Lamannia Release Notes: Shadowfell Conspiracy Open Beta

Welcome to the Lamannia Release Notes for Dungeons & Dragons Online! '''These release notes were posted on Friday, August 9th, 2013. These notes are subject to changes and additions... lots and lots of changes and additions.'''

News & Notes
Thanks for participating in the Shadowfell Conspiracy Open Beta!

Storm Horns Adventure Area and Quests

 * You are now able to access the Storm Horns Adventure Area and Quests! Head towards the Northeastern corner of Eveningstar to explore the mountains!
 * Even if you have not pre-ordered the Shadowfell Conspiracy, you can still access the Storm Horns Adventure Area and Quests by using the “Beta Access to Storm Horns Adventure Pack” available in the Lamannia Store. Remember that Daily Turbine Points for Lamannia use are available from Lord Poincelot in the Test Dojo.
 * NEW Storm Horns gnolls have been taught to use Bows so they’ll stop throwing arrows at you
 * NEW Tracker’s Trap: A rest shrine and a resurrection shrine have been added near Haurugg, the Half-orc Woodsman
 * NEW The Random Encounter: Foul Play will now complete
 * NEW You can now exit the Storm Horns Adventure Area by using the exit waypoint
 * NEW What Goes Up (Storm Horns Capstone): Some difficulty adjustments have been made (decreasing difficulty for Normal and Hard difficulties)
 * NEW What Goes Up (Storm Horns Capstone): You can now fall and die in the gaps around the Mythallar
 * NEW Experience for random encounters and rares in the Storm Horns has been adjusted

Wheloon Adventure Area and Quests

 * You are now able to access the Wheloon Prison and the quests that lie within! Take the boat in Eveningstar to head to the Wheloon Docks.
 * Even if you have not pre-ordered the Shadowfell Conspiracy, you can still access the Wheloon Adventure Area and Quests by using the “Beta Access to Wheloon Adventure Pack” available in the Lamannia Store. Remember that Daily Turbine Points for Lamannia use are available from Lord Poincelot in the Test Dojo.
 * NEW By popular demands, the questgivers for the five main Wheloon questgivers have been removed from Eveningstar. However, for convenience the arc quest givers are still in both Eveningstar and Wheloon Prison (and now have separate introductory dialogue for the two different places.)
 * NEW Through a Mirror: You must now place all black orbs before you can reach the other side to place the white orbs. (An invisible barrier is now present until all black orbs have been collected, placed, and the magic bridge appears)
 * NEW Experience for random encounters and rares in Wheloon Prison has been adjusted
 * NEW Nightcrawlers should no longer keep burrowing into the ground when you stand at a distance
 * Added special status effects to the Shadowfell environmental effects:
 * "You are in the Shadowfell. Due to the negativity that hangs in the air, all here have greater vulnerability to negative energy damage and have a -2 penalty to Will Saves."
 * Through a Mirror: Players can no longer exit the intended playspace using the Mirror of Shadows
 * The Thrill of the Hunt: You must now speak to captives to complete the optional to save them
 * The Thrill of the Hunt: Deco and polish work has been done on the dungeon
 * Adjustments to quest turn-in reward lists (both Wheloon and Storm Horns):
 * Each reward list for Wheloon (and Storm Horns) quests now have a 150 Guild Renown option always present
 * Each reward list for Wheloon (and Storm Horns) quests now include 3 more randomly generated treasure
 * Shadow Puppeteers have received an update:
 * They will recover more easily when they fail to grab a target, and will eventually try again (hint ? CC them while they are trying!)
 * They will release their puppet when you kill the Puppeteer
 * Targets that are being controlled by a Puppeteer will show “strings” attached to their heads, hands, and knees
 * They are now easier to find; If you have high enough spot to see their outlines, they won’t be flat and motionless, as they now un-flatten and move their arms, manipulating puppet strings, while they are hiding.
 * They should no longer get stuck and become unresponsive
 * The Entrance to Wheloon Prison has been fixed. Additionally, the Shadar-Kai chain attack that was dealing damage to friendlies (and the Wheloon Prison Entrance) has also been fixed.

Forgotten Realms Iconic Heroes

 * You can now access your Forgotten Realms Iconic Heroes
 * If you ordered the Standard Edition, you will be able to access the Purple Dragon Knight
 * If you ordered the Collector’s Edition, you will be able to access the Shadar-Kai Assassin, Sun Elf Morninglord, and Purple Dragon Knight
 * NEW Purple Dragon Knights now can select the extra Human Bonus Feat during char gen
 * NEW Preset paths will now appear during character creation for Shadar-Kai, Purple Dragon Knight, and Morninglord Iconics. These paths should now work.
 * Forgotten Realms Iconics can no longer take Eberron feats (specifically Dragonmarks and Eberron Deity based feats)
 * Polished the Wheloon Iconic starter area experience
 * Leaving the Ball & Chain garret at level 15 will now put you on the Campaign System for U18 / Wheloon

Level Cap Increase

 * The Level Cap has been increased to 28

Enhancement Revamp

 * To support the Enhancement Revamp, every existing Character will get a LR +20 TOKEN upon login.
 * In other words, Characters copied to Lamannia will receive the LR +20 Token. Newly created Characters on Lamannia will not receive the LR +20 Token.
 * To use this token, visit Kruz and select “What do I need to start Lesser Reincarnation?” Then select “I would like to use a heart of wood to reincarnate, but give me specific details before we begin.”
 * NOTE that this is NOT the Free LR, so you need to select the second available Lesser Reincarnation option
 * Double check that the last sentence states that “You will turn in your +20 Lesser Heart of Wood in order to start this process” before you click on “Yes.”

