Update 58 Release Notes

Update 58: Unlikely Heroes Release Notes
Here are the release notes for Update 58: Unlikely Heroes, released on Wednesday, February 22nd, 2023.

The Anniversary Event Returns!
Happy 17th Anniversary Dungeons & Dragons Online! The Anniversary Event is once again underway in House Phiarlan! This year's anniversary event dungeon features some fun updates, new rewards, and more. The Anniversary Event opens with the release of Update 58 and remains available through March 5th. Find the portal to the Anniversary Event next to Gnoa Bn'for near the Phiarlan Chapterhouse.

NOTE: To celebrate our 17th Anniversary we are giving away a ! Players can pick up the armor by speaking with the Djinni in House Phiarlan. The armor can be acquired once per day per game world, and you can pick up the armor up as many times as you would like to during the Anniversary Event's run! If you missed last year's free gift, turn in Party Favors to select it from the prize list.

Celebrate DDO's Anniversary with 3 New Free Archetypes!
Three new Archetypes have been added to the game, free for everyone in honor of DDO's 17th anniversary!

Each of these Archetypes is automatically available to everyone when Update 58 is released. Get detailed information about each Archetype in the release notes below.
 * Acolyte of the Skin
 * Blightcaster
 * Dark Hunter

New Free Dungeon!
A new free quest arrives with Update 58 called "Kill Ten Rats"! This quest is level 18 in Heroic difficulty and level 34 in Legendary difficulty. The Gatekeepers need trustworthy capable heroes to help them transport the dangerous and unpredictable artifact known as the Codex of the Infinite Planes. It must reach temporary storage at Morgrave University for safe keeping, but an unexpected threat arises! Get started by speaking with Frelda Brumlyn near the boat to Morgrave University in the Cliffside Docks District of Sharn!

Archetypes
Three new free Archetypes are now available! Each Archetype is a flavor of its base class and is treated the same as its base class except for variations below:

Acolyte of the Skin (Warlock Archetype):

