Samera
06-25-2007, 11:02 AM
In QA
These items are in QA and are scheduled for Update 4.2: Searing Heights.
General
Players get 3 more weapon set configuration slots, for a total of 7!
Fixed an Auction House bug where it was possible to bid on an auction and receive a different quantity of the item than expected.
UI Improvements
The XP bar should no longer disappear on larger monitors.
Mail
NEW – You will now get a warning (and won't be able to detach the money) when you attempt to detach money which would place you over the maximum amount of money you can have.
Auction House
You can now filter your auction house searches by item level. This search is based on the minimum level to use the item. Items with no level requirement are considered level 1 by the filter.
Clothing and Jewelry sections in the auction house are now broken up into multiple categories based the slot the item equips to. There are now a total of ten categories for both of these two sections. Note: Only newly posted auctions will appear in these new categories.
Friends List
Offline friends will no longer show up in the friends list when added or imported if "Hide Offline Friends" is checked.
NEW – Rogue Action Boost and Ranger Action Boost have new icons to differentiate them from Human Versatility.
Monsters
The spike damage of the Razor Cats is now working properly. Those who hit a razor cat in melee combat will have to make a reflex save or be injured by the spikes. Keep some throwing hammers and/or spearblock items handy.
The fire elemental's Aura of Flame has been fixed. It can no longer be blocked by spell resistance.
Duergar barbarians, bandits, and bards had their alignment corrected. They are now Neutral Evil instead of Lawful Evil.
Higher level wights and ghouls (CR 10 and above) will be able to use their innate abilities like level drain and disease on more of their attacks, rather than only doing these on their “rear back and jump forward” attack. This makes them more like their pen and paper counterparts and will make them a little more challenging. Players will of course still get their saves to resist these effects.
Combat
NEW – Weapons with special damage effects no longer cause a sneak attack on an unsuspecting victim to be lost.
Spells
NEW – Base cooldowns for Sorcerers reduced by 0.5 seconds for all spells (1.0 second for lingering effects.)
NEW – Maximize and Empower options temporarily removed from Fire Shield and Chill Shield - these metamagics were not increasing the amount of damage dealt by the spells but were increasing the spell point cost of the spells.
New Spell:
Holy Sword
Paladin 4
Channels holy power to turn a Blessed Cold Iron weapon into a +5 Holy Cold Iron weapon that grants its wielder a continuous Protection From Evil effect while equipped. The holy weapon is permanent, but is destroyed on dungeon exit.
Tenser's Transformation now grants Simple Weapon Proficiencies in addition to Martial Weapon Proficiencies. Additionally, casting Tenser's Transformation will now also grant proficiency with Throwing Hammers.
Chill Touch now (properly) has a fortitude save to negate the strength damage portion of the spell.
Potentially long-lasting debuff spells like crushing despair, bane, doom, and ray of enfeeblement have been changed so that they are removed by resting at a rest shrine.
Fixed Mind Fog's spell school. Mind Fog is an enchantment, not a conjuration.
The description for the Symbol of Flame spell has been fixed to accurately describe the amount of damage the spell does. The reflex save for this spell has also been fixed. Players and enemy npcs can now attempt a reflex save to reduce damage by half. The spell has always done 5d6 damage, and this has not been changed.
Skills, Feats, & Abilities
Reduced difficulty of detecting traps with Search and Spot, especially at low levels (5 and under).
The Power Critical feats have been upgraded. All of these feats have been consolidated into one. Once you have this feat, you will get a +4 bonus to confirm critical hits with any type of weapon.
Enhancements
The Toughness enhancement lines for dwarves, barbarians, fighters, and paladins have been upgraded. They now give you 5, 10, 15, and 20 additional hit points respectively instead of 5, 5, 5, and 5. They all still have the Toughness feat as a prerequisite.
NEW – Halfling Thrown Weapon Attack and Damage enhancements now work on Throwing Hammers.
NEW – Cleric and Paladin Unyielding Sovereignty now has significantly longer range (matching other healing spells) and requires line of sight to the target.
NEW – The active abilities under Rogue Specializations now show up underneath the passive ability rather than under a second heading.
NEW – Way of the Assassin now has three different poisons available for use: Thoughtburn (Int damage and prevents casting for a short time), Icechill (Dex damage and slows the target's attack speed for a short time), and Soulshatter (Lowers the target's spell resistance by 10 and Will saves by 4 for a short time). Only one poison may be active at a time.
Rogue Subtle Backstabber is now an active enhancement that has a toggled stance. While turned on, you will generate less hate on melee attacks.
