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View Full Version : Weekly Development Activities (July 9, 2007)



Samera
07-09-2007, 09:26 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!
NEW – The Biography text filter has been modified to replace bad words with symbol characters instead of rejecting an entire biography. These symbols will help you identify your problem areas (which sometimes aren't obvious).
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 – The pop-up dialog for splitting items stacks in your inventory now defaults to 1 item instead of the size of the full stack.
Mail

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.
NEW – Throwing Darts now have their own category.

Friends List

Offline friends will no longer show up in the friends list when added or imported if "Hide Offline Friends" is checked.
Characters you add to your friends list who are anonymous will now appear offline as intended.

Who Panel

Clicking on the "Show only players looking for group" text will no longer check the checkbox. You now must click on the checkbox directly to select this option.

Rogue Action Boost and Ranger Action Boost have new icons to differentiate them from Human Versatility.


Monsters

NEW – The Efreeti summoned by Summon Monster VII now once again possesses spell points and is capable of casting spells.
Giant Skeletons will no longer always alternate missile and magical attacks when at range.
Translucent monsters will no longer reappear "standing" after dying to an effect that would normally destroy their body.
Bezekira particle effects will no longer persist after death.
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

Weapons with special damage effects no longer cause a sneak attack on an unsuspecting victim to be lost.


Spells

New Spells for Paladins:

Angelskin

Abjuration
Level: Pal 2
Components: V, S, DF
Target: Lawful Good creature touched (self or ally)
Duration: 6 seconds/level
The subject gains damage reduction 5/evil.

Holy Sword

Evocation
Level: Pal 4
Components: V, S, M
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. The House Jorasco Divine Reagent Vendor carries Blessed Cold Iron Greatswords, Bastard Swords, Longswords, Shortswords, Scimitars, Warhammers, Rapiers, Dwarven Waraxes, Khopeshes, Mauls, and Heavy Picks.


New Spells for Clerics:

Chaos Hammer

Evocation [Chaotic]
Level: Clr 4
Components: V, S
Saving Throw: Will partial, see text.
You unleash chaotic power to smite your enemies. This spell deals 1d8 points of damage per two caster levels (max 5d8) to lawful creatures (or 1d6 points of damage per caster level (max 10d6) to lawful outsiders) and slows them for a short period of time. A successful Will save reduces the damage by half and negates the slow effect. The spell deals only half damage to creatures that are neither lawful nor chaotic, and they are not slowed. Such creatures can reduce the damage by half again (down to one quarter) with a successful Will save. This spell deals no damage to chaotic creatures, and can only be cast by chaotic or neutral casters - it has no effect when cast by a lawful caster.

Close Wounds

Conjuration (Healing)
Level: Clr 2
Components: V
Target: One Ally, Self, or Undead Foe
Saving Throw: Will half
Close Wounds cures 1d4 points of damage + 1 point per caster level (maximum +5). This spell is quicker to cast than other cures and has no cooldown other than the one second global cooldown.

Nightshield

Abjuration
Level: Clr 1, Sor/Wiz 1
Components: V, S
Range: Personal
Duration: 1 minute/level
Grants a +1 resistance bonus to saves; this resistance bonus increases to +2 at caster level 6th and +3 at caster level 9th. In addition, this spell negates Magic Missile and Force Missile attacks directed at you.

Order's Wrath

Evocation [Lawful]
Level: Clr 4
Components: V, S
Saving Throw: Will partial, see text.
You unleash lawful power to smite your enemies. This spell deals 1d8 points of damage per two caster levels (max 5d8) to chaotic creatures (or 1d6 points of damage per caster level (max 10d6) to chaotic outsiders) and dazes them for a short period of time. A successful Will save reduces the damage by half and negates the daze effect. The spell deals only half damage to creatures that are neither lawful nor chaotic, and they are not dazed. Such creatures can reduce the damage by half again (down to one quarter) with a successful Will save. This spell deals no damage to lawful creatures, and can only be cast by lawful or neutral casters - it has no effect when cast by a chaotic caster.

Spawn Screen

Necromancy
Level: Clr 2, Sor/Wiz 2
Components: V, S, DF
Target: One Ally/level
Duration: 1 minute/level
Protects you and your allies from rising as spawns of common undead after death. Certain very rare, exceptionally powerful creatures (with purple names) may be able to bypass this ward.

Unholy Blight

Evocation [Evil]
Level: Clr 4
Components: V, S
Saving Throw: Will partial, see text.
You call up unholy power to smite your enemies. This spell deals 1d8 points of damage per two caster levels (max 5d8) to good creatures (or 1d6 points of damage per caster level (max 10d6) to good outsiders) and sickens them for a short period of time. A successful Will save reduces the damage by half and negates the sicken effect. The spell deals only half damage to creatures that are neither good nor evil, and they are not sickened. Such creatures can reduce the damage by half again (down to one quarter) with a successful Will save. This spell deals no damage to evil creatures, and can only be cast by evil or neutral casters - it has no effect when cast by a good caster.


New Spells for Wizards and Sorcerers:

Nightshield

Abjuration
Level: Clr 1, Sor/Wiz 1
Components: V, S
Range: Personal
Duration: 1 minute/level
Grants a +1 resistance bonus to saves; this resistance bonus increases to +2 at caster level 6th and +3 at caster level 9th. In addition, this spell negates Magic Missile and Force Missile attacks directed at you.

Ooze Puppet

Transmutation
Level: Sor/Wiz 2
Components: V, S
Target: One Ooze
Duration: 10 minutes
Saving Throw: Fortitude negates
You telekinetically take control of the targeted ooze, manipulating it and forcing it to move and attack as you see fit. Oozes dominated by this spell are slowed, and once a minute receive an additional save to attempt to free themselves. If the controlled ooze splits, you lose control of the resultant oozes.

Spawn Screen

Necromancy
Level: Clr 2, Sor/Wiz 2
Components: V, S, DF
Target: One Ally/level
Duration: 1 minute/level
Protects you and your allies from rising as spawns of common undead after death. Certain very rare, exceptionally powerful creatures (with purple names) may be able to bypass this ward.


New Spells for Bards:

Focusing Chant

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1
Components: V
Range: Personal
Duration: 1 minute
You gain a +1 circumstance bonus on attack rolls and skill checks for the duration of the spell.


Base cooldowns for Sorcerers reduced by 0.5 seconds for all spells (1.0 second for lingering effects.)
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.
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

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.


Bards

Note: you may only have one Bardic Specialization at a time
Spellsinger

Prereqs: Bard level 6, Bard Music of Energy 2, Bard Skill: Concentration 2, Bard Song Magic 2, Bard Lyric of Song 1, Any one of the following: Magical Training, Mental Toughness, Spell Focus: Enchantment, Greater Spell Focus: Enchantment, Empower Spell, Extend Spell, Heighten Spell, Maximize Spell
Your studies into magic have granted you a +2 bonus to your Concentration and Use Magic Device skills, +100 Spell Points, and the ability to expend a use of Bardic Music to grant all nearby allies a +1 morale bonus to spell DC's and a 10% morale discount on spell costs.

Virtuoso

Prereqs: Bard level 6, Bard Extra Song 2, Bard Skill: Perform 2, Bard Lingering Song 1, Bard Charisma 1, Any one of the following: Bard Extra Song 4, Skill Focus: Perform, Negotiator
Your studies into song have granted you a +2 bonus to your Diplomacy, Listen, and Perform skills, 3 extra uses of Bardic Music per rest, and your beneficial songs last an additional 10% longer. You also gain the ability to expend a use of Bardic Music to enthrall multiple enemies, fascinating them and inflicting a -2 penalty to attack rolls and Will saves even if the fascination is broken.