 * Changes from Base Class:
 * Feats Added: Alternate version of Fiend Pact - True Fiend Pact. Identical to regular Fiend pact except rather than Dark One's Luck, you gain the following feat when appropriate:
 * Fiendskin: Your skin has been grafted with demon skin, granting you some of its inherent defenses. You gain a +1 profane bonus to Fire Resistance per Warlock Level.
 * You still gain Hurl through Hell as your level 15 Special Ability.
 * Rather than gaining Blast and Pact dice per level, Acolytes of the Skin gain the following feats:
 * 1: Lesser Pact Attunement: +2d8 Blast Dice, +2d6 Pact Dice
 * 6: Pact Attunement: +2d8 Blast Dice, +2d6 Pact Dice
 * 12: Greater Pact Attunement: +2d8 Blast Dice, +2d6 Pact Dice
 * 18: Ultimate Pact Attunement: +2d8 Blast Dice, +2d6 Pact Dice
 * These feats may also be taken as regular feats if you meet the minimum level prerequisites as long as you have the first - just like how Monk stance upgrades work.
 * Gaining Blast Dice and Pact Dice from other methods (such as enhancement trees, feats, or destinies) still functions as before. This alternate progression is only for the dice that before were granted from gaining Warlock levels.
 * Removed: Acolytes of the Skin do not get bonus automatically inscribed spells as they level up. They also do not get inherent Blast or Pact Dice. They also may not choose any other pacts other than the True Fiend Pact.
 * Past Life: Acolyte of the Skin: You gain +5 Fire Spell Power and +1 Magical Resistance Rating.
 * New Tree: Acolyte of the Skin (Replaces Enlightened Spirit):
 * Cores:
 * Core 1: Fiendish Form I: You gain +3% Fortification and +1 Fortitude Saves per Core ability.
 * Core 3: Fiendish Form II: You gain +3 Hit Points per Core Ability.
 * Core 6: Fiendish Form III: You gain +3 Fire Resistance per Core ability.
 * Core 12: Fiendish Form IV: You gain +3 Magical Resistance Rating per Core Ability.
 * Core 18: Fiendish Form V: You gain +3 Physical Resistance Rating and Universal Spell Power per Core Ability.
 * Core 20: Ultimate Fiendish Form: +4 Charisma, +20% Competence bonus to Hit Points. You gain Spell Resistance equal to your Charisma score.
 * Tier 1:
 * Resilience of Body: +2/4/6 Physical Resistance Rating
 * Guarded Mind: You are Immune to Fear.
 * Power of the Fiend: Fire: You gain +3/6/10 Fire Spell Power and +1/2/4 Universal Spell Power.
 * Dark Deals: +1/2/3 Spellcraft, Haggle and Concentration, Rank 3: +1 Will saving throws
 * Resilience of Soul: +2/4/6 Magical Resistance Rating
 * Tier 2:
 * Hellish Rebuke SLA
 * Mindwrack: Your Eldritch Blast, Melee and ranged attacks reduce the Will saving throw of the target by -1 for 6 seconds. The effect stacks up to 4 times.
 * Power of the Fiend: Fire: You gain +3/6/10 Fire Spell Power and +1/2/4 Universal Spell Power.
 * Nightshield: You gain the effects of the Nightshield spell.
 * Hellfire: You bypass 5/10/15 Fire Resistance with your spells.
 * Tier 3:
 * Shape Stance: Beam Concentration. Toggle: Your Eldritch Blast becomes a beam, dealing its damage to all enemies in a line. Like other blast shapes, this reduces your Pact Dice by 1 while toggled on. This shape stance has 125% Spell Power scaling.
 * Devil's Bulwark I: While in any armor, your Fiendskin now grants +1 Natural Armor bonus per 2 Warlock Levels.
 * Power of the Fiend: Fire: You gain +3/6/10 Fire Spell Power and +1/2/4 Universal Spell Power.
 * Fiendish Glare: Beams of evil energies emerge from your eyes, dealing damage to all enemies in a wide cone. Enemies take 1d6 Evil damage plus the effects of your Eldritch Blast, and are Feared by your frightening visage. Shares a cooldown with Cleave. Cost: 6 Spell Points
 * +1 Charisma
 * Tier 4:
 * Drink Their Fear: Your Eldritch Blast deals double its Pact damage to enemies that are Feared.
 * Devil's Bulwark II: (requires Devil's Bulwark I) While in any armor, your Fiendskin now grants +1 Physical Resistance Rating per 2 Warlock Levels.
 * Skin Adaptation: Your Fiendskin now grants Cold, Lightning, and Acid resistance in addition to its Fire Resistance.
 * Luck of the Gambler: +1/2/3 to all Saving Throws.
 * +1 Charisma
 * Tier 5:
 * Devil's Bulwark III: (requires Devil's Bulwark II) While in any armor, your Fiendskin now grants +1 Magical Resistance Rating and Magic Resistance Rating Cap per 2 Warlock Levels.
 * Fiendish Symbiosis: You call upon your fiendish patron, transforming into a Demon for 30 seconds. You gain +100% Fortification, heal from Fire damage, and gain Natural Armor equal to your Pact Dice. While in this form, you no longer Eldritch Blast, instead you lash out with demonic claws as a melee Eldritch Blast that scales with 200% Spell Power. Each strike deals your full Eldritch Blast damage on hit. Entering this form is so frightening that activating this ability causes nearby enemies to become Shaken. Cooldown: 3 minutes, lasts 30 seconds + 5 seconds per core ability.
 * Glare of the Pit: Beams of evil energies emerge from your eyes, dealing damage to all enemies in a wide cone. Enemies take 4d6 Evil damage plus the effects of your Eldritch Blast, and are Feared by your frightening visage. Shares a cooldown with Great Cleave. Cost: 12 Spell Points
 * Dark Lore: +1/2/3 Necromancy DCs

Blightcaster (Druid Archetype):