The Silver Flame Exorcism enhancements now use 10 + (class level) + Charisma Modifier as a DC for the Will and Fortitude saves rather than a fixed save DC. Updated the descriptions to match.
An enemy poisoned by Thoughtburn (from the Way of the Assassin ability) now displays appropriate particle effects.
Undying Call now properly differentiates between Drow and "real" elves.
The various enhancements that summon creatures (Iron/Steel/Mithral Companion and Vulkoor’s Avatar) can now only be summoned in dungeons. You will no longer trigger the cooldown (and lose the attempt) if you try to summon them elsewhere. Summoning these creatures will now also break stealth.
Iron Companion no longer lists Cannith Repair II as a potential prerequisite, since a character with Cannith Repair II has already unlocked the enhancement through the Least Mark of Making.
NEW – Ranger Vermin Empathy enhancement prerequisites changed to: Ranger Level 2 (from 11). Ranger Extra Empathy I and any one of the following: Favored Enemy: Vermin, Ranger Desert Lore 2, Ranger Swamp Lore 2, or Ranger Extra Empathy IV.
NEW – Ranger Elemental Empathy enhancement prerequisites changed to: Ranger Level 4 (from 12). Ranger Extra Empathy I and any one of the following: Favored Enemy: Elemental, Ranger Energy Resistance Boost III, or Ranger Extra Empathy IV.
NEW – Bard Music of the Dead enhancement prerequisite changed to: Bard Level 6 (from 11). Any one of the following: Bard Extra Song IV or Bard Virtuoso I.
NEW – Bard Music of the Makers enhancement prerequisite changed to: Bard Level 9 (from 11). Any one of the following: Bard Extra Song IV, Bard Virtuoso I, Warforged Construct Thinking III, Lesser Dragonmark of Making.
The Follower of the <diety> Enhancement Lines now grant sub-abilities:
Tira's Champion: (Associated with Follower of the Silver Flame) Activate this ability to grant weapon proficiency in longbows to yourself or a friend until the target next rests. Consumes a use of turn undead.
Similar sub-abilities exist for the other faiths.
General
Extra Dragonmark I
Cost: 1 Action Point
Prereqs: Any Dragonmark, Level 2 Character, 3 Action Points Spent.
Benefit: Gain an additional use of your Least, Lesser, and Greater Dragonmarks per rest.
Extra Dragonmark 2
Cost: 2 Action Point
Prereqs: Any Dragonmark, Level 6 Character, 18 Action Points Spent.
Benefit: Gain an additional use of your Least, Lesser, and Greater Dragonmarks per rest.
Extra Dragonmark 3
Cost: 3 Action Point
Prereqs: Any Dragonmark, Level 10 Character, 33 Action Points Spent.
Benefit: Gain an additional use of your Least, Lesser, and Greater Dragonmarks per rest.
Extra Dragonmark 4
Cost: 4 Action Point
Prereqs: Any Dragonmark, Level 14 Character, 48 Action Points Spent.
Benefit: Gain an additional use of your Least, Lesser, and Greater Dragonmarks per rest.
Warforged
Warforged Brute Fighting I
Cost: 1 Action Point
Prereqs: Warforged Level 2, 3 Action Points Spent
Benefit: Activate this ability to cause your melee attacks to generate 10% more hate, making enemies more likely to attack you.
Warforged Brute Fighting II
Cost: 2 Action Points
Prereqs: Warforged Level 6, Warforged Brute Fighting I, 18 Action Points Spent
Benefit: Activate this ability to cause your melee attacks to generate 15% more hate, making enemies more likely to attack you.
Warforged Brute Fighting III
Cost: 3 Action Points
Prereqs: Warforged Level 10, Warforged Brute Fighting II, 33 Action Points Spent
Benefit: Activate this ability to cause your melee attacks to generate 20% more hate, making enemies more likely to attack you.
Warforged Brute Fighting IV
Cost: 4 Action Points
Prereqs: Warforged Level 14, Warforged Brute Fighting III, 48 Action Points Spent
Benefit: Activate this ability to cause your melee attacks to generate 25% more hate, making enemies more likely to attack you.
Items
NEW – Whenever you repair an item there is a chance it will be permanently damaged. Up until now, it has been impossible to see which items were permanently damaged when repairing items in bulk. From now on an alert will be sent to the chat window as well as the middle of your screen.
The House Jorasco Divine Reagent Vendor now carries Blessed Cold Iron Greatswords, Bastard Swords, Longswords, Shortswords, Scimitars, Warhammers, Rapiers, Dwarven Waraxes, Khopeshes, Mauls, and Heavy Picks.