Warchanter

Prereqs: Bard level 6, Bard Inspired Attack 1, Bard Inspired Damage 1, Bard Inspired Bravery 2, Power Attack, Any one of the following: Weapon Focus: Slashing, Weapon Focus: Piercing, Weapon Focus: Bludgeoning
Your studies into war have granted you a +2 bonus to your Intimidate skill. Your Inspire Courage song gains an additional +1 to attack rolls, +2 to damage rolls, and +1 to fear saves. If you possess the Barbarian Rage ability, you gain +1 use per rest. You also gain the ability to expend a use of Bardic Music to grant all nearby allies damage reduction 5/-."


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.


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.

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.
Halfling Thrown Weapon Attack and Damage enhancements now work on Throwing Hammers.
Cleric and Paladin Unyielding Sovereignty now has significantly longer range (matching other healing spells) and requires line of sight to the target.
The active abilities under Rogue Specializations now show up underneath the passive ability rather than under a second heading.
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.
An enemy poisoned by Thoughtburn (from the Way of the Assassin ability) now displays appropriate particle effects.
NEW – Corrected description of Rogue Way of the Assassin I to indicate that poison effect occur on sneak attacks while Assassin's Focus is active.
NEW – Corrected prerequisite values for the enhancements Elven Melee Attack II and Elven Ranged Damage II. Elven Melee Attack II now requires 32 Action Points spent, Elven Ranged Damage II now requires 20 Action Points spent.
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.
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.
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.
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.
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.
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.


Items

NEW – Corrected treasure tables for certain extremely high level, race restricted jewelry and clothing. They will no longer generate items with incorrect Minimum Required Levels.
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.


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.

Delera's Graveyard

Necromancer's Lair

Fixed some older traps that were not working properly. Watch out!


Garl's Tomb

The skeleton captain will now reappear if it falls into the water. Previously, if it fell off, it would not reappear, and it would not be possible to obtain its key.

The Low Road

Fixed a couple hidden doors which could not be detected before.

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.
NEW – Fixed a rare issue where the docent wouldn't pop.

Redfang's Lair

Bile the scorpion will no longer appear before it's ready to fight.

NEW – Restless Isles

Mul Tong now properly displays his quest chalice.

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.


NEW – Tangleroot Gorge

Using Eremic Quall to transport you directly to Chief Ungurz will now place you in the correct version of the Tangleroot Gorge landscape quest.

Waterworks

Clan Tunnelworm

Fixed a valve so it can be used more than once to prevent players from getting stuck in a room.


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).

General

NEW – Dolurrh environmental effects will now display an appropriate screen overlay.


UI Improvements

NEW – When you close and reopen the Adventure Compendium it will now remember which tab you were on and reopen to that tab.
NEW – Added a button called "Modify Party" to the "Outstanding Invitation Requests" panel which will open up the "Create Party" panel directly instead of having players open it by opening the social panel first, then hitting the "Create Party" button.
NEW – Fixed a problem where it was difficult to resize the grouping panel using the lower-right corner.
Auctions

NEW – There is a new filter on the auction house that will allow you to search exclusively for auctions posted with a buyout value.

Tooltips

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.
NEW – The tooltips on the character stats page have been streatched out to allow 4 digit numbers to be displayed. This was an issue for magic users with 1000+ spell points, for example.
NEW – Disabling tooltips now disables all tooltips including shortcut bar and examination tooltips.
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

NEW – Offensive spells with "touch" range now possess significantly more lenient heading checks. These include Chill Touch, Ghoul Touch, Inflict (various) Wounds, Otto's (ir)Resistable Dance, Slay Living, and Touch of Idiocy.
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 – Lines of Item Defense enhancements have been added to Barbarians, Paladins, Rangers, and Rogues. Note that these lines, unlike the Fighter Item Defense line, are only three enhancements deep, and are acquired at higher levels than the Fighter Item Defense enhancements. Paladins receive Item Defense enhancements at levels 3, 7, and 11, while the others receive them at 5, 9, and 13. Fighters continue to receive them at levels 1, 5, 9, and 13. As with all class enhancements, purchasing level one in one class will lock out the lines from the other classes.
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.


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.





Quests

NEW – Madstone Crater

Players should now get fewer cases of hot feet a few steps from the lava's edge.

Brummbar
07-09-2007, 09:31 AM
hmm.. does this mean next week?

Freeman
07-09-2007, 09:34 AM
And still no fix for Crippling Strike.

Samera
07-09-2007, 09:40 AM
hmm.. does this mean next week?

Sadly, yes. QA testing turned up some issues, so Update 4.2 will now be next week.

jkm
07-09-2007, 09:45 AM
so bulk item buying was punted til 5.0?

Aesop
07-09-2007, 09:47 AM
Sadly, yes. QA testing turned up some issues, so Update 4.2 will now be next week.

hmmm... ok but how is 5.0 lookin for schedule is it pushed back along with 4.2 or is that one still on target?

Aesop

joracie
07-09-2007, 09:50 AM
Sadly, yes. QA testing turned up some issues, so Update 4.2 will now be next week.

:( it gets later and later....but I bet you guys have some nice things waiting for the first look and final release notes :P

ArkoHighStar
07-09-2007, 10:02 AM
And still no fix for Crippling Strike.


and are you surprised at all, again giving dwarves 60 more hit points is much more important

Freeman
07-09-2007, 10:03 AM
and are you surprised at all, again giving dwarves 60 more hit points is much more important

Nah, that was taken care of weeks ago. But Efreeti are getting their spell points back, at least. So ranged combat is somewhere below summoned creatures on the priority list. I'm trying to determine exactly how far below, but I need a shovel, a miner's light, and a canary before I get much deeper :p

Pecky
07-09-2007, 10:04 AM
NEW – Lines of Item Defense enhancements have been added to Barbarians, Paladins, Rangers, and Rogues. Note that these lines, unlike the Fighter Item Defense line, are only three enhancements deep, and are acquired at higher levels than the Fighter Item Defense enhancements. Paladins receive Item Defense enhancements at levels 3, 7, and 11, while the others receive them at 5, 9, and 13. Fighters continue to receive them at levels 1, 5, 9, and 13. As with all class enhancements, purchasing level one in one class will lock out the lines from the other classes.
While this is awesome and really, really desired by all melee users, I'm wondering why the strange level breakup?

Looks like all other classes can only get to Item Defense 3 but yet the Paladin is on the same progression scale as fighters (minus starting at 1st level). What I don't understand is why Paladin's are so much more able to take care of their items than barbarians, rangers and rogues? Why do they have to wait until 5th level to get the first level in Item Defense?

It would seem to me that all melee classes would be equal is equipment maintenence. I'm not sure why my barbarian is to stupid to know how to take care of his equipment better until level 5 while a paladin, who is really a secondary fighter, figures this out at third level.

I would suggest switching paladin with barbarians and rangers. I would even argue that rogues should be with fighters on account that, in my mind, a rogue would spend a great deal of time really taking care of their items. Especially since it would be absolutely vital that their equipment function perfectly in their line of work. Nothing like having squeaky armor while you're trying to sneak by that sleeping minotaur.

Inkblack
07-09-2007, 10:04 AM
<snip>

NEW – The Biography text filter has been modified to replace bad words with symbol characters instead of rejecting an entire biography. These symbols will help you identify your problem areas (which sometimes aren't obvious).
<snip>

I like this a lot, a nice idea to address a common complaint. Though I feel bad for the Customer Service folks that will have to read, "Why does the filter not like the phrase 'xxxx yyyy'?" This fix will make creating a bio much easier imo.

