hex turns a foe into a frog for 8 sec; it's magic, so any healer can dispel it.
- Totems: one on the ground at a time, planted at your feet. Any single blow destroys one, but area damage and damage over time can't touch them, and Tab skips them (click one to pick it). Your talents can swap your totem for another.
- Shields: Lightning Shield's orbs strike back at enemies who hit you in melee. Each shield goes off at most once every 2 sec, and ends with its last orb.
- Ghost Wolf makes you 30% faster; any spell leaves it, and no Hex or Polymorph lands on a wolf.
- Restoration: Riptide, then a quicker Healing Wave thanks to Tidal Waves, Lesser Healing Wave when it's urgent. Healing Stream Totem heals you and allies near it, and Cleanse Spirit dispels.
- Restoration: Your totem row can swap Healing Stream for Tremor Totem (shakes off fear) or Grounding Totem (eats the next harmful spell aimed at your side). Your shield row can swap Lightning Shield for Earth Shield on an ally, or Water Shield for mana.
- Restoration: Tidal Force, Spirit Link or Spiritwalker's Grace finish the tree.
- Enhancement: A slow two-handed weapon, Stormstrike, shocks, Searing Totem and Shamanistic Rage.
- Enhancement: Your first talent row picks your weapon's imbue: Windfury (a chance for two extra swings at once), Flametongue (fire on every swing, and faster Lightning Bolts) or Rockbiter (stone skin that Earth Shock spends for a bigger hit).
- Enhancement: Your totem row picks Earthbind Totem, Strength of Earth Totem, or Searing Flames for a Searing Totem that burns. Feral Spirit, Unleash Elements or Bloodlust finish the tree.
Classes (2)
- Druid: Cat Form bites on the run: swings and builders on the move no longer stop the whole cat in its tracks.
- Druid: Moonfire is now a short bolt of violet light on its target.
0.7 “The Long Game”
Fights last longer: every hero has 25% more health, with small trims to the strongest specs and small lifts to the weakest. Subtlety Rogues are redesigned.
Arena (2)
- Every hero, pet and summoned creature has 25% more health, and every mana pool is 25% larger (mana still comes back as fast as before). Fights last about a quarter longer, so healing, defensives and crowd control count for more.
- Everyone regains mana out of combat at 125 a second (was 150). Breaking away to recover still pays, just a little less.
Classes (26)
- Warrior: Warriors gain 40% less rage from the damage they deal and 37% less from the damage they take, so rage runs out now and then instead of sitting at the top.
- Warrior: Slam deals 335 (was 350).
- Warrior: Arms: Mortal Strike deals 435 (was 450), and its Mortal Wounds cut healing by 45% (was 50%). Overpower deals 285 (was 300). Execute deals 850 (was 900).
- Warrior: Fury: Rampage deals 13 damage for each point of rage (was 15). Bloodcraze heals for 20% of your damage (was 24%). Raging Blow adds 225 to Bloodthirst (was 250).
- Mage: Frostbolt deals 480 (was 460). Fireball costs 335 mana (was 350).
- Mage: Fire: Combustion adds 45% crit chance (was 50%).
- Mage: Frost: Ice Lance deals 170 (was 155). Deep Freeze now counts as frozen: Ice Lance's bonus, Shatter, and Deep Freeze itself all work on a target it holds.
- Rogue: Rogues have 4375 health (was 3400), a little more than the increase every hero gets, and 11% dodge (was 10%).
- Rogue: Sinister Strike deals 250 (was 240). Eviscerate deals 175 for each combo point (was 170).
- Rogue: Assassination: Mutilate deals 355 (was 340). Envenom deals 147 for each combo point (was 140).
- Rogue: Subtlety: Ambush deals 655 (was 700). Find Weakness adds 22% physical damage taken (was 25%).
- Rogue: Subtlety redesign: your first talent row now picks your builder, in Sinister Strike's place on your bar. Backstab: 55 energy, 420 damage, from behind or against a stunned or rooted target. Hemorrhage: 35 energy, 210 damage, and the target takes 10% more damage from your abilities for 15 sec. Ghostly Strike: 40 energy, 225 damage, and you dodge 10% more attacks for 6 sec. Shadow Techniques is gone.
- Rogue: Shadow Dance lasts 8 sec (was 6), and your abilities cost 20% less while it lasts.
