"Sneak Peek" Release Notes!

Hi everyone!  Lots of text ahead....

"Sneak Peek" Release Notes for Eberron Unlimited/Mod 9:

The fine folks at Turbine and Codemasters have released their latest Release Notes for the upcoming Eberron Unlimited (Mod 9 so far in Europe)!  While much of this stuff is unchanged from the Lammania Release Notes released in April, there's some very interesting new stuff in here, including an announcement about a major attack and damage change coming to the game.

Called "Grazing Hits", we're lacking a bit of public detail on it, but it appears to be a system in which we (and the monsters) will do a small amount of damage on rolls that in the past would have been misses.  Here's the announcement:

To address issues of player dissatisfaction with a high rate of missedattacks and to balance high AC numbers among characters, the "grazinghit" system applies some damage to players and monsters on attacks thatwould otherwise have missed if the number rolled on the die is highenough.

Word is that we'll get more info about this soon.

Also worth noting:  New elf enhancements, Favored Soul enhancements/capstone and the tribute item to Dave Arneson:

Dave Arneson Tribute

A tribute to Dave Arneson has been placed in the Ruins of ThrenalNPC area, as this dungeon series was narrated by him. A new item, theMantle of the Worldshaper, drops at the end of the Threnal series.

  • Mantle of the Worldshaper Item: A comforting and inspiringpresence surrounds you as you hold this cloak. Arcane runes run alongthe edges of this fine cape, and masterfully drawn on the silken liningis an incredibly detailed map of a place named 'Blackmoor'.
    • Gives 5% boost to XP (does not stack with Voice of the Master)
    • Set Bonus with Voice of the Master: True Seeing persistent buff

Okay, so here's the notes and here's a LINK to the notes on the DDO Compendium:

DDO Release Notes: DDO Unlimited Sneak Peek

Welcome to the Sneak Peek Release Notes for Dungeons & DragonsOnline! These release notes were posted Wednesday, June 24th, 2009.These release notes are subject to additions and changes.

News & Notes

Of Special Note:

Welcome to Level 20!

The level cap has been increased to 20! Experience is now capped at1,900,000 points! Discover more abilities, feats, enhancements for yourcharacter!

New Class: Favored Soul

Favored Souls draw on divine magic to both heal and destroy. Likeclerics, Favored Souls have access to powerful healing spells, but theyare also more skilled with weapons than any other spell caster. Likesorcerers, they get a larger number of spell points than other spellcasters but cannot freely switch spells at taverns or rest shrines.Players will be able to unlock the Favored Soul by reaching 2500 totalfavor on a character or by purchasing it in the DDO Store! To learnmore about Favored Soul features, be sure to check the class abilitiesand enhancement sections of these release notes!

New Adventure Packs

The Devils of Shavarath

The Twelve is now seeking volunteers willing to be teleported to theplane of Shavarath to face the Devil legions. With the help of theYugoloth, heroes from Stormreach can infiltrate the Devil territoriesand work to drive back this extraplanar threat to keep the home worldof Eberron safe!

  • Brave treacherous Devil territory, where the sky is scorchedby billowing smoke, and warfare covers the ground like a rollingprairie made of broken bone and arrow shafts.
  • Infiltrate the devil fortresses to divide their efforts by letting in the invading Demon Horde.
  • Navigate mazes of Devil prisons, treacherous traps, and fiendish foes.
  • Help the Twelve to unleash a deadly weapon to turn the tides of war.
  • Aid other heroes of Eberron struggling against the powers of Shavarath.
  • Cast the Devil General Horoth down from his seat of power in the Shavarath Army.
The Sharn Syndicate: Crimewave

Coin Lord Yorrick Amanatu, who controls the Stormreach Guard, wantsplayers to help him eliminate the growing Sharn Syndicate presence inStormreach. This lower-level adventure takes place right in theStormreach marketplace.

New Free Adventures

Cerulean Hills

Two new adventures have been added to the Cerulean Hills wildernessarea. Can you aid the residents of the Cerulean Hills as they facedanger from hostile natives of Xen'drik?

Chat Improvements

Enjoy being a part of the larger community and getting connectedwith other players, thanks to the following all new chat features!

  • You can now communicate with other players from acrossinstances and dungeons in general chat! All public spaces, interiors,and dungeons now associate with their nearest public zone for generalchat, including multiple instances. Example: If you're in theLordsmarch Bank, you can still talk with players in all instances ofthe Marketplace. Freeing Arlos in the Waterworks? You can still chatwith players in the harbor! If you're not in the mood to chat you canfilter general in your chat tabs, or turn it off entirely underOptions-Gameplay.
  • Two new default chat channels have been added: Trade and Advice!
    • Use /trade or /tr to discuss your in-game trades with other players!
    • Use /advice or /a to seek help from (or offer help to) other players!
    • You can view the Trade and Advice channels while questing or inside interior spaces, just like general chat!
    • Not in the mood to chat? You can disable these channels manually in your chat window, or under Options->Gameplay.
  • To help curb spam and abuse of chat, tell, and the mailsystem, an anti-spam feature has been added that will prompt you towait if you are sending too many messages out too quickly or to toomany people at once.
  • Added the ability to select the font size for chat.
  • Guild MotD's will now be displayed to members general chat windows when it is changed and when they log in.
  • Messages from the Dungeon Master are no longer tagged as coming from 'DM Text'. Now they are coming from the 'Dungeon Master'.

We hope you enjoy sharing game knowledge and socializing with the new chat options!

Guild Improvements

  • If you are a guild officer with recruitment permissions, youcan now create a Guild Recruitment Sigil! This special item can then bemailed to anyone you like to allow them to join your guild. Access thisfeature by typing "/guild recruitsigil" in the chat window.
  • The amount of characters you can use for the guild messageof the day has been expanded. Guild MotD's will now be displayed tomembers general chat windows when it is changed and when they log in.

Marketplace Remodeling

The Coin Lords have completed their beautification project in theStormreach Marketplace! The once desolated Market has been restored toits days as a center for trade, entertainment, and welcome to all whocome to Stormreach!

Dave Arneson Tribute

A tribute to Dave Arneson has been placed in the Ruins of ThrenalNPC area, as this dungeon series was narrated by him. A new item, theMantle of the Worldshaper, drops at the end of the Threnal series.

  • Mantle of the Worldshaper Item: A comforting and inspiringpresence surrounds you as you hold this cloak. Arcane runes run alongthe edges of this fine cape, and masterfully drawn on the silken liningis an incredibly detailed map of a place named 'Blackmoor'.
    • Gives 5% boost to XP (does not stack with Voice of the Master)
    • Set Bonus with Voice of the Master: True Seeing persistent buff

Capstone Enhancements

Module 9 introduces a large number of Prestige Enhancements as wellas a new class of Enhancements called "Capstone Enhancements". CapstoneEnhancements require 20 levels of a class, and a character can haveonly one Capstone Enhancement at a time. We have given one CapstoneEnhancement to each class in Module 9, but in the future it is likelythat more will be created. Take a look at the available Capstones by clicking here!

Smart Targeting & Combat Feedback

Introducing our new smart targeting system! In conjunction with anumber of UI changes, the smart targeting system is intended to aid inthe selection of nearby items, interactable objects, and enemies.Any target actively selected (either by clicking on it, tabbing to it,or using any other method of selection) is considered a "hard" target.These behave exactly as targets do currently. You can press the escapekey to clear your hard target, just as you could before these changes.Hard targets can be identified by the double ring around their feet anda bolder name.Using the smart targeting system, if you do not have a hard target, a"soft" target will be selected. Monsters within close range are takenas a priority over items and interactables, with selection weightedtowards objects that are closer to you and towards the middle of thescreen. Most spells and attacks will be aimed at your soft target, butarea of effect direction spells (such as fireball) will be fired in thedirection you are facing, as if you did not have a target selected. Ifyou move your mouse over a target, your soft target will shift to thatone.If a creature that is a hard target becomes untargetable for a fewmoments due to incorporeality or teleportation, you will retarget themwhen they are available again if they are not invalid for more than afew seconds.In some situations, you may not want to have a close target selected(such as when using ranged weapons). You can use the G key to togglethe smart targeting system on or off.Significant improvements have also been made to combat damage feedback.

  • It is now easier to tell when monsters are immune, resistant,or vulnerable to a form of damage, and which number corresponds to whatdamage type.
  • Not only will enemies display damage numbers, but you can see damage being dealt to yourself as well.
  • By default, damage is now red, while healing is green.
  • You can even customize the color of your combat feedback numbers.

UI Improvements

  • You can now share quests with your party from your questjournal, which will grant the quest to your friends. There are somequests that cannot be shared.
  • Added a "Loot All" button to take all items from a treasure chest.
  • When you hover over an item from a vendor, chest or questreward, you get a tooltip with item info. If the item is something thatyou can equip, and you currently have something equipped of the samecategory, you will see an additional tooltip comparing the items.
  • A health bar will float over the heads of targeted alliesand enemies. This option can be toggled on or off using the optionspanel.
  • The last three maps you visited will be darkened for areas you recently explored instead of being completely black.
  • The names of nearby items and usable interactables are now visible when you are within very close range of the object.
  • Orien Lightning Post mailboxes are no longer off-center in the focus orb.
  • Items with spells (clickies) will once again display spell information in the tooltip when you mouse over them.
  • The guild UI will respond correctly when you are in Mouse-Look mode.
  • When disabling party member map notes, the party members already on the map will disappear.
  • Added the ability to use drag-and-drop and double-click on the Enhancement Selection screen.
  • The level advancement UI summary screen layout has been changed to be more readable
  • The yellow highlight around items will no longer 'stick' if you mouse over a clickable item or weapon set on a locked toolbar.
  • Mail attachments that are in stacks (potions, scrolls, etc) of more than one will properly show the number in the stack.
  • Mouse-wheel scrolling now works in the Who tab of the social panel.
  • The "name already taken" dialog in character generation can no longer be lost at the edges of the screen.
  • Requests by players to join your group will appear in the current chat window you have selected, not just the default window.
  • Unseen targets should no longer cause the targeting reticule to change when the mouse goes over them.
  • Shrines and chest icons will now appear on maps.
  • The recommended group size is now shown in the quest journal
  • Vendor map notes now also include their title
  • The following mapnotes now have tooltips:
    • Yourself
    • The direction arrow pointing to a selected mapnote
    • The direction arrow pointing to party members
  • All suitable icons from the full sized focus orb UI have been added to the minimized version.
  • A new harassment report feature has been added to chat. Rightclick on a players name in the chat box and you will see the newoption. Players reported for harassment will now be squelched.
  • Modified color picker so that player can choose various shades of grey as the color of UI text
  • Dropping an item from the bank into empty space no longerpops up a meaningless pop up window (you simply cannot drop stuff fromyour bank)
  • The messages that come up when you can not group withanother player, due to their current status in the Korthos Villagequest chain, are now much more explicit.
  • Menu Bar Icons have been updated
  • NPC's that bind your spirit are now called 'Spirit Binders'
  • Tooltips in Character Generation in the 'Appearance' page are displayed correctly.
  • The scrollbar for Weapon Sets no longer covers a portion of the weapon set.
  • Quests in the quest journal are now organized into logical groupings.
  • The 'stats' tab in Character Generation refreshes each timeyou enter the 'Race' screen and select a race, to make sure the 'stats'are always correct.
  • All anonymous players except for the party leader will nowappear as "Anonymous" in LFM tooltips. The party leader will have theirreal name appear in the listing.
  • The enhancement chooser UI should display your enhancement choices much faster now, especially at higher levels.
  • Many improvements have been made to the city and regional maps.
  • The Use and Examine buttons are now available on the minimized version of the focus orb.