Recent Changes to Enhancements

 * You now have access to 6 Class trees and 1 Racial for a total of 7 trees
 * The first Core Enhancement is Required to take the first Enhancement of that Tree
 * All Core abilities for Class trees now cost 1 AP, universally
 * Enhancement System UI - “Action Points Remaining” and “Spent” should properly update as you spend points in the Enhancement UI
 * All Tier 5 class-tree enhancements should now require Character Level 12
 * Character level requirements for Racial Core Enhancements have been adjusted: You can now take your Racial Core Enhancements at level 1, 4, 7, 11, and 16 (for Racial Core Enhancements 1, 2, 3, 4, and 5 respectively)
 * Spell Critical Chance on items has been significantly increased. This is in addition to the 5% Spell Critical chance that is now inherent as part of the "Magical Training" feat that all spellcasting classes automatically receive at level 1
 * Updating Tower of Despair ring set bonuses to work with new enhancements. (Some are still a work in progress)
 * Improved Enhancement UI: Core Enhancements are now called out more clearly, and a white box highlights them when they can be taken (like non-Core enhancements have already done)
 * You can now re-arrange your enhancement trees by clicking on the drop-down box near the bottom of the trees. The “TBD - DNT - Unset” panel is available so you can select the order you prefer.
 * You can only take tier 5 abilities in one class tree
 * NEW Action Boost: Save Boosts no longer fail on rolls of a 1.
 * NEW A variety of abilities that weren't working properly with Thrown Weapons now do, including (but not limited to):
 * Battle Engineer Core enhancements
 * Rogue Targeting Sights
 * Monk Ninja Training
 * Halfling Skillful Thrower
 * Wand & Scroll Mastery should be properly amplifying damage for all classes
 * A pass has been done to bring the total cost of each Enhancement tree closer together. This has caused the following Enhancements to be lowered to 1AP per rank:
 * Artificer Arcanotechnician:
 * Wand and Scroll Mastery
 * Repair Systems
 * Barbarian Occult Slayer:
 * Lessons of Nature
 * Cleric Protection Domain:
 * Command
 * Energy Resistance
 * Close Wounds
 * Cautious
 * Light Guard
 * Cleric Radiant Servant:
 * Martyrdom
 * Divine Cleansing
 * Favored Soul Angel of Vengeance:
 * Angelic Resistance
 * Wand and Scroll Mastery
 * Zealous Faith
 * Unstoppable Magic
 * Favored Soul Protection Domain:
 * Command
 * Energy Resistance
 * Close Wounds
 * Cautious
 * Light Guard
 * Fighter Kensei:
 * Critical Accuracy
 * Improved Dodge
 * Improved Mobility
 * Fighter Stalwart Defender:
 * All Improved Stalwart Defense Enhancements
 * All Greater Stalwart Defense Enhancements
 * Instinctive Defense
 * Shield Striking
 * Counterattack
 * Shield Expertise
 * Paladin Knight of the Chalice:
 * Divine Sacrifice
 * Censure Demons
 * Censure Outsiders
 * Holy Retribution
 * Paladin Sacred Defender:
 * Extra Lay on Hands
 * Hardy, Strong, Tenacious Defenses
 * Ranger Arcane Archer:
 * True Strike
 * Improved Elemental Arrows
 * Soul Magic
 * Paralyzing Arrows
 * Banishing Arrows
 * Smiting Arrows
 * Ranger Deepwood Sniper:
 * Favored Protection
 * Increased Empathy
 * Improved Weapon Finesse
 * Tendon Cut
 * Killer
 * Favored Damage
 * Ranger Tempest:
 * Improved Mobility
 * Improved Dodge
 * Improved Reaction
 * Elaborate Parry
 * Growing Storm
 * Bleed them Out
 * Critical Accuracy
 * This pass has also caused the following enhancements to be raised to 2AP per rank:
 * Barbarian Ravager:
 * Bully
 * Slaughter
 * Monk Henshin Mystic:
 * Embrace the Void
 * Monk Ninja Spy:
 * Faster Sneaking
 * No Mercy
 * Monk Shintao:
 * Iron Skin
 * Instinctive Defense
 * Cleric Divine Disciple:
 * We have added a new Cleric Tree!
 * To access the Tree on a previously created Cleric Character, you may have to scroll to the end of your available Class Trees. (IE: It appears in the 7th Enhancement Panel.)
 * Improved Metamagic enhancements now require the metamagics they improve
 * Added Quicken to the possible Improved metamagics on tier 3.
 * Unholy Blight has been replaced with Negative Energy Burst.
 * Sun Bolt's maximum caster level has been reduced to level 15.
 * Divine Disciple gains a new enhancement, Vulnerability, which makes an enemy take more damage from all sources. This debuff can stack with Vulnerability applied from other classes
 * Spell Critical enhancements now function properly instead of not at all.
 * Sunbolt: Maximum caster level lowered to 15.
 * New Tier 5 enhancement: Divine Empowerment: You gain +1 caster level and maximum caster level to Light, Negative Energy, and Fire spells.
 * Capstone: Removed the small chance to avoid damage, added: You gain +1 caster level and maximum caster level to Light, Negative Energy, and Fire spells
 * Cleric Radiant Servant:
 * Martyrdom now does damage to undead when it procs
 * Improved Metamagic enhancements now require the metamagics they improve
 * Artificer Arcanotechnician:
 * NEW Repair Systems now gives:
 * More repair dice on each tick for your dog
 * Significantly more repair dice for players/NPCs affected by the second and third ranks, but it requires both the dog and player to be out of combat to repair.
 * Abilities now give out the appropriate amount of Spell Power
 * Lightning Sphere SLA has been moved up to Tier 3, and Static Shock has been added back in its place.
 * Artificer Battle Engineer:
 * Infused Armor core abilities now properly give their PRR
 * Barbarian Frenzied Berserker:
 * Fixed Barbarian's Die Harder so it works more than once ever
 * Barbarian Occult Slayer:
 * NEW Lessons of Nature should now increase resistance to disease
 * NEW Viscious Strikes now properly deals the listed bonus [W] weapon damage.
 * NEW Elemental Defense (third Core Enhancement) now functions on spell damage that is any *one* of Acid, Cold, Electric, Fire, or Sonic, instead of only triggering on all five at once. Note that right now you get the temporary hitpoints before the spell damage is dealt, so it's quite possible to have the temporary hitpoints only *very* briefly