 * New Tree: Blightcaster, replaces Nature's Protector
 * Past Life: Blightcaster - +5 Acid and Poison Spell Power. Available x3 (stacks)
 * Themes: Death is a necessary part of life. This druid's power still comes from the "cycle" of nature, it just focuses at the end of that cycle.
 * Abilities at Levels:
 * Level 1: Disease Immunity (applies to natural diseases like other immunities)
 * Level 2:
 * Wild Shape - Plague Wolf! Basic Wolf Form replaced by Plague Wolf: Transform into a magically diseased wolf: 10% Combat Style bonus to attack speed, a +3 bonus to attack while flanking. +10% enhancement bonus to movement speed. While in wolf form, you gain access to a number of spells and enhancements that require Wolf form, but the cooldowns on your non-animal form spells are increased to 2.5 times their normal length.
 * Bonus Feat: Imbue Toggle that only functions when in any animal form, pick 1 of 2:
 * Biting Acid: 1d6 acid damage with all melee attacks. Scales with spell power. This can only be used in Wolf or Hive forms.
 * Biting Poison: 1d8 poison damage with all melee attacks. Scales with spell power. This can only be used in Wolf or Hive forms.
 * Level 4:
 * Minor Elemental Kin Form, pick 1 of 2:
 * WildShape - Thorn Kin: You create a suit of living thorny wood around your body armoring you from harm. You become like a knight in plate mail made of wood and thorns. +1 bonus to caster level and max caster level of Physical and Poison spells. 10% exceptional bonus to armor class and 50% fortification. You gain access to the Thorn imbue. 10% vulnerability to fire damage.
 * WildShape - Hive Keeper: You give part of yourself to the hive, gaining insect like reflexes and senses. Your bodily fluids become poisonous to others, and the swarm is always close. +1 bonus to caster level and max caster level of Poison and Acid Spells. You gain 25% concealment and Evasion. Your reflex saves are increased by 1 for every 3 druid levels. 10% vulnerability to cold. Your diplomacy checks are reduced by 5.
 * Bonus Feat: Thorn Imbue: Your weapons sprout sharp thorns adding 1d6 piercing damage to all your weapon attacks. Scales with spell power.
 * Level 5: Venom Immunity
 * Level 8: Minor Elemental Kin Form, pick 1 of 2:
 * You may select the other Minor Elemental Kin Form that you didn't select at Level 4.
 * Level 11:
 * Wild Shape - Blighted Wolf: The Blight claims your animal form and turns it into . . . something else. You gain a 10% Combat Style bonus and 15% bonus to movement speed. Grants a 10% profane bonus to Max Hit Points and +1 Imbue dice. You are considered a Plant making you immune to most forms of Stun, Sleep, Paralysis, Mind Effects and Drowning. Gain 100% Fortification and take 15% additional damage from fire. You get Wolf spell access as before.
 * Bonus Feat: You may select the other Imbue toggle option that you didn't pick at level 2.
 * Level 13: You gain access to advanced wild shape forms.
 * Thorn Knight (upgrade to Thorn Kin): A more advanced form of Thorn Kin, you are now also plant kind beneath your thorny armor. You are considered a plant for purposes of most immunities, poison, sleep, paralysis, stun, mind effects. You can no longer drown in water. +3 bonus to caster level and max caster level of Physical and Poison spells. You gain 10% absorption against piercing damage and 5% absorb against blunt damage. You gain +2 imbue dice. 10% exceptional bonus to armor class and 100% fortification. 15% vulnerability to fire damage.
 * Hive Master: You have become one with the swarm. Your body shifts between yourself and a cloud of insects, as you merge in and out of the swarm. You are considered vermin for the purposes of immunities and are immune to mind effects and knock down. +3 bonus to caster level and max caster level of Poison and Acid Spells. You are ethereal to monsters while tumbling. You gain 50% concealment as displacement and Improved Evasion. You gain +2 Imbue Dice and +1 to Reflex saves for every 2 druid levels (Max 10). 15% vulnerability to cold and -15 on diplomacy checks.
 * Level 15: Timeless Body (as Druid)
 * Level 17: You may select the other Wild Shape form that you didn't select at Level 13.
 * Druid Features unavailable in the Archetype:
 * Blightcasters don't have access to Wild Empathy, Goodberry, Wolf Companion, Bear Form, Fire Elemental Form, Water Elemental Form, nor do they auto-memorize spells.
 * Spell Book Changes:
 * New Spells for both Blightcasters and Druids
 * Thorn Strike- Level 1: Conjuration - Cost: 2 Sp, Cooldown 2.0 seconds. You hurl a magical thorn at your target dealing 5 to 7 points of Piercing damage per caster level (up to a maximum of 50 to 70 damage at caster level 10).
 * Thorn Bloom- Level 3: Conjuration, Cost: 15 SP, Cooldown 3.5. Point Blank AOE - Thorns blast out from your body inflicting 5 to 10 points of Piercing damage per caster level (up to a maximum of 50 to 100 damage at caster level 10) to all nearby foes. Reflex save for half.
 * Thorn Wave- Level 6: Conjuration, Cost: 25 SP, Cooldown 4.5. Cone - You hurl a wave of magical thorns in front of you dealing to all targets in front of you for 6 to 11 points of Piercing damage per caster level (up to a maximum of 90 to 165 damage at caster level 15). Reflex save for half.
