Warcraft III 1.13 Changes

No guarantee on them though. Here's a compiled list based on B-net forum infos. Note that there are also a few campaign spoilers in there. Here's the excerpt from the gameplay part:

-Web Upgrade cost is doubled.
-Anti-magic and possession are both much different.
-Emailing binding of an account like D2, 1.10.
-Troll batriders have their damage for explosion dramatically nerfed.
-Statis trap AoE reduces to 80% of 1.12 levels.
-Eating trees takes longer but heals much more.
-DoC caster upgrade times are slashed.
-Rain of fire has the same cap as blizzard.
-Beastmaster is not as strong to start and reduces armor as well.
-Dragonspawn Meddlers are nerfed a bit.
-Creep bloodlust costs 50% more mana to cast.
-Some modifications to how orcs and humans mine gold in an effort to make sure that five workers is optimal for a townhall placed as close as possible to the mine.
-I see nothing on slow, from either the human or orc prospective.
-Troll Batrider attack damages go up a little.
-Hawk hitpoints reduced to 450 at lvl 2 and 650 at lvl 3.

-Fire Orbs and Vemon Orbs get cheaper.
-Cleave spash radius increased.
-Staff of Preservation changes :: cost reduced, but only affected owned units now, not allied units.
-Clarity potions unchanged.
-Only change to miltia was that they can only be created at the starting town hall now.

-Spirit link damage can no longer kill a unit. It reduces it to one hit point and dispels it.
-Pit Lord gets a much smaller footprint so that he is easier to move around.
-Dark Ranger's black arrow no longer has a cooldown on level 1, but the damage of the minion raised is reduced.

-Storm Bolt no longer stuns longer with higher skill levels. Damage is changed, but I didn't look up if it is up or down.
-[Q: Orc are actually the best race for the begining of the game...but they could use a slight boost for their mid-late game units...Give Wyerns a slight boost in HP...?] Not on the list I have... sorry.

- Level 1 [Feral] wolves move slower, level 3 wolves get more hit points.
-Undead heroes are unchanged.
-The reduction in initial damage [of Unstable Concoction] is very significant. Splash damage is increased by high percentage of what it is now.

-Batriders attack value is raised.
-The change in Shadow Strike is to it's damage. Down by a third.
-Paladin, holy light mana cost reduced by 10.

-Breath of Fire and Drunken Haze both reduced mana costs to 70.
-[Banish:] Mana cost is now constant on level of spell. Cooldowns change based on level (5/3/1) and durations only go up a little bit by level.

-Wisp detonation is about halved.
-Well some of the AoE spells have that damage cap [3/4??]. Rain of Fire, Blizzard and Shockwave. No change to Human priest or sorc casters.

-It [Possession] now has a channel effect and takes some seconds to take effect. During that time the target is completely invulnerable, but the banshee is extremely vulnerable taking extra damage from attacks. A stun or kill of the Banshee ruins the spell. Range has been close to doubled.
-Anti Magic Shell now absorbs up to a set amout of magical damage. Secondary effects that do not effect hitpoints are not effected by anti magic shell. The mana cost has been changed to try to balance this.
-[TC Shockwave] Capped at 12 targets.
-Blademaster and Demon Hunter are left the way they are.
-Sea Witch gets slower movement and frost arrows cost more mana.
-Bunch of changes there [Market items]. Potions of replishment cost get hacked in half or better.

Usually puts out the exact changes in their patches. They didn''t on this one?

The patch isn''t out yet.

Oh, that would explain it! Where did they get this info then?