 * Your Weapon Bond counter no longer expires on rest. It should only reset to 0 if you die or equip a new weapon. Note: After resting Weapon Bond may briefly show a count of 0 (this is unintentional)
 * Barbarian Ravager:
 * NEW Furious Rage: This now properly triggers when you miss with attacks (while raged)
 * Bard Warchanter:
 * NEW Gathering Cold now only procs on Cold damage (like it's supposed to), and doesn't stick around after turning the stance off
 * Skaldic Rage's base duration has been tripled to three minutes. Duration can still be increased as a song.
 * Skaldic Rage icon fixed so the effect matches the enhancement (it's icy blue rage instead of hot red rage)
 * Bard Weapon Training now does the following:
 * Grants proficiency with all Martial weapons
 * Grants +2 to Hit and Damage with all Martial Weapons
 * Grants Dwarven Axe as part of the enhancement if you're a dwarf
 * Is no longer a multi-selector
 * Howl of the North now expands critical Multiplier
 * Iced Edges now works on Critical like it's supposed to (was on Vorpal)
 * Words of Encouragement, Obstinance, and High Spirits now provide +4 Positive Spell Power per rank (up to +36 Positive Spell Power total).
 * Wassail is no longer available
 * Tree has been significantly rearranged
 * Inspire Recklessness now works as intended
 * Ironskin Chant now works as intended
 * Northwind now works as intended
 * Iced Edges now works as intended
 * Armorer now has the correct AP cost
 * Poetic Edda is now in Tier 1
 * Fervor has been removed
 * Heroes' Feast has been removed
 * Skaldic Rage now scales based on song duration
 * Bard Action Boost: Sprint is now an Action Boost rather than a Bard Song
 * Boast should no longer stack with itself
 * Bard Gathering Cold now is a stance that, when active, grants a 20/35/50% chance of getting the "Armor of Frost" effect: Armor of Frost: +1 Stacking AC and Cold Resist. Stacks up to 5 times.
 * The AC bonus on Rough & Ready is now 2/4/6
 * Rallying Cry (the old one ? Tier 2) is now called Words of Encouragement
 * The “New” Rallying Cry (Tier 5) is an Action Boost: “You and all allies within range of your songs gain +10% movement speed and a +1 Morale bonus to Saving Throws for twenty seconds. This ability can be used while feared, and dispels fear effects.”
 * Added Bard Frozen Fury: Melee attack with a chance of freezing enemies
 * Added Enchant Weapons
 * Bard Spellsinger:
 * NEW Removed some vertical arrow requirements.
 * NEW Enabled taking Advanced Magical Training via 3 ranks of Magical Training without needing to accept your choices in between
 * NEW Multiple tiers of Sharp Note no longer stack with themselves (and are a Bardic Music bonus)
 * Spellsinger properly provides +1 Universal Spell Power per point spent in the tree, including Core Enhancements
 * Song of Arcane Might and Spellsong Trance are now working as intended
 * Flicker now works as intended
 * Haunting Melody now works as intended
 * Druid Season’s Herald:
 * NEW Seasoned now gives out the proper amount of Spell Power
 * Improved SP costs and cooldown for Word of Balance and Sunburst Spell-Like Abilities
 * Word of Balance now deals the proper damage (it would sometimes deal too little damage). Also fixed tooltip to be self-consistent as well as consistent with the damage actually dealt. (This also affects the Level 6 Druid Spell)
 * The Winter/Summer buffs are no longer permanently attached to you, even if you stop being a Season's Herald.
 * Added basic feat requirements for metamagic enhancements
 * Druid Nature’s Warrior:
 * The final core enhancement, Nature's Warrior can once again be trained
 * Fighter Kensei:
 * NEW Archery now grants Shortbow focus properly (instead of Shortsword, which is not in fact a bow)
 * NEW Weapon Meditation now works on Thrown weapons
 * NEW Reed in the Wind properly gives the dodge bonus when you attack with it
 * Shattering Shot and Deadly Shot now work with Shuriken and other thrown weapons
 * +2 to Tactical Feat DC's has been added to Alacrity
 * Kensei was missing most of its Crossbow Spec enhancements
 * Action Boost no longer erroneously requires level 4
 * Gained Haste Boost and Extra Action Boosts
 * Fighter Stalwart Defender:
 * Several Fighter Stalwart Defender enhancements have changed position in the tree due to their power being disproportionate to their position:
 * Reinforced Defense enhancements have been moved to Tier 4 and Tier 5 (formerly 2 and 3). The Tier 5 version requires the Tier 4 version. (The tier 4 version has no prerequisites)
 * The displaced Armor Expertise (formerly Tier 5) has been moved to Tier 2
 * The displaced Shield Expertise (formerly Tier 4) has been moved to Tier 3, and requires Armor Expertise
 * Armor Expertise now gives out the right bonuses
 * +2 to Tactical Feat DC's has been added to Last Stand
 * Basic stance use now provides full benefit without a shield.
 * Lower upgrades do not require a shield to be equipped:
 * Resilient Defense: While in Stalwart Defense, you gain a +3 Competence bonus to all Saving Throws.
 * Durable Defense: While in Stalwart Defense, you gain a +15 Competence bonus to Physical Resistance Rating.
 * Inciting Defense: While in Stalwart Defense, you gain a 75% Competence bonus to melee threat generation.
 * Higher upgrades require a shield:
 * Strong Defense: While wielding a shield in Stalwart Defense, you gain a +6 Competence bonus to Strength.
 * Hardy Defense: While wielding a shield in Stalwart Defense, you gain a +6 Competence bonus to Constitution.
 * Tenacious Defense: While wielding a shield in Stalwart Defense, you gain a +20% Competence bonus to maximum hit points.
 * Swift Defense: While wielding a shield, Stalwart Defense no longer reduces your movement speed.
 * Has had AP cost reductions done on most of its abilities
 * Removed a prerequisite Arrow (Between Improved Stalwart Defense and Greater Stalwart Defense)
 * Tier 4 ability score bonuses are no longer blocked by taking tier 3 Strength
 * Monk, all prestiege trees:
 * NEW The description of Eagle Claw Attack has been adjusted to correctly name the debuff it applies to enemies
 * Monk Henshin Mystic:
 * NEW Balance in Dawn: Shadows Cannot Exist Without Light now properly heals allies when it triggers