Combat Improvements

  • To address issues of player dissatisfaction with a high rateof missed attacks and to balance high AC numbers among characters, the"grazing hit" system applies some damage to players and monsters onattacks that would otherwise have missed if the number rolled on thedie is high enough. To read more about this change, click here!
  • Shield blocking has been made more responsive following attacks.
  • Wands can now be activated using the "attack" button.Autoattack does not autofire wands, though click-and-hold attackingwill activate the wand each time the cooldown is up.
  • Archers and spellcasting opponents now have improved mentalabilities, and will no longer occasionally run headfirst forever intowalls.
  • Ability damage now regenerates at a rate of 1 point of each ability score per minute.
  • Negative levels fade at a rate of 1 per 2 minutes.
  • Being reduced to 0 constitution will no longer kill playersor monsters. They will be stunned for a short period of time and thenbehave as if they had been reduced to 0 in any other ability score.(Automatic criticals, etc.) This change applies to all ability scores -for example, Shadows will no longer kill you if your strength isreduced to 0, though you will continue to spawn a shadow if you diewhile under the effects of their touch.
  • Red named bosses can now be affected by up to 10 points ofability damage in each ability score, this cannot drop them below 1 inan ability score.

Graphics Improvements

  • Players with DX10 capable hardware will now receive a one-time pop up asking if they wish to enable DX10 graphics.
  • Several water effects were updated to display properly in DX10 mode. No more red water in Three Barrel Cove.
  • The rendering engine has been updated so that you should nolonger be missing deco objects when entering taverns or dungeons, andteleporting to new spaces.
  • While using DX10 graphics settings, hidden monsters will no longer cast a shadow.
  • Both players and monsters will now twitch when they are hit in combat.
  • The knockdown animation for male and female dwarves has been updated.
  • All references to 'Beta' relating to DX10 have been removed.

Hireling Improvements

  • Hirelings have gotten better about using levers and switches.
  • Hirelings are less likely to go brain dead now.
  • A low level hireling vendor has been added to Korthos Village.
  • Hirelings will be more likely to use Mneumonic enhancement potions when they have low SP, if they happen to be carrying them.
  • Hireling barbarians and sorcerers will no longer get so obsessed with out of reach crates and barrels that they ignore you.
  • Hirelings will heal party members who really need it, even when they are in aggressive mode.
  • Higher level hirelings no longer have Cure Light Wounds asone of the spells you can select in their hot bar. They still have itin their spell list.
  • A rune in the Waterworks has been moved to allow Hirelings to better access it.
  • Ever have a hireling skip out on you in the middle of aquest? The Coin Lords have worked out a few contract disputes andhirelings will now stick with you in a quest until you release them.
  • Hireling tools bars now show cool downs for their abilities.

Spells

New Spells

  • Acid Spray
    • Sor/Wiz 1
    • Description: A cone of burning acid shoots forth, damagingtargets in the area of the spray for 1d4 damage per caster level (max5d4). A successful Reflex save reduces the damage by half.
  • Chain Missiles
    • Sor/Wiz 3
    • Description: A missile of magical energy darts forth andunerringly strikes its target inflicting 1d4+1 force damage. For every2 caster levels beyond first you gain an additional missile, up to 10missiles. After striking your target, the missiles explode outwards,striking other creatures near the primary target.
  • Charm Monster, Mass
    • Brd 6, Sor/Wiz 8
    • Description: A group of enemy monsters are charmed and willfight as trusted friends and allies. Charmed monsters get additionalsaves every 3d6+12 seconds. A successful Will save negates this effect.
  • Dominate Monster
    • Sor/Wiz 9
    • Description: Telepathically controls the actions of an enemy,causing it to change sides. Dominate acts like Charm, with additionalWill saves every 3d6+12 seconds, but the creature will follow youthroughout the dungeon.
  • Energy Drain
    • Clr 9, Sor/Wiz 9
    • Description: A black ray of crackling negative energysuppresses the life force of any living creature it strikes, grantingan enemy 2d4 negative levels. If the target has as many negative levelsas its hit dice or levels, it dies. Each negative level gives acreature a -1 penalty on attack rolls, saves, skill checks, abilitychecks, and effective level. Negative levels stack.
  • Heal, Mass
    • Clr 9
    • Description: Casts Heal on multiple targets. Channelspowerful positive energy into allies to wipe away injury andafflictions, restore 10 hit points per caster level (max 250hp), andremove ability damage and the conditions blinded, confused, dazed,dazzled, deafened, diseased, exhausted, fatigued, feebleminded,insanity, nauseated, and poisoned. Against undead this spell acts asHarm. Undead who make a successful Will save reduce the damage by half.
  • Hold Monster, Mass
    • Sor/Wiz 9
    • Description: Hold Monster on multiple targets. Affectedenemies become paralyzed and can take no actions for a maximum of 6seconds per caster level. The enemy may attempt to make a new Will saveevery 3 seconds.
  • Implosion
    • Clr 9
    • Description: You create a destructive resonance field aroundyou, causing nearby corporeal enemies to collapse in upon themselves,killing them instantly. A successful Fortitude save negates thiseffect. Every few seconds, an enemy within your aura will be affectedby this spell, but you are free to perform other actions while it isactive.
  • Meteor Swarm
    • Sor/Wiz 9
    • Description: Causes four 2-foot-diameter spheres to springforth and streak in straight lines toward a target, leaving fierytrails of sparks. The meteors explode on impact, dealing fire damage totargets in the area. Unlike most other projectile spells, the castercan arc these meteors if they have no target selected.
  • Mordenkainen’s Disjunction
    • Sor/Wiz 9
    • Description: A powerful force disrupts magical effects on thetarget, removing ongoing spells that have been cast on a target. Youmust make a caster level check of 1d20 + your caster level (no maximum)versus 11 + the spell's caster level to remove a spell effect, and yourtarget must make a Will save for each equipped item or all magicalproperties on them are temporarily disabled.
  • Power Word: Kill
    • Sor/Wiz 9
    • Description: A single word of power is uttered, instantly killing a target creature with 300 or fewer hit points.
  • Prismatic Ray
    • Sor/Wiz 5
    • Description: A brilliant ray of multicolored light projectsfrom your finger, blinding weak targets and producing one or morerandom effects.
  • Prismatic Spray
    • Sor/Wiz 7
    • Description: A brilliant cone of multicolored light projectsfrom your finger, blinding weak targets and producing one or morerandom effects.
  • Repair Critical Damage, Mass
    • Sor/Wiz 8
    • Description: Transmutes the structure of living construct allies to repair 4d8 +1 per caster level damage.
  • Repair Light Damage, Mass
    • Sor/Wiz 8
    • Description: Transmutes the structure of living construct allies to repair 4d8 +1 per caster level damage.
  • Repair Moderate Damage, Mass
    • Sor/Wiz 6
    • Description: Transmutes the structure of living construct allies to repair 2d8 +1 per caster level damage.
  • Repair Serious Damage, Mass
    • Sor/Wiz 7
    • Description: Transmutes the structure of living construct allies to repair 3d8 +1 per caster level damage.
  • Summon Monster IX
    • Clr 9, Sor/Wiz 9
    • Description: Summons a hezrou to fight for you for a brieftime. Casting this spell locks out casting any other Summon Monsterspell for 5 minutes.
  • True Resurrection
    • Clr 9
    • Description: Resurrects the target, restores all of the target's hit points, and preserves current spell points.
  • Wail of the Banshee
    • Sor/Wiz 9
    • Description: A terrible scream kills creatures who hear it. A successful Fortitude save negates this effect.

General Spell Changes

  • You may now drag and drop spells onto already memorized spellsin the character sheet in order to unprepare the already memorizedspell and memorize the new spell.
  • The Chill effect icon of the Chill Touch spell has been modified to reflect necromancy instead of cold.
  • Ablative protection spells (such as Stoneskin or Protection from Elements) are no longer affected by the Extend metamagic.
  • Burning Blood is now properly negated on a successful save.
  • The 'blind' effect of Sunburst is not applied on a successful reflex save.
  • Ram's Might now functions as described.
  • The Contagion spell can no longer be maximized or empowered.Previously, it was charging additional spell points if these metamagicswere active but they did not do anything.
  • Dominated creatures now appear with blue spell effects, andwill follow their master through dungeons. Charmed monsters now tend toremain in the room which they were charmed in.
  • Waves of exhaustion now will properly hit enemies when no target is selected. The visual effects now also appear correctly.
  • As it is of "permanent" duration, Stalwart Pact can no longer be affected by the Extend Spell metamagic.
  • If you die, and are offered and accept a resurrection beforethe "You have died" dialog button is available, and you die again veryquickly, the death dialog button will no longer be stuck grayed out.This commonly occurred when players were standing in lava.
  • The duration of all temporary spell damage amplificationboost potions and click-able treasure effects has been increased from30 seconds to 3 minutes.
  • The Bezekira that you can summon with the Summon Monster 8spell has been upgraded to be a bit more effective and to last somewhatlonger in battle.
  • The durations of Bladesworn Transformation, Divine Favor,Flare, Focusing Chant, and Resistance have been changed to 24 secondsplus 6 seconds per caster level.
  • The Cloudkill spell has gained additional effects: "A bankof heavy yellowish green and poisonous fog rises up, slaying weaktargets within the cloud while inflicting 1d4 Constitution damage onstronger targets, and 2d6 damage +1 per caster level (max 20) of aciddamage. Successful Fortitude saves reduces the Constitution and Aciddamage by half. This fog obscures sight, giving all creatures in thefog concealment (attackers have 20% miss chance). Creatures immune topoison are undamaged by this spell."
  • The spells Summon Monster VI through VIII have had theircooldowns reduced to five minutes. This affects scrolls and othersources of generating these creatures as well.
  • Acid Splash, Finger of Fire, and Ray of Frost now deal 1d3 + Caster Level (Max +5) damage of the appropriate flavor.
  • High level Summoned Monster spells (those of level 5 orhigher) now last five minutes, and have an appropriately shortercooldown.