New enchanted food and drinks are available in all taverns. Warforged also have new enchanted balms and tonics. The new drink and tonic restores 2500sp over 1 minute. The new food heals 500hp over 1 minute.The new balm heals 450hp over 1 minute.
Corrected the caster levels for Wands of Flame Arrow and Wands of Holy Smite to appropriate values for their spell level. Wand of Flame Arrow was reduced to Caster Level 5. Wand of Holy Smite was increased to Caster Level 7. Wands of Resist Energy was changed from Caster Level 1 to 3. These changes will affect the UMD difficulty of activating the wands as well as the wands gold value.
The Helm of the Black Dragon and the Helm of the Blue Dragon will now appear in the correct Clothing section of the Auction House. They were so pretty they were mistakenly put in the Jewelry category.
Randomly generated thrown Returning weapons will now correctly bypass their targets Damage Reduction.
Clarified the description of the Nullcloth Gown to make it obvious that the 15% Spell Failure applies to all spell casters, even Divine casters.
Corrected the naming for stacks of higher level Barkskin and Shield of Faith potions. They will now indicate their additional bonus eg Potions of Shield of Faith (+5).
You will no longer be able to attach items to mail messages that are not currently in your inventory (i.e., an item that is in your bank).
NPCs
Several enemy characters from the Aurum have had their alignment changed to Lawful Evil.
Many npcs were incorrectly insisting that they were "Race: Elf" in the examination window. This information has been removed from these lying npcs.
Niles Cage (Stormreach Harbor) is no longer performing an appendectomy on himself.
PVP
Quests
Made a change to help prevent quest items from becoming inaccessible if the party member who was carrying them dies or leaves the quest.
Ataraxia's Haven
Players will now always be able to exit the mine cave without difficulty.
Cerulean Hills
Rare Encounter Garunt will now have a treasure chest.
Menechtarun
The winds have shifted the sands of Menechtarun, revealing ancient roads.
Many of the named minibosses out in the desert of Menechtarun have gotten new supplies or found new sources of power. They are a fair amount stronger than before and will put up a better fight.
The Missing Ward
The hard and elite versions of Necromancer Gerti have had their spell lists fixed. They will no longer repeatedly cast the sleep spell.
Prison of the Planes
Cochitlehua has remembered that he has "Teleport Without Error" as an at-will spell-like ability.
Sorrowdusk Island
The named gargoyle Vermilo now functions properly (and his chest spawns on the ground).
Stormcleave Outpost
Made several changes to the pillars:
The Mephits have had their hide skill lowered so they should be easier to find
The Mephits now have a 60 meter leash so they shouldn't wander away
Changed an objective to read 'Alight the Pillars' to make it more clear that they need to be fully lit and fully active rather than just partially lit.
Xorian Cipher
The three named spectres in the Xorian Cipher quest, the Urdak brothers, have been changed into skeletons so they can no longer occasionally flee and leave you stranded in a locked room. They will be slightly more challenging to beat than they were before.
In Development
These items are in development and are scheduled for Module 5: The Accursed Ascension (Litany of the Dead Parts 3 & 4).
UI Improvements
Added active/toggle/passive usage to action tooltips.
Tooltips that display long cooldown periods will display them in minutes and seconds – e.g., 2 minutes 30 seconds instead of 150 seconds.
Action tooltips will inform the user when an action is useable in water, not useable in a brawl, or when it is useable only in public. They will also display the target type for the action.
Tooltips for skills now include the key ability.
Tooltips for spells and feats now include the save DC and save type(s).
Shopping
You can now ctrl-click on an item in a shop to purchase the item in bulk. A pop-up dialog will prompt you to enter the number of items to purchase. Note: This dialog is only used when purchasing items. There is still no way to control the number of items you sell from a stack.
When items in a shop are alphabetized, they are sorted first by base name (e.g. sword, dagger) and then by prefix (e.g. masterwork, vorpal).
When you add items to the shopping cart, the cumulative cost of the items in the cart will affect the "can afford" status of the items available for purchase / repair.
If a player's haggle skill changes, then the shopping cart display price will now update to reflect the change.
Spells
Spell tooltips now include blocks that describe whether or not a spell can be resisted, and what the specific material component is for a given spell (if any).
Spell tooltips now include a metamagic information block. This block lists the kinds of metamagic that can affect this spell.
Spells
The Crushing Despair FX are now persistent.
Skills, Feats, & Abilities
The number of Turn Undead attempts per rest will now be calculated on the current displayed Charisma modifier. Previously only permanent changes to Charisma from level advancement and tomes were counted.
The Listen skill now helps you detect hidden monsters.
Enhancements
NEW – Halfling luck, instead of only affecting Reflex saves, is now three distinct enhancement chains. These are not exclusive.