 * NEW The description of Way of the Tenacious Badger has been adjusted to show the correct damage modifier.
 * NEW Way of the Clever Monkey now provides the appropriate saving throw bonus against traps.
 * NEW Way of the Elegant Crane now provides the appropriate fortitude penalties and increased ki generation on critical hits at higher monk levels.
 * NEW Way of the Faithful Hound now provides the appropriate flanking To Hit bonus at higher levels.
 * NEW Way of the Patient Tortoise now provides the appropriate hit point bonuses at higher levels.
 * NEW Lighting the Candle now scales up properly with increased ranks
 * NEW All-Consuming Flame now correctly applies fire vulnerability to your target
 * NEW Winter's Touch now correctly applies cold vulnerability to your target
 * Incinerating Wave now functions properly
 * Monk Ninja Spy:
 * NEW Agility will now grant the proper dodge maximum
 * NEW Touch of Death may now be used with Monk weapons
 * NEW You can now take more than the first Tier of Deadly Exploits
 * NEW Flashbang now has the correct saving throw DC
 * Monk Shintao:
 * NEW Deft Strikes now grants +3/6/10% bonus chance for offhand strikes
 * NEW Reed in the Wind, Ki Shout, and Iron Skin no longer require Deft Strikes
 * NEW Meditation of War: Air Stance now grants +10% chance for offhand strikes
 * Rise of the Phoenix has been redesigned. This ability now allows the user to resurrect themselves after death
 * Defensive Strikes has been removed. It has been replaced with "Deft Strikes" - a passive ability which increases offhand attack proc chance.
 * Enhancements in the Shintao Monk tree which formerly improved Defensive Strikes Stance now improve Earth Stance.
 * Violence Begets Violence now applies while in Earth Stance
 * Protection from Tainted Creatures (second, fourth, and sixth Core Enhancements) now grants stacking bonuses of +1, +2, or +3 to armor class and saving throws against attacks from tainted creatures. Previously, this enhancement granted Deflection bonuses to Armor Class and Resistance bonuses to Saving Throws.
 * Paladin Knight of the Chalice:
 * NEW Divine Might is now an Insight bonus so it stacks with other Paladin abilities
 * NEW Passion is now +5/10/15 temp SP
 * NEW Exalted Smite now has its prereqs set up properly
 * NEW There's no longer a prereq between Attack Boost and Damage Boost
 * Paladin Exalted Smite has been split up and rearranged in the tree as follows:
 * Tier 1 now has a 2-rank, 1-AP Extra Smite ability that grants 1 extra Smite Evil per rank.
 * Tier 2 has the same ability as Tier 1 (granting two more Smite Evils). It requires the Tier 1 version as a prerequisite.
 * Tier 3 now has a 3-rank, 2-AP Exalted Smite ability with no prerequisites which reads as follows:
 * Rank 1: "Active: Acts as Smite Evil with +1 to your weapon's critical damage multiplier."
 * Rank 2: "Active: Acts as Smite Evil with +1 to your weapon's critical threat range and damage multiplier."
 * Rank 3: "Active: Acts as Smite Evil with +2 to your weapon's critical threat range and damage multiplier."
 * This fixes the fact that the Extra Smites included in the old Exalted Smite didn't work. It also prevents four similarly-named Active abilities from appearing in your Enhancement panel, and re-words Exalted Smite to make clear that it's an Active ability of its own instead of a passive upgrade to Smite Evil (which it isn't).
 * Paladin Holy Retribution now does the following:
 * 1/3/5 Weapon Damage on the attack (was 1/2/3)
 * Works on all Evil creatures (was only Undead/Evil Outsiders)
 * Only works on creatures <1000 hitpoints (was bugged, now fixed)
 * Uses Paladin level as part of the DC (was half Paladin level)
 * Adds a 10 second, -6 to all Ability Score debuff to creatures that survive the Death effect in addition to the 100 Good damage (was just the damage)
 * Paladin Rally is now an AOE that does the following:
 * Rank 1: Remove Fear, +2 Morale Bonus to Saves vs. Fear, +1 to hit and damage for 60 seconds
 * Rank 2: Remove Fear, +4 Morale Bonus to Saves vs. Fear, +2 to hit and damage for 60 seconds
 * Rank 3: Remove Fear, +6 Morale Bonus to Saves vs. Fear, +3 to hit and damage for 60 seconds
 * Paladin Hunter of Dead III now properly has a chance to kill Undead on a Vorpal
 * Paladin trees’ Core Abilities should now require the proper Paladin Class levels
 * Paladin Sacred Defender:
 * NEW Sacred Defender Stance Upgrades now properly list their Bonus Type as Sacred
 * Spellshield Aura now works as intended
 * Spellshield Aura is now intended to give +2/4/6 Sacred bonus to Spell Resistance
 * Defensive Smiting has been changed to “Harbored by Light” which functions as follows:
 * +10/15/25 PRR
 * While actively blocking with a shield, enemies that attack you will take 3d4 Light Damage
 * Paladin Sacred Defender enhancements have also changed position in the tree to match the changes made to Fighter Stalwart Defender
 * Reinforced Defense enhancements have been moved to Tier 4 and Tier 5 (formerly 2 and 3). The Tier 5 version requires the Tier 4 version. (The tier 4 version has no prerequisites)
 * Instinctive Defense is now in Tier 2 (formerly Tier 4)
 * Swift Defense has been moved to the center of Tier 4
 * Paladin trees’ Core Abilities should now require the proper Paladin Class levels
 * Basic stance use now provides full benefit without a shield.
 * Lower upgrades do not require a shield to be equipped:
 * Resilient Defense: While in Sacred Defense, you gain a +3 Competence bonus to all Saving Throws.
 * Durable Defense: While in Sacred Defense, you gain a +15 Competence bonus to Physical Resistance Rating.
 * Inciting Defense: While in Sacred Defense, you gain a 75% Competence bonus to melee threat generation.
 * Higher upgrades require a shield:
 * Strong Defense: While wielding a shield in Sacred Defense, you gain a +6 Competence bonus to Strength.
 * Hardy Defense: While wielding a shield in Sacred Defense, you gain a +6 Competence bonus to Constitution.
 * Tenacious Defense: While wielding a shield in Sacred Defense, you gain a +20% Competence bonus to maximum hit points.
 * Swift Defense: While wielding a shield, Sacred Defense no longer reduces your movement speed.
 * Removed a prerequisite Arrow (Between Improved Sacred Defense and Greater Sacred Defense)