Skills, Feats, & Abilities

New Feats & Abilities

Barbarian

  • Tireless Rage
    • Prerequisites: Level 17 Barbarian
    • Benefit: Upon reaching level 17, a barbarian is no longer fatigued after raging.
  • Mighty Rage
    • Prerequisites: Level 20 Barbarian
    • Benefit: Upon reaching level 20, a barbarian's ragegrows stronger. When raging, your base bonus to Strength andConstitution are increased to +8 and your morale bonus to Will saves isincreased to +4.

Bard

  • Dismiss Charm
    • Prerequisites: Level 1 Bard, Sorcerer, or Wizard
    • Benefit: Activate this short-ranged ability whiletargeting a charmed, commanded, controlled, or dominated enemy that isunder your control to dispel the controlling effect.
  • Mass Suggestion
    • Prerequisites: Level 18 Bard, 21 ranks of Perform
    • Benefit: Activate this bard ability to charm multiple fascinated foes for a short time. Requires 21 ranks of the Perform skill to use.
  • Improved Inspire Courage (+3)
    • Prerequisites: Level 20 Bard
    • Benefit: Your inspire courage now gives an additional +3 bonus to attack, damage, and fear saves.

Favored Soul

  • Favored by the Silver Flame
    • Prereq: Level 1 Favored Soul
    • Effect: You are a favored soul of the Silver Flame. You are considered proficient with longbows.
  • Favored by the Sovereign Host
    • Prereq: Level 1 Favored Soul
    • Effect: You are a favored soul of the Sovereign Host. You are considered proficient with longswords.
  • Favored by the Lord of Blades
    • Prereq: Level 1 Favored Soul; Warforged Only
    • Effect: You are a favored soul of the Lord of Blades. You are considered proficient with greatswords.
  • Favored by the Undying Court
    • Prereq: Level 1 Favored Soul; Elf Only
    • Effect: You are a favored soul of the Undying Court. You are considered proficient with scimitars.
  • Favored by Vulkoor
    • Prereq: Level 1 Favored Soul; Elf Only
    • Effect: You are a favored soul of Vulkoor. You are considered proficient with shortswords.
  • Child of the Silver Flame
    • Prereq: Level 3 Favored Soul; Favored by the Silver Flame
    • Effect: You are a favored soul of the Silver Flame. You have +1 to attack rolls with longbows.
  • Child of the Sovereign Host
    • Prereq: Level 3 Favored Soul; Favored by the Sovereign Host
    • Effect: You are a favored soul of the Sovereign Host. You have +1 to attack rolls with longswords.
  • Child of the Lord of Blades
    • Prereq: Level 3 Favored Soul; Favored by the Lord of Blades
    • Effect: You are a favored soul of the Lord of Blades. You have +1 to attack rolls with greatswords.
  • Child of the Undying Court
    • Prereq: Level 3 Favored Soul; Favored by the Undying Court
    • Effect: You are a favored soul of the Undying Court. You have +1 to attack rolls with scimitars.
  • Child of Vulkoor
    • Prereq: Level 3 Favored Soul; Favored by Vulkoor
    • Effect: You are a favored soul of Vulkoor. You have +1 to attack rolls with shortswords.
  • Beloved of the Silver Flame
    • Prereq: Level 12 Favored Soul; Child of the Silver Flame
    • Effect: You are a favored soul of the Silver Flame. You deal 2 extra damage with longbows.
  • Beloved of the Sovereign Host
    • Prereq: Level 12 Favored Soul; Child of the Sovereign Host
    • Effect: You are a favored soul of the Sovereign Host. You deal 2 extra damage with longswords.
  • Beloved of the Lord of Blades
    • Prereq: Level 12 Favored Soul; Child of the Lord of Blades
    • Effect: You are a favored soul of the Lord of Blades. You deal 2 extra damage with greatswords.
  • Beloved of the Undying Court
    • Prereq: Level 12 Favored Soul; Child of the Undying Court
    • Effect: You are a favored soul of the Undying Court. You deal 2 extra damage with scimitars.
  • Beloved of Vulkoor
    • Prereq: Level 12 Favored Soul; Child of Vulkoor
    • Effect: You are a favored soul of Vulkoor. You deal 2 extra damage with shortswords.
  • Energy Resistance: Acid
    • Prereq: Level 5, 10, or 15 Favored Soul
    • Effect: You gain Acid Resistance: 10.
  • Energy Resistance: Cold
    • Prereq: Level 5, 10, or 15 Favored Soul
    • Effect: You gain Cold Resistance: 10.
  • Energy Resistance: Electricity
    • Prereq: Level 5, 10, or 15 Favored Soul
    • Effect: You gain Electricity Resistance: 10.
  • Energy Resistance: Fire
    • Prereq: Level 5, 10, or 15 Favored Soul
    • Effect: You gain Fire Resistance: 10.
  • Energy Resistance: Sonic
    • Prereq: Level 5, 10, or 15 Favored Soul
    • Effect: You gain Sonic Resistance: 10.
  • Leap of Faith
    • Prereq: Level 17 Favored Soul
    • Effect: You are able to leap through the air to bring thefight to your enemies or traverse chasms that make normal adventurersbalk. Using this ability costs 5 spell points.

Monk

  • Timeless Body
    • Prerequisites: Level 17 Monk
    • Benefit: Your soul is balanced. No corrupt influencescan possess your body after death - you are immune to the spawn effectof most undead.
  • Empty Body
    • Prerequisites: Level 19 Monk
    • Benefit: You are able to focus your ki and walk theedge of the Plane of Shadow, mimicking the effects of a Shadow Walkspell. While this effect is active, you move much faster than normaland your outline appears faint and you are harder to hit. Attackinganother creature or otherwise interacting with objects shunts you backto the Material Plane
  • Perfect Self
    • Prerequisites: Level 20 Monk
    • Benefit: You have transcended your former race, andare now considered a Lawful Outsider. You have gained damage reduction10 / epic. Warforged retain most living construct traits.
  • Perfect Slow Fall
    • Prerequisites: Level 20 Monk
    • Benefit: You take no damage from falls of any height.

Ranger

  • Hide in Plain Sight
    • Prerequisites: Level 17 Ranger
    • Benefit: You are a master when it comes to hiding inplaces others think impossible. At all times while sneaking, conditionsare treated as two 'eyes' better - you can hide even in plain daylight,and it takes opponents longer to detect you.
  • Fifth Favored Enemy
    • Prerequisites: Level 20 Ranger
    • Benefit: A ranger receives a damage bonus when fighting certain foes. The bonus starts at +2, and increases every five ranger levels.

Rogue

  • Special Ability
    • Prerequisites: Level 19 Rogue
    • Benefit: A rogue may select Crippling Strike,Defensive Roll, Improved Evasion, Skill Mastery (selectable multipletimes), or Slippery Mind.

Sorcerer

  • Dismiss Charm
    • Prerequisites: Level 1 Bard, Sorcerer, or Wizard
    • Benefit: Activate this short-ranged ability whiletargeting a charmed, commanded, controlled, or dominated enemy that isunder your control to dispel the controlling effect.

Wizard

  • Dismiss Charm
    • Prerequisites: Level 1 Bard, Sorcerer, or Wizard
    • Benefit: Activate this short-ranged ability whiletargeting a charmed, commanded, controlled, or dominated enemy that isunder your control to dispel the controlling effect.
  • Bonus Metamagic Feat
    • Prerequisites: Level 20 Wizard
    • Benefit: A wizard may select Empower Spell, EnlargeSpell, Eschew Materials, Extend Spell, Heighten Spell, Maximize Spell,or Quicken Spell.

General Feat & Ability Changes

  • Having the 'Protection from Evil' buff active on yourcharacter, either cast from a spell of from an item such as the'Fragment of the Silver Flame', and wearing a lower level deflectionbonus item (like a +1 Ring of Protection) will no longer cause your ACto be -51914412. Additionally, rangers where a deflection bonus itemwill no longer have their AC as -51914412 to their favored enemies.
  • Ability damage now regenerates at a rate of 1 point perminute. Negative levels now regenerate at a rate of 1 level every 2minutes.
  • Critically failing on disabling certain trap boxes can result in a spray of acid!
  • It is no longer possible to accidentally end up with multiple monk stances active simultaneously.
  • Monks with the Two Weapon Fighting chain of feats now gain additional attacks when fighting unarmed.
  • Warforged no longer possess a "breath" bar when underwater.
  • The Two Handed Fighting feat chain now also adds a smallchance to apply magical weapon effects (such as "flaming" or "vorpal")to appropriate glancing blows produced by two handed weapon attacks.
  • The Slicing Blow attack feat now deals 1 point of Constitution damage in addition to its bleed effect.
  • The time between additional saves on monk dark path finishers has been increased.
  • Players who have shield proficiency but do not have towershield proficiency will now receive the correct warnings that they arenot proficient with tower shields.
  • Shield blocking has been made more responsive following attacks.
  • Negative levels fade at a rate of 1 per 2 minutes.
  • Being reduced to 0 constitution will no longer kill playersor monsters. They will be stunned for a short period of time and thenbehave as if they had been reduced to 0 in any other ability score.(Automatic criticals, etc.) This change applies to all ability scores -for example, Shadows will no longer kill you if your strength isreduced to 0, though you will continue to spawn a shadow if you diewhile under the effects of their touch.
  • Weapon subfeats now are no longer listed as just the weapontype in parentheses; they will be named things like "Weapon Focus:Longsword" instead of "(Longsword)". Prerequisite listings now makemuch more sense.
  • Virtuoso Enthrallment now uses the Perform skill as its DC,is affected by Lingering Song effects, and instead of always breakingon damage, targets now have a chance to break the effect when damaged.
  • Elven Melee Damage and Elven Melee Attack enhancements have been renamed Aerenal Elf Melee Damage and Aerenal Elf Melee Attack.