- Rogue: New talents: Shadow Focus (abilities cost 50% less in stealth) replaces Master of Subtlety. Waylay (Ambush slows the target 50% for 8 sec) takes Premeditation's place. Evasive Dance (40% dodge and immunity to slows while Shadow Dance lasts) replaces Soothing Darkness.
- Rogue: New capstones: Premeditation (in stealth or Shadow Dance, 2 combo points on your target; 20 sec) replaces Death from Above, and Preparation (Vanish, Evasion, Sprint and Shadowstep are ready again; 3 min) replaces Secret Technique.
- Hunter: Scatter Shot now shares diminishing returns with Blind and Fear, not with Freezing Trap, so Scatter Shot into Freezing Trap holds the target the whole way.
- Hunter: Marksmanship: Aimed Shot deals 705 (was 750).
- Hunter: Beast Mastery: Kill Command deals 355 (was 380). Bestial Wrath adds 45% damage (was 50%). Spirit Beast's Spirit Mend heals 660 over 6 sec (was 750).
- Paladin: Flash of Light costs 350 mana (was 400) and heals for 615 (was 600).
- Paladin: Holy: Holy Light heals for 1200 (was 1150).
- Paladin: Retribution: Hammer of Wrath deals 600 (was 650).
- Warlock: Fear now breaks after 1200 damage (was 500), so your own damage over time no longer ends it at once.
- Warlock: Affliction: Corruption ticks for 95 (was 90), Unstable Affliction for 127 (was 120), and Curse of Agony starts at 42 (was 40).
- Warlock: Demonology: Hand of Gul'dan deals 365 (was 380). The Felguard hits for 70 (was 75).
- Druid: Feral: Mangle deals 285 (was 260). Ferocious Bite deals 160 for each combo point (was 150). Rip deals 135 each tick (was 120).
- Druid: Restoration: Rejuvenation heals for 640 over 12 sec (was 600). Lifebloom ticks for 43 (was 40). Healing Touch heals for 1335 (was 1300).
0.6 “Claw and Leaf”
The Druid arrives: a shapeshifter who heals, prowls as a cat, and holds the line as a bear.
New Class: Druid (8)
- The Druid joins the arena. Every Druid knows Rejuvenation, Regrowth, Healing Touch, Wrath, Moonfire, Entangling Roots, Cyclone, Barkskin, Faerie Fire and Bash, and can take Bear Form.
- Shapeshifting: Cat Form and Bear Form free you from roots and slows, and Polymorph can't land on a shape. Leaving a form is free and instant. Press a spell from another form and you shift into it first.
- Energy comes back in every form; rage builds only in Bear Form. Bear Form raises your health by 25% and cuts the physical damage you take.
- Restoration: Heals that keep rolling: Lifebloom stacks and blooms, Swiftmend uses up a Rejuvenation or Regrowth for a burst heal, Nature's Cure dispels, and Innervate restores mana.
- Restoration: Tree of Life, Wild Growth or Nature's Swiftness finish the tree.
- Feral: Prowl, Pounce, build combo points with Mangle and Shred, and spend them on Rip, Ferocious Bite or Maim. Tiger's Fury gives 60 energy and 15% more damage for 6 sec.
- Feral: Talents for skill: Ravage lets Shred hit a stunned or rooted target from the front, Lunar Inspiration casts Moonfire in Cat Form, Shadow Prowl stealths you mid-fight, and Bloodtalons turns your heals into harder strikes.
- Feral: Shifting into a form is instant: no growing in.
Classes (2)
- Hunter: Entrapment's root now looks like a web.
- Priest: Silence has a mark of its own.
0.5 “Shadows and Standings”
The Warlock arrives, rated arena play begins, and the Warrior's specs are rebuilt.
New Class: Warlock (4)
- Gul'dan joins the arena: curses, drains, fear and demons, on mana he can buy back with Life Tap. Every Warlock knows Immolate, Curse of Agony, Drain Life, Fear, Howl of Terror, Death Coil and a Healthstone.
- Affliction: No demon: damage over time and drains. Unstable Affliction, Curse of Agony and Drain Mana, with Haunt, Curse of Tongues or Siphon Life to finish the tree.