 * Ranger Arcane Archer:
 * NEW Enabled taking Soul Magic via 3 ranks of Magical Training without needing to accept your choices in between
 * NEW Elemental Arrows should no longer persist after death
 * Soul Magic provides +10 Unversal Spell Power
 * Moonbow provides +10 Universal Spell Power
 * Ranger Deepwood Stalker:
 * NEW Improved Archer's Focus now stacks to 25 like it says it does
 * Increased Empathy provides +15 Positive Spell power per rank (up to +45)
 * Versatile Empathy provides +15 Positive Spell power per rank (up to +30)
 * Ranger Tempest:
 * NEW Elaborate Parry now properly gives its Dodge bonus
 * Dance of Death no longer has an arrow prerequisite, as the one it had kept you from ever taking ranks 2 or 3 of Dance of Death
 * Rogue Assassin:
 * Bleed Them Out’s tooltip has been updated
 * Rogue Mechanic:
 * NEW Time Bomb has been adjusted:
 * Goes off five seconds after being placed (previously said ten in the tooltip, actually took eighteen)
 * Has the knockdown effect stated in the tooltip now
 * Uses full Rogue character level as part of the DC (was previously half)
 * Does screen-shake effects when exploding
 * Sorcerer:
 * Sorcerers should be properly gaining Spell Power from points spent in their enhancement trees, including Core Enhancements and activated abilities.
 * Sorcerer Air Savant:
 * NEW Electrocution now stacks to a maximum of 1/3/5 stacks.
 * NEW All Air Savant Core Enhancements have had their passive Spell Power modifications doubled. They now provide a total of +60 Electric/Sonic Spell Power, instead of 30.
 * NEW The fourth Core Enhancement now causes all of your Electric and Sonic spells to apply the Vulnerable debuff to enemies.
 * NEW Vulnerable may stack up to 20 times, and causes affected enemies to take 1% additional damage per stack from all sources.
 * NEW Elemental Apotheosis: Air now properly provides its passive bonuses
 * NEW One with the Storm now costs 1 AP per tier, instead of 2
 * Sorcerer Earth Savant:
 * NEW Erosion now stacks to a maximum of 1/3/5 stacks.
 * NEW All Earth Savant Core Enhancements have had their passive Spell Power modifications doubled. They now provide a total of +60 Acid Spell Power, instead of 30.
 * NEW The fourth Core Enhancement now causes all of your Acid spells to apply the Armor Destruction debuff to enemies.
 * NEW This functions similarly to Destruction weapons.
 * NEW Elemental Apotheosis: Earth now properly provides its passive bonuses
 * NEW The Earth Savant elemental form should no longer have the Water form's text in the effect
 * Sorcerer Fire Savant:
 * NEW Conflagration now stacks to a maximum of 1/3/5 stacks.
 * NEW All Fire Savant Core Enhancements have had their passive Spell Power modifications doubled. They now provide a total of +60 Fire Spell Power, instead of 30.
 * NEW The fourth Core Enhancement now causes all of your Fire spells to apply the Burning debuff to enemies.
 * NEW Burning may stack up to 20 times, deals 1d6 damage per stack every 2 seconds, and is affected by spell power and fire spell critical chance.
 * NEW Elemental Apotheosis: Fire now properly provides its passive bonuses
 * Sorcerer Water Savant:
 * NEW Hoarfrost now stacks to a maximum of 1/3/5 stacks.
 * NEW All Water Savant Core Enhancements have had their passive Spell Power modifications doubled. They now provide a total of +60 Cold Spell Power, instead of 30.
 * NEW The fourth Core Enhancement now causes all of your Cold spells to apply the Lethargy debuff to enemies.
 * NEW Lethargy may stack up to 5 times, and each stack causes affected enemies to suffer -1 to all saving throws, and -5% to movement speed.
 * NEW Elemental Apotheosis: Water now properly provides its passive bonuses
 * Wizard Archmage:
 * Added basic feat requirements for metamagic enhancements
 * Archmage Spell Critical enhancements no longer ask you to select a damage type. Instead, each Spell Critical enhancement increases your critical chance with all of the following spell damage types: Acid, Cold, Electric, Fire, Force, and Untyped.
 * Archmage Spell Critical I provides a 1% spell critical bonus.
 * Archmage Spell Critical II provides an additional 1% spell critical bonus.
 * Archmage Spell Critical III provides an additional 2% spell critical bonus.
 * Archmage Spell Critical IV provides an additional 2% spell critical bonus.
 * Some enhancements have been relocated within the tree.
 * You no longer need to take more than one other Improved Metamagic enhancement as a requirement for Improved Heightening.
 * Wizard Pale Master:
 * Skeleton Pet has been buffed and should receive less damage now
 * Skeleton Knight pets now get 500% threat gen
 * Bladeforged:
 * NEW Warforged Resolve works for Bladeforged now, too.
 * NEW Mechanist works for Bladeforged now, too.
 * NEW Fearsome Presence fixed to work more consistently
 * The Bladeforged Racial Tree has access to additional abilities
 * Dwarf:
 * NEW Throw Your Weight Around has regained Throwing Hammers and Throwing Axes
 * Dwarves can now properly take the final Core Toughness enhancement
 * Iron Stomach has been changed to grant Remove Poison/Remove Disease/Heroism for two minutes whenever you drink something
 * Elf:
 * Grace now lets you use your Dexterity modifier to determine the damage you deal with select weapons (Longswords, Rapiers, and Longbows for Aerenal Grace or Scimitars, Falchions, and Shortbows for Valenar Grace). Note that the tool-tip for Grace still states that you use your Dex to hit.
 * Human:
 * NEW Epic Chimera's Fang should now properly interact with the top-tier Dragonmark of Sentinel
 * Human Fighting Style enhancements should now work
 * Sniper is no longer listed 3 times in Fighting Style
 * Human Action Surge enhancements should now work
 * Human Don't Count Me Out should now work
 * Purple Dragon Knight:
 * Cormyrean Knight Traning now grants a bonus to Tactical Feat DCs equal to 1/3 of their Charisma modifier, as long as their CHA stays higher than their STR.
 * Shadar-Kai:
 * The Shadar-kai Whirling Chain attack (Tier 5 ability) is now functional and costs 2 AP (instead of 99)
 * Warforged:
 * Construct Toughness has been increased to 10HP