Halfling Luck (Fortitude) I
Prereq: Halfling Level 1
Cost: 1 Action Point
Grants a +1 bonus to Fortitude saves.
Halfling Luck (Fortitude) II
Prereq: Halfling Level 5, 14 Action Points spent, Halfling Luck (Fortitude) I
Cost: 2 Action Points
Grants a +2 bonus to Fortitude saves.
Halfling Luck (Fortitude) III
Prereq: Halfling Level 9, 29 Action Points spent, Halfling Luck (Fortitude) II
Cost: 3 Action Points
Grants a +3 bonus to Fortitude saves.
Halfling Luck (Reflex) I
Prereq: Halfling Level 1
Cost: 1 Action Point
Grants a +1 bonus to Reflex saves.
Halfling Luck (Reflex) II
Prereq: Halfling Level 5, 14 Action Points spent, Halfling Luck (Reflex) I
Cost: 2 Action Points
Grants a +2 bonus to Reflex saves.
Halfling Luck (Reflex) III
Prereq: Halfling Level 9, 29 Action Points spent, Halfling Luck (Reflex) II
Cost: 3 Action Points
Grants a +3 bonus to Reflex saves.
Halfling Luck (Will) I
Prereq: Halfling Level 1
Cost: 1 Action Point
Grants a +1 bonus to Will saves.
Halfling Luck (Will) II
Prereq: Halfling Level 5, 14 Action Points spent, Halfling Luck (Will) I
Cost: 2 Action Points
Grants a +2 bonus to Will saves.
Halfling Luck (Will) III
Prereq: Halfling Level 9, 29 Action Points spent, Halfling Luck (Will) II
Cost: 3 Action Points
Grants a +3 bonus to Will saves.
NEW – Human Versatility has undergone some revisions, and now grants five subabilities. Instead of being restricted only to a skill boost, Humans may now display their versatility by gaining a short duration increase to skills, damage, attack rolls, saves, or armor class. These boosts draw from one common pool of 5.
Human Versatility I
Prereq: Human Level 1
Cost: 1 Action Point
Grants the ability to display your versatility as a +2 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills I. Activate this ability to receive a +2 bonus to skills for 20 seconds.
Human Versatility - Damage I. Activate this ability to receive a +2 bonus to damage for 20 seconds.
Human Versatility - Attack I.Activate this ability to receive a +2 bonus to attack rolls for 20 seconds.
Human Versatility - Saves I. Activate this ability to receive a +2 bonus to saves for 20 seconds.
Human Versatility - Armor Class I. Activate this ability to receive a +2 bonus to armor class for 20 seconds.
Human Versatility II
Prereq: Human Level 4, 10 Action Points Spent, Human Versatility I
Cost: 2 Action Points
Grants the ability to display your versatility as a +3 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills II. Activate this ability to receive a +3 bonus to skills for 20 seconds.
Human Versatility - Damage II. Activate this ability to receive a +3 bonus to damage for 20 seconds.
Human Versatility - Attack II. Activate this ability to receive a +3 bonus to attack rolls for 20 seconds.
Human Versatility - Saves II. Activate this ability to receive a +3 bonus to saves for 20 seconds.
Human Versatility - Armor Class II. Activate this ability to receive a +3 bonus to armor class for 20 seconds.
Human Versatility III
Prereq: Human Level 7, 21 Action Points Spent, Human Versatility II
Cost: 3 Action Points
Grants the ability to display your versatility as a +4 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills III. Activate this ability to receive a +4 bonus to skills for 20 seconds.
Human Versatility - Damage III. Activate this ability to receive a +4 bonus to damage for 20 seconds.
Human Versatility - Attack III. Activate this ability to receive a +4 bonus to attack rolls for 20 seconds.
Human Versatility - Saves III. Activate this ability to receive a +4 bonus to saves for 20 seconds.
Human Versatility - Armor Class III. Activate this ability to receive a +4 bonus to armor class for 20 seconds.
Human Versatility IV
Prereq: Human Level 10, 32 Action Points Spent, Human Versatility III
Cost: 4 Action Points
Grants the ability to display your versatility as a +5 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills IV. Activate this ability to receive a +5 bonus to skills for 20 seconds.
Human Versatility - Damage IV. Activate this ability to receive a +5 bonus to damage for 20 seconds.
Human Versatility - Attack IV. Activate this ability to receive a +5 bonus to attack rolls for 20 seconds.
Human Versatility - Saves IV. Activate this ability to receive a +5 bonus to saves for 20 seconds.
Human Versatility - Armor Class IV. Activate this ability to receive a +5 bonus to armor class for 20 seconds.