 * Grasping Thorns - Level 6: Transmutation, Cost: 30 SP, Cooldown 20 seconds. Duration 10 seconds. Powerful thorny vines rip out of the ground seizing all enemies in the area. Enemies save vs Reflex or become entangled, with a re-occuring Strength save to break free. Targets also take 1d6 in piercing damage every 2 seconds. All enemy movement through the area is slowed by 30%, no save. Area of effect fire spells will destroy these vines and free any entangled creatures. Incorporeal creatures and oozes are naturally immune. Fire elementals and other fire creatures are immune because they burn through the plants.
 * Thorn Lance-Level 8: Conjuration, Cost: 20 SP, Cooldown 5.5. Bolt - You hurl a great thorn lance at your target dealing 9 to 14 points of Piercing damage per caster level (up to a maximum of 180 to 280 damage at caster level 20). The lance will damage all enemies in front or behind the target.
 * New Spells for Blightcasters only:
 * Thorn Blade: Level 2 - Summons a single scimitar of blight that does a mix of acid and poison damage instead of slashing damage, and uses the wielder's Wisdom instead of Strength for determining attack and damage bonuses. Has a duel wield version.
 * Blighted Breath: Level 5 - Sends out a breath of poisonous gas in a frontal cone dealing 1d8+2 points of Poison damage per caster level (up to a maximum of 45 to 150 damage at caster level 15) with a Reflex save for half damage. They must also make a Fortitude save or be Blinded for 10 seconds. If you are using the Biting Acid Imbue this damage is converted into 1d6+2 Acid damage per caster level (up to a maximum of 45 to 120 damage at caster level 15).
 * Plant Growth- Level 5: copy of Animal Growth for Plants.
 * New Animal Spells for Blightcasters only:
 * Blighted Charge: Requires Any Wolf - Cost: 25 sp Cooldown: 15. You leap forward with the speed and ferocity spewing blight around you as you pass. You attack enemies in your path, dealing an extra 5(W), with a +1 bonus to critical threat & multiplier, and targets caught in your wake are Blinded and Helpless for 8 seconds. A successful reflex save negates this effect. For 10 seconds after the charge you gain +3 Imbue Dice. Stun vs Reflex DC: 10 + Druid Level + Highest of Wisdom, Dexterity or Strength + Necromancy Bonuses.
 * Jaws of Doom: Any Wolf - Cost: 20 Cooldown: 30 seconds. As your jaws close over your enemies, they feel their life end. This attack deals an extra 10(W), +1 bonus to critical threat and multiplier, and your foe must save vs Fortitude or dies as if slayed by a vorpal weapon (Does not affect Oozes, Undead, Constructs or Elementals). Death vs Fortitude DC: 10 + Druid Level + Highest of Wisdom, Dexterity or Strength + Necromancy Bonuses.
 * Blighted Bite: Valid Forms: School: Evocation Cost: 10 sp. Any Plague Wolf. You gain +2 Imbue dice while in any wolf form for 20 minutes.
 * The following spells have been changed for all class versions of the spells:
 * Contagion has been focused down to 3 versions instead of 7 as follows:
 * Blinding Sickness - Target goes blind and they take 1d4 ability damage to strength and dexterity
 * Cackling Fever - Target is stunned for 6 seconds and takes 1d4 ability damage to wisdom and intelligence
 * Slimy Doom - Target takes 4d6 acid damage +1 per caster level every 3 seconds
 * Melf's Acid Arrow - Now does 1d6 acid damage per caster level (Max caster level 10 for 10d6). Applies damage and ticks twice again over 6 seconds (Damage occurs 3 times in total)
 * Black Dragon Bolt - updated to do 1d10 acid damage per caster level (Max caster level 25, caps at 25 to 250 damage). Applies damage and ticks three again over 8 seconds (Damage occurs 4 times in total)
 * Blightcasters gain access to the following spell options:
 * 1st level - Night Shield, Thorn Strike, Chill Touch, Acid Spray
 * 2nd level - Gets Contagion at level 2 instead of 3, Melf's Acid Arrow, Web
 * 3rd level - Acid Blast, Thorn Bloom, Stinking Cloud
 * 4th level - Fear, Acid Rain, Plant Growth, Wave of Fatigue
 * 5th level - Negative Energy Burst, Blighted Breath, Cloud Kill
 * 6th level - Negative energy ray, Jaws of Doom, Blighted Bite, Thorn Wave
 * 7th Level - Acid Fog, Wave of Exhaustion, Horrid Wilting
 * 8th level - Black Dragon Bolt, Thorn Lance
 * 9th level - Acid Well, Wail of the Banshee, Rend the Soul, Blighted Charge
 * The following spells are removed from the Blightcaster's spellbook:
 * No Animal Summons
 * No Basic Cure Wound Spells or the Heal Spell (you keep Vigor but get them 1 level later, no mass regeneration)
 * No Fire Spells
 * No Sun Spells
 * No Fire Shield
 * No Bear Spells
 * No Elemental Fire/Water Elemental Form Spells (this includes elemental toughness)
 * Skills for Blightcaster are the same as Druid.
 * Blightcaster Enhancement Tree:
 * Cores:
 * Core 1: The Cycle of Decay - You gain 5 Force, Poison, Negative, and Acid Spell Power per core in this tree.
 * Core 3: Spread the Blight - Your offensive spells now apply a 10 second debuff called Blight: reduces saves by 1 and incoming positive healing by 20%.
 * Core 6: Death Eater - You gain 1 temporary hit point equal to your wisdom score whenever you kill an enemy (Creatures 2 levels below you do not count). These hit points remain until damage removes them or the quest ends. This can stack 3 times and is refreshed on each kill.
