Module 7: The Way of the Monk

=Release Notes - Module 7: The Way of the Monk [03-Jun-2008]=

The marketplace tent is gone, destroyed in a hail of fiendish magic that left a crater in its wake. While the devils of Shavarath have been pushed back to their home plane, remnants of their army remain. Amidst the chaos of the invasion, monks have arrived to turn the tide.

Of Special Note:

 * Monks have been added to the game as a new playable class! Read more about them in the Dev Diary!
 * Class trainers will now teach characters of any level, and will warn you if you are about to multi-class. When multi-classing, they will warn you if your ability scores are too low to cast all spells that class receives.
 * Two new raids have been added to the game! The forces of the devils Shavarath stand before the assembled guilds of Stormreach! Players must battle raid bosses from Velah to the The Pit Fiend to collect the keys needed to win the race to unlock the raid for the entire server. Take the battle to Suulomades, a General of the armies that attacked the city during the invasion. Battle Xy'zzy, the Hound of Xoriat, and crush the invaders once and for all! Read more about the event here.
 * Once a day quests have been added to the game. These daily quests provide adventuring opportunity for low level adventurers. Collect trophies from vanquished monsters, hunt down rare monsters and collect bounties!
 * Players can now create their own chat channels! Read more about how to make use of them here.
 * 3 New Monsters! Horned devil, sahuagin, and living spells.
 * The Market map has been updated to reflect the current state of the tent.
 * Gem and collectible bags now have an "auto-gather" feature that can be turned on. Whenever the player picks up a collectible or gem, it will go into a collectible or gem bag if there is room, when enabled. Auto-gathering prefers bags that already have a stack of the picked up item over bags that do not have any.
 * The bartenders of Stormreach have become tired of watching the lucrative business of item repair going to other shopkeepers, and have enrolled in an item repair courses. Barkeeps will now be able to repair items.

UI Improvements

 * Be careful! "Sell" is now the default tab when talking to vendors, rather than "Buy".
 * A confirmation dialog has been added to the Default button in the Options UI.
 * There are now 20 shortcut bars available, for those who carry too many clickies/weapons/spells to fit on 10. Those of you who had previously used the unsupported methods of accessing bars 11-20 will be happy to know that they now will remember where you put them on the screen.
 * When examined, some scrolls did not display their level 16 UMD class requirement. This has been fixed.
 * Quest portal info screen text has changed. It now shows the quest difficulty along with the level.
 * A new click-and-hold to attack option has been added to the game and is defaulted to on.
 * The Finished button in the quest objectives panel will no longer be grayed out if the player is resurrected after quest completion.
 * If your shopping cart is empty, the buy/sell/repair button will be grayed out to prevent confusion.
 * Floaty damage numbers now spread out further -- this should make it easier for people who hit a monster several times at once to see the damage (rangers with Manyshot, for example).
 * There are now key bindings for switching to shortcut bars 11-20, and for shortcuts 51-100.
 * The G15 keyboard display now shows a Ki bar for monks.
 * A confirmation dialog will now appear if you close a vendor UI with items still in a shopping cart.
 * The Quest Portal UI will now display a warning if you do not have the selected quest bestowed, or if you are on the wrong chapter/goal.
 * The fellow select keys will no longer toggle selection by default. You can turn this behavior back on if preferred in the Options (Game play tab).
 * Maps will now display active quest entrances and quest-givers, allowing players to see available quests that they are eligible to undertake.
 * The Thirteenth Eclipse will now appear listed with the '/quest completions' command.
 * Clicking and dragging the map now works while running. The map will be re-centered at the player's position when the mouse button is released.
 * Improvements to the map notes have been added:
 * Quest Locations - Now show quest entrances (and some exits).
 * Quest Locations (Active) - Now have a unique icon.
 * Quest Bestowers - These NPCs have a quest for you.
 * Quest Bestowers (Advancer) - These NPCs will advance your quest.
 * Quest Bestowers (Inactive) - These NPCs have already bestowed their quest on you.