These items are in QA and are scheduled for Update 4.2: Searing Heights.
General
Players get 3 more weapon set configuration slots, for a total of 7!
Fixed an Auction House bug where it was possible to bid on an auction and receive a different quantity of the item than expected.
UI Improvements
The XP bar should no longer disappear on larger monitors.
NEW – You will now get a warning (and won't be able to detach the money) when you attempt to detach money which would place you over the maximum amount of money you can have.
Auction House
You can now filter your auction house searches by item level. This search is based on the minimum level to use the item. Items with no level requirement are considered level 1 by the filter.
Clothing and Jewelry sections in the auction house are now broken up into multiple categories based the slot the item equips to. There are now a total of ten categories for both of these two sections. Note: Only newly posted auctions will appear in these new categories.
Friends List
Offline friends will no longer show up in the friends list when added or imported if "Hide Offline Friends" is checked.
NEW – Rogue Action Boost and Ranger Action Boost have new icons to differentiate them from Human Versatility.
Monsters
The spike damage of the Razor Cats is now working properly. Those who hit a razor cat in melee combat will have to make a reflex save or be injured by the spikes. Keep some throwing hammers and/or spearblock items handy.
The fire elemental's Aura of Flame has been fixed. It can no longer be blocked by spell resistance.
Duergar barbarians, bandits, and bards had their alignment corrected. They are now Neutral Evil instead of Lawful Evil.
Higher level wights and ghouls (CR 10 and above) will be able to use their innate abilities like level drain and disease on more of their attacks, rather than only doing these on their “rear back and jump forward” attack. This makes them more like their pen and paper counterparts and will make them a little more challenging. Players will of course still get their saves to resist these effects.
Combat
NEW – Weapons with special damage effects no longer cause a sneak attack on an unsuspecting victim to be lost.
Spells
NEW – Base cooldowns for Sorcerers reduced by 0.5 seconds for all spells (1.0 second for lingering effects.)
NEW – Maximize and Empower options temporarily removed from Fire Shield and Chill Shield - these metamagics were not increasing the amount of damage dealt by the spells but were increasing the spell point cost of the spells.
New Spell:
Holy Sword
Paladin 4
Channels holy power to turn a Blessed Cold Iron weapon into a +5 Holy Cold Iron weapon that grants its wielder a continuous Protection From Evil effect while equipped. The holy weapon is permanent, but is destroyed on dungeon exit.
Tenser's Transformation now grants Simple Weapon Proficiencies in addition to Martial Weapon Proficiencies. Additionally, casting Tenser's Transformation will now also grant proficiency with Throwing Hammers.
Chill Touch now (properly) has a fortitude save to negate the strength damage portion of the spell.
Potentially long-lasting debuff spells like crushing despair, bane, doom, and ray of enfeeblement have been changed so that they are removed by resting at a rest shrine.
Fixed Mind Fog's spell school. Mind Fog is an enchantment, not a conjuration.
The description for the Symbol of Flame spell has been fixed to accurately describe the amount of damage the spell does. The reflex save for this spell has also been fixed. Players and enemy npcs can now attempt a reflex save to reduce damage by half. The spell has always done 5d6 damage, and this has not been changed.
Skills, Feats, & Abilities
Reduced difficulty of detecting traps with Search and Spot, especially at low levels (5 and under).
The Power Critical feats have been upgraded. All of these feats have been consolidated into one. Once you have this feat, you will get a +4 bonus to confirm critical hits with any type of weapon.
Enhancements
The Toughness enhancement lines for dwarves, barbarians, fighters, and paladins have been upgraded. They now give you 5, 10, 15, and 20 additional hit points respectively instead of 5, 5, 5, and 5. They all still have the Toughness feat as a prerequisite.
NEW – Halfling Thrown Weapon Attack and Damage enhancements now work on Throwing Hammers.
NEW – Cleric and Paladin Unyielding Sovereignty now has significantly longer range (matching other healing spells) and requires line of sight to the target.
NEW – The active abilities under Rogue Specializations now show up underneath the passive ability rather than under a second heading.
NEW – Way of the Assassin now has three different poisons available for use: Thoughtburn (Int damage and prevents casting for a short time), Icechill (Dex damage and slows the target's attack speed for a short time), and Soulshatter (Lowers the target's spell resistance by 10 and Will saves by 4 for a short time). Only one poison may be active at a time.
Rogue Subtle Backstabber is now an active enhancement that has a toggled stance. While turned on, you will generate less hate on melee attacks.
The Silver Flame Exorcism enhancements now use 10 + (class level) + Charisma Modifier as a DC for the Will and Fortitude saves rather than a fixed save DC. Updated the descriptions to match.