- Demonology: Fight beside a Felguard, Felhunter or Succubus. Hand of Gul'dan empowers your demons, alongside Call Dreadstalkers, Demonic Empowerment and Intercept. Summon an Infernal or a Doomguard to finish the tree.
- Demonology: Soul Link and Demon Armor make Demonology the sturdier spec.
Arena (4)
- Rated play: every account has a rating for each class and bracket, starting at 1500. Queued matches between signed-in players are rated; practice, guests and bots are not.
- Your rating change shows on the scoreboard as the match ends.
- Arena frames show each Gladiator's Medallion: lit when ready, with the time left when not.
- Fallen players walk the arena as a ghost to watch the rest of the fight. Only you can see your ghost, and it can't affect the match. Press a teammate's party frame to watch them instead, and move to walk again.
Town (4)
- Arena Standings: right-click the signpost by the Practice Master's tent to see each bracket's best 50.
- Bromli Thunderkeg, the Practice Master in the east tent, now sets up practice matches. Practice plays as a queued match does, preparation included. The training room is gone.
- Gorrim Quillbeard, the Town Crier by the table in the west, tells you what's new in the latest patch.
- Torches light the east side, and barrels, skulls and a harpy nest dress the rest.
Classes (21)
- Warrior: Arms: Sweeping Strikes replaces Cleave: all your direct damage also hits enemies within 5 m of your target for 25%.
- Warrior: Arms: Overpower costs nothing, is always usable on its 5 sec cooldown, and can't be dodged. After a target dodges you, your next Overpower within 5 sec is a sure crit.
- Warrior: Arms: Deep Wounds also gives 5% crit. Relentless makes you immune to roots and slows for 4 sec after a Charge. Bounding Stride is 70% speed for 4 sec and takes 3 sec off Charge.
- Warrior: Arms: Riposte adds 15% dodge. Second Wind heals 15% of your health when you're stunned, feared or incapacitated (once every 20 sec). Unbreakable makes Shield Wall a stun and fear immunity.
- Warrior: Arms: Storm Bolts gives Storm Bolt 2 charges. Bloodstorm applies Rend. Die by the Sword lasts 8 sec and also reduces other damage taken by 30%. Improved Slam is a 50% chance.
- Warrior: Arms: Avatar is easy to spot: Grom roars and grows larger for as long as it lasts.
- Warrior: Fury: Rebuilt around Enrage: 8 sec of 20% more damage dealt and taken. Bloodthirst crits no longer cause it.
- Warrior: Fury: The first row picks how Enrage comes: Furious Charge, Seething Rage (every 24 sec in combat) or Endless Rage (always, at a higher cost). The rows below shape it, spend it and survive it.
- Warrior: Fury: The last row: Recklessness (30% crit for 10 sec), Rampage (while Enraged, spends all your Rage for 15 damage a point) and Battle Cry (you and allies within 15 m deal and take 15% more damage for 8 sec).
- Warrior: Fury: Rampage no longer earns back most of the Rage it spends.
- Mage: Frostbolt deals 460 damage (was 420). Ice Lance deals 155, or 465 to a frozen target (was 140 and 420).
- Mage: Frostbite has a 25% chance to freeze for 4 sec, and is now a random root with diminishing returns of its own: it no longer shortens your Frost Nova, Frost Step or Frozen Silence.
- Mage: Mana regenerates at 25 a second in combat and 150 out of it.
- Priest: Shadow: Shadowform is now a Shadow spell every Shadow Priest knows, no longer a talent.
- Priest: Shadow: Shadow Weaving is reworked: your damage, damage over time included, deals 15% more for each of your damage over time effects on the target. It no longer waits for a Mind Blast crit.
- Priest: Shadow: Vampiric Embrace heals you for 15% of all your Shadow damage, damage over time included, and no longer from your Holy damage.
- Priest: Shadow: Vampiric Embrace's swirl stays with you as you run, instead of trailing out behind you.
- Priest: Shadow: The last row has three new spells. Shadow Crash: a slow bolt of shadow that deals 250 to the target and every enemy within 8 m, and leaves Vampiric Touch on each (20 sec cooldown).
- Priest: Shadow: Mindgames replaces Psychic Horror: 300 Shadow damage, and for 5 sec the target's damage heals whoever it strikes, and its healing hurts whoever it heals (1.5 sec cast, 45 sec cooldown).