Cheers,
Ink

Freeman
07-09-2007, 10:08 AM
It would seem to me that all melee classes would be equal is equipment maintenence. I'm not sure why my barbarian is to stupid to know how to take care of his equipment better until level 5 while a paladin, who is really a secondary fighter, figures this out at third level.

You think a raging barbarian cares if his axe might get broken if he swings too hard? Paladin's armor is traditionally the shiny, well-maintained armor. Barbarians wear blood-stained, scarred, and beat-to-hell patchwork stuff with bits of their enemies still stuck to it until the next rainstorm.

I'd agree that rogues should get them sooner, since they have repair as a class skill anyway. They should be slightly better at maintaining their armor. Rangers are a bit trickier, so I'm not sure where they should fall.

Katrina
07-09-2007, 10:09 AM
Spellsinger

Prereqs: Bard level 6, Bard Music of Energy 2, Bard Skill: Concentration 2, Bard Song Magic 2, Bard Lyric of Song 1, Any one of the following: Magical Training, Mental Toughness, Spell Focus: Enchantment, Greater Spell Focus: Enchantment, Empower Spell, Extend Spell, Heighten Spell, Maximize Spell
Your studies into magic have granted you a +2 bonus to your Concentration and Use Magic Device skills, +100 Spell Points, and the ability to expend a use of Bardic Music to grant all nearby allies a +1 morale bonus to spell DC's and a 10% morale discount on spell costs.



Srry just a quick question,
Will the bonus' associated with this apply to your party mates alone or will you benifit from them as well?

Freeman
07-09-2007, 10:10 AM
Srry just a quick question,
Will the bonus' associated with this apply to your party mates alone or will you benifit from them as well?

According to reports from Risia, it will affect you also.

Furgulder
07-09-2007, 10:12 AM
lots of nice things on the horizon. thanks Samera!!

binnsr
07-09-2007, 10:12 AM
You think a raging barbarian cares if his axe might get broken if he swings too hard? Paladin's armor is traditionally the shiny, well-maintained armor. Barbarians wear blood-stained, scarred, and beat-to-hell patchwork stuff with bits of their enemies still stuck to it until the next rainstorm.

I'd agree that rogues should get them sooner, since they have repair as a class skill anyway. They should be slightly better at maintaining their armor. Rangers are a bit trickier, so I'm not sure where they should fall.

Careful with statements like that .. the next thing you know, they'll change repair to be affected by the 'Repair' skill. And Repair will be the new Balance :D

Kire
07-09-2007, 10:16 AM
Are you increasing the level cap for mod 5? also is there going to be a raid added and a new boss? Just wondering =). Also what is the ETA on mod 5?

~Kire

Cedrica-the-Bard
07-09-2007, 10:17 AM
Has there been a Dev response anywhere regarding the duration of the new Bard songs? I see in the Risia forums that they don't last nearly as long as the regular songs. Is this true? How does that affect the duration of the fascinate for the Viruoso line?

I would like to know these specifics before switching feats.

Freeman
07-09-2007, 10:20 AM
Has there been a Dev response anywhere regarding the duration of the new Bard songs? I see in the Risia forums that they don't last nearly as long as the regular songs. Is this true? How does that affect the duration of the fascinate for the Viruoso line?

I would like to know these specifics before switching feats.

There haven't been any Dev responses to any questions/concerns/comments about any of the new Bard enhancement lines. And given the past history of new bard abilities, it wouldn't surprise me if they weren't working correctly at release.

ArkoHighStar
07-09-2007, 10:21 AM
Are you increasing the level cap for mod 5? also is there going to be a raid added and a new boss? Just wondering =). Also what is the ETA on mod 5?

~Kire


Mod 5 has no level cap increase, it contains parts 3 and 4 to the litany of the dead series, which would be 10-12 for part 3 and 12-14 for part 4, they have indicated that part 4 will be much lke the gianthold with a raid and similar methods of getting raid ready, they are looking at overhauling the raid loot mechanic for this raid, but they have not stated how.

MysticTheurge
07-09-2007, 10:25 AM
General

NEW – Dolurrh environmental effects will now display an appropriate screen overlay.


Anyone else find it curious that this is under General rather than under "Quests: Prison of the Planes." :eek:

Lorien_the_First_One
07-09-2007, 10:37 AM
and are you surprised at all, again giving dwarves 60 more hit points is much more important

Oh give it a rest. Coding the change to the hit points, whether you agree with it or not, likely took less than 5 min. (each ehancement likely has a value and they just typed 16 or 20 new numbers into a single table in a known location)

The cripling strike bug should be fixed but it may be a more serious coding problem. It is pointless to say "why did you do simple thing A which I don't like instead of thing B that I wanted". These things are just not comparible.

Especially when it is said again....and again...and again...

tihocan
07-09-2007, 10:43 AM
Offensive spells with "touch" range now possess significantly more lenient heading checks. These include Chill Touch, Ghoul Touch, Inflict (various) Wounds, Otto's (ir)Resistable Dance, Slay Living, and Touch of Idiocy.
Thank you! :D

Thanks also for finally giving Mui Tong his chalice! (a pet peeve of mine)

Freeman
07-09-2007, 10:45 AM
The cripling strike bug should be fixed but it may be a more serious coding problem. It is pointless to say "why did you do simple thing A which I don't like instead of thing B that I wanted". These things are just not comparible.

It could be just as easy as the change to the Toughness enhancements(I don't care either way about those myself), but there's no way for us to know either way. I've seen a bug that took five months to get fixed(Song of Freedom) described as a "simple fix" by the Devs. The time it takes to fix a bug has little relation to the amount of coding involved. Serious bugs are usually fixed within a few days of a new update, regardless of how much coding is involved. Other issues linger for months, regardless of whether they are easy or hard to fix, simply because no one has looked at the problem yet.

Riddikulus
07-09-2007, 10:53 AM
Careful with statements like that .. the next thing you know, they'll change repair to be affected by the 'Repair' skill. And Repair will be the new Balance :D
I was surprised when I found out that it didn't affect that at all, but I guess I understand why (you aren't actually repairing it... the repair guy is).

But they could always add the ability to use the Repair skill on items in addition to WF... save a few bucks on repair costs by doing it yourself.

Katrina
07-09-2007, 10:57 AM
According to reports from Risia, it will affect you also.

Awesome thanks freeman!

Mad_Bombardier
07-09-2007, 11:00 AM
Items

NEW – Corrected treasure tables for certain extremely high level, race restricted jewelry and clothing. They will no longer generate items with incorrect Minimum Required Levels.
Will this correct previously generated items, or only subsequently generated items. I have a great pair of rr: Dwarf DEX +5 boots, ml:13 that should be ml:9 and would like to use them on another character.

ArkoHighStar
07-09-2007, 11:06 AM
Oh give it a rest. Coding the change to the hit points, whether you agree with it or not, likely took less than 5 min. (each ehancement likely has a value and they just typed 16 or 20 new numbers into a single table in a known location)

The cripling strike bug should be fixed but it may be a more serious coding problem. It is pointless to say "why did you do simple thing A which I don't like instead of thing B that I wanted". These things are just not comparible.

Especially when it is said again....and again...and again...

I am a developer so yes I understand how long it took a dev to change it, and no it is not 5 minutes, nothing in a development cycle takes 5 minutes. First a game designer has to spend time deciding this needs to be done, then it has to be specced, met on and agreed upon by lead designer, then assigned to developer, it has to be coded, versioned and submitted to QA, then it is tested and approved and submitted for build.