Enhancements

New Enhancements

Race Enhancements

  • Elven Arcane Archer
    • Conjure +4 Arrows
      • Prerequisites: Level 17
      • Benefit: Activate this ability to conjure a stack of +4 Returning Arrows.
    • Conjure +5 Arrows
      • Prerequisites: Level 20
      • Benefit: Activate this ability to conjure a stack of +5 Returning Arrows.
  • Warforged Great Weapon Aptitude I
    • Prerequisites: Level 2 Warforged, Two Handed Fighting
    • Cost: 1 Action Point
    • Benefit: Glancing blows produced by your two handed weapon attacks have an increased chance of producing special weapon effects.
  • Warforged Great Weapon Aptitude II
    • Prerequisites: Level 8 Warforged, Improved Two Handed Fighting, Warforged Great Weapon Aptitude I
    • Cost: 2 Action Points
    • Benefit: Glancing blows produced by your two handed weapon attacks have an increased chance of producing special weapon effects.
  • Warforged Great Weapon Aptitude III
    • Prerequisites: 14 Warforged, Greater Two Handed Fighting, Warforged Great Weapon Aptitude II
    • Cost: 3 Action Points
    • Benefit: Glancing blows produced by your two handed weapon attacks have an increased chance of producing special weapon effects.
  • Valenar Elf Melee Damage I
    • Prerequisites: Level 1 Elf, Weapon Proficiency:Falchion or Scimitar, Follower of the Undying Court, or Favored by theUndying Court; Must not have Aerenal Elf Melee Damage enhancements
    • Cost: 2 Action Points
    • Benefit: Hailing from Valenar, you prefer curvedblades to the straight weapons of the Aerenal elves. You gain anadditional +1 bonus to damage rolls when using a scimitar or falchion.
  • Valenar Elf Melee Damage II
    • Prerequisites: Level 7 Elf, Valenar Elf Melee Damage I, 20 Action Points spent
    • Cost: 4 Action Points
    • Benefit: Hailing from Valenar, you prefer curvedblades to the straight weapons of the Aerenal elves. You gain anadditional +1 bonus to damage rolls when using a scimitar or falchion,bringing the total bonus to +2.
  • Valenar Elf Melee Attack I
    • Prerequisites: Level 4 Elf, Weapon Proficiency:Falchion or Scimitar, Follower of the Undying Court, or Favored by theUndying Court; Must not have Aerenal Elf Melee Attack enhancements
    • Cost: 2 Action Points
    • Benefit: Hailing from Valenar, you prefer curvedblades to the straight weapons of the Aerenal elves. You gain anadditional +1 bonus to attack rolls when using a scimitar or falchion.
  • Valenar Elf Melee Attack II
    • Prerequisites: Level 10 Elf, Valenar Elf Melee Attack I, 32 Action Points spent
    • Cost: 4 Action Points
    • Benefit: Hailing from Valenar, you prefer curvedblades to the straight weapons of the Aerenal elves. You gain anadditional +1 bonus to attack rolls when using a scimitar or falchion,bringing the total bonus to +2.