- Priest: Shadow: Void Shift replaces Void Torrent: you and an ally trade health, each left with the share of health the other had (2 min cooldown, off the global cooldown).
- Hunter: Marksmanship: Lone Wolf increases your damage by 20% (was 30%).
Combat (3)
- Instants on the global cooldown (Ice Lance, Fire Blast, a Hot Streak Pyroblast) pressed during a cast now wait for it and go off right after, as in WoW, instead of cancelling it. Instants off the global cooldown (Counterspell, Blink, Pummel) still cut in, and Escape still cancels a cast.
- A spell's damage on one target lands as a single hit with one crit roll.
- Sap, Blind, Gouge, Polymorph and Repentance no longer start your auto-attack, so your first swing won't break your own Sap.
Interface (7)
- A new damage meter: Damage and Healing tabs, the fight's length, and a bar per spell with its icon, crit rate and share. Drag its title bar to move it.
- Keybinds, controls, interface options and your HUD layout are saved to your account, and follow you between the browser and the Windows download.
- The loss-of-control alert is a WoW-style banner with the spell's icon and the time left.
- The hero panel shows your ratings. Spells & Talents and Inspect are larger and easier to read.
- Unit frame name banners take their class color, and a setting adds class icons to unit frames.
- /roll and /random. Invite to Party from a unit frame's right-click menu in town.
- Buttons glow under the pointer.
Windows Download (3)
- Download the game for Windows from the sign-in screen. It keeps itself up to date.
- New graphics settings: anti-aliasing, the browser's resolution, and vertical sync.
- Faster frame rates, above all in town.
Bug Fixes (3)
- Polymorph hides the hero under the sheep, and the sheep can be clicked.
- The action bar no longer blocks Settings and Sign Out in town.
- Spell effects on the ground are no longer painted over by the ground itself.
0.4 “Light and the Hunt”
Two new classes, a second arena, and one town for everyone.
New Class: Paladin (1)
- Arthas takes up the Light: a plate fighter who heals, with Holy and Retribution specs. Divine Shield, Blessing of Protection and Lay on Hands share Forbearance.
New Class: Hunter (2)
- A ranged fighter with a pet at their side, and traps thrown to the ground.
- Spells can now be aimed at the ground.
Arena (3)
- New arena: the Ruins of Lordaeron, a graveyard courtyard with a tomb between the gates and two poison pools. Each match is played on a random arena.
- Every hero carries a Gladiator's Medallion.
- Ready buttons in the starting rooms: when everyone's ready, the gates open sooner.
Town (3)
- One town for everyone: see other players, talk, and invite them to your party.
- Inspect other heroes to see their spec, talents and spells.
- Set your spells on the hotbar right in town.
Interface (3)
- Keybinds can use modifier chords, such as Shift+1.
- An arena damage meter.
- Talent rows can be passive.
0.3 “A Town in the Barrens”
The lobby becomes a town, and the Rogue arrives.
New Class: Rogue (1)
- Stealth, openers, combo points and finishers.
Town (1)
- Between matches, walk your hero around a town in a Barrens crater. Right-click the Arena Battlemaster to queue.
Interface (4)
- An options menu.
- A camera that follows your hero.
- The game now runs on a server online, for friends to join.
- Fixed the browser sometimes hanging while loading.
0.2 “Specs and Talents”
Specs, talents, the Priest, and queues.
New Class: Priest (1)
- A healer with Discipline and Shadow specs.
Classes (2)
- Every class has two specs, each with its own spells and talent rows. Your build is saved on your account and played in your matches.
- Critical strikes and dodges.
Arena (3)
- Queue for 1v1, 2v2 or 3v3, with a ready check when a match is found.
- Parties, and a list of who's online.
- Practice against bots.
0.1 “Into the Arena”
The first fights: the Warrior and the Mage in the Nagrand arena.
Launch (4)
- Play the Warrior or the Mage in the Nagrand arena.
- Accounts, a hero for every class, and chat with bubbles over heads.
- Sound, tooltips, target of target, the gates countdown, and spectating a teammate after you die.
- Settings that stay between visits.
Spell names, costs, cooldowns and talent text are read from the game client (v0.21, checked 2026-10-30). The developer calls the numbers “first-pass tuning”, so expect them to change.