Heroic Feat Addition

 * Shield Deflection is a new Heroic feat. It requires +8 Base Attack Bonus and General or Tower Shield Proficiency.
 * When actively blocking with any type of Shield you are proficient with, you gain a Competence bonus based on the type of shield to completely ignore Acid, Cold, Electric, and Fire damage:
 * Buckler: 20%
 * Small Shield: 25%
 * Large Shield: 30%
 * Tower Shield: 40%
 * This feat has also been added to the Fighter Class Feat list.

Faith Based Feats

 * Some old religious feats that were exclusive to Favored Soul (such as Child of Vulkoor and Beloved of Lord of Blades) are now available for Clerics and Paladins if they want them for the cost of a feat. They remain freely granted for FvS. The stats have been slightly improved to give more bonuses and give them at earlier levels.
 * As previously seen on Lamannia, Clerics and Paladins now choose a deity to worship at level 1 as a feat, similar to Favored Souls. Old religious enhancements for Clerics, Paladins and Favored Souls such as Unyielding Sovereignty are now freely granted at level 6 as feats.
 * Amaunator will be available as a deity for Forgotten Realm characters.

Treasure Changes

 * Randomly generated treasure has been improved to better scale to player power at all levels of play.
 * The following only applies to new items that can be found throughout Eberron and the Realms:
 * There are many new item effects and higher bonuses to find!
 * Notable new effects to find include Improved Vorpal, Energy Absorption, and Doubleshot, +10% Dodge, among many others.
 * Some effects have been rebalanced or removed, with the overall goal of reducing the proportion of items which are of very low quality for their level.
 * New randomly-generated items will no longer be able to appear with Race Restrictions. Docents will continue to be Warforged-only.
 * Instead, new items have a chance to appear with “Masterful Craftsmanship”. An item with Masterful Craftsmanship has a lower minimum level to equip than an item with its enchantments otherwise would.
 * Changes to existing items: Below are some notable changes that are retroactive:
 * Dodge bonuses:
 * Dodge bonuses have been doubled in value.
 * Items that had +1% dodge now have +2% dodge.
 * Items that had +2% dodge now have +4% dodge.
 * Items that had +3% dodge now have +6% dodge.
 * Items that had +4% dodge now have +8% dodge.
 * Dodge bonuses of different numerical values no longer stack.
 * Exceptional Bonuses to Skills:
 * Exceptional Bonuses to Skills have been doubled in value.
 * Items that had a +1 Exceptional Bonus to one or more skills now provide a +2 Exceptional Bonus to those skills.
 * Items that had a +2 Exceptional Bonus to one or more skills now provide a +4 Exceptional Bonus to those skills.
 * Items that had a +3 Exceptional Bonus to one or more skills now provide a +6 Exceptional Bonus to those skills.
 * Exceptional Skill bonuses of different numerical values no longer stack.