General Spell Changes

 * The turn-you-to-stone effects used by elder earth elementals and stone scorpions are now named "Petrify" so as not to confuse warforged who are immune to "Flesh to Stone", but not to these effects.
 * When you summon a monster into your own persistent AOE (Cloudkill, Blade Barrier, Wall of Fire, etc), it will no longer take damage on arriving in the world.
 * Sound Burst has had its spell description changed to reflect the fact that the stun effect can be resisted using Spell resistance.
 * Some spells which had been able to affect foes through doors and force fields now do a better job of checking line of sight.
 * When using a scroll for a spell available to multiple classes, you will now make the most advantageous combination of Arcane Spell Failure/Caster Level Check/UMD rolls, instead of always treating it as a wizard spell.
 * The Greater Heroism Fear Immunity effect has been changed to match other beneficial effects of the spell.
 * Harm can no longer affect undead enemies.
 * Dwarven magic resistance now works against Feeblemind, Curse, and Flesh to Stone. Dwarves will now get their full saves versus these spells.
 * Overlapping friendly and enemy Blade Barriers will no longer cause strange behavior in the overlap. Standing in any portion of an enemy Blade Barrier should now cause damage, even if friendly Blade Barriers are present.
 * The Wall of Fire spell now functions in a manner consistent with other lingering area of effect spells - an error has been fixed that caused multiple walls to stack within a single area.

General Feat Changes

 * Insightful Reflexes and Force of Personality feats previously required that you logout and login to take effect; now they take effect immediately.
 * The Fascinate feat for bards now has a Will saving throw. The DC is the bard's Perform skill plus a d20.
 * Barbarian/Rogue multi-class characters will now get a uses per day of Uncanny Dodge and Improved Uncanny Dodge based on the sum of their rogue and barbarian levels.
 * Shield Mastery, Improved Shield Mastery, and Dwarven Shield Mastery now only apply when blocking with a shield. Two-weapon blocking has been updated to give +2DR when blocking, only when using two weapons.
 * Wizards now receive Simple Weapon Proficiency: Unarmed, as no classes should receive a non-proficiency penalty with natural weapons.
 * Paladin Smite Evil uses now regenerate at a rate of 1 every 90 seconds.
 * Bluff, Diplomacy, and Intimidate now have a 6 second cool down instead of 10 seconds.
 * Rogues who were level 10+ before Mod 6 should now be able to respec Crippling Strike and Improved Evasion. They will receive free respec tokens for each feat that is "fixed" so they may respec them.
 * Feats and effects which give a bonus to save "versus spells", for example the dwarven racial feat, now work on Feeblemind.
 * Stealthy two-weapon fighters with the Two Weapon Fighting feat should now make attacks with each hand when stealthed.
 * Shield Bashing is now affected by feats such as combat stances.
 * Improved Precise Shot now works with thrown hammers.

New Feats

 * The following general changes have been made to existing enhancements:
 * The costs of Halfling Cunning I - III and Rogue Sneak Attack Accuracy I - III have been reduced to 1 action point per level.
 * The bonus granted by Rogue Sneak Attack Training has been increased to 3 points of sneak attack damage per level.
 * Rogue Way of the Assassin I now grants a passive +4 bonus to sneak attack damage in addition to its other effects.
 * The effect of Paladin Divine Righteousness I, Rogue Way of the Assassin I active abilities, and Rogue Way of the Thief-Acrobat I "show time" now lasts 60 seconds instead of 20 seconds.
 * Barbarian and Rogue Trap Sense enhancements now grant a +2 bonus to saves vs. traps per level instead of +1.
 * Paladin Bulwark of Good and Resistance of Good costs reduced to 1 point per level
 * Paladin Focus of Good now grants +3, +6, or +9 to Concentration checks.
 * Paladin Courage of Good now grants +2, +4, or +6 to Fear saves.
 * The following iconic monk feats have been added to the game:
 * Purity of Body - You are immune to all forms of disease, including magical or supernatural diseases.
 * Wholeness of Body - Permits a monk to regain health over time.
 * Diamond Body - You have mastered your metabolism, and are immune to poison.
 * Timeless Body - Your body and soul are your own, and you do not create spawn effects should you fall in combat with the undead. NOTE: This is a level 17 feat, available to level 17 Monks and higher.
 * Still Mind and Fast Movement for the monk have been added to the game.