Whether to fix an existing bug or add a new feature has long been the developers bane, most developers want bugs fixed, designers and marketing want new features(ie content and new items, spells etc). So if we just stay silent andlet them add new things without addressing the older issues then they will never get fixed because they have been deemed as acceptable by the users.

by the way my comment was meant as a joke to Feeman as we both have been calling for the fix to crippling strike.

EspyLacopa
07-09-2007, 11:16 AM
Using Eremic Quall to transport you directly to Chief Ungurz will now place you in the correct version of the Tangleroot Gorge landscape quest.
Yay!

Coldin
07-09-2007, 12:09 PM
NEW – Offensive spells with "touch" range now possess significantly more lenient heading checks. These include Chill Touch, Ghoul Touch, Inflict (various) Wounds, Otto's (ir)Resistable Dance, Slay Living, and Touch of Idiocy.

THANK YOU!! :D

I can't count how many times I've lost one of those touch spells just because a monster is hopping around like mad.

Kisaragi
07-09-2007, 12:18 PM
Sadly, yes. QA testing turned up some issues, so Update 4.2 will now be next week.

I'm just glad I don't have to take a level of fighter to protect my equipment, I think that'll make many happy. Now we just need a way to fix permanent damage and repairing will be perfect.

PS. As always, always looking for some more weapon types to be added; Katanas, Claws, Whips (pretty please?), and Scythes.

Freeman
07-09-2007, 12:20 PM
PS. As always, always looking for some more weapon types to be added; Katanas, Claws, Whips (pretty please?), and Scythes.

You want to give Merlask a whip? If they added those to the game, the next event on Thelanis could be very interesting ;)

Dane_McArdy
07-09-2007, 12:20 PM
Anyone else find it curious that this is under General rather than under "Quests: Prison of the Planes." :eek:

I'm never curious over what seems to be a simple mistake, or read into it more then what it seems to be.

Dane_McArdy
07-09-2007, 12:22 PM
THANK YOU!! :D

I can't count how many times I've lost one of those touch spells just because a monster is hopping around like mad.

And we weren't even asking for this!

Right? We weren't.

Mad_Bombardier
07-09-2007, 12:23 PM
You want to give Merlask a whip? If they added those to the game, the next event on Thelanis could be very interesting ;):eek: :D :o

Mad_Bombardier
07-09-2007, 12:24 PM
And we weren't even asking for this!

Right? We weren't.shins was. Slay Living, time for a change (http://forums.ddo.com/showthread.php?t=111205)

GramercyRiff
07-09-2007, 12:34 PM
Mod 5 has no level cap increase, it contains parts 3 and 4 to the litany of the dead series, which would be 10-12 for part 3 and 12-14 for part 4, they have indicated that part 4 will be much lke the gianthold with a raid and similar methods of getting raid ready, they are looking at overhauling the raid loot mechanic for this raid, but they have not stated how.


How do you know there won't be a level increase? I think this (Sam's quote below) was a hint that the cap is increasing for mod 5.


NEW – Offensive spells with "touch" range now possess significantly more lenient heading checks. These include Chill Touch, Ghoul Touch, Inflict (various) Wounds, Otto's (ir)Resistable Dance, Slay Living, and Touch of Idiocy.

The bolded (ir) implies that this will affect Irresistable Dance, an 8th level spell Wiz/Sorc and 6th level Bard spell. That could be biased wishful thinking, but I'm not sure I could still play this game thinking that the next bulk of content will be LotD without having the cap increased as well.

bobbryan2
07-09-2007, 12:38 PM
How do you know there won't be a level increase? I think this (Sam's quote below) was a hint that the cap is increasing for mod 5.



The bolded (ir) implies that this will affect Irresistable Dance, an 8th level spell Wiz/Sorc and 6th level Bard spell. That could be biased wishful thinking, but I'm not sure I could still play this game thinking that the next bulk of content will be LotD without having the cap increased as well.

Yeah, it's wishful thinking.

I know they've been alluding to (ir)resistable dance for at least 6-7 months. It's pretty much a no-brainer that it's going to be added.

Next level increase will be Mod 6.

katanaflame
07-09-2007, 12:41 PM
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!
NEW – The Biography text filter has been modified to replace bad words with symbol characters instead of rejecting an entire biography. These symbols will help you identify your problem areas (which sometimes aren't obvious).
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 – The pop-up dialog for splitting items stacks in your inventory now defaults to 1 item instead of the size of the full stack.
Mail

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.
NEW – Throwing Darts now have their own category.

Friends List

Offline friends will no longer show up in the friends list when added or imported if "Hide Offline Friends" is checked.
Characters you add to your friends list who are anonymous will now appear offline as intended.

Who Panel

Clicking on the "Show only players looking for group" text will no longer check the checkbox. You now must click on the checkbox directly to select this option.

Rogue Action Boost and Ranger Action Boost have new icons to differentiate them from Human Versatility.


Monsters

NEW – The Efreeti summoned by Summon Monster VII now once again possesses spell points and is capable of casting spells.
Giant Skeletons will no longer always alternate missile and magical attacks when at range.
Translucent monsters will no longer reappear "standing" after dying to an effect that would normally destroy their body.
Bezekira particle effects will no longer persist after death.
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

Weapons with special damage effects no longer cause a sneak attack on an unsuspecting victim to be lost.


Spells

New Spells for Paladins:

Angelskin

Abjuration
Level: Pal 2
Components: V, S, DF
Target: Lawful Good creature touched (self or ally)
Duration: 6 seconds/level
The subject gains damage reduction 5/evil.

Holy Sword

Evocation
Level: Pal 4
Components: V, S, M
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. The House Jorasco Divine Reagent Vendor carries Blessed Cold Iron Greatswords, Bastard Swords, Longswords, Shortswords, Scimitars, Warhammers, Rapiers, Dwarven Waraxes, Khopeshes, Mauls, and Heavy Picks.


New Spells for Clerics:

Chaos Hammer

Evocation [Chaotic]
Level: Clr 4
Components: V, S
Saving Throw: Will partial, see text.
You unleash chaotic power to smite your enemies. This spell deals 1d8 points of damage per two caster levels (max 5d8) to lawful creatures (or 1d6 points of damage per caster level (max 10d6) to lawful outsiders) and slows them for a short period of time. A successful Will save reduces the damage by half and negates the slow effect. The spell deals only half damage to creatures that are neither lawful nor chaotic, and they are not slowed. Such creatures can reduce the damage by half again (down to one quarter) with a successful Will save. This spell deals no damage to chaotic creatures, and can only be cast by chaotic or neutral casters - it has no effect when cast by a lawful caster.

Close Wounds

Conjuration (Healing)
Level: Clr 2
Components: V
Target: One Ally, Self, or Undead Foe
Saving Throw: Will half
Close Wounds cures 1d4 points of damage + 1 point per caster level (maximum +5). This spell is quicker to cast than other cures and has no cooldown other than the one second global cooldown.

Nightshield

Abjuration
Level: Clr 1, Sor/Wiz 1
Components: V, S
Range: Personal
Duration: 1 minute/level
Grants a +1 resistance bonus to saves; this resistance bonus increases to +2 at caster level 6th and +3 at caster level 9th. In addition, this spell negates Magic Missile and Force Missile attacks directed at you.

Order's Wrath

Evocation [Lawful]
Level: Clr 4
Components: V, S
Saving Throw: Will partial, see text.
You unleash lawful power to smite your enemies. This spell deals 1d8 points of damage per two caster levels (max 5d8) to chaotic creatures (or 1d6 points of damage per caster level (max 10d6) to chaotic outsiders) and dazes them for a short period of time. A successful Will save reduces the damage by half and negates the daze effect. The spell deals only half damage to creatures that are neither lawful nor chaotic, and they are not dazed. Such creatures can reduce the damage by half again (down to one quarter) with a successful Will save. This spell deals no damage to lawful creatures, and can only be cast by lawful or neutral casters - it has no effect when cast by a chaotic caster.