 * Core 12: Know the End - You gain Know the End which acts as a permanent Death Block. Blight effect is improved to reduces saves by 2 and incoming positive healing by 40% for 10 seconds. Death Eater max stack size increased to 4.
 * Core 18: Vile Eruption - Earth Quake now deals 2d6 + 1 per caster level in acid damage every 3 seconds in addition to its regular effects. Death Eater max stack size increased to 5.
 * Core 20: Master of Decay: +2 Wisdom and Constitution. SLA Creeping Doom Cost: 20 Spell Points Cooldown: 15 seconds. Blight now reduces saves by 4 and positive healing by 60%.
 * Tiers:
 * Tier 1:
 * Prickly: 1/2/3 PRR, rank 3: +1 to damage with weapon attacks.
 * Kiss of the Blight: You gain 5/10/15% Absorption against Poison and Acid Damage.
 * Pick Your Poison I (Multi Selector):
 * SLA: Thorn Strike 3 ranks, cooldown 7/5/3 Spell Cost 3,2,1
 * SLA Acid Spray 3 ranks Cooldown 12/8/4 seconds, 4/3/2 SP cost
 * Sharp Edges 1: Spell Crit +1 to Force/Neg/Poison/Acid Spell Crit Chance. (costs 1 AP, instead of the usual 2)
 * Lore of the Great Plagues: You gain a +1/2/3 saving throw bonus against poison and disease. Rank 3: Gain 5 Poison and Negative Spell Power.
 * Tier 2:
 * Defiled Growth - Your Entangle, Spike growth & Grasping Thorns spells now cause 1d4 negative energy damage per spell level every 2 seconds. (changes the art of these spells when you take this)
 * Meta Selector: Empower, Max, Quicken
 * Pick your Poison II (Mutli Selector)
 * SLA Splinter Bolt 3 ranks, Cooldown 8/6/4, Spell Cost, 6,4,2
 * SLA Melf's Acid Arrow 3 ranks, Cooldown 8/6/4, Spell Cost, 6,4,2
 * Sharp Edges II: Spell Crit +1 to Force/Neg/Poison/Acid Spell Crit Chance. (costs 1 AP, instead of the usual 2)
 * Every Rose Has it's Thorn - Spike Growth damage is increased by 100%. When using Any Thorn shape or Blighted wolf form you gain 15 PRR & MRR for standing inside any entangle, spike growth or grasping root spell effect.
 * Tier 3:
 * Out Break - upgrades the contagion and insidious spores spells to also hit enemies near the primary target.
 * Meta Selector - Empower, Max, Quicken
 * SLA Enveloping Swarm - 3 ranks, Cooldown 16,12,8, Cost 8,6,4
 * Sharp Edges III: Spell Crit +1 to Force/Neg/Poison/Acid Spell Crit Chance. (costs 1 AP, instead of the usual 2)
 * Stat Boost - Wis/Con
 * Tier 4:
 * Poison of the Hydra - The Poison spell is now greatly enhanced when cast. Still doing its original effect it now also applies to up to five targets, strips poison damage immunity for 30 seconds and immediately does 2 to 5 Poison damage per caster level on application and for every 4 seconds up to 12 seconds. Fortitude save for half damage. Creatures immune to constitution damage will still ignore that aspect of the spell, but will take poison damage.
 * Unkindness of Ravens - 120/90/60 second cool down, A swarm of ravens blasts through you and a narrow path ahead. Enemies in the way take 1d3 piercing damage per druid level and must save vs confusing and blind separately DC: 20+ druid level + Conjuration DC. If you have a raven summon active from the falconry tree when you used this ability you gain the More Unkindness to Come effect for 10 seconds; All your spells and attacks apply 1d6 piercing damage to blind targets for every druid level. This damage can only apply once every two seconds.
 * Pick your Poison III Multi Selector
 * SLA Thorn Bloom - 3 ranks, Cooldown 16, 12, 8, Cost: 20,15, 10
 * SLA Acid Rain - 10 SP cost, Cooldown 20/16/12 seconds
 * Sharp Edges IV: Spell Crit +1 to Force/Neg/Poison/Acid Spell Crit Chance. (costs 1 AP, instead of the usual 2)
 * Stat Boost, Wis/Con
 * Tier 5:
 * Thorns in your side (Multi Selector) -
 * Poisoned Thorns - Your Splinter Bolt and Thorn Spells now also cause additional 2 points of Poison damage for every spell level. This scales with spell power.
 * Vile Thorns - Your Splinter Bolt and Thorn Spells now also cause additional 1 point of Acid damage for every spell level. This scales with spell power.
 * SLA Grasping Thorns - Spell Like Ability: Powerful thorny vines rip out of the ground seizing all enemies in the area. Enemies save vs Reflex or become entangled, with a re-occurring Strength save to break free. Targets also take 1d6 in piercing damage every 2 seconds. All enemy movement through the area is slowed by 30%, no save. Area of effect fire spells will destroy these vines and free any entangled creatures. Incorporeal creatures and oozes are naturally immune. Fire elementals and other fire creatures are immune because they burn through the plants.
 * Everything Decays - Gain 5/10/15 Acid & Poison Spell Power Rank 3: Your spells remove Acid Immunity for 30 seconds.
 * Doomsayer - Gain a +1 Bonus to Conjuration, Evocation and Necromancy DCs
 * Additional Changes to Enhancement Trees
 * Season's Herald Tree
 * Child of Summer and Elder of Winter affect Thorn spells.
 * Core 3 (level 6) grants +1 to max caster level of your season. Your Shillelagh does one extra W of damage. Your plant spells like entangle, spike growth and grasping thorns will no longer be dispelled by fire effects.
 * Nature's Warrior Tree
 * Howl of Winter renamed and changed to Howl of the Hunter: Casting Howl of Terror now grants you the effect Howl of the Hunter for 10 seconds which grants a +10 exceptional bonus to Double Strike, 5% bonus to spell crit and 15% to spell crit damage to all spells. This will only occur once every 30 seconds. Passive: You gain a +5% primal bonus to Max Hit Points

