Apologies for leaving these out of the release notes...
We're reviewing some aspects of the Monk class, and these are some of the initial changes that we're making for Update 1. There will be more changes being made to them over the next few updates, and these are all subject to further changes as we continue balancing the class.
Treasure:
Reduced the chance of Anarchic and Anarchic Burst handwrap drops.
Added Force, Force Burst, Metalline, Maiming, Bleed, and Pure Good to randomly generated handwrap treasure tables.
Feats/Enhancements:
Updated some monk active abilities. The special attacks attached to the elemental stances are now:
AIR:
Storm Strike I
You strike an opponent, backed with the power of lightning. Your attack will deal 1d6 additional lightning damage.
Storm Strike II
You strike an opponent, backed with the power of lightning. Your attack will deal 2d6 additional lightning damage.
Storm Strike III
You strike an opponent, backed with the power of lightning. Your attack will deal 2d10 additional lightning damage.
Storm Strike IV
You strike an opponent, backed with the power of lightning. Your attack will deal 2d20 additional lightning damage.
EARTH:
Strike of the Enduring I
You strike an opponent, backed with the strength of the earth. Your attack deals 4 additional damage.
Strike of the Enduring II
You strike an opponent, backed with the strength of the earth. Your attack deals 8 additional damage.
Strike of the Enduring III
You strike an opponent, backed with the strength of the earth. Your attack deals 12 additional damage, and 2d6 acid damage on critical hits.
Strike of the Enduring IV
You strike an opponent, backed with the strength of the earth. Your attack deals 16 additional damage, and 2d10 acid damage on critical hits.
FIRE:
Fires of Purity I
You strike an opponent, backed with the power of flame. Your attack will deal 1d6 additional fire damage.
Fires of Purity II
You strike an opponent, backed with the power of flame. Your attack will deal 2d6 additional fire damage.
Fires of Purity III
You strike an opponent, backed with the power of flame. Your attack will deal 2d10 additional fire damage.
Fires of Purity IV
You strike an opponent, backed with the power of flame. Your attack will deal 2d20 additional fire damage.
Breath of the Fire Dragon:
A cone of searing flame shoots forth, damaging targets in the area of the flames for 1d6 damage per Monk level. A successful Reflex save (DC 10 + Monk Level + Wisdom Modifier) reduces the damage by half.
WATER:
Flowing Water Strike I
You strike an opponent, backed with the power of the sea. Your attack will deal 1d6 additional cold damage.
Flowing Water Strike II
You strike an opponent, backed with the power of the sea. Your attack will deal 2d6 additional cold damage.
Flowing Water Strike III
You strike an opponent, backed with the power of the sea. Your attack will deal 2d10 additional cold damage.
Flowing Water Strike IV
You strike an opponent, backed with the power of the sea. Your attack will deal 2d20 additional cold damage.
The Raging Sea:
Increased the duration between repeated saves.
DARK:
Fists of Darkness
You channel negative energy into your attack, dealing 2d10 additional damage against living creatures, and the rendering the target shaken. (A successful DC 10 + Monk Level + Wisdom Mod Will save negate the shaken effect.) On a vorpal strike (natural 20 followed by critical confirmation), you deal an additional 1d50 negative energy damage.
Touch of Despair
You strike your opponent down with a terrible curse, halving all positive energy healing done to the target, reducing its fortification and increasing its negative energy vulnerability by 25%. A successful Fortitude save negates this effect. (DC 10 + Monk Level + Wisdom mod) The target receives periodic saves to attempt to break free of this effect.
At this time this fortification reduction will permit critical hits on creatures that normally cannot be critically hit, but will not remove immunity to sneak attacks.
Falling Star Strike:
Increased the duration between repeated saves.
Eagle Claw Attack:
Increased the duration between repeated saves.
LIGHT:
Fists of Light
You channel positive energy into your attack, dealing 4d6 additional damage against undead, and applies a healing shield to your target which heals your allies that strike your target. On a vorpal strike (natural 20 followed by critical confirmation), you deal an additional 1d50 positive energy damage to undead.
Grasp the Earth Dragon:
Duration increased to match other XPX buffs.
Walk of the Sun:
The bonus to will saves was mistakenly typed as a Morale bonus. It is now untyped, like the other bonuses from this effect.
Aligning the Heavens:
The local area has been cleansed of things that might make spellcasting difficult, reducing your spell point costs by 25%. (Previously 10%)