Spawn Screen

Necromancy
Level: Clr 2, Sor/Wiz 2
Components: V, S, DF
Target: One Ally/level
Duration: 1 minute/level
Protects you and your allies from rising as spawns of common undead after death. Certain very rare, exceptionally powerful creatures (with purple names) may be able to bypass this ward.

Unholy Blight

Evocation [Evil]
Level: Clr 4
Components: V, S
Saving Throw: Will partial, see text.
You call up unholy power to smite your enemies. This spell deals 1d8 points of damage per two caster levels (max 5d8) to good creatures (or 1d6 points of damage per caster level (max 10d6) to good outsiders) and sickens them for a short period of time. A successful Will save reduces the damage by half and negates the sicken effect. The spell deals only half damage to creatures that are neither good nor evil, and they are not sickened. Such creatures can reduce the damage by half again (down to one quarter) with a successful Will save. This spell deals no damage to evil creatures, and can only be cast by evil or neutral casters - it has no effect when cast by a good caster.


New Spells for Wizards and Sorcerers:

Nightshield

Abjuration
Level: Clr 1, Sor/Wiz 1
Components: V, S
Range: Personal
Duration: 1 minute/level
Grants a +1 resistance bonus to saves; this resistance bonus increases to +2 at caster level 6th and +3 at caster level 9th. In addition, this spell negates Magic Missile and Force Missile attacks directed at you.

Ooze Puppet

Transmutation
Level: Sor/Wiz 2
Components: V, S
Target: One Ooze
Duration: 10 minutes
Saving Throw: Fortitude negates
You telekinetically take control of the targeted ooze, manipulating it and forcing it to move and attack as you see fit. Oozes dominated by this spell are slowed, and once a minute receive an additional save to attempt to free themselves. If the controlled ooze splits, you lose control of the resultant oozes.

Spawn Screen

Necromancy
Level: Clr 2, Sor/Wiz 2
Components: V, S, DF
Target: One Ally/level
Duration: 1 minute/level
Protects you and your allies from rising as spawns of common undead after death. Certain very rare, exceptionally powerful creatures (with purple names) may be able to bypass this ward.


New Spells for Bards:

Focusing Chant

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1
Components: V
Range: Personal
Duration: 1 minute
You gain a +1 circumstance bonus on attack rolls and skill checks for the duration of the spell.


Base cooldowns for Sorcerers reduced by 0.5 seconds for all spells (1.0 second for lingering effects.)
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.
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

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.


Bards

Note: you may only have one Bardic Specialization at a time
Spellsinger

Prereqs: Bard level 6, Bard Music of Energy 2, Bard Skill: Concentration 2, Bard Song Magic 2, Bard Lyric of Song 1, Any one of the following: Magical Training, Mental Toughness, Spell Focus: Enchantment, Greater Spell Focus: Enchantment, Empower Spell, Extend Spell, Heighten Spell, Maximize Spell
Your studies into magic have granted you a +2 bonus to your Concentration and Use Magic Device skills, +100 Spell Points, and the ability to expend a use of Bardic Music to grant all nearby allies a +1 morale bonus to spell DC's and a 10% morale discount on spell costs.

Virtuoso

Prereqs: Bard level 6, Bard Extra Song 2, Bard Skill: Perform 2, Bard Lingering Song 1, Bard Charisma 1, Any one of the following: Bard Extra Song 4, Skill Focus: Perform, Negotiator
Your studies into song have granted you a +2 bonus to your Diplomacy, Listen, and Perform skills, 3 extra uses of Bardic Music per rest, and your beneficial songs last an additional 10% longer. You also gain the ability to expend a use of Bardic Music to enthrall multiple enemies, fascinating them and inflicting a -2 penalty to attack rolls and Will saves even if the fascination is broken.

Warchanter

Prereqs: Bard level 6, Bard Inspired Attack 1, Bard Inspired Damage 1, Bard Inspired Bravery 2, Power Attack, Any one of the following: Weapon Focus: Slashing, Weapon Focus: Piercing, Weapon Focus: Bludgeoning
Your studies into war have granted you a +2 bonus to your Intimidate skill. Your Inspire Courage song gains an additional +1 to attack rolls, +2 to damage rolls, and +1 to fear saves. If you possess the Barbarian Rage ability, you gain +1 use per rest. You also gain the ability to expend a use of Bardic Music to grant all nearby allies damage reduction 5/-."


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.


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.

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.
Halfling Thrown Weapon Attack and Damage enhancements now work on Throwing Hammers.
Cleric and Paladin Unyielding Sovereignty now has significantly longer range (matching other healing spells) and requires line of sight to the target.
The active abilities under Rogue Specializations now show up underneath the passive ability rather than under a second heading.
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.
An enemy poisoned by Thoughtburn (from the Way of the Assassin ability) now displays appropriate particle effects.
NEW – Corrected description of Rogue Way of the Assassin I to indicate that poison effect occur on sneak attacks while Assassin's Focus is active.
NEW – Corrected prerequisite values for the enhancements Elven Melee Attack II and Elven Ranged Damage II. Elven Melee Attack II now requires 32 Action Points spent, Elven Ranged Damage II now requires 20 Action Points spent.
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.
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.
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.
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.
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.
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.


Items

NEW – Corrected treasure tables for certain extremely high level, race restricted jewelry and clothing. They will no longer generate items with incorrect Minimum Required Levels.
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.


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.

Delera's Graveyard

Necromancer's Lair

Fixed some older traps that were not working properly. Watch out!


Garl's Tomb

The skeleton captain will now reappear if it falls into the water. Previously, if it fell off, it would not reappear, and it would not be possible to obtain its key.

The Low Road

Fixed a couple hidden doors which could not be detected before.

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.
NEW – Fixed a rare issue where the docent wouldn't pop.

Redfang's Lair

Bile the scorpion will no longer appear before it's ready to fight.

NEW – Restless Isles

Mul Tong now properly displays his quest chalice.

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.


NEW – Tangleroot Gorge

Using Eremic Quall to transport you directly to Chief Ungurz will now place you in the correct version of the Tangleroot Gorge landscape quest.

Waterworks

Clan Tunnelworm

Fixed a valve so it can be used more than once to prevent players from getting stuck in a room.


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).

General

NEW – Dolurrh environmental effects will now display an appropriate screen overlay.


UI Improvements

NEW – When you close and reopen the Adventure Compendium it will now remember which tab you were on and reopen to that tab.
NEW – Added a button called "Modify Party" to the "Outstanding Invitation Requests" panel which will open up the "Create Party" panel directly instead of having players open it by opening the social panel first, then hitting the "Create Party" button.
NEW – Fixed a problem where it was difficult to resize the grouping panel using the lower-right corner.
Auctions

NEW – There is a new filter on the auction house that will allow you to search exclusively for auctions posted with a buyout value.

Tooltips

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.
NEW – The tooltips on the character stats page have been streatched out to allow 4 digit numbers to be displayed. This was an issue for magic users with 1000+ spell points, for example.
NEW – Disabling tooltips now disables all tooltips including shortcut bar and examination tooltips.
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

NEW – Offensive spells with "touch" range now possess significantly more lenient heading checks. These include Chill Touch, Ghoul Touch, Inflict (various) Wounds, Otto's (ir)Resistable Dance, Slay Living, and Touch of Idiocy.
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 – Lines of Item Defense enhancements have been added to Barbarians, Paladins, Rangers, and Rogues. Note that these lines, unlike the Fighter Item Defense line, are only three enhancements deep, and are acquired at higher levels than the Fighter Item Defense enhancements. Paladins receive Item Defense enhancements at levels 3, 7, and 11, while the others receive them at 5, 9, and 13. Fighters continue to receive them at levels 1, 5, 9, and 13. As with all class enhancements, purchasing level one in one class will lock out the lines from the other classes.
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.