Class Enhancements

  • Cleric Divine Might IV
    • Prerequisites:Lvl 20 Cleric, requires a 20 base Charisma.
    • Benefit:Activate this ability to gain a +8 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
  • Favored Soul Wisdom I
    • Benefit: Grants a +1 increase to your Wisdom score.
  • Favored Soul Wisdom II
    • Benefit: Grants an additional +1 to your Wisdom score.
  • Favored Soul Energy of the Scion I
    • Benefit: Grants a 30 point increase to spell points.
  • Favored Soul Energy of the Scion II
    • Benefit: Grants an additional 40 spell points, bringing your total increase to 70 points.
  • Favored Soul Energy of the Scion III
    • Benefit: Grants an additional 40 spell points, bringing your total increase to 110 points.
  • Favored Soul Energy of the Scion IV
    • Benefit: Grants an additional 40 spell points, bringing your total increase to 150 points.
  • Favored Soul Charisma I
    • Benefit: Grants a +1 increase to your Charisma score.
  • Favored Soul Charisma II
    • Benefit: Grants an additional +1 to your Charisma score.
  • Favored Soul Charisma III
    • Benefit: Grants an additional +1 to your Charisma score.
  • Favored Soul Improved Empowering I
    • Benefit: Using the Empower Spell feat costs you 2 fewer spell points.
  • Favored Soul Improved Empowering II
    • Benefit: Using the Empower Spell feat costs you 4 fewer spell points.
  • Favored Soul Improved Empowering III
    • Benefit: Using the Empower Spell feat costs you 6 fewer spell points.
  • Favored Soul Improved Spell Penetration I
    • Benefit: You add +1 to your level when attempting to overcome an enemy's spell resistance.
  • Favored Soul Improved Spell Penetration II
    • Benefit: You add +2 to your level when attempting to overcome an enemy's SR.
  • Favored Soul Improved Spell Penetration III
    • Benefit: You add +3 to your level when attempting to overcome an enemy's SR.
  • Favored Soul Wand and Scroll Mastery I
    • Benefit: Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
  • Favored Soul Wand and Scroll Mastery II
    • Benefit: Grants an additional 10% increase to theeffectiveness of your wands, scrolls, and other items that cast spells,bringing the total increase to 35%.
  • Favored Soul Wand and Scroll Mastery III
    • Benefit: Grants an additional 10% increase to theeffectiveness of your wands, scrolls, and other items that cast spells,bringing the total increase to 45%.
  • Favored Soul Wand and Scroll Mastery IV
    • Benefit: Grants an additional 10% increase to theeffectiveness of your wands, scrolls, and other items that cast spells,bringing the total increase to 55%.
  • Favored Soul Life Magic I
    • Benefit: Grants a 10% increase to the effectiveness of your healing and negative energy spells.
  • Favored Soul Life Magic II
    • Benefit: Grants an additional 10% increase to theeffectiveness of your healing and negative energy spells, bringing thetotal increase to 20%.
  • Favored Soul Life Magic III
    • Benefit: Grants an additional 10% increase to theeffectiveness of your healing and negative energy spells, bringing thetotal increase to 30%.
  • Favored Soul Life Magic IV
    • Benefit: Grants an additional 10% increase to theeffectiveness of your healing and negative energy spells, bringing thetotal increase to 40%.
  • Favored Soul Prayer of Life I
    • Benefit: Grants a 3% chance for your healing andnegative energy spells to generate a critical result for 1.5 times thenormal healing or damage amount. (Base spell critical chance is 0% andbase critical damage multiplier is 1.5.)
  • Favored Soul Prayer of Life II
    • Benefit: Grants a 6% chance for your healing andnegative energy spells to generate a critical result for 1.5 times thenormal healing or damage amount.
  • Favored Soul Prayer of Life III
    • Benefit: Grants a 9% chance for your healing andnegative energy spells to generate a critical result for 1.5 times thenormal healing or damage amount.
  • Favored Soul Prayer of Incredible Life I
    • Benefit: Your healing and negative energy spellcritical multipliers are increased by an additional 0.25, bringing yourbase critical multiplier for these spells to 1.75.
  • Favored Soul Prayer of Incredible Life II
    • Benefit: Your healing and negative energy spellcritical multipliers are increased by an additional 0.25, bringing yourbase critical multiplier for these spells to 2.00.
  • Favored Soul Prayer of Incredible Life III
    • Benefit: Your healing and negative energy spellcritical multipliers are increased by an additional 0.25, bringing yourbase critical multiplier for these spells to 2.25.
  • Favored Soul Smiting I
    • Benefit: Grants a 10% increase to the effectiveness of your light and alignment based (good, evil, lawful, and chaotic) spells.
  • Favored Soul Smiting II
    • Benefit: Grants an additional 10% increase to theeffectiveness of your light and alignment based (good, evil, lawful,and chaotic) spells, bringing the total increase to 20%.
  • Favored Soul Smiting III
    • Benefit: Grants an additional 10% increase to theeffectiveness of your light and alignment based (good, evil, lawful,and chaotic) spells, bringing the total increase to 30%.
  • Favored Soul Smiting IV
    • Benefit: Grants an additional 10% increase to theeffectiveness of your light and alignment based (good, evil, lawful,and chaotic) spells, bringing the total increase to 40%.
  • Favored Soul Prayer of Smiting I
    • Benefit: Grants a 3% chance for your light andalignment based (good, evil, lawful, and chaotic) spells to generate acritical hit for 1.5 times normal damage. (Base spell critical chanceis 0% and base critical damage multiplier is 1.5.)
  • Favored Soul Prayer of Smiting II
    • Benefit: Grants a 6% chance for your light andalignment based (good, evil, lawful, and chaotic) spells to generate acritical hit for 1.5 times normal damage.
  • Favored Soul Prayer of Smiting III
    • Benefit: Grants a 9% chance for your light andalignment based (good, evil, lawful, and chaotic) spells to generate acritical hit for 1.5 times normal damage.
  • Favored Soul Prayer of Incredible Smiting I
    • Benefit: Your light and alignment based (good, evil,lawful, and chaotic) spell critical multipliers are increased by anadditional 0.25, bringing your base critical multiplier for thesespells to 1.75.
  • Favored Soul Prayer of Incredible Smiting II
    • Benefit: Your light and alignment based (good, evil,lawful, and chaotic) spell critical multipliers are increased by anadditional 0.25, bringing your base critical multiplier for thesespells to 2.00.
  • Favored Soul Prayer of Incredible Smiting III
    • Benefit: Your light and alignment based (good, evil,lawful, and chaotic) spell critical multipliers are increased by anadditional 0.25, bringing your base critical multiplier for thesespells to 2.25.
  • Favored Soul Concentration I
    • Benefit: Grants a +1 bonus to your Concentration skill.
  • Favored Soul Concentration II
    • Benefit: Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 2.
  • Favored Soul Concentration III
    • Benefit: Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 3.
  • Favored Soul Concentration IV
    • Benefit: Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 4.
  • Favored Soul Heal I
    • Benefit: Grants a +1 bonus to your Heal skill.
  • Favored Soul Heal II
    • Benefit: Grants an additional +1 bonus to your Heal skill, bringing the total increase to 2.
  • Favored Soul Heal III
    • Benefit: Grants an additional +1 bonus to your Heal skill, bringing the total increase to 3.
  • Favored Soul Heal IV
    • Benefit: Grants an additional +1 bonus to your Heal skill, bringing the total increase to 4.
  • Favored Soul Diplomacy I
    • Benefit: Grants a +1 bonus to your Diplomacy skill.
  • Favored Soul Diplomacy II
    • Benefit: Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 2.
  • Favored Soul Diplomacy III
    • Benefit: Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 3.
  • Favored Soul Diplomacy IV
    • Benefit: Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 4.
  • Favored Soul Jump I
    • Benefit: Grants a +1 bonus to your Jump skill.
  • Favored Soul Jump II
    • Grants an additional +1 bonus to your Jump skill, bringing the total increase to 2.
  • Favored Soul Jump III
    • Benefit: Grants an additional +1 bonus to your Jump skill, bringing the total increase to 3.
  • Favored Soul Jump IV
    • Benefit: Grants an additional +1 bonus to your Jump skill, bringing the total increase to 4.
  • Silver Flame Exorcism
    • Benefit: You are a devoted follower of the SilverFlame, and your faith has been rewarded. Activate this ability toattempt to exorcise an extraplanar creature, which is entirely consumedin holy fire on a failed Will save or savagely burned by the light ofthe Silver Flame. A successful Fortitude save reduces the damage tohalf. The Save DC for this ability is 10 + Cleric Level + CharismaModifier.
  • Unyielding Sovereignty
    • Benefit: You are a devoted follower of the SovereignHost, and your faith has been rewarded. Activate this ability to fullyheal hit point damage done to a targeted ally, remove ability damage,death penalty effects, negative levels, and the conditions blinded,confused, dazed, dazzled, deafened, diseased, exhausted, fatigued,feebleminded, insanity, nauseated, poisoned, and stunned.
  • Undying Call
    • Benefit: You are a devoted follower of the UndyingCourt, and your faith has been rewarded. Activate this ability to leada dead ally's spirit back to this world, acting as a True Resurrectionon high elven spirits or a Raise Dead for others.
  • Bladesworn Transformation
    • Benefit: You are a devoted follower of the Lord ofBlades, and your faith has been rewarded. Activate this ability tobecome a juggernaut of destruction for 60 seconds.
  • Vulkoor's Avatar
    • Benefit: You are a devoted follower of Vulkoor theHunter, and your faith has been rewarded. Activate this ability to askVulkoor to send one of his servants to destroy your enemies.
  • Favored Soul Attack Boost I
    • Benefit: Activate this ability to receive a +2 bonus to attack for 20 seconds.
  • Favored Soul Damage Boost I
    • Benefit: Activate this ability to receive a +2 bonus to weapon damage for 20 seconds.
  • Favored Soul Saves Boost I
    • Benefit: Activate this ability to receive a +2 bonus to saves for 20 seconds.
  • Favored Soul Attack Boost II
    • Benefit: Activate this ability to receive a +3 bonus to attack for 20 seconds.
  • Favored Soul Damage Boost II
    • Benefit: Activate this ability to receive a +3 bonus to weapon damage for 20 seconds.
  • Favored Soul Saves Boost II
    • Benefit: Activate this ability to receive a +3 bonus to saves for 20 seconds.
  • Favored Soul Attack Boost III
    • Benefit: Activate this ability to receive a +4 bonus to attack for 20 seconds.
  • Favored Soul Damage Boost III
    • Benefit: Activate this ability to receive a +4 bonus to weapon damage for 20 seconds.
  • Favored Soul Saves Boost III
    • Benefit: Activate this ability to receive a +4 bonus to saves for 20 seconds.
  • Favored Soul Attack Boost IV
    • Benefit: Activate this ability to receive a +5 bonus to attack for 20 seconds.
  • Favored Soul Damage Boost IV
    • Benefit: Activate this ability to receive a +5 bonus to weapon damage for 20 seconds.
  • Favored Soul Saves Boost IV
    • Benefit: Activate this ability to receive a +5 bonus to saves for 20 seconds.
  • Favored Soul Extra Action Boost I
    • Benefit: You can use each of your action boosts 1 additional time per rest.
  • Favored Soul Extra Action Boost II
    • Benefit: You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
  • Favored Soul Greatsword Specialization I
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Greatsword.
  • Favored Soul Longbow Specialization I
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Longbow.
  • Favored Soul Longsword Specialization I
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Longsword.
  • Favored Soul Scimitar Specialization I
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Scimitar.
  • Favored Soul Shortsword Specialization I
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Shortsword.
  • Favored Soul Greatsword Specialization II
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Greatsword, for a total bonus of +2.
  • Favored Soul Longbow Specialization II
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Longbow, for a total bonus of +2.
  • Favored Soul Longsword Specialization II
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Longsword, for a total bonus of +2.
  • Favored Soul Scimitar Specialization II
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Scimitar, for a total bonus of +2.
  • Favored Soul Shortsword Specialization II
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Shortsword, for a total bonus of +2.
  • Favored Soul Toughness I
    • Benefit: Grants you 10 additional hit points if you have the Toughness feat.
  • Favored Soul Toughness II
    • Benefit: Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
  • Favored Soul Toughness III
    • Benefit: Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 30 hit points.
  • Favored Soul Toughness IV
    • Benefit: Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 40 hit points.
  • Monk Grandmaster of Mountains
    • Prerequisites: Level 18 Monk, Constitution 18
    • Benefit: The mountain is eternal, as are you.
    • Ultimate Mountain Stance: The mountain stance focuseson endurance and defense, granting increased Constitution, damagereduction, and improved blocking ability at the cost of reducing yourDexterity and movement speed. While in mountain stance, you generate Kiwhen struck by opponents. (+4 Blocking DR; DR 8/-; +1 Ki on Get Hit; +5Ki on Get Crit; -2 Dex; +4 Con; -7% Run Speed)
    • Strike of the Enduring IV: You strike an opponent,backed with the strength of the earth. Your attack deals 12 additionaldamage, and 3d6 acid damage on critical hits.
  • Monk Grandmaster of Oceans
    • Prerequisites: Level 18 Monk, Wisdom 18.
    • Benefit: The sea is always in motion, as are you.
    • Ultimate Ocean Stance: The ocean stance focuses onredirection and the supernatural, granting increased Wisdom and savesat the cost of decreased Strength. While in ocean stance, you receive abonus to armor class while tumbling. (+8 AC when tumbling; +5 to Saves;-2 Str; +4 Wis)
    • Flowing Water Strike IV: You strike an opponent,backed with the power of the sea. Your attack will deal 3d6 additionalcold damage, with an additional 3d6 damage on critical hits.
  • Monk Grandmaster of Storms
    • Prerequisites: Level 18 Monk, Dexterity 18
    • Benefit: The wind is untouchable, as are you.
    • Ultimate Wind Stance: The wind stance focuses onmovement, granting increased Dexterity and melee and thrown attackspeed at the cost of reducing your Constitution while the stance isactive. (15% Enhancement Bonus to attack speed; 10% Insight Bonus toattack speed; +4 Dex; -2 Con)
    • Storm Strike IV: You strike an opponent, backed withthe power of lightning. Your attack will deal 3d6 additional lightningdamage, with an additional 3d6 damage on critical hits.
  • Monk Grandmaster of the Sun
    • Prerequisites: Level 18 Monk, Strength 18
    • Benefit: The sun burns with an eternal fire, as do you.
    • Ultimate Sun Stance: The sun stance focuses on anaggressive offense, granting increased Strength at the cost ofdecreased Wisdom. While in sun stance, you generate additional Ki whenyou successfully strike opponents. (+1 Ki on Hit; +5 Ki on Crit; +4Str; -2 Wis)
    • Fires of Purity IV: You strike an opponent, backedwith the power of flame. Your attack will deal 3d6 additional firedamage, with an additional 3d6 damage on critical hits.
  • Paladin Divine Might IV
    • Prerequisites: Level 20 Paladin, Charisma 20
    • Benefit:Activate this ability to gain a +8 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
  • Paladin Divine Sacrifice III
    • Prerequisites: Level 19 Paladin
    • Benefit:Giving up some of your life force to win thebattle, you empower your next blow against your foe. This attack dealsan additional 9d6 Light damage and increases the critical multiplier ofyour weapon by 1, but costs you 5 hp and 1 sp, whether or not theattack is successful.
  • Paladin Exalted Smite IV
    • Prerequisites: Level 18 Paladin
    • Benefit: Using this attack, you call on the paladin'sability to strike down evil creatures, gaining twice your Charismabonus to your attack roll, a damage bonus based on your paladin level,and +2 to your weapon's critical threat range and damage multiplier.This enhancement also decreases your cooldown between smites to 2seconds.
  • Paladin Redemption III
    • Prerequisites: Level 19 Paladin
    • Benefit: Activate this ability and expend one use ofLay on Hands to true resurrect the dead, returning your target to lifeat 100% health.