Dark Hunter (Ranger Archetype):

 * Changes from Base Class Feats:
 * Added:
 * Trapfinding (1), Trap Making (3), Trap Sense +1 (3, 6, 9, 12, 15, 18) (same as rogue and barbarian)
 * Sneak Attack 1d6 (1, 5, 10, 15, 20) (every 5 levels instead of every 2, means they get half of the Sneak Attack dice as Rogue does, 5d6 instead of 10d6.)
 * Medium Armor Proficiency (1)
 * Accelerate Spell (9)
 * Removed: Evasion and all Favored Enemy feats that are not: Vermin, Elf, Aberration, Animal, Humanoid, and Monstrous Humanoid.
 * Spellbook: Curative Admixtures has been added, and other Cure spells are removed since they get admixtures.
 * Skills: Dark Hunters gain Open Lock and Disable Device as Class Skills.
 * Past Life: Dark Hunter: +1 Sneak Attack and +1 Sneak Attack Damage per stack.
 * New Tree: Dark Hunter (Replaces Arcane Archer)
 * Themes: Assassination, sneaking, hunting, trapmaking, scavenging, throwing weapons
 * Cores:
 * Core 1: Underdark Stalker: You gain +5 Hit Points, +1 Reflex saving throw, and -1 Medium Armor Check Penalty per core ability you take in this tree.
 * Core 3: Smoke Trap: Throw a smoke grenade at a target, if they fail a fortitude save (DC20 + Dexterity/Intelligence/Wisdom Modifier + Assassinate + Trap DCs) they lose their immunity to Sneak Attack and 25% of their Fortification for 25 seconds. (Cooldown: 12 seconds)
 * Core 6: Underdark Defenses: While wearing Medium Armor, gain Exceptional bonus to Armor Class +10% and you take 50% trap damage.
 * Core 12: Escape Through the Dark: Whenever you become Invisible, you gain a Primal bonus to Sneak Attack Dice equal to your Wilderness Lore. This lingers for 5 seconds after you become Invisible and may only trigger once every 60 seconds.
 * Core 18: Death Stalker: +25% Sneak Speed. While you are sneaking, you gain a 5% Enhancement damage bonus to your melee, ranged and unarmed attacks. This lingers for 10 seconds after you leave Stealth. (Note: this does not stack with the Relentless Fury item affix)
 * Core 20: Hunter in the Dark: +2 Dexterity, Intelligence, and Wisdom. +10% Doublestrike and Doubleshot. +10 Melee and Ranged Power. Your Bleed the Weak bonus now applies against enemies that are Ensnared or Entangled.
 * Tier 1:
 * Dark Wolf: You gain a Black Wolf as an Animal Companion. Each rank also gives you +5 Hit Points.
 * Wolf Hide: (requires Dark Wolf) +2/4/6 Physical Resistance Rating.
 * Sneak Attack Training: +1 Sneak Attack die and +1 to hit when performing sneak attacks.
 * Bleed the Weak: Imbue Toggle: 1d8 Bleed damage, scaling with Melee Power. Increases to 1d10 vs enemies below 50%, and increases again to 1d12 against enemies below 25%. While toggled on, your Dark Wolf also uses this Imbue. It uses your bonus Imbue Dice.
 * Awareness: +1/2/3 Listen, Search, Spot, and to-hit.
 * Tier 2:
 * Furor of the Hunter: Your Black Wolf gains +3/6/10 to-hit and damage, +2/4/6 Primal Bonus to Armor Class, and its attacks bypass 10%/20%/50% of enemy Fortification.
 * Assassin's Training: +1/2/3 Assassinate DCs.
 * Sneak Attack Training: +1 Sneak Attack die and +1 to hit when performing sneak attacks.
 * Improved Traps: +1/2/3 to the save DCs of Alchemical Trap Attacks and Magical Traps. Elemental Traps that you place now have a DC equal to 65/80/100% of your Disable Device Skill instead of 50%.
 * Action Boost: Skills or Sprint
 * Tier 3:
 * Primal Energy: Your Black Wolf gains a +2/+4/+6 Primal Bonus to all Ability Scores. You gain +1/2/3 Imbue Dice.
 * Snap Trap: Toss a snapping trap at the targeted enemy. If they don't make a Fortitude Save (DC 20 + Dexterity Mod + Assassinate + Bonus Trap DCs) they are rooted in place by the trap's jaws.
 * Sneak Attack Training: +1 Sneak Attack die and +1 to hit when performing sneak attacks.
 * Use Magical Device: +1/2/3 Use Magic Device
 * +1 Dexterity/Intelligence/Wisdom
 * Tier 4:
 * Lupine Instincts: Your Black Wolf inherits your Search and Spot scores, and will automatically find traps and secret doors for you assuming you meet the statistical threshold. You gain a bonus to Search and Disable Device equal to your Wilderness Lore feats.
 * Slayer in the Dark: Killing an enemy grants you a +5 Morale bonus to Melee and Ranged Power, stacking 2/3/4 times. Duration: 20 seconds.
 * Sneak Attack Training: +1 Sneak Attack die and +1 to hit when performing sneak attacks.
 * Smoke Bomb: Smoke Bomb SLA
 * +1 Dexterity/Intelligence/Wisdom
 * Tier 5:
 * Ferocity: You gain +10% Doublestrike and Doubleshot. Your Black Wolf gains 25% Attack Speed and 100% Fortification Bypass.
 * Stone's Hue: Your Camouflage spell also grants the target +1 Physical Resistance Rating per 2 caster levels, max caster level 20.
 * Death Attack: Stealth Melee Assassinate Attack: On Sneak Attack: Attempt to Assassinate a foe before you. If it is an enemy type that a Dark Hunter could have as a Favored Enemy (Vermin, Elves, Aberrations, Animals, Humanoids, and Monstrous Humanoids) then you attempt to snuff out its life, killing it instantly unless it makes a Fortitude save vs Death (DC 10 + Ranger Level + highest of Dexterity, Intelligence, or Wisdom Mod + Assassinate bonuses). If it is a different enemy type, or it makes its Fortitude save, you instead mortally wound it, lowering its Physical and Magical Resistance rating by 10 and dealing an extra 1d20 Bleed damage per character level.
 * Blade Specialization Multiselector: Choose between a +1 Competence bonus to Critical Damage Multiplier or Threat Range with your weapons.
 * Dark Sight: You have True Seeing and +25% Competence bonus to Hit Points. You may also toggle this on to gain Underdark Sight while within the Underdark.