An enemy poisoned by Thoughtburn (from the Way of the Assassin ability) now displays appropriate particle effects.
Undying Call now properly differentiates between Drow and "real" elves.
The various enhancements that summon creatures (Iron/Steel/Mithral Companion and Vulkoor’s Avatar) can now only be summoned in dungeons. You will no longer trigger the cooldown (and lose the attempt) if you try to summon them elsewhere. Summoning these creatures will now also break stealth.
Iron Companion no longer lists Cannith Repair II as a potential prerequisite, since a character with Cannith Repair II has already unlocked the enhancement through the Least Mark of Making.
NEW – Ranger Vermin Empathy enhancement prerequisites changed to: Ranger Level 2 (from 11). Ranger Extra Empathy I and any one of the following: Favored Enemy: Vermin, Ranger Desert Lore 2, Ranger Swamp Lore 2, or Ranger Extra Empathy IV.
NEW – Ranger Elemental Empathy enhancement prerequisites changed to: Ranger Level 4 (from 12). Ranger Extra Empathy I and any one of the following: Favored Enemy: Elemental, Ranger Energy Resistance Boost III, or Ranger Extra Empathy IV.
NEW – Bard Music of the Dead enhancement prerequisite changed to: Bard Level 6 (from 11). Any one of the following: Bard Extra Song IV or Bard Virtuoso I.
NEW – Bard Music of the Makers enhancement prerequisite changed to: Bard Level 9 (from 11). Any one of the following: Bard Extra Song IV, Bard Virtuoso I, Warforged Construct Thinking III, Lesser Dragonmark of Making.
The Follower of the <diety> Enhancement Lines now grant sub-abilities:
Tira's Champion: (Associated with Follower of the Silver Flame) Activate this ability to grant weapon proficiency in longbows to yourself or a friend until the target next rests. Consumes a use of turn undead.
Similar sub-abilities exist for the other faiths.
General
Extra Dragonmark I
Cost: 1 Action Point
Prereqs: Any Dragonmark, Level 2 Character, 3 Action Points Spent.
Benefit: Gain an additional use of your Least, Lesser, and Greater Dragonmarks per rest.
Extra Dragonmark 2
Cost: 2 Action Point
Prereqs: Any Dragonmark, Level 6 Character, 18 Action Points Spent.
Benefit: Gain an additional use of your Least, Lesser, and Greater Dragonmarks per rest.
Extra Dragonmark 3
Cost: 3 Action Point
Prereqs: Any Dragonmark, Level 10 Character, 33 Action Points Spent.
Benefit: Gain an additional use of your Least, Lesser, and Greater Dragonmarks per rest.
Extra Dragonmark 4
Cost: 4 Action Point
Prereqs: Any Dragonmark, Level 14 Character, 48 Action Points Spent.
Benefit: Gain an additional use of your Least, Lesser, and Greater Dragonmarks per rest.
Warforged
Warforged Brute Fighting I
Cost: 1 Action Point
Prereqs: Warforged Level 2, 3 Action Points Spent
Benefit: Activate this ability to cause your melee attacks to generate 10% more hate, making enemies more likely to attack you.
Warforged Brute Fighting II
Cost: 2 Action Points
Prereqs: Warforged Level 6, Warforged Brute Fighting I, 18 Action Points Spent
Benefit: Activate this ability to cause your melee attacks to generate 15% more hate, making enemies more likely to attack you.
Warforged Brute Fighting III
Cost: 3 Action Points
Prereqs: Warforged Level 10, Warforged Brute Fighting II, 33 Action Points Spent
Benefit: Activate this ability to cause your melee attacks to generate 20% more hate, making enemies more likely to attack you.
Warforged Brute Fighting IV
Cost: 4 Action Points
Prereqs: Warforged Level 14, Warforged Brute Fighting III, 48 Action Points Spent
Benefit: Activate this ability to cause your melee attacks to generate 25% more hate, making enemies more likely to attack you.
Items
NEW – Whenever you repair an item there is a chance it will be permanently damaged. Up until now, it has been impossible to see which items were permanently damaged when repairing items in bulk. From now on an alert will be sent to the chat window as well as the middle of your screen.
The House Jorasco Divine Reagent Vendor now carries Blessed Cold Iron Greatswords, Bastard Swords, Longswords, Shortswords, Scimitars, Warhammers, Rapiers, Dwarven Waraxes, Khopeshes, Mauls, and Heavy Picks.
New enchanted food and drinks are available in all taverns. Warforged also have new enchanted balms and tonics. The new drink and tonic restores 2500sp over 1 minute. The new food heals 500hp over 1 minute.The new balm heals 450hp over 1 minute.