Capstone Enhancements

  • Barbarian Might
    • Prerequisites: Level 20 Barbarian, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: Your biceps are frequently mistaken for slabsof ham. Your strength is increased by 2, and when wielding two handedweapons you have increased glancing blow damage and an increased chanceof applying weapon special effects on glancing blows.
  • Bard Musical Prodigy
    • Prerequisites: Level 20 Bard, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: You gain +2 Charisma, two additional uses ofBardic Music, as well as +2 to Spell Penetration checks and the DC's ofyour Enchantment spells. Your beneficial songs last 20% longer.
  • Cleric Divine Intervention
    • Prerequisites: Level 20 Cleric, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: You are a strong conduit of positive energy,and can expend a turn attempt to ward your target for five minutesagainst mortal damage - hit point damage will not lower their hit pointtotal below -9. If the target is knocked unconscious, this effect willheal the target after a few seconds and then fade.
  • Favored Soul Ascendancy: Light of the Flame
    • Benefit: Your faith in the Silver Flame allows you to produce a Searing Light effect at will.
  • Favored Soul Ascendancy: Healing Word
    • Benefit:Your faith in the Sovereign Host allows you to produce a Cure Light Wounds effect at will.
  • Favored Soul Ascendancy: Voice of the Deathless
    • Benefit:Your faith in the Undying Court allows you to produce a Command Undead effect at will.
  • Favored Soul Ascendancy: Protection of the Blade
    • Benefit:Your faith in the Lord of Blades allows you to produce a Shield effect at will.
  • Favored Soul Ascendancy: Stealth of the Hunter
    • Benefit:Your faith in Vulkoor the Hunter allows you to produce an Invisibility effect at will.
  • Fighter Weapon Alacrity
    • Prerequisites: Fighter level 20, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: Your mastery with all weapons is such thatyou are able to attack faster than normal. Grants a 10% Competencebonus to attack speed with all combat styles.
  • Monk Serenity
    • Prerequisites: Level 20 Monk, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: You are a paragon of understanding andserenity. Your Concentration is increased by 10 and your centered kigeneration is increased by 1.
  • Paladin Weapons of Good
    • Prerequisites: Level 20 Paladin, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: Any weapon you wield is considered Goodaligned for purposes of bypassing damage reduction, deal 1d6 additionalholy damage against all evil opponents and an additional 2d6 lightdamage against evil undead or evil outsiders.
  • Ranger Master of Archery
    • Prerequisites: Level 20 Ranger, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: The speed at which you can fire any ranged weapon is legendary.
  • Rogue Cheat Death
    • Prerequisites: Level 20 Rogue, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: A master rogue can defy even death if theirluck holds out. You have a chance of self-resurrection should you die,but this chance drops each time you die between rests. Maruts have aparticular dislike for you.
  • Sorcerer Power Surge
    • Prerequisites: Sorcerer Level 20, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: All of your damage dealing spells deal 10%more damage, have their critical chance increased by 3%, and theircritical multipliers increased by an additional 0.25.
  • Wizard Master of Magic
    • Prerequisites: Level 20 Wizard, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: Grants +2 Intelligence and all metamagics you possess cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)