New Augments

 * Many new Augments can be found in random treasure
 * Level 28 Augments:
 * Colorless Augments:
 * +8 Strength
 * +8 Dexterity
 * +8 Constitution
 * +8 Intelligence
 * +8 Wisdom
 * +8 Charisma
 * Red Augments:
 * Weapon Damage:
 * Blazing Ruby (In weapon: +2d6 Fire Damage)
 * Boreal Ruby (In weapon: +2d6 Cold Damage)
 * Caustic Ruby (In weapon: +2d6 Acid Damage)
 * Voltaic Ruby (In weapon: +2d6 Electric Damage)
 * Spell Power:
 * Ruby of Combustion 138
 * Ruby of Glaciation 138
 * Ruby of Corrosion 138
 * Ruby of Magnetism 138
 * Ruby of Resonance 138
 * Ruby of Impulse 138
 * Ruby of Radiance 138
 * Ruby of Nullification 138
 * Ruby of Devotion 138
 * Ruby of Reconstruction 138
 * Blue Augments:
 * Sapphire of Natural Armor +8
 * Sapphire of Resistance +8
 * Sapphire of Protection +8
 * Sapphire of Physical Resistance +16
 * Sapphire of False Life +40
 * Yellow Augments:
 * Topaz of Fire Resistance +40
 * Topaz of Cold Resistance +40
 * Topaz of Acid Resistance +40
 * Topaz of Electric Resistance +40
 * Topaz of Sonic Resistance +40
 * Topaz of Power 250
 * Colorless Skill Augments:
 * Level 4
 * +3 Bonus to Skill
 * Level 8
 * +5 Bonus to Skill
 * Level 12
 * +7 Bonus to Skill
 * Level 16
 * +9 Bonus to Skill
 * Level 20
 * +11 Bonus to Skill
 * Level 24
 * +13 Bonus to Skill
 * Level 28
 * +15 Bonus to Skill

Sagas

 * New NPCs are available who are tracking the progress of a character through multiple quest chains and story archs! These NPCs are separate than favor patrons and quest givers. By completing all the quests in a Saga NPC’s list, you can earn an additional XP reward, Guild Renown, or a Skill Tome.
 * The quality of your reward depends on the difficulties that you completed each quest on
 * Quests that qualify for the Saga can be played in any order, and are counted automatically
 * You do not need to speak to Saga NPCs to start the Saga nor return to the NPC between quests
 * You only need to speak to the Saga NPC once you have completed all quests in a Saga to receive your reward
 * The Saga NPCs will list the quests necessary to complete their Saga
 * Quests completed prior to Update 19 have not been counted and must be replayed for you to qualify for the Sagas
 * Speak with Lady Azana Winter in Eveningstar (South of The Lonesome Tankard) to complete the King’s Forest, Underdark, and Deamonweb Saga.
 * Speak with Belvedere Huntsilver in Eveningstar (South of the Eveningstar Well) to complete the High Road, Wheloon, and Storm Horns Saga.
 * Now that the Storm Horns Quests are available, you can complete Belvedere Huntsilver’s Saga
 * NEW Upgrading the Huntsilver saga rewards will no longer upgrade the rewards from the MotU saga

Experience Ransack Changes

 * You now get a Daily Bonus of 20% experience the first time you play each quest, every day
 * Quest Experience no longer deprecates down permanently for repeatedly playing it. Instead Quest Experience now functions similar to chest ransack mechanics:
 * Normally each time you repeat a quest, the amount of experience the quest grants decreases. This remains true as of Update 19, although the curve of how much XP deprecates after how many runs as been adjusted. For each repetition of the same quest, the deprecation is 20%
 * Quest XP deprecation from repetition now bottoms out at 20% instead of 10%
 * In 18 hours, the quest will adjust the XP back up by 50%
 * The Quest XP report panel now updates to reflect what your current bonus/ransack amounts are
 * NEW The Experience Ransack Values are now properly set!
 * More information here: https://www.ddo.com/forums/showthread.php/418925-Upcoming-Quest-XP-Changes
 * Load screen tips have been added for Quest Ransack and Daily Bonus, ahoy!

Stealth and AI Awareness

 * We are updating Stealth and AI Awareness.
 * You can find more information here: https://www.ddo.com/forums/showthread.php/419210-AI-Awareness
 * Sneaking characters can now jump and tumble
 * Please report any icons that are not showing when they should, and look out for any icons that show when they shouldn't!
 * Because of changes made to Stealth and AI Awareness, a couple of abilities were no longer as useful. We have updated them:
 * Shadowdancer: Shadow Training II updated to be: "Activate: For 30 seconds, while sneaking you gain: Full movement speed, +5 Attack bonus to-hit with Sneak Attacks, +2 Sneak Attack dice, +3 Hide, +3 Move Silently"
 * Hide in Plain Sight (Ranger Feat) has been updated: "You are a master when it comes to hiding in places others think impossible. You gain +1 Hide and +1 Move Silently for every three seconds you stand still, up to +5. While you are sneaking and standing still (for 3 seconds), enemies don't gain Spot bonuses until they get much closer to you, and the bonuses are smaller."
 * Monsters no longer cheat and shoot projectiles directly at targets that they can't see!
 * Added icon feedback to give visibility to monster spot bonuses increasing over time that you stand in front of them
 * The spot bonuses now scale with distance
 * Invisibility improves your ability to hide, by removing the ability of monsters to notice you at far distance, and reducing their spot bonus at closer distances. Monsters still cannot actually see you while invisible unless they are adjacent to you. The enemy’s spot bonuses gained while invisible simply hamper your ability to hide if your invisibility is later broken. Thus:
 * In the scenario of sneaking through a room full of monsters to pull a lever when their backs are turned, then re-hiding and continuing past them again:
 * Doing it with just sneak puts you at risk of being spotted the more time spent in front of the monsters, be careful! The higher your hide skill is, the more buffer you have before the monsters see through it!
 * Drinking an invis potion to get you to the lever will still raise awareness when in front of the monsters as you sneak by, but not as much. They also cannot possibly spot you (unless you are directly adjacent to them) until after you pull the lever, breaking invis. When you re-activate sneak after pulling it, you will have less chance of being detected, as the invisibility helped you sneak in front of them on the way there.
 * The eye icon over your character's head when sneaking now only shows when a monster is looking at you. Use it to tell when a monster is building spot bonus, and get out of sight quickly!
 * All of this only applies when monsters have not yet aggroed!

