FIX: Attack/Retribution - the bonus is limited to 25%
FIX: Dark Magic/Corrupted Soil affects only non-flying creatures
FIX: Blood Rage/Powerful Blow - the chance for a critical strike is increased by 10% (giving 40% with Excruciating Strike, and 10% without). The Barbarian spends only half a turn to place the link.
UPD: Summoning Magic/Fog Veil - enemy shooters' damage decreased by 20% (instead of 10%)
UPD: Logistics/Warpath movement points bonus reduced to 250 (instead of 350)
UPD: Defence/Defend Us All: Goblins reinforcements now depends on the current week's number
NEW: Sorcery/Mana Regeneration - Mana regeneration rate is doubled to 2*Knowledge Mana Points per day
NEW: Enlightenment/Intelligence - Mana regeneration rate is not increased
Heroes 5 Creatures
UPD: Zealots now have 7 shots (instead of 5)
UPD: Horned Grunts now have Defense 2, Initiative 8 (instead of Defense 1, Initiative 9)
UPD: Matron icon updated
FIX: Whirlwind only damages enemies
FIX: Force Arrow does not stun the target
FIX: Acid Breath is the same as Fire Breath (as before), not Prismatic Breath
FIX: Torpor - all three types of Vampires do maximum damage against sleeping stacks
FIX: Siphon Mana drains 0.125 Mana per creature in the stack (half the "Mana Drain" amount), not 0.5
FIX: Stormcaller - details added
FIX: Magnetism - details and example added
FIX: Irresistible Magic has no effect on Enchanted Armor
FIX: Bear Roar - details added
FIX: Energy Channel - the spells' cost is reduced by 25%, and rounded down
FIX: Blinding Attack - Blindness is cast with basic mastery (with Spellpower 8: duration is 1.6 turns)
UPD: Sabotage works if Target_HP is lower than 10*Gremlins_HP (instead of 5*Gremlins_HP in 3.0)
UPD: Firehound - damage to other targets reduced to 0.75 (instead of 1)
UPD: Death Wail (Banshee) damage formula updated (damage has been doubled)
UPD: Leap (Horned Grunt) - Horned Grunts take triple damage retaliation after leaping (instead of double)
UPD: Festering Aura (Rot Zombie) reduces Attack by 3 (instead of 2)
UPD: Torpor (Vampire Prince) lasts for 2 turns (instead of 3)
UPD: Sorrow Strike (Ghost Dragon) - Sorrow is cast at Expert level (instead of Basic)
UPD: Crippling Wound decreases target's Speed by 40% (instead of 50%) and Initiative by 20% (instead of 30%)
UPD: Manticore's Poisonous Attack lasts for 10 actions (instead of 3)
FIX: Crushing Blow (Untamed Cyclops) - if at least one enemy stack is stunned, the target stack does not retaliate
FIX: Wheel of Fortune (Djinn Vizier) - duration is equal to the stack Spellpower
FIX: Evil-Eye (Bloodeyed Cyclops) - the effect is permanent
FIX: Incorporeal only allows 2 hits/misses in a row (not 3)
NEW: Liquid Flame Breath - comment detailed
Heroes 5 Spells
FIX: Horde's Anger is reduced by magic protection and can be resisted. It can not be reflected by Magic Mirror.
FIX: Call of Blood - only the target receives Rage Points, not the rest of the army
FIX: Master of Earthblood adds +4 to the effective Spellpower of Arcane Crystal and Blade Barrier
NEW: Vampirism - effect of undead attributes clarified
UPD: Arcane Armor "no mastery" formula fixed to 250+50*Power (instead of 250+250*Power!!)
UPD: Divine Vengeance power decreased
UPD: Rune of Charge is active for one action (instead of one turn), including waiting or defending
Heroes 5 Artifacts
NEW: comment added for Crown of Leadership
FIX: Spells from Wands are always cast with Advanced mastery and Spellpower 8
Heroes 5 Towns
UPD: Stronghold grail can now be built before reaching town level 15
Heroes 5 Map Locations
NEW: added comment about Military Posts
NEW: added comment on Magic Shrines and Battle Sites for Barbarian gaining experience instead of spells
Weeks
FIX[en]: fixed a few "Week of..." in-game descriptions with incorrect creatures names (Week of Flame, Week of Hydra, Week of Gremlin)
Racial Skills
FIX: Artificer - mini-artifacts' effects are automatically increased each time the Wizard enters a town with the Arcane Forge built, if his Knowledge is higher (effects are never decreased)
FIX: Necromancy - Amulet of Necromancy removed from the Necromancy% modifiers table
FIX: Necromancy - the current amount of Dark Energy in your pool is displayed in the Dark Energy bar, just below the resources bar
FIX: Blood Rage - Rage Points are gained when attacking, even when missing
UPD: Blood Rage - Damage absorbed reduced and formula for Rage Points transfer updated
Hero Development
FIX: Barbarian chances of increasing statistics are 45%/35%/5%/15% (not 50%/35%/5%/10%)