Corrected the caster levels for Wands of Flame Arrow and Wands of Holy Smite to appropriate values for their spell level. Wand of Flame Arrow was reduced to Caster Level 5. Wand of Holy Smite was increased to Caster Level 7. Wands of Resist Energy was changed from Caster Level 1 to 3. These changes will affect the UMD difficulty of activating the wands as well as the wands gold value.
The Helm of the Black Dragon and the Helm of the Blue Dragon will now appear in the correct Clothing section of the Auction House. They were so pretty they were mistakenly put in the Jewelry category.
Randomly generated thrown Returning weapons will now correctly bypass their targets Damage Reduction.
Clarified the description of the Nullcloth Gown to make it obvious that the 15% Spell Failure applies to all spell casters, even Divine casters.
Corrected the naming for stacks of higher level Barkskin and Shield of Faith potions. They will now indicate their additional bonus eg Potions of Shield of Faith (+5).
You will no longer be able to attach items to mail messages that are not currently in your inventory (i.e., an item that is in your bank).
NPCs
Several enemy characters from the Aurum have had their alignment changed to Lawful Evil.
Many npcs were incorrectly insisting that they were "Race: Elf" in the examination window. This information has been removed from these lying npcs.
Niles Cage (Stormreach Harbor) is no longer performing an appendectomy on himself.
PVP
Quests
Made a change to help prevent quest items from becoming inaccessible if the party member who was carrying them dies or leaves the quest.
Ataraxia's Haven
Players will now always be able to exit the mine cave without difficulty.
Cerulean Hills
Rare Encounter Garunt will now have a treasure chest.
Menechtarun
The winds have shifted the sands of Menechtarun, revealing ancient roads.
Many of the named minibosses out in the desert of Menechtarun have gotten new supplies or found new sources of power. They are a fair amount stronger than before and will put up a better fight.
The Missing Ward
The hard and elite versions of Necromancer Gerti have had their spell lists fixed. They will no longer repeatedly cast the sleep spell.
Prison of the Planes
Cochitlehua has remembered that he has "Teleport Without Error" as an at-will spell-like ability.
Sorrowdusk Island
The named gargoyle Vermilo now functions properly (and his chest spawns on the ground).
Stormcleave Outpost
Made several changes to the pillars:
The Mephits have had their hide skill lowered so they should be easier to find
The Mephits now have a 60 meter leash so they shouldn't wander away
Changed an objective to read 'Alight the Pillars' to make it more clear that they need to be fully lit and fully active rather than just partially lit.
Xorian Cipher
The three named spectres in the Xorian Cipher quest, the Urdak brothers, have been changed into skeletons so they can no longer occasionally flee and leave you stranded in a locked room. They will be slightly more challenging to beat than they were before.
In Development
These items are in development and are scheduled for Module 5: The Accursed Ascension (Litany of the Dead Parts 3 & 4).
UI Improvements
Added active/toggle/passive usage to action tooltips.
Tooltips that display long cooldown periods will display them in minutes and seconds – e.g., 2 minutes 30 seconds instead of 150 seconds.
Action tooltips will inform the user when an action is useable in water, not useable in a brawl, or when it is useable only in public. They will also display the target type for the action.
Tooltips for skills now include the key ability.
Tooltips for spells and feats now include the save DC and save type(s).
Shopping
You can now ctrl-click on an item in a shop to purchase the item in bulk. A pop-up dialog will prompt you to enter the number of items to purchase. Note: This dialog is only used when purchasing items. There is still no way to control the number of items you sell from a stack.
When items in a shop are alphabetized, they are sorted first by base name (e.g. sword, dagger) and then by prefix (e.g. masterwork, vorpal).
When you add items to the shopping cart, the cumulative cost of the items in the cart will affect the "can afford" status of the items available for purchase / repair.
If a player's haggle skill changes, then the shopping cart display price will now update to reflect the change.
Spells
Spell tooltips now include blocks that describe whether or not a spell can be resisted, and what the specific material component is for a given spell (if any).
Spell tooltips now include a metamagic information block. This block lists the kinds of metamagic that can affect this spell.
Spells
The Crushing Despair FX are now persistent.
Skills, Feats, & Abilities
The number of Turn Undead attempts per rest will now be calculated on the current displayed Charisma modifier. Previously only permanent changes to Charisma from level advancement and tomes were counted.
The Listen skill now helps you detect hidden monsters.
Enhancements
NEW – Halfling luck, instead of only affecting Reflex saves, is now three distinct enhancement chains. These are not exclusive.