Secret Doors

 * True Seeing and Detect Secret Doors are also getting an update
 * You can find more information here: https://www.ddo.com/forums/showthread.php/419401-Secret-Doors
 * The DCs of many secret doors may have changed (easier and tougher)
 * True Seeing and Detect Secret Doors spell descriptions explain new functionality

Harbor Adjustments

 * The Harbor is in the process of being updated!
 * Many NPCs (Trainers, Quest givers, etc.) have been relocated
 * Fitzpat the Fence now gives out the free gem bag
 * Baudry Cartaman now gives players collectible bags
 * Mari Mosshand has been removed
 * Added a simple skill-check quest to allow players to help refugees in the Harbor arrival area
 * While fixing a server crash in Baudry Cartamon's Interests, we made some other updates. The quest is now available.

Hall of Heroes

 * Two new buttons appear in Character Select
 * Transport to Eberron
 * Transport to Forgotten Realms

Miscellaneous Changes

 * Feats:
 * NEW Beyond the first Least Dragonmarks, the dragonmark feats have been removed. Dragonmark upgrades are available from enhancements. If your character had Dragonmark feats beyond the first, these feats have been removed from your character
 * NEW The Archer's Focus feat now works with Thrown Weapons
 * NEW The Monk Feat: Quivering Palm may now be used with Monk weapons
 * NEW The Monk Feat: Quivering Palm now gains DC bonuses from all enhancements, feats, items, and Epic Destiny abilities that increase Sunder DC
 * All epic feats are now listed under a category for Epic Feats, instead of alphabetically being mixed in with all other feats.
 * Epic Destiny feats, granted at level 26 and 28, are sorted by their related Sphere.
 * NEW There is now a trap making station in Eveningstar near the Rogue Trainer
 * NEW Poison damage in floating combat text now displays with an icon.
 * NEW Raid chests no longer have the “Re-roll Loot” feature
 * NEW The Daily Dice have been updated with new rewards, including +5 Skill and Ability tomes!
 * All Daily Dice rolls now also award Experience Points in the form of a Bound to Account token that may be placed in the Shared Bank
 * The level range for U18 Campaign System is now only level 15 - 16
 * Eveningstar Challenge ingredients are now Bound to Account instead of Bound to Character
 * The Druid Spell: Word of Balance now deals the proper damage (it would sometimes deal too little damage). Also fixed tooltip to be self-consistent as well as consistent with the damage actually dealt.
 * Barbarian Rage bonuses to Strength and Constitution are now explicitly marked as bonus type Rage, to make it more explicit that it doesn't stack with the Bard Warchanter Enhancement: Skaldic Rage
 * Shadowdancer: Consume's DC now shows up on the ability and dynamically updates
 * Quest givers for shorter quests will give you rewards instead of gold now. More loot woo!
 * Dispel Magic, Greater Dispel Magic, and Mordenkainen's Disjuction tool tips now explain how they work on Spell Wards
 * Gather party objectives:
 * All gather party objectives now no longer require hirelings to be present
 * Fixed the delay that used to occur before the game recognized that all players were present
 * We're changing the name of Extra Shot to Doubleshot to match consistency with Doublestrike. If you see the term Extra Shot anywhere, please bug it -- this should be called Doubleshot now.
 * The Haste spell now provides +1% Dodge instead of +1 AC

Bug Fixes

 * NEW Offhand attacks will now correctly apply half the stat mod for all ability scores not just strength
 * NEW Two handed weapons will now correctly apply 1.5 times the stat mod for all ability scores not just strength
 * NEW Fixed a bug where unarmed (non-monk) and avatar of nature attacks could be executed as fast as you could press the button if moving (unarmed moving attacks are still very fast, they're just not completely un-capped)
 * More work has been done to prevent monsters from sliding while they have crowd control effects on them!
 * Fixed a bug where dwarves with the ranged attacker movement style would try to melee if you got close, yet be too far away to actually hit with their stubby arms
 * Fixed a bug where orcs and half-orcs thought they also had stubby arms, so they were also affected by the above bug
 * Storm Horns quests are now showing up in the adventure compendium
 * The Master’s Riposte (named item from the Storm Horns quest: Lines of Supply) was incorrectly labeled as a Rapier. It is now properly called a Long Sword
 * Barbarian Rage should no longer spam "d n t" text to the combat log
 * Feat respec costs on Lamannia should now be correct
 * The waypoint to Wheloon Prison will now work properly!
 * Shadar-Kai chain attacks will no longer deal damage to fellow players in public spaces.
 * Some breakable doors stopped triggering NPCs, altars, etc from spawning in the rooms beyond them. This should now be fixed. (Main offender: The Lords of Dust)
 * Fixed a bug where some monsters would freeze and be unable to even do ranged attacks or cast spells at their target if the target couldn't be walked to. Also fixed lag and slow behavior associated with the monsters who could handle their target being un-reachable.
 * Fixed the filtering for Tomes of Epic Learning in the Catalog
 * Fixed Flamefang's not spawning in Servants of the Overlord
 * Hirelings no longer drop soulstones when warping around
 * Owners of the Collectors Edition Preorder should receive the missing Bladeforged cosmetic upon logging into the game
 * White insanity has returned to the usual red insanity in Delirium
 * XP Potions should now affect ALL Monster Manual XP rewards. (Tome of Learning XP bonuses DO NOT APPLY to monster manual only to quests.)
 * Uncaring Masters should no longer be told how much they care
 * You can now easily click on the chat window type box
 * The Eveningstar Spirit Binder now once again binds you to Eveningstar (and not Wheloon.)
 * Stuck Spots! A number of stuck spots have been fixed: a couple in House P and one in the Underdark.
 * Discovering all explorer locations in Gianthold once again reveals the entire map

Launcher

 * The New Launcher has returned to Lamannia
 * Two Launchers may appear while patching. While this is not intended, it should not interfere with your access to Lamannia once it has fully patched.

Known Issues
Known issues are now available, click here!