Bug Fixes

 * Level 32 augments now grant their correct amount and type of Elemental Resistance.
 * Purge the Wicked's bonus critical confirmation no longer drops on death.
 * Sorcerer's Eldritch Knight's capstone now provides its intended +2 Constitution.
 * Wellspring of Power now shows the correct duration.
 * Artificer Imbue now persists through log in and log out.
 * The descriptive text in Vile Chemist and Eldritch Knight has been updated.
 * Corrected text in Shiradi (Stay Toxic had a line about cold damage.)
 * Shifters will no longer see a duplicate feat under their Shifter racial choice in the character sheet.
 * The first core of barbarian Frenzied Berserker no longer erroneously states "duration: permanent".
 * The first core of Tiefling and Tiefling Scoundrel grants its +5 Spell Power again.
 * Primal Avatar Mantle of Nature: Thorn now has its correct tooltip in the buff bar.
 * Healing/repair/negative amp now only applies if you are actually healing from that damage type instead of if you are healing or taking damage from that type.
 * Unquenchable Rage from Primal Avatar now does its intended effect.
 * Luck of Olladra may now be used on friends.
 * Divine Energy Resistance in Sacred Fist now correctly scales with Paladin level instead of Cleric level.
 * Absorption effects are now calculated better so the effects apply more predictably.
 * The chat feedback for absorption items now gives you better and more accurate numbers.
 * Negative Energy Burst no longer consumes Spell Resistance charges when cast by undead players.
 * A large variety of Cleric, Favored Soul, and Paladin abilities may now be used while moving.
 * The effects of Smoke Bomb are now correctly removed when you attack.
 * Ameliorating Strike from Warpriest now correctly heals undead players.
 * The Inventory Heavy alert now has its correct text again.
 * The Shield Specialty feat now grants its correct Physical Resistance Rating.
 * Fixed some sound effects for Raptors and other Isle of Dread creatures that had bitrates that were much higher than normal, in the hopes that it may fix an issue where the game client crashes in Isle of Dread for some players when sound effects are enabled. If this bug had been affecting you in the past, please try playing Isle of Dread with sound effects on and let us know whether this helps.
 * Snowpeak's Gift filigrees now have their Imbue stack correctly.
 * Battle Engineer cores now properly provide their Universal Spell Power.