Prestige Enhancements

Barbarian
  • Barbarian Frenzied Berserker I
    • Prerequisites: Level 6 Barbarian, Power Attack, Cleave, Barbarian Damage Boost II, Barbarian Power Attack I, Barbarian Power Rage I.
    • Cost: 4 Action Points
    • Benefit: You gain the effects of the diehard featwhile raging, and your glancing blows have a chance of applying magicalweapon effects. You also gain the ability to expend 10 hit points toenter a frenzy, which increases your strength by 2 and adds the'Vicious' property to your melee weapons.
  • Barbarian Frenzied Berserker II
    • Prerequisites: Level 12 Barbarian, Barbarian FrenziedBerserker 1, Barbarian Damage Boost III, Barbarian Power Attack II,Barbarian Power Rage II.
    • Cost: 2 Action Points
    • Benefit: While raging, increases the criticalmultiplier of all weapons you use by 1 when you roll a natural 19 or20. Your two handed weapon glancing blows have an increased chance ofapplying magical weapon effects. You also gain the ability to expend 10hp to Supreme Cleave.
    • Frenzied Berserker Supreme Cleave
      • Benefit: Expend 10 hit points to attack all nearby enemies.
  • Barbarian Frenzied Berserker III
    • Prerequisites: Level 18 Barbarian, Barbarian FrenziedBerserker 2, Barbarian Damage Boost IV, Barbarian Power Attack III,Barbarian Power Rage III.
    • Cost: 2 Action Points
    • Benefit: While raging, increases the criticalmultiplier of all weapons you use by an additional 1 when you roll anatural 19 or 20, bringing the total bonus to 2. Your two handed weaponglancing blows have an increased chance of applying magical weaponeffects. You also gain the ability to expend 20 hit points to enter adeath frenzy (which can stack with your basic rage and frenzy),increasing your strength by 4 and adding the 'Greater Vicious' propertyto your melee weapons. (+4d6 damage / +1d3 damage to self)
Fighter
  • Fighter Kensai I
    • Prerequisites: Level 6 Fighter, Fighter Attack Boost II, Fighter Critical Accuracy II, any Weapon Specialization feat.
    • Cost: 4 Action Points
    • Benefit: You are the unrivaled master of your chosenweapon. Your focus and training grant you a +1 bonus to Bluff,Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's,saves against magic, and number of Action Boosts per day. If youpossess a Ki bar, you gain 1 additional Ki on criticals and whenmeditating. You can select a single weapon type as your signatureweapon.
  • Kensai <Specific Weapon> Mastery I
    • Prerequisites: 6 Fighter, Fighter Kensai I, Weapon Specialization: <appropriate weapon type>
    • Cost: 1 Action Point
    • Benefit: (One handed, ranged, or thrown weapons) Yougain an additional +1 bonus to hit and damage, and +2 to confirmcriticals and critical damage (before multipliers) when using a<weapon>.
    • Benefit: (Two handed weapons) You gain an additional+1 bonus to hit, +2 to damage and to confirm criticals and +4 tocritical damage (before multipliers), as well as improved glancingblows that have a chance of applying magical weapon effects when usinga <weapon>.
  • Fighter Kensai II
    • Prerequisites: Level 12 Fighter, Fighter Kensai I,Fighter Attack Boost III, Fighter Critical Accuracy III, any GreaterWeapon Specialization feat.
    • Cost: 2 Action Points
    • Benefit: Your focus and training improve, granting anadditional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidateskills, Combat Feat DC's, saves against magic, and number of ActionBoosts per day. If you possess a Ki bar, you gain 1 additional Ki oncriticals and when meditating.
    • Kensai Power Surge
      • Benefit: You may expend a Fighter attack boost to focusyour energy and spirit, gaining a +8 Insight bonus to strength for ashort period of time. If you possess the ability to generate Ki, yougenerate an additional 2 ki on successful attacks during your surge.
  • Kensai <Specific Weapon> Mastery II
    • Prerequisites: Level 12 Fighter, Fighter Kensai II,Fighter <Specific Weapon> Specialization I, Kensai <SpecificWeapon> Mastery I, Greater Weapon Specialization: <appropriateweapon type>
    • Cost: 1 Action Point
    • Benefit: (One handed, ranged, or thrown weapons) Yougain an additional +1 bonus to hit and damage, and +2 to confirmcriticals and critical damage (before multipliers) when using a<weapon>.
    • Benefit: (Two handed weapons) You gain an additional+1 bonus to hit, +2 to damage and to confirm criticals and +4 tocritical damage (before multipliers), as well as improved glancingblows that have an increased chance of applying magical weapon effectswhen using a <weapon>.
  • Fighter Kensai III
    • Prerequisites: Level 18 Fighter, Fighter Kensai II, Fighter Attack Boost IV, Fighter Critical Accuracy IV, any Superior Weapon Focus.
    • Cost: 2 Action Points
    • Benefit: Your focus and training are complete,granting an additional +1 bonus to Bluff, Concentration, Diplomacy, andIntimidate skills, Combat Feat DC's, saves against magic, and number ofAction Boosts per day. If you possess a Ki bar, you gain 1 additionalKi on criticals and when meditating.
  • Kensai <Specific Weapon> Mastery III
    • Prerequisites: Level 18 Fighter, Fighter Kensai III,Fighter <Specific Weapon> Specialization II, Kensai <SpecificWeapon> Mastery II, Superior Weapon Focus: <appropriate weapontype>
    • Cost: 1 Action Point
    • Benefit: You gain +1 critical threat range with your signature weapon.
  • Fighter Stalwart Defender I
    • Prerequisites: Level 6 Fighter, Fighter SkillIntimidate 2, Fighter Armor Boost 1, Toughness, and any one of: ShieldMastery, Combat Expertise, Diehard, Dodge, or Least Dragonmark ofSentinel.
    • Cost: 4 Action Points
    • Benefit: While the flesh may be weak, you place yourtrust in the strength of steel. This prestige enhancement increasesyour armor class by 1, grants +2 to intimidate, increases your maximumdexterity bonus allowed by shields, and grants additional armor classand damage reduction when blocking with a shield. You may expend a useof Fighter action boost to to enter a defensive stance. When using ashield, you possess DR 2/-.
    • Stalwart Defender I: Defensive Stance
      • Benefit: You may expend a Fighter armor boost to becomea bastion of defense, gaining a +2 Competence bonus to Strength andConstitution, a +1 Competence bonus on all saves, a +2 Dodge bonus toArmor Class, and produce 50% more hate with your melee attacks. Whilein this stance, you move at one quarter speed.
  • Fighter Stalwart Defender II
    • Prerequisites: Level 12 Fighter, Fighter StalwartDefender I, Fighter Item Defense I, Fighter Armor Boost II, and any oneof: Fighter Toughness II, Fighter Armored Agility II, Fighter ArmorMastery II, Fighter Tower Shield Mastery II, or Lesser Dragonmark ofSentinel.
    • Cost: 2 Action Points
    • Benefit: Your defensive mastery continues to grow.This prestige enhancement increases your armor class by 1, grants +2 tointimidate, increases your maximum dexterity bonus allowed by heavyarmor and shields, and grants additional armor class and damagereduction when blocking with a shield. You may expend a use of Fighteraction boost to to enter a defensive stance. When using a shield, youpossess DR 4/-.
    • Stalwart Defender II: Improved Defensive Stance
      • Benefit: You may expend a Fighter armor boost to becomea bastion of defense, gaining a +3 Competence bonus to Strength andConstitution, a +2 Competence bonus on all saves, a +3 Dodge bonus toArmor Class, and produce 100% more hate with your melee attacks. Whilein this stance, you move at one third speed.
  • Fighter Stalwart Defender III
    • Prerequisites: Level 18 Fighter, Fighter StalwartDefender II, Fighter Item Defense II, Fighter Armor Boost III, and anyone of: Fighter Toughness III, Fighter Armored Agility III, FighterArmor Mastery III, Fighter Tower Shield Mastery III, or GreaterDragonmark of Sentinel.
    • Cost: 2 Action Points
    • Benefit: Your defensive mastery is complete. Thisprestige enhancement increases your armor class by 1, grants +2 tointimidate, increases your maximum dexterity bonus allowed by medium orheavy armor and shields, and grants additional armor class and damagereduction when blocking with a shield. You may expend a use of Fighteraction boost to to enter a defensive stance. When using a shield, youpossess DR 6/-.
    • Stalwart Defender III: Superior Defensive Stance
      • Benefit: You may expend a Fighter armor boost to becomea bastion of defense, gaining a +4 Competence bonus to Strength andConstitution, a +3 Competence bonus on all saves, a +4 Dodge bonus toArmor Class, and produce 200% more hate with your melee attacks. Whilein this stance, you move at half speed.
Paladin
  • Defender of Siberys I
    • Prerequisites: Level 6 Paladin, Paladin Bulwark of GoodI, Paladin Resistance of Good I, Paladin Courage of Good I, PaladinFocus of Good I, Paladin Paladin Armor Class Boost I, and any one ofthe following: Tower Shield Proficiency, Shield Mastery, or CombatExpertise.
    • Cost: 4 Action Points
    • Benefit: Protecting the weak from the depredations ofthe strong, you become a paragon of defense. This prestige enhancementgrants you 2 additional Turn attempts, additional armor class whenblocking with a shield, increases the maximum dexterity bonus allowedby tower shields by 1, and the ability to enter a defensive stance orto create a Magic Circle Against Evil effect.
    • Defender of Siberys I: Defensive Stance
      • Benefit: You may expend a Paladin armor boost to becomea bastion of defense, gaining a +2 Sacred bonus to Strength andConstitution, a +1 Sacred bonus on all saves, a +2 Dodge bonus to ArmorClass, and produce 50% more hate with your melee attacks. While in thisstance, you move at one quarter speed.
    • Defender of Siberys I: Magic Circle
      • Benefit: You may expend a turn attempt to produce a Magic Circle Against Evil effect.
  • Paladin Defender of Siberys II
    • Prerequisites: Level 12 Paladin, Defender of Siberys I,Paladin Bulwark of Good II, Paladin Resistance of Good II, and any ofaladin Rally I, Paladin Divine Righteousness I, Paladin Toughness II
    • Cost: 2 Action Points
    • Benefit: Protecting the weak from the depredations ofthe strong, you become a paragon of defense. This prestige enhancementgrants you an additional Lay on Hands use per rest, 25% increased hategeneration, increases the maximum dexterity bonus allowed by towershields and heavy armor by 1, and the ability to enter an improveddefensive stance or to produce a Mass Shield of Faith effect.
    • Defender of Siberys II: Improved Defensive Stance
      • Benefit: You may expend a Paladin armor boost to becomea bastion of defense, gaining a +3 Sacred bonus to Strength andConstitution, a +2 Sacred bonus on all saves, a +3 Dodge bonus to ArmorClass, and produce 100% more hate with your melee attacks. While inthis stance, you move at one third speed.
    • Defender of Siberys II: Mass Shield of Faith
      • Benefit: You may expend a turn attempt to produce a Mass Shield of Faith effect.
    • Paladin Defender of Siberys III
      • Prerequisites: : Level 18 Paladin, Defender of SiberysII, Paladin Bulwark of Good III, Paladin Resistance of Good III, andany Paladin Faith II enhancement.
    • Cost: 2 Action Points
    • Benefit: Protecting the weak from the depredations ofthe strong, you become a paragon of defense. This prestige enhancementincreases the strength of all of your defensive auras, increases themaximum dexterity bonus allowed by tower shields and medium or heavyarmor by 1, and grants the ability to enter a superior defensive stanceor to defy your enemies in a glorious stand against evil.
    • Defender of Siberys III: Superior Defensive Stance
      • Benefits: You may expend a Paladin armor boost tobecome a bastion of defense, gaining a +4 Sacred bonus to Strength andConstitution, a +3 Sacred bonus on all saves, a +4 Dodge bonus to ArmorClass, and produce 200% more hate with your melee attacks. While inthis stance, you move at half speed.
    • Defender of Siberys III: Glorious Stand
      • Benefits: You may expend a turn attempt to make aglorious stand against your enemies. For a short duration of time, yougain DR 20/epic, take reduced damage from elemental and negativeenergy, receive double healing from positive energy, and are immune tosecondary effects of attacks such as 'wounding' or 'vorpal'. Each timeyou take damage, you gain the effects of a Cure Light Wounds spell.
  • Paladin Hunter of the Dead I
    • Prerequisites: Level 6 Paladin, Paladin Extra TurningI, Paladin Improved Turning I, and any one of Paladin Divine Light I orPaladin Extra Lay on Hands I
    • Cost: 4 Action Points
    • Benefit: Devoted to the destruction of the undead, yougain 2 additional turning and remove disease attempts per rest, +1 toyour level when turning, a +2 bonus on saving throws against spells andeffects produced by undead, and all of your attacks are consideredGhost Touch, ignoring the chance to miss incorporeal creatures.Positive energy effects heal you for more and you take less damage fromnegative energy effects. You are able to expend a use of your PaladinRemove Disease ability to produce a Lesser Restoration effect.
  • Paladin Hunter of the Dead II
    • Prerequisites: Level 12 Paladin, Paladin Hunter of theDead I, Paladin Extra Turning II, Paladin Improved Turning II, and anyone of Paladin Divine Light II, Paladin Extra Lay on Hands II, orPaladin Redemption I
    • Cost: 2 Action Points
    • Benefit: Devoted to the destruction of the undead, yougain 2 additional turning and remove disease attempts per rest, +1 toyour level when turning, a +2 bonus on saving throws against spells andeffects produced by undead, and your spirit is sealed - you are nowimmune to energy drain from any source and effects that create spawn ondeath. Positive energy effects heal you for more and you take lessdamage from negative energy effects. You are able to expend a use ofyour Paladin Remove Disease ability to produce a Restoration effect.
  • Paladin Hunter of the Dead III
    • Prerequisites: Level 18 Paladin, Paladin Hunter of theDead II, Paladin Extra Turning III, Paladin Improved Turning III, anyPaladin Faith II enhancement
    • Cost: 2 Action Points
    • Benefit: Devoted to the destruction of the undead, yougain 2 additional turning and remove disease attempts per rest, +1 toyour level when turning, a +2 bonus on saving throws against spells andeffects produced by undead, and all attacks you make (melee, ranged, orunarmed) have a chance of destroying undead instantly on what would bea Vorpal strike. (Natural 20 followed by confirmation, Will DC: 30partial, deals Light damage to targets immune to instant destructioneffects or save.) Positive energy effects heal you for more and youtake less damage from negative energy effects. You are able to expend ause of your Paladin Remove Disease ability to produce a GreaterRestoration effect.
  • Paladin Knight of the Chalice I
    • Prerequisites: Paladin 6, Paladin Courage of Good I,Paladin Energy of the Templar I, Paladin Extra Smite Evil II, and anyone of: Paladin Divine Sacrifice I, Paladin Divine Might I, or PaladinExalted Smite I.
    • Cost: 4 Action Points
    • Benefit: You are devoted to fighting demons and otherevil outsiders, driving them from Eberron forever. Your maximum numberof Smites is increased by one, your anti-fear aura is improved, and youhave +1 to attack Evil Outsiders and deal 1d6 additional damage withmelee and unarmed attacks against them. You resist evil influencesparticularly well, gaining a +2 bonus to saves against spells andeffects produced by Evil Outsiders.
  • Paladin Knight of the Chalice II
    • Prerequisites: Paladin 12, Paladin Knight of the Chalice I, Paladin Courage of Good II, Paladin Energy of the Templar II
    • Cost: 2 Action Points
    • Benefit: You are devoted to fighting demons and otherevil outsiders, driving them from Eberron forever. Your maximum numberof Smites is increased by one, your anti-fear aura is improved, and youhave +2 to attack Evil Outsiders and deal 2d6 additional damage withmelee and unarmed attacks against them. You resist evil influencesparticularly well, gaining a +3 bonus to saves against spells andeffects produced by Evil Outsiders.
    • Knight of the Chalice Censure Demons
      • Benefit: You may expend a turn undead attempt to stun atargetted demon or other Chaotic Evil outsider. A successful Will saveDC: 10 + Paladin Level + Charisma Modifier negates this effect. Thetarget gains repeated saves to break free of this effect.
  • Paladin Knight of the Chalice III
    • Prerequisites: Paladin 18, Paladin Knight of the Chalice II, any Paladin Faith II enhancement
    • Cost: 2 Action Points
    • Benefit: You are devoted to fighting demons and otherevil outsiders, driving them from Eberron forever. Your maximum numberof Smites is increased by one, your anti-fear aura is improved, and youhave +4 to attack Evil Outsiders and deal 4d6 additional damage withmelee and unarmed attacks against them. You resist evil influencesparticularly well, gaining a +4 bonus to saves against spells andeffects produced by Evil Outsiders.
Ranger
  • Ranger Tempest II
    • Prerequisites: Ranger level 12, Tempest I, Ranger Dexterity II, Greater Two Weapon Fighting
    • Cost: 2 Action Points
    • Benefit: Your training has turned you into a whirlingtempest of steel, granting a 10% competence bonus to dual wield attackspeed, a +3 shield bonus to armor class when two weapon fighting, andyour penalty to hit has been reduced by 1.
  • Ranger Tempest III
    • Prerequisites: Ranger level 18, Tempest II, and any oneof: Two Weapon Blocking, Two Weapon Defense, Oversized Two WeaponFighting, or Lightning Reflexes.
    • Cost: 2 Action Points
    • Benefit: Your skill with two weapons is unequaled -your training has turned you into a whirling tempest of steel, grantinga 10% competence bonus to dual wield attack speed, a +4 shield bonus toarmor class when two weapon fighting, your penalty to hit has beenreduced by 2, and you have additional attacks when two weapon fighting.
Rogue
  • Rogue Assassin III
    • Prerequisites: Rogue level 18, Assassin II, Sneak Attack Accuracy IV, Sneak Attack Training IV
    • Cost: 2 Action Points
    • Benefit: Your lethality is unmatched in battle. Grantsan additional +2 bonus to damage on critical hits (before multipliers),+2 bonus to Bluff, Hide, and Move Silently skills and Fortitude savesagainst poison. Also, any sneak attack that also counts as a vorpalstrike (natural 20 followed by critical confirmation) that you makewill kill most living targets.