Halfling Luck (Fortitude) I
Prereq: Halfling Level 1
Cost: 1 Action Point
Grants a +1 bonus to Fortitude saves.
Halfling Luck (Fortitude) II
Prereq: Halfling Level 5, 14 Action Points spent, Halfling Luck (Fortitude) I
Cost: 2 Action Points
Grants a +2 bonus to Fortitude saves.
Halfling Luck (Fortitude) III
Prereq: Halfling Level 9, 29 Action Points spent, Halfling Luck (Fortitude) II
Cost: 3 Action Points
Grants a +3 bonus to Fortitude saves.
Halfling Luck (Reflex) I
Prereq: Halfling Level 1
Cost: 1 Action Point
Grants a +1 bonus to Reflex saves.
Halfling Luck (Reflex) II
Prereq: Halfling Level 5, 14 Action Points spent, Halfling Luck (Reflex) I
Cost: 2 Action Points
Grants a +2 bonus to Reflex saves.
Halfling Luck (Reflex) III
Prereq: Halfling Level 9, 29 Action Points spent, Halfling Luck (Reflex) II
Cost: 3 Action Points
Grants a +3 bonus to Reflex saves.
Halfling Luck (Will) I
Prereq: Halfling Level 1
Cost: 1 Action Point
Grants a +1 bonus to Will saves.
Halfling Luck (Will) II
Prereq: Halfling Level 5, 14 Action Points spent, Halfling Luck (Will) I
Cost: 2 Action Points
Grants a +2 bonus to Will saves.
Halfling Luck (Will) III
Prereq: Halfling Level 9, 29 Action Points spent, Halfling Luck (Will) II
Cost: 3 Action Points
Grants a +3 bonus to Will saves.
NEW – Human Versatility has undergone some revisions, and now grants five subabilities. Instead of being restricted only to a skill boost, Humans may now display their versatility by gaining a short duration increase to skills, damage, attack rolls, saves, or armor class. These boosts draw from one common pool of 5.
Human Versatility I
Prereq: Human Level 1
Cost: 1 Action Point
Grants the ability to display your versatility as a +2 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills I. Activate this ability to receive a +2 bonus to skills for 20 seconds.
Human Versatility - Damage I. Activate this ability to receive a +2 bonus to damage for 20 seconds.
Human Versatility - Attack I.Activate this ability to receive a +2 bonus to attack rolls for 20 seconds.
Human Versatility - Saves I. Activate this ability to receive a +2 bonus to saves for 20 seconds.
Human Versatility - Armor Class I. Activate this ability to receive a +2 bonus to armor class for 20 seconds.
Human Versatility II
Prereq: Human Level 4, 10 Action Points Spent, Human Versatility I
Cost: 2 Action Points
Grants the ability to display your versatility as a +3 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills II. Activate this ability to receive a +3 bonus to skills for 20 seconds.
Human Versatility - Damage II. Activate this ability to receive a +3 bonus to damage for 20 seconds.
Human Versatility - Attack II. Activate this ability to receive a +3 bonus to attack rolls for 20 seconds.
Human Versatility - Saves II. Activate this ability to receive a +3 bonus to saves for 20 seconds.
Human Versatility - Armor Class II. Activate this ability to receive a +3 bonus to armor class for 20 seconds.
Human Versatility III
Prereq: Human Level 7, 21 Action Points Spent, Human Versatility II
Cost: 3 Action Points
Grants the ability to display your versatility as a +4 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills III. Activate this ability to receive a +4 bonus to skills for 20 seconds.
Human Versatility - Damage III. Activate this ability to receive a +4 bonus to damage for 20 seconds.
Human Versatility - Attack III. Activate this ability to receive a +4 bonus to attack rolls for 20 seconds.
Human Versatility - Saves III. Activate this ability to receive a +4 bonus to saves for 20 seconds.
Human Versatility - Armor Class III. Activate this ability to receive a +4 bonus to armor class for 20 seconds.
Human Versatility IV
Prereq: Human Level 10, 32 Action Points Spent, Human Versatility III
Cost: 4 Action Points
Grants the ability to display your versatility as a +5 bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Human Versatility - Skills IV. Activate this ability to receive a +5 bonus to skills for 20 seconds.
Human Versatility - Damage IV. Activate this ability to receive a +5 bonus to damage for 20 seconds.
Human Versatility - Attack IV. Activate this ability to receive a +5 bonus to attack rolls for 20 seconds.
Human Versatility - Saves IV. Activate this ability to receive a +5 bonus to saves for 20 seconds.
Human Versatility - Armor Class IV. Activate this ability to receive a +5 bonus to armor class for 20 seconds.