Dungeon Fixes

 * Dungeon: Temple of Elemental Evil - Several small bug fixes throughout the dungeons.
 * Dungeon: Bullywugs and Booby Traps: Fixed Monster Group not spawning in final room.
 * Dungeon: Slave Pits of the Undercity: Several Traps have been adjusted to make bypassing them slightly easier.
 * Several impulse traps on the Skeleton Ledge have been spread out so that you could time it more easily to by pass it.
 * Following the Puzzle, the Lightning Traps have had their knockdown taking off.
 * Dungeon: Assault on the Aerie of the Slave Lords - Reworked Knockback Trap on Electic Bridge and moved disarm before the trap.

Gameplay Changes

 * Smoke Bomb's Spell Point cost has been reduced to 6 Spell Points.
 * The Destiny Feat Spirit Blades now has a faster casting time, faster projectile speed, and better homing.
 * The feat Nimble Fingers now requires the Trapfinding feat and not Rogue/Artificer levels.
 * Tempest Tree:
 * Capstone now functions in Medium Armor
 * Elaborate Parry also grants Medium Armor Max Dexterity bonus.
 * Warlock:
 * Base Eldritch Blast dice is now 1d8.
 * Base Pact dice is now 1d6.
 * The single-target basic Eldritch Blast now scales with 125% Spell Power.
 * Enervating Shadow stance now scales with 150% Spell Power.
 * All other Eldritch Blast Shapes now scale at 100% Spell Power.
 * The level 15 Warlock Pact Special abilities now scale as if they were spells and are modified by bonus Spell DCs.

UI:

 * There is a new gameplay option: Show Detailed Chest Information (Default: false).
 * While true, the first time you touch a chest (and generate its loot) the chest will print out some information about its ransack info into your chat log. Only you can see this info.
 * A series of changes have been made to tooltip generation.
 * The names of Feats and Enhancements are now bigger in their tooltips to make it easier to parse what they are.
 * SLA tooltips now display spell info, such as their spell point cost, spell DC, and spell school, automatically.
 * Certain aspects of enhancements no longer show in the tooltip (such as prerequisites) if you own the enhancement and are looking via your character sheet. When hovered over in the tree they will show their AP cost and prerequisites as usual.
 * A series of large changes have been made to how we display Feats to the players:
 * Character Creation:
 * Feats now display in neat categories that are easier to parse and sort through.
 * The summary at the bottom and at the last stage in advancement shows you all feats without category view so that you just get a list of what feats you have without them being condensed underneath a click block.
 * The collapse/expand button up top plays nice with them so you can collapse all/expand all with one click.
 * Character Sheet:
 * Feats now display in neat categories that are easier to parse and sort through.
 * Collapse/expand button works with them.
 * Feats that are acquired on a temporary basis now display an indicator below their name stating as such.
 * Level Up Screen:
 * Categories now have well formatted labels that actually match the +/- button in relative vertical area, which makes everything look a little nicer.
 * You may now click anywhere on the category to open and close it which means you no longer have to press the tiny little +/- button to open/close things.
 * There is a new check box at the top that is checked by default. when unchecked, the feat window will hide all feats that you are not actually able to train. in practice this cuts about 60% of the elements out of the window making it a lot easier to find what you want but this will obviously shift up and down depending on test cases.
 * There are two new buttons up top, collapse all and expand all. they collapse all and expand all categories, just as they do in the other two panels.
 * Slightly modified the list of feats showed to the player during level up to exclude even more feats that they will never qualify for (right now we only show you a subsection and this cleans the subsection up just a bit/)
 * The Granted Class Feats section at the top now shows the feats as they exist on you and not just their category, meaning that you actually see those feats and their icons right at the top without them being under a click block.
 * The summary panel on the following page also now shows the feats as they exist sans category, meaning you see the feats and their icons without seeing the category and the feats are no longer under a click block.
 * Feat Swap Screen:
 * Feats now display with the levels taken next to them at a glance so it's easier to parse what levels you took feats at.
 * Journals have a slightly more readable font and contrast.
 * Bank - Crafting storage now has a sorting option: Legacy Sort (the old way) or Alphabetical (A-Z) or (Z-A).
 * Hovering over your Enhancement Points now displays a formatted tooltip explaining some basics about your character, the points they've earned, and the tomes they've used.