New Enhancements

 * Halfling Cunning IV:
 * Cost: 4 Action Points
 * Prereqs: Level 14 Halfling, Halfling Cunning III, 48 action points spent.
 * Benefit: You gain an additional +1 bonus to attack rolls when flanking an enemy, bringing the total increase to 4.
 * Halfling Guile I:
 * Cost: 1 Action Point
 * Prereqs: Level 3 Halfling, Halfling Cunning I, 7 action points spent.
 * Benefit: You gain +2 to your sneak attack damage and +1 to bluff.
 * Halfling Guile II:
 * Cost: 2 Action Points
 * Prereqs: Level 7 Halfling, Halfling Cunning II, Halfling Guile I, 22 action points spent.
 * Benefit: You gain an additional +2 to your sneak attack damage, bringing the total increase to 4, and an additional +1 to bluff, bringing the total increase to 2.
 * Halfling Guile III:
 * Cost: 3 Action Points
 * Prereqs: Level 11 Halfling, Halfling Cunning III, Halfling Guile II, 37 action points spent.
 * Benefit: You gain an additional +2 to your sneak attack damage, bringing the total increase to 6, and an additional +1 to bluff, bringing the total increase to 3.
 * Halfling Guile IV:
 * Cost: 4 Action Points
 * Prereqs: Level 15 Halfling, Halfling Cunning IV, Halfling Guile III, 52 action points spent.
 * Benefit: You gain an additional +2 to your sneak attack damage, bringing the total increase to 8, and an additional +1 to bluff, bringing the total increase to 4.
 * Paladin Bulwark of Good IV:
 * Cost: 4 Action Points
 * Prereqs: Level 15 Paladin, Paladin Bulwark of Good III, 52 action points spent.
 * Benefit: Your aura of good provides an additional +4 Armor Class bonus.
 * Paladin Divine Sacrifice I:
 * Prereqs: Paladin level 5, Paladin Extra Smiting II, 15 Action Points spent
 * Cost: 1 Action Point
 * Benefit: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 5d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 10 hp and 1 sp, whether or not the attack is successful. (3 second cool down)
 * Paladin Divine Sacrifice II:
 * Prereqs: Paladin level 12, Paladin Divine Sacrifice I, Paladin Extra Smiting III, 42 Action Points spent
 * Cost: 2 Action Points
 * Benefit: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 7d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 10 hp and 1 sp, whether or not the attack is successful.
 * Paladin Divine Sacrifice III: (Not yet available)
 * Prereqs: Paladin level 19, Paladin Divine Sacrifice II, Paladin Extra Smiting IV, 69 Action Points spent
 * Cost: 3 Action Points
 * Benefit: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 9d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 10 hp and 1 sp, whether or not the attack is successful.
 * Paladin Exalted Smite I:
 * Cost: 1 Action Point
 * Prereqs: Level 6 Paladin, Paladin Extra Smiting II, 19 Action Points Spent
 * Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical damage multiplier. (5 second cool-down, uses smites per day, replaces Smite Evil.)
 * Paladin Exalted Smite II:
 * Cost: 2 Action Points
 * Prereqs: Level 10 Paladin, Paladin Exalted Smite I, Paladin Extra Smite III, 34 Action Points Spent
 * Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical threat range and damage multiplier. (Cool down drops to 4 seconds.)
 * Paladin Exalted Smite III:
 * Cost: 3 Action Points
 * Prereqs: Level 14 Paladin, Paladin Exalted Smite II, Paladin Extra Smite IV, 49 Action Points Spent
 * Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical threat range and +2 to your weapon's critical damage multiplier. (Cooldown drops to 3 seconds.)
 * Paladin Exalted Smite IV: (Not yet available)
 * Cost: 4 Action Points
 * Prereqs: Level 18 Paladin, Paladin Exalted Smite III, Paladin Extra Smite IV, 64 Action Points Spent
 * Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +2 to your weapon's critical threat range and damage multiplier. (Cooldown drops to 2 seconds.)
 * Paladin Redemption I
 * Cost: 4 Action Points