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.





Quests

NEW – Madstone Crater

Players should now get fewer cases of hot feet a few steps from the lava's edge.



when are you going to have any of this live???

Freeman
07-09-2007, 12:41 PM
Irresistible Dance is already in the game. We just can't cast it yet.

Freeman
07-09-2007, 12:46 PM
when are you going to have any of this live???

Hopefully next week, according to the post from Samera.(The "In Development" stuff will be in Mod 5) You don't have to quote the entire thing in your post just to ask a simple question, particularly when the answer is only about 3 posts down.

ArkoHighStar
07-09-2007, 01:03 PM
How do you know there won't be a level increase? I think this (Sam's quote below) was a hint that the cap is increasing for mod 5.




The bolded (ir) implies that this will affect Irresistable Dance, an 8th level spell Wiz/Sorc and 6th level Bard spell. That could be biased wishful thinking, but I'm not sure I could still play this game thinking that the next bulk of content will be LotD without having the cap increased as well.

They have indicated the lvl increase will be in the fall so if mod 5 is not slated for August then you may be correct, but it the LOTD series follows in its level increases which is currently 4-6 and 7-9 then 10-12 and 13-14 seems logical otherwise there would be a huge gap somewhere.

I believe this spell is available to mobs now so it automatically gets the update regardles of whether we have it or not

MysticTheurge
07-09-2007, 01:53 PM
I'm never curious over what seems to be a simple mistake, or read into it more then what it seems to be.

I don't normally either. But since Dolurhh is the plane of the dead and the update in question is Litany of the Dead Part 3&4... it seems like it might not be a mistake.

Ziggy
07-09-2007, 02:11 PM
Careful with statements like that .. the next thing you know, they'll change repair to be affected by the 'Repair' skill. And Repair will be the new Balance :D
Oh can they.

Im serious. IVe got like a 35 repair on my barbarian.:D

JayDubya
07-09-2007, 03:05 PM
I don't normally either. But since Dolurhh is the plane of the dead and the update in question is Litany of the Dead Part 3&4... it seems like it might not be a mistake.

Yeah, that was my assumption as well. Especially since they also mention the new "shade screen" spell doesn't work against purple-named monsters. And there are no purple named monsters that are undead... yet...

So - imagine an environment where your healing is weakened, your light spells are diminished (potentially) your pure good and holy weapons are diminished and you're fighting a purple-named lich casting insta-death 8th and 9th level spells on you. Power Word: Kill, anyone? Symbol of Death? Antimagic Field? Mage's Disjunction?

Moo hahahahaha!

EspyLacopa
07-09-2007, 03:46 PM
Yeah, that was my assumption as well. Especially since they also mention the new "shade screen" spell doesn't work against purple-named monsters. And there are no purple named monsters that are undead... yet...

So - imagine an environment where your healing is weakened, your light spells are diminished (potentially) your pure good and holy weapons are diminished and you're fighting a purple-named lich casting insta-death 8th and 9th level spells on you. Power Word: Kill, anyone? Symbol of Death? Antimagic Field? Mage's Disjunction?

Moo hahahahaha!

Imagine a Raid Boss who was a kobold bard. . .

Fascinate then kill off the party one by one. . .with Suggestion.

Laith
07-09-2007, 03:49 PM
Imagine a Raid Boss who was a kobold bard. . .

Fascinate then kill off the party one by one. . .with Suggestion.
Deekin, no!!! how could you?!?

if you haven't played NWN1, disreguard this post (http://www.nwnwiki.org/Deekin_Scalesinger) :D

EspyLacopa
07-09-2007, 03:53 PM
Deekin, no!!! how could you?!?

if you haven't played NWN1, disreguard this post (http://www.nwnwiki.org/Deekin_Scalesinger) :D

No, see, Deekin is a dragon disciple. I'm talking pure bard.

Riggs
07-09-2007, 04:11 PM
Some nice changes in there.

Was hoping there might be word on if/when trip will be changes so that all monsters that trip require a to hit roll, rather than just canines.

Also overrun DC is high enough that almost no one can ever save against it, and it hit automatically when you get close to something with overrun.

bobbryan2
07-09-2007, 04:14 PM
Yeah, when is whirlwind and overrun (and mino charge) going to actually require a 'to hit' roll. Even a touch attack would be something...

Kire
07-09-2007, 04:17 PM
Heh what about a ooze raid boss? everyone would be fighting naked =D. and when you die your stuck inside him until he is killed. that would be fun... lol

EspyLacopa
07-09-2007, 04:21 PM
Heh what about a ooze raid boss? everyone would be fighting naked =D. and when you die your stuck inside him until he is killed. that would be fun... lol

How about a Death Slaad?

gelgoog
07-09-2007, 04:23 PM
how bout that one? making the red named bosses back to what they were before 4.0 update? so that they are no longer immune to improved trip and stunning blow and such?................sigh.

turbine might be shorthanded in the dev area maybe, since this recent update has been pushed a few times. other updates were on time with bigger things in the update.

/shrug

MysticTheurge
07-09-2007, 04:24 PM
So - imagine an environment where your healing is weakened, your light spells are diminished (potentially) your pure good and holy weapons are diminished and you're fighting a purple-named lich casting insta-death 8th and 9th level spells on you. Power Word: Kill, anyone? Symbol of Death? Antimagic Field? Mage's Disjunction?

Just to clarify, Dolurhh doesn't just dampen healing and light magic, the Dolurhh effect in PotP dampens everything. :eek:

Merlask
07-09-2007, 05:17 PM
You want to give Merlask a whip? If they added those to the game, the next event on Thelanis could be very interesting ;)

*ears perk up*

mrtreats
07-09-2007, 07:04 PM
I am a developer so yes I understand how long it took a dev to change it, and no it is not 5 minutes, nothing in a development cycle takes 5 minutes. First a game designer has to spend time deciding this needs to be done, then it has to be specced, met on and agreed upon by lead designer, then assigned to developer, it has to be coded, versioned and submitted to QA, then it is tested and approved and submitted for build.

Whether to fix an existing bug or add a new feature has long been the developers bane, most developers want bugs fixed, designers and marketing want new features(ie content and new items, spells etc). So if we just stay silent andlet them add new things without addressing the older issues then they will never get fixed because they have been deemed as acceptable by the users.

by the way my comment was meant as a joke to Feeman as we both have been calling for the fix to crippling strike.

the best way to get the bugs fixed is have a game wide protest/petiton for no new content untill all the old is fixed then they could spend the month on just fixes but we all know people dont want many fixes they want new stuff to do. who cares if arlos never gets to leave WW

Netah
07-09-2007, 07:39 PM
You want to give Merlask a whip? If they added those to the game, the next event on Thelanis could be very interesting ;)

Merlask rules Thelanis!

Now on Mabar...

Maybe that's why I pulled +5 studded leather out of that chest on that last PoP run during the loot weekend instead of +1 sacred full plate. :p

dragonofsteel2
07-09-2007, 08:38 PM
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.

What I do not understand is fighter boost were broken up into three different and others were to, but now they are telling me its kk with human versatility enchantment ability. Thats why I question the direction of this game, because its seems to change every day. At one point it is to powerful to have all these abilities boost in one enchantments. Although the damage part of this one is going be very nice. I disagree with the implement of the enchantment, when they change all other class/race boost to single boost only. What is different with human versatility that its ok to have muti abilities for one cost. DDO show no consent method in going forward and that probably there main problem. Please explian why fighter, rogue, and others boost were broken up when adding this to human versatilty.