General Enhancement Changes

  • The Enhancement UI has been updated.
    • Available enhancements now display in the left-hand side of the Enhancements panel.
    • You can now drag and drop enhancements into the right-handside of the panel to select them them, or double click on theenhancement to select it. To undo your choice, you can use the undobutton, double click the enhancement in the right-hand side of thepanel, or drag the enhancement off the right side.
  • Class specialties now indicate that you can only take a single specialty from a particular class.
  • The time between additional saves on monk dark path finishers has been increased.
  • The Feat 'Slicing Blow' now deals 1 point of Constitution damage in addition to the rest of its effects.
  • The duration of Halfling Heroic Companion has been increased from 20 seconds to one minute.
  • Barbarian Critical Rage I and II can no longer be trained.Characters that currently possess these enhancements will retain themuntil they reset their enhancements, and these enhancements count astheir "Barbarian Specialty".
  • Barbarian Intimidating Rage has had its prerequisiteschanged to "either Barbarian Intimidate 4 or Barbarian FrenziedBerserker 2".
  • Cleric and Paladin Improved Turning have had their costs reduced to 1/2/3 action points from 2/4/6
  • Rogue Way of the Assassin, Way of the Mechanic, and Way ofthe Thief-Acrobat have been renamed "Rogue: Assassin", "Rogue:Mechanic", and "Rogue: Thief-Acrobat" to remain consistent with thePrestige Enhancements from other classes.
  • Rogue Assassin I and II have had the fortitude save bonus vs. Poison increased to +2 per rank.
  • Rogue Mechanic II has gained the following active ability:
    • Rogue: Smite Construct
      • Benefit: Your mechanical knowledge grants you theability to deal devastating blows in melee to constructs and livingconstructs. You gain twice your Intelligence bonus to your attack rolland a damage bonus based on your rogue level. Smites return at a rateof one every 90 seconds.
  • The effect of Ranger (and Elf) Arcane Archer : Imbue Force Arrows has changed to:
    • Benefit: Imbues all missiles that you fire with arcaneforce, granting them the Force ability (+1d6 Force damage) and negatingthe incorporeal miss chance of ethereal creatures. This ability costs10 spell points to activate, and triggers a lengthy cooldown of theMagic Missile spell. Only one Arcane Archer Imbue ability may be activeat any time.
  • The effect of Ranger Tempest I has been modified to:
    • Benefit: Your training has turned you into a whirlingtempest of steel, granting a 10% competence bonus to dual wield attackspeed and a +2 shield bonus to armor class when two weapon fighting.
  • Corrected an error in the description of Paladin Redemption III.
  • The duration of Halfling Heroic Companion has been increased from 20 seconds to one minute.

Items

  • Many pieces of gear have been improved, and named loot has been added to many quests.
  • Minos Legens no longer grants the Toughness Feat. It now grants 20 additional hit points that stack with all other bonuses.
  • Enchanted Darkleaf Banded Armor has been set 'medium' armor, rather than heavy.
  • The Shroud greensteel raid loot effects that giveregeneration (Lesser, Improved, and Greater Regeneration) have beenupgraded to do 2 points of healing every interval instead of 1 point.The intervals remain the same. This was done mainly for our friends outthere who are Warforged. Now even when they have their standard lessersensitivity to healing they will get healed for 1 point instead of 0.
  • The weapon effect called "Stench" has been renamed to"Sickening Stink". This was done to avoid confusion when simultaneouslygetting feedback about this effect and other stench effects like thestench from troglodytes. No changes have been made to the actualeffect.
  • Greensteel scimitars, great axes, heavy maces, and dwarvenaxes now show the animation for the effect they have applied like othergreensteel weapons.
  • A number of effects that work only with melee weapons havehad their descriptions updated to reflect this fact. This includesarmor that might add the destruction or crippling effects.
  • After selecting thrown weapons from your hotbar, they willno longer disappear from your hot bar when you switch to another weaponset.
  • Bags now display unique item capacity in their tooltip
  • Collectable bags remember tree expand/collapsed state on item add/remove and bag open/close
  • Wands can now be activated using the "attack" button.Autoattack does not autofire wands, though click-and-hold attackingwill activate the wand each time the cooldown is up.
  • When an item is repaired, if it is diminished to 0 maxdurability, the system will set it to 1 max durability and mark it as"broken beyond repair. Previously when an item was at 1 max durability,it was already "broken beyond repair" but it didn't appear to be,causing confusion. The durability is now set to 0 when the item ismarked as "broken beyond repair" This means that items will end theirlife at the repair person and not at the hands of a monster.
  • Dragon Essences are no longer subject to item damage. Thischange is retroactive, so that all previously damaged Dragon Essenceswill be repaired automatically.
  • The Transmuting weapon enchantment is now: "This weapontransmutes into a form that is able to bypass any material based DamageReduction. (Adamantine, Alchemical Silver, Byeshk, Cold Iron, orMithril)"
  • The Vicious weapon enchantment now deals 2d6 damage toopponents struck by the weapon and 1d3 damage back to the wielderinstead of 1d6.
  • Handwraps can now be vicious.
  • In the New Player experience, the Ember Longbow has been trimmed, and is now an Ember Shortbow.
  • Eternal Wands of Acid Splash, Finger of Fire, Magic Missile,and Cure Minor Wounds now have 50 maximum charges and recharge overtime when not actively being fired. They also have faster cooldownsthan normal wands.
  • Certain handwraps were not applying Enfeebling effectscorrectly. If your handwrap is not currently working, please find aStone of Change, and select "Activate Stone". This will fix yourhandwrap.
  • The Eternal Titan Wand is more eternal; it is now immune todamage. All previous items that have been damaged will be retroactivelyrepaired, and be Immune to damage.
  • The plane of irian is waning! All permanent magic items thatproduce a "Resurrection" or "True Resurrection" effect now produce a"Raise Dead" effect. This includes items with the "Aspect of PositiveEnergy" effect from the Shroud.
  • Items that are 'Bound' will now be listed as either 'Bound to Character' or 'Bound to Account' in the item examination window.
  • It is now possible to find Mass Repair Damage scrolls as treasure.
  • The contents of some collectable stations and lower level chests have been improved.
  • Archivist Necklace has had it's items description changed. Itwas never intended to remove feeblemind, as it is a level 1 item, andthe description no longer indicates that it will.
  • The Apprentice's Robe from the Grotto now grants the LesserArcane Augmentation I ability, increasing the wearer's caster level by1 when casting first level sorcerer or wizard spells.
  • The durability of the Apprentice's Robe and Disciple's Robe from the Grotto have been increased from 5 to 25.
  • To give people something to replace the Apprentice's Robewith later on, the Robe of the Duality in the Catacombs now grants +2Caster Level when casting first level Sor/Wiz spells.
  • Acid Splash, Finger of Fire, and Ray of Frost now deal 1d3 +Caster Level (Max +5) damage of the appropriate flavor. This improvesthe Finger of Fire and Acid Splash wands that can be found in theGrotto and the Waterworks.
  • Enduring Conviction was not doing Lawful damage, now it will be.
  • The rewards for several Lower level story arc quests are nowBind on Account. Please note this change is not retroactive, and willonly effect newly acquired items.
  • Siberys Dragonshards of all types can now stack up to 100. (Fragments continue to stack to 1000.)
  • Dragonshards and dragonshard fragments are more commonly found in collectables and treasure.
  • The contents of some collectable stations and lower level chests have been significantly improved.
  • Bind-on-Acquire items no longer display a "are you sure youwish to pick this up?" dialogue if you are the only member in theparty.

Crafting

  • Additional recipes have been added to the Stone of Change,allowing combination of complete stacks of Siberys Dragonshards (orFragments) of intermediate types into the appropriate number of thenext size up.

Monsters

  • The Bralani will no longer roll a save vs petrification since they are immune.
  • Carcass Eaters are now effected by solid fog and other effects that slow monsters down.
  • Living Spells now have focus orb images.
  • Frost spiders can now be selected using the mouse.
  • Sahuagin now speak Common and can be affected by effectswhich require that. This includes things like intimidate and diplomacy.Note that Sahuagin will still be immune to Charm Person and Hold Personbecause they are Monstrous Humanoids and not regular humanoids and arenot affected by "person" spells.
  • Spells cast by wight spellcasters will now render properly on players screens when cast.
  • Pitfiends and Horned Devils recently went to the ShavarathOptometrist and Ear, Nose, & Throat specalist. They've discoveredthat their hearing and sight aren't as good as they used to be.
  • Spiders will no longer give off and 'icy aura' unless they are actually ice spiders.
  • Archers and spellcasting opponents now have improved mentalabilities, and will no longer occasionally run headfirst forever intowalls.
  • Red-named bosses can now be affected by ability damage. Theycan take up to 10 points of damage to each ability score, and thisdamage cannot reduce their ability scores below 1.
  • Shadows no longer kill opponents which they have reduced to a 0 strength.
  • Orthon's now follow the same teleport delay as Bearded Devils.
  • When you have a monster targeted and it burrows or teleports away, it will still be targeted upon its return.
  • Added sounds to Small Browns Spider's when they are attacking.
  • Animated feedback has been improved when you strike a monster or are stuck.

Adventure Areas

General Adventure Area Changes

  • Players will receive some experience for killing a rare monster they had previously killed.

Tangleroot Gorge

  • The rare spawn 'Clamor' now grants a chest after his defeat.

Ataraxia's Haven

  • Business has been booming thanks to adventurers, and a newTavern area has opened, accessible from inside Ataraxia's Haven. Itincludes bind point NPCs, vendors, a branch of the Kundarak bank, andeven a mailbox!

Restless Isles

  • The Restless Isles have been outfitted with slayer, explorer, and rare encounter quests.

Searing Heights

  • The CR for this area has been increased to CR 6.
  • Corrected some sound issues

Korthos Island

  • Amalgam faces a more appropriate direction.
  • Recalling will always take you back to Korthos Village.

Three Barrel Cove

  • A new NPC, Back-Nose Quint, is available to give directions to Three Barrel Cove.

Vale of Twilight

  • Updated sounds in all associated quests and the landscape.

Quests

General Quest Changes

  • The penalty for being higher level than a quest has been reduced.
  • If you attempt to leave a dungeon before completing a quest,a confirmation dialog appears to remind you that are about to leave thedungeon, to help ensure you don’t exit by accident.
  • Normal, Hard, and Elite dungeons (not solo or raid) will nowscale their difficulty based on the party to help "smaller" parties.Players and hirelings will contribute to the overall strength of theparty and therefore the difficulty of the dungeon

(Continue to Part 2)

Jerry

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