 * Prereqs: Level 9 Paladin, Paladin Extra Lay on Hands I, 28 Action Points Spent, Any one of: Paladin Devotion II, Paladin Heal II
 * Benefit: You can activate this ability and expend one use of Lay on Hands to raise the dead, returning your target to life at 10% health. (30 second cooldown.)
 * Paladin Redemption II
 * Cost: 2 Action Points
 * Prereqs: Level 14 Paladin, Paladin Extra Lay on Hands II, Paladin Redemption I, 50 Action Points Spent, Any one of: Paladin Devotion III, Paladin Heal III
 * Benefit: You can activate this ability and expend one use of Lay on Hands to resurrect the dead, returning your target to life at 50% health.
 * Paladin Redemption III (Not yet available)
 * Cost: 2 Action Points
 * Prereqs: Level 19 Paladin, Paladin Extra Lay on Hands III, Paladin Redemption II, 70 Action Points Spent, Any one of: Paladin Devotion IV, Paladin Heal IV
 * Benefit: You can activate this ability and expend one use of Lay on Hands to true resurrect the dead, returning your target to life at 100% health.
 * Rogue Sneak Attack Accuracy IV:
 * Cost: 4 Action Points
 * Prereqs: Level 14 Rogue, Rogue Sneak Attack Accuracy III, 48 action points spent.
 * Benefit: You gain an additional +1 bonus to hit with your sneak attacks.
 * Rogue Wrack Construct I
 * Prereqs: Rogue level 3, Rogue Disable Device I, 7 Action Points Spent
 * Cost: 1 Action Point
 * Benefit: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 1d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 10% reduction in their resistance to Critical Hits for a short period of time. (6 second cooldown.)
 * Rogue Wrack Construct II
 * Prereqs: Rogue level 7, Rogue Disable Device II, Rogue Wrack Construct I, 22 Action Points Spent
 * Cost: 2 Action Points
 * Benefit: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 3d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 20% reduction in their resistance to Critical Hits for a short period of time.
 * Rogue Wrack Construct III
 * Prereqs: Rogue level 11, Rogue Wrack Construct II, 37 Action Points Spent, Any one of: Rogue Disable Device III, Rogue Way of the Mechanic I
 * Cost: 3 Action Points
 * Benefit: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 5d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 30% reduction in their resistance to Critical Hits for a short period of time.
 * Rogue Way of the Assassin II:
 * Cost: 2 Action Points
 * Prereqs: Rogue Level 12, Rogue Way of the Assassin I, Rogue Sneak Attack Accuracy III, Rogue Sneak Attack Training III, 42 Action Points Spent
 * Benefit: Grants an additional +2 bonus to damage on critical hits (before multipliers), +2 bonus to Bluff, Hide, and Move Silently skills and a +1 bonus to Fortitude saves against poison. Also grants the ability to make devastating melee attacks that can kill a living target instantly on a successful sneak attack made from stealth if the target fails a Fortitude save, DC 10 + Rogue Level + Int Modifier. (15 second cool-down, can only be performed while stealth and when sneak attacking.)
 * Rogue Way of the Mechanic II:
 * Cost: 2 Action Points
 * Prereqs: Rogue Level 12, Rogue Way of the Mechanic I, Rogue Disable Device III, Rogue Improved Trap Sense II, Rogue Open Lock III, 42 Action Points Spent
 * Benefit: Grants an additional +2 bonus to Disable Device, Open Lock, Repair, Search, and Spot skills. Also grants an additional +4 to saves against traps and 2 points of additional resistance against all elements.
 * Rogue Way of the Thief Acrobat II:
 * Cost: 2 Action Points
 * Prereqs: Rogue Level 12, Rogue Way of the Thief Acrobat I, Rogue Dexterity III, 42 Action Points Spent
 * Benefit: Grants an additional +2 bonus to Balance, Jump, and Tumble skills, increases your movement rate by 10%, and 2 extra uses per rest of Uncanny Dodge. Also grants a greater increase to attack speed with staves and complete immunity to knockdown effects and slippery surfaces.