Kaish
07-09-2007, 10:26 PM
"Rogue Subtle Backstabber is now an active enhancement that has a toggled stance. While turned on, you will generate less hate on melee attacks."

In case no one noticed, the rogues are so popular in a group that no one want them. Even in quest with traps, people prefere fighters over rogue because they are too weak (and unable to do their job, cause of other nerfs). So why nerfing them more?

Gimpster
07-09-2007, 10:29 PM
So why nerfing them more?
It's not a nerf to the class; it's a buff, because they have the choice to pull aggro if they prefer.

It's on a nerf if it turns out to be annoying for the player to keep it toggled correctly (which seems probable)

Kaish
07-09-2007, 10:38 PM
I thought Metaphysic enhancement (to reduce the cost of mana) was supposed to be fixed in this patch. Apparently, it wont be done anytime soon.

Can we have a time table on when it is suppose to be done?

Tavok
07-10-2007, 03:58 AM
Spells

NEW – Offensive spells with "touch" range now possess significantly more lenient heading checks. These include Chill Touch, Ghoul Touch, Inflict (various) Wounds, Otto's (ir)Resistable Dance, Slay Living, and Touch of Idiocy.
The Crushing Despair FX are now persistent.


Could someone explain to me what exactly they mean by "possesing significantly more lenient heading checks" mean?

TechNoFear
07-10-2007, 04:15 AM
Could someone explain to me what exactly they mean by "possesing significantly more lenient heading checks" mean?

The mob must be in front of you when you cast the spell. If the mob runs around you as you cast the spell currently, you get an error and the spell is wasted.

So this is an increase from (guessing) 90 degree arc in front of you to a 180 degree arc.

DKerrigan
07-10-2007, 08:09 AM
Mod 5 has no level cap increase, it contains parts 3 and 4 to the litany of the dead series, which would be 10-12 for part 3 and 12-14 for part 4, they have indicated that part 4 will be much lke the gianthold with a raid and similar methods of getting raid ready, they are looking at overhauling the raid loot mechanic for this raid, but they have not stated how.

One ward is awarded to the last one standing after the instance turns into a PvP style instance with friendly fire and whatnot. No seriously...I don't know, it was a joke.

DKerrigan
07-10-2007, 08:16 AM
How do you know there won't be a level increase? I think this (Sam's quote below) was a hint that the cap is increasing for mod 5.



The bolded (ir) implies that this will affect Irresistable Dance, an 8th level spell Wiz/Sorc and 6th level Bard spell. That could be biased wishful thinking, but I'm not sure I could still play this game thinking that the next bulk of content will be LotD without having the cap increased as well.

Don't forget that enemy casters can cast that spell already...

ArkoHighStar
07-10-2007, 08:48 AM
One ward is awarded to the last one standing after the instance turns into a PvP style instance with friendly fire and whatnot. No seriously...I don't know, it was a joke.

yes DDOMania 7 coming to a computer near you, with +5 darkwood folding chairs of bonebreaking as the only weapons allowed

Aspenor
07-10-2007, 09:09 AM
"Rogue Subtle Backstabber is now an active enhancement that has a toggled stance. While turned on, you will generate less hate on melee attacks."
- Samera

Why? *spits* Why oh why oh why?! *Gags* I prefer it permanent! One more thing to put on my hotbar......

Riddikulus
07-10-2007, 10:07 AM
"Rogue Subtle Backstabber is now an active enhancement that has a toggled stance. While turned on, you will generate less hate on melee attacks."
- Samera

Why? *spits* Why oh why oh why?! *Gags* I prefer it permanent! One more thing to put on my hotbar......
It's for those 2 or 3 rogues out there that have all of the AC bells and whistles who might actually want to tank.

Of course why those particular rogues would even bother taking Subtle Backstabber in the first place is beyond me, but I guess they might want to be able to switch between turtle mode and backstab mode.

binnsr
07-10-2007, 10:11 AM
It's for those 2 or 3 rogues out there that have all of the AC bells and whistles who might actually want to tank.

Of course why those particular rogues would even bother taking Subtle Backstabber in the first place is beyond me, but I guess they might want to be able to switch between turtle mode and backstab mode.
Some of us have a good ac and don't want to tank on our rogues.. I have a paladin and fighter for that sort of shenanigans!

Lcdr_Swizzle
07-10-2007, 11:09 AM
Am glad to see the changes coming, and will work on my patience so I can wait without spazzing out ... ;)

Merlask
07-10-2007, 11:36 AM
Merlask rules Thelanis!


Oh but the reign of terror of the Merlask could be so much more with a whip!!

Where there's a whip there's a way

Aspenor
07-10-2007, 11:50 AM
It's for those 2 or 3 rogues out there that have all of the AC bells and whistles who might actually want to tank.

Of course why those particular rogues would even bother taking Subtle Backstabber in the first place is beyond me, but I guess they might want to be able to switch between turtle mode and backstab mode.

Well I have a plenty respectable AC, and I have no desire to turn it off. Does this mean it turns off when I cast a spell? Can I have subtle backstabber and combat expertise at the same time?

Aspenor
07-10-2007, 11:51 AM
since it will be a stance? probably not.

to which question ziggy?

*ziggy ninja ftw*

Ziggy
07-10-2007, 11:52 AM
Well I have a plenty respectable AC, and I have no desire to turn it off. Does this mean it turns off when I cast a spell? Can I have subtle backstabber and combat expertise at the same time?
since it will be a stance? probably not.

binnsr
07-10-2007, 11:55 AM
to which question ziggy?

*ziggy ninja ftw*

I believe he's saying you can't have CE and SBS active at the same time .. which would make me more sad..

Talcyndl
07-10-2007, 12:02 PM
I believe he's saying you can't have CE and SBS active at the same time .. which would make me more sad..

IIRC, a developer stated it will not be treated like a stance. So you will be able to have it active with CE.

In addition, it's supposed to remain active through various actions (zoning, casting, etc.). My fear is that dying will reset it to it's default state which may be inactive.

Pain in the butt IMO. Just one more thing to worry about for rogues.

Aspenor
07-10-2007, 12:04 PM
IIRC, a developer stated it will not be treated like a stance. So you will be able to have it active with CE.

In addition, it's supposed to remain active through various actions (zoning, casting, etc.). My fear is that dying will reset it to it's default state which may be inactive.

Pain in the butt IMO. Just one more thing to worry about for rogues.

Thanks for the info Tal, I was scared there for a minute :) Still ****ed about this though. I'll never want it turned off. Just one more item to throw on the 10 hotbars on my screen. Soon I'll be up to 11.

Ziggy
07-10-2007, 12:30 PM
to which question ziggy?

*ziggy ninja ftw*
Oooohhhh you shifty shifty ninja you.

RACRGUY
07-10-2007, 12:43 PM
Prison of the Planes

* Cochitlehua has remembered that he has "Teleport Without Error" as an at-will spell-like ability.


What's to stop him from teleporting out of the prison and leaving us to fight the enviroments until we die.

bobbryan2
07-10-2007, 01:05 PM
What's to stop him from teleporting out of the prison and leaving us to fight the enviroments until we die.

And for that matter... what's the justification for imprisoning someone in a prison with all of their powers intact?

Especially teleportation.

Kisaragi
07-10-2007, 01:06 PM
What's to stop him from teleporting out of the prison and leaving us to fight the enviroments until we die.

A love of killing groups and locking them in his center room. What? O.o Don't look at me like that...
....
...
..
.
....you know he had to be locked in the center prison for some sort of reason.