Changes to Existing Enhancements:
The following general changes have been made to existing enhancements:
 * The costs of Halfling Cunning I - III and Rogue Sneak Attack Accuracy I - III have been reduced to 1 action point per level.
 * The bonus granted by Rogue Sneak Attack Training has been increased to 3 points of sneak attack damage per level.
 * The effect of Paladin Divine Righteousness I, Rogue Way of the Assassin I active abilities, and Rogue Way of the Thief-Acrobat I "show time" now lasts 60 seconds instead of 20 seconds.
 * Barbarian and Rogue Trap Sense enhancements now grant a +2 bonus to saves vs. traps per level instead of +1.
 * Paladin Bulwark of Good and Resistance of Good costs reduced to 1 point per level
 * Paladin Focus of Good now grants +3, +6, or +9 to Concentration checks.
 * Paladin Courage of Good now grants +2, +4, or +6 to Fear saves.
 * Paladin Extra Smite Evil I - IV each now increase your maximum number of Smites by 1

Items

 * Bursting weapons now continue to increase their damage if they "burst" on an attack that has greater than a x4 damage multiplier.
 * Several new chain shirt appearances have been added to the treasure tables.
 * The names of some item effects have been changed to avoid confusion with similarly named enhancements. The effects themselves remain the same. "Improved Maximize I", "Improved Enlarge I", "Improved Extend I", "Improved Empower II", and "Improved Empower Healing I" have been renamed to"Efficient Metamagic - Maximize I", "Efficient Metamagic - Enlarge I", "Efficient Metamagic - Extend I", "Efficient Metamagic - Empower II", and "Efficient Metamagic - Empower Healing I".
 * A new item honoring Gary Gygax has been added to the Delera's end reward list. "Voice of the Master" grants +5% XP to dungeon completion, and "Good Luck +1" to skill checks and saves.
 * All of the various energy absorption treasure effects used by the M6 raid loot (Fire Absorption - 10%, Negative Energy Absorption - 10%, etc.) have been fixed so that they absorb the proper amount of incoming damage.
 * Shields now can be randomly generated with a much wider range of enchantments.
 * New items have been added to the Catacombs and Waterworks end reward lists! These Eternal Wands are geared towards aiding low level clerics, sorcerers, and wizards.
 * Several quests have had item rewards added for the Monk.
 * The weapons created by a Paladin's Holy Sword spell now defeat byeshk, silver, and cold iron damage reductions.
 * Basic Quivers are now available from most ranged weapon vendors. Upgraded quivers are available from the House Deneith faction merchant.
 * All collectible and ingredient bags will now hold a maximum stack size of 1000 of each ingredient.
 * The icon for scrolls will now show the yellow ! overlay when the player can make a caster level check, to indicate that the player can use the scroll with a penalty, or that they might fail to use it, as opposed to the red X overlay that indicates that the player cannot use the scroll at all.
 * Quivers, Ingredient Bags, and other bags of various types can now be repaired at most vendors.

Crafting

 * Energy cells in the Shroud raid can now be charged by weapons with higher total plus equivalence. The medium cells can now be charged by weapons from +6 through +15, and high energy cells can be charged by weapons from +8 through +15.
 * Green steel raid loot accessories from the Shroud that have the old Existential Stalemate that had a +4 to Wisdom as one of the effects can now be upgraded at a Stone of Change. The +4 Wisdom effect will be increased to the current +6 Wisdom that new Existential Stalemate items now get.
 * The Twelve has discovered several new rituals that can be performed at the Stone of Change. As before, you must first bind and attune your item before performing an Eldritch Ritual. The new rituals and their recipes are as follows:
 * "Alchemical Armor Eldritch Ritual" - Grants armor a +1 alchemical bonus to AC.
 * Requires: Your armor, 5 Vials of Pure Water, and 15 Strings of Prayer Beads.
 * "Alchemical Shield Eldritch Ritual" - Grants your shield a +1 alchemical bonus to AC.
 * Requires: Your shield, 6 Silver Flame Hymnals, and 2 Tomes: Prophecies of Khyber.
 * "Force Damage Ritual" - Your weapon will do 1 point of force damage on each successful hit.
 * Requires: Your weapon, 3 Luminescent Dusts, and 9 Fragrant Drowshood mushrooms.
 * "Force Critical Ritual"- Your weapon will do 1d4 points of force damage on each successful critical hit.
 * Requires: Your weapon, 6 Sparkling Dusts, and 12 Deadly Feverblanch mushrooms.
 * "Resistance Ritual" - Your jewelry item will give you a +1 competence bonus to saves.
 * Requires: Your jewelry accessory, 4 Lightning-Split Soarwoods, and 22 Funerary Tokens.