EspyLacopa
07-10-2007, 01:17 PM
And for that matter... what's the justification for imprisoning someone in a prison with all of their powers intact?

Especially teleportation.

He might be tied to the body of that Warforged. While the spirit itself may be able to teleport, the body may have been somehow linked to that cell.

And thus. . .the Quori can't leave. How else do you imprison a creature that comes from the realm of dreams?

Gimpster
07-10-2007, 01:18 PM
What's to stop him from teleporting out of the prison and leaving us to fight the enviroments until we die.
Probably the prison itself limits him to not teleporting beyond that single room.

bobbryan2
07-10-2007, 01:22 PM
He might be tied to the body of that Warforged. While the spirit itself may be able to teleport, the body may have been somehow linked to that cell.

And thus. . .the Quori can't leave. How else do you imprison a creature that comes from the realm of dreams?

The same way they imprisoned people in the realms of Fernia, Risia, Irian, Dollurh, Mabar, etc, etc.

I guess I'm not totally sure how that quest makes sense. I'm not sure why you have to turn on the cells to get the power orbs. Or why you would imprison people without taking away their offensive casting ability.

It's like they expect no one to ever be in the same cell as the prisoners. (Which is logical) But then you can't get a power crystal until the room is empty?

Who knows...

I would have thought the Giant's, in their infinate wisdom, would at least put some teleportation locks in the cells.

Grohl_of_the_White
07-11-2007, 07:23 AM
Enhancements

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.



Please tell me that the HV pool is becoming a separate pool from the Rogue Action Boost pool. Please! Please! Please!

MysticTheurge
07-11-2007, 07:32 AM
Please tell me that the HV pool is becoming a separate pool from the Rogue Action Boost pool. Please! Please! Please!

It always has been.

Vinos
07-11-2007, 09:00 AM
It always has been.

I think he means that he wants to be able to activate both boosts at the same time.

Riddikulus
07-11-2007, 10:13 AM
The same way they imprisoned people in the realms of Fernia, Risia, Irian, Dollurh, Mabar, etc, etc.

I guess I'm not totally sure how that quest makes sense. I'm not sure why you have to turn on the cells to get the power orbs. Or why you would imprison people without taking away their offensive casting ability.

It's like they expect no one to ever be in the same cell as the prisoners. (Which is logical) But then you can't get a power crystal until the room is empty?

Who knows...

I would have thought the Giant's, in their infinate wisdom, would at least put some teleportation locks in the cells.
Well when you start the two crystals in the back are the ones that are powered up and "holding" the prisoners in their home plane. Powering up the door brings the home plane and prisoners back to into the cell... killing them then removes the need for the extra power in the back of the cell so you can take the orbs out. Just a guess anyway.

Ziggy
07-11-2007, 10:13 AM
Well when you start the two crystals in the back are the ones that are powered up and "holding" the prisoners in their home plane. Powering up the door brings the home plane and prisoners back to into the cell... killing them then removes the need for the extra power in the back of the cell so you can take the orbs out. Just a guess anyway.
sorta the reverse of the ghost busters containment field as it were.:D

Riddikulus
07-11-2007, 10:55 AM
sorta the reverse of the ghost busters containment field as it were.:D
They need a master switch for the power grid that Bill Atherton can pull which releases all of the prisoners at the same time. :eek:

Big sign on it which reads "Do Not Touch". Except for Barbarians, who think it says "Pull for Tasty Ham"

Ziggy
07-11-2007, 11:01 AM
They need a master switch for the power grid that Bill Atherton can pull which releases all of the prisoners at the same time. :eek:

Big sign on it which reads "Do Not Touch". Except for Barbarians, who think it says "Pull for Tasty Ham"
HECK yeah.

Aesop
07-11-2007, 02:36 PM
They need a master switch for the power grid that Bill Atherton can pull which releases all of the prisoners at the same time. :eek:

Big sign on it which reads "Do Not Touch". Except for Barbarians, who think it says "Pull for Tasty Ham"

Barbarians are Illiterate :D

just sayin


Aesop

Ziggy
07-11-2007, 02:37 PM
Barbarians are Illiterate :D

just sayin


Aesop
Mine isnt he has 14 INT.

hes also a MC wizard.:p

Aesop
07-11-2007, 02:39 PM
Mine isnt he has 14 INT.

hes also a MC wizard.:p

Then he is Learned... is he depressed?... can we call him Marvin


Aesop

Ziggy
07-11-2007, 02:43 PM
Then he is Learned... is he depressed?... can we call him Marvin


Aesop
nah you can call him smashed buckobolts the WF barb/fighter/wiz.:eek: :D

Aesop
07-11-2007, 03:12 PM
nah you can call him smashed buckobolts the WF barb/fighter/wiz.:eek: :D

I have a slightly different design on mine...


Klockwerk Orange WF Fighter/Pally/Sorc

its a fun thing


Aesop

Riddikulus
07-11-2007, 03:29 PM
Barbarians are Illiterate :D

just sayin


Aesop
I believe that was my point. :D

Riddikulus
07-11-2007, 03:32 PM
Mine isnt he has 14 INT.

hes also a MC wizard.:p
INT comes in many forms... just because he has a 14 INT doesn't mean he can read a sign that says "Do not touch". It still looks like a tasty ham dispenser to him.

Ziggy
07-11-2007, 03:41 PM
INT comes in many forms... just because he has a 14 INT doesn't mean he can read a sign that says "Do not touch". It still looks like a tasty ham dispenser to him.
well i think his wisdom is 10.

i mean he can read scrolls....:D

BluePaladin24
07-12-2007, 05:13 PM
well i think his wisdom is 10.

i mean he can read scrolls....:D

I don't think you have to read scrolls to use them. I mean it, seriously, have you ever seen your character read a scroll. I know all mine do is swing them through the air a couple times, and then whatever is supose to happen happens.

Mad_Bombardier
07-14-2007, 09:54 AM
I haven't seen any mention of it in WDA, but are we getting the correction to Ranger/Paladin SP. There was a data error in the new system where level 4 is only granting 2 SP instead of 5 SP. Minor point, but still needs correction.
(Yes, its been bugged. And, yes, Eladrin is aware of the problem).

ericacek
07-15-2007, 02:03 AM
I don't see any mention of fixing Empower enhancement line which was supposed to be in 4.2

The current enhancements for empower do not give the discount they should.

Is this fixed in 4.2?

Mad_Bombardier
07-15-2007, 09:25 AM
I don't see any mention of fixing Empower enhancement line which was supposed to be in 4.2

The current enhancements for empower do not give the discount they should.

Is this fixed in 4.2?No, but a new metamagic system is coming in Mod5.

Zanthos
07-26-2007, 12:33 PM
Has there been any consideration given to improving the founder items? Founders received a necklace of natural armor +1 and a helm of lesser false life. These items were great back then but they don't do anything now. I would like to see a sysyem that allows for upgrading them. What I am thinking is an automatic update as your character reaches a new level of experience or favor.

MysticTheurge
07-26-2007, 12:37 PM
Has there been any consideration given to improving the founder items? Founders received a necklace of natural armor +1 and a helm of lesser false life. These items were great back then but they don't do anything now. I would like to see a sysyem that allows for upgrading them. What I am thinking is an automatic update as your character reaches a new level of experience or favor.

Despite being a pre-launch person and having both of these, I'm strongly opposed to improving them in any way. We shouldn't be further punishing people simply because they came to the game a bit later. Any additional benefits should be entirely independent of these beta/founder benefits. Long Term Subscriber benefits = good. Additional rewards for being an early adopter for the game = bad.