Monsters

 * Dispel Magic no longer dispels ogre and troll rage.
 * If a teleporting monster gets himself into water, he will now properly teleport home and heal himself.
 * Previously, if you summoned a scorpion with "Summon Monster 2", enemy monsters might continue to attack it while it was burrowed. This should no longer happen (they might attack it as it is doing the burrowing animation, but won't chase it around while it is underground).
 * Previously, some Orcs would stand around doing nothing (most notably Orc Rangers). Now they should work.
 * Tieflings are now correctly immune to Hold Person and other spells that should not work on outsiders.
 * Two of the Shroud lieutenants were not properly buffing their pals; their boss has smacked them around a bit, and now they will play better with others.
 * Intimidate now generates significantly greater threat against affected monsters when used.
 * Monsters will react more intelligently to being prevented from reaching their desired targets.
 * Charmed monsters should be less indecisive about picking out enemies. Likewise, your foes will be less indecisive about who they focus aggression toward when a summoned or charmed monster is near them.
 * When chasing retreating monsters, it should be significantly easier to successfully connect with attacks.

Quests

 * The Black Abbot Raid
 * The mechanics of the Black Abbot Phasing Tile room have been adjusted. On Normal difficulty, 20% of the tiles will be down at any time. Hard difficulty is now set to the previous Normal (approximately 30%), and Elite is unchanged and is still set to the original Normal difficulty.
 * The Shroud
 * The agents of the Twelve have been studying the Shroud and report a shift in the 13th moon. They speculate the Moon of Death's influence will wane in the northwest part of the valley.
 * Favor for the Shroud will now appear in your adventure compendium.
 * Once the Pit Fiend is defeated in the final phase of the raid, portals will now appear allowing players to access the previous phases. This will allow them to craft and recover chests at their leisure.
 * The ghosts of the Lieutenants have improved their orienteering skills, and should no longer stop to ponder how to make their way back to protect the crystal.
 * Twilight Canyon
 * The way to the upper levels will now only open for players who speak to Paetus after he has been rescued.
 * Sands of Menechtarun
 * All zombies in the Menechtarun area now drop the special desert tokens instead of regular collectibles.
 * Orchard of the Macabre
 * A named rare blackbone skeleton in the Orchard of the Macabre now casts spells.
 * The Catacombs
 * Oozes and slimes have disappeared but other vermin may lurk in the shadows.
 * Ambush at Sea
 * The crewmen can now be healed and will be easier to keep alive.
 * Delera's Tomb
 * Several wraiths in part one of the Delera series are no longer bound to certain gates. Players can now turn them without fear of waiting.
 * Set in a wooded alcove near Delera's Tomb, a symbolic memorial site has been erected for visitors to pay homage to Dungeon Master Gary Gygax.
 * Tomb of the Blighted
 * Vials of Blessed Water now remove the slow portion of Blight Rot in addition to the ability damage portion.
 * Gelatinous Cubes in this tomb will no longer be so... stubborn.

Shopping

 * The potion vendor ogre in Gianthold now sells potions of Lesser Restoration.
 * The arcane scroll vendor for level 4 and 5 scrolls in House Jorasco no longer sells any level 3 scrolls.
 * Soul gems will now appear under the Ingredients category in the auction house.

Other Changes

 * If you had unlocked the bonus character slot from 1750 favor, it would intermittently not show up. That should no longer happen.
 * Previously, some poison dart traps (in the Sunken Sewer, for example) would damage warforged (and others wearing poison immunity items) despite their poison immunity. This should no longer happen. Similarly, there were a few dart traps that did fire/sonic/cold/etc damage, which would bypass appropriate damage resistances. This should also no longer happen.
 * The save DC's on traps that scale with difficulty have been lowered on Hard and Elite. Elite trap save DC's are now roughly equivalent to what Hard trap save DC's were before this change. (For example, a trap that previously had a save DC of 30 on Elite will now be DC 22.) Spot, search, disable, and damage values remain unchanged.
 * Scrolls that were missing a level 16 UMD class requirement will now display correctly when examined.
 * Players who perish in either the realm of Dolurrh in Desecrated Temple or in the fire rooms in Rainbow in Dark will no longer leave their soul stones behind when they teleport out.
 * AOE buff spells cast in tavern brawl pits will now hit yourself (but not anyone else, since everyone else in the pit is your enemy!)
 * When wielding a finesse weapon, the to-hit value in the Inventory panel will now correctly display using your Dex mod if your Dex mod is greater then you Str mod.
 * The fire effect for a minotaur shaman staff no longer hangs in the air after it has been shattered with a cold spell.
 * The teleport bug in The Shadow Crypt where the camera detaches and is floating in water has been fixed.
 * Ritual Sacrifice: Killing Ramak Orenah before the objective to do so appears, will no longer result in a broken quest.
 * Sirroco will now cause blindness only on critical hits, as per the description.
 * A visual bug was fixed where the HP or SP graphic bars would be in the wrong position, if your HP or SP changed in both directions rapidly. For example, if you were damaged, at the same time you were healed, the bar would move the wrong position, however, the HP value shown would have been correct..
 * Previously, Spell Focus: Transmutation was not working. Now it works.
 * It is no longer possible to break some quests by having a pet trigger a monster entry.
 * The Black Abbot goggle effect will no longer persist if the goggles are destroyed while you are wearing them.
 * Bidding on an item that you have been outbid on, from the bids page of the auction house no longer results in an error message.
 * The description for the "Improved Uncanny Dodge" feat has been corrected; it now states correctly that the feat gives +6 to reflex saves.
 * It is now easier to see when standing in an incendiary cloud.
 * Ladders in the following dungeons have been fixed: Redfang, ShanToKor part 1 - The Kobold's Blockade, Stop Hazadill's Shipment, Garrison's Missing Pack, The Waterworks part 1, Waterworks part 2, Waterworks Adventure Zone, Waterworks Invaders, Delera's Part 1.
 * Players above the quest level limit for slayer, explorer, and rare encounter quests can now advance these quests to completion, but will receive reduced XP (XP Gained = XP For Goal / (Levels Over Cap + 1)). Any other players present in the area who are not above the quest level limit will not have their quests advanced. No change has been made for groups of players who are all within the min-max level range for an area. The spammy text alerts warning players their quest is not advancing have been replaced with static informational alerts.
 * While in a live event area (the one that allows spell casting in public areas), you no longer take the death penalty and death wear.
 * Some areas of the game are a bit foggier because of the battles that have been occurring there.
 * A bug which prevented the player from purchasing items at a barkeep (and other vendors who do not repair) has been fixed.
 * Tasty Ham no longer makes potion sounds when it hits the ground.
 * Bestow Curse is now removed on rest.
 * Trap boxes, upon discovery, now emit a small stream of particles for a few seconds to aid rogues and their party in finding them.
 * Players will no longer be able to swim in mid-air outside of a pool in Vale of Twilight.
 * The gloomy weather has passed from the city wards. Behold, the sun!
 * Adjusted the position of a bridge in Cerulean Hills to remove a step up that was causing pets to be confused.
 * When picking up large stacks of items (most notably hundreds of dragonshard fragments), players and parties should notice less lag.
 * Previously, summoning a pet on top of a symbol spell could trigger the symbol. That should no longer happen.
 * The Grouping UI will now filter postings correctly based on the status of the "Show groups I am not eligible for" button.
 * Several Eldritch device recipes that should have given the top Elemental Dust effect at the Altar of Devastation (phase 5 of the Shroud raid), were just giving the other tier three effect(s) that they were supposed to and were failing to give the special Elemental Dust Disintegration effect. This has been fixed. All future top tier Dust raid loot will get all of the proper effects. For those who currently have top tier Supreme Tyrant Dust raid loot that should have gotten the top Dust effect, we have good news. Take your weapon or accessory to the Stone of Change and perform a repair ritual. All you need is your item, and the Stone of Change will add the effect you were missing.
 * It is no longer possible to use smiting/banishing/etc. ranged weapons on certain monsters before the monsters can see you.
 * Previously, many monsters would stop attacking if they were aggro'd on a summoned/charmed monster and it died. This should no longer happen.
 * Eldritch devices are no longer usable through forcefields.