Lamannia Release Notes: Shadowfell Conspiracy Closed Beta

Welcome to the Lamannia Release Notes for Dungeons & Dragons Online! These release notes were posted on Friday, July 26th, 2013. '''These notes are subject to changes and additions... lots and lots of changes and additions.'''

News & Notes
This Lamannia preview includes features that are in very early stages of development or still in the planning stages. Please be sure to review Lamannia announcements and release note updates for instructions on preview around specific features.

Of Special Note
Thanks for participating in the Shadowfell Conspiracy Closed 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!

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.
 * NEW 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."
 * NEW Through a Mirror: Players can no longer exit the intended playspace using the Mirror of Shadows
 * NEW The Thrill of the Hunt: You must now speak to captives to complete the optional to save them
 * NEW The Thrill of the Hunt: Deco and polish work has been done on the dungeon
 * NEW 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
 * NEW 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 Preset paths will appear during character creation for Shadar-Kai and Morninglord Iconics. These paths currently do not work. They are a Work in Progress!
 * NEW Forgotten Realms Iconics can no longer take Eberron feats (specifically Dragonmarks and Eberron Deity based feats)
 * NEW Polished the Wheloon Iconic starter area experience
 * NEW 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
 * NEW Enhancement System UI ? “Action Points Remaining” and “Spent” should properly update as you spend points in the Enhancement UI
 * NEW All Tier 5 class-tree enhancements should now require Character Level 12
 * NEW 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)
 * NEW 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
 * Updated Tower of Despair ring set bonuses to work with new enhancements
 * 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 Wand & Scroll Mastery should be properly amplifying damage for all classes
 * NEW 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
 * NEW 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.)
 * NEW 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:
 * NEW Martyrdom now does damage to undead when it procs
 * NEW Improved Metamagic enhancements now require the metamagics they improve
 * Artificer Arcanotechnician:
 * NEW Abilities now give out the appropriate amount of Spell Power
 * NEW Lightning Sphere SLA has been moved up to Tier 3, and Static Shock has been added back in its place.
 * Artificer Battle Engineer:
 * NEW Infused Armor core abilities now properly give their PRR
 * Barbarian Frenzied Berserker:
 * NEW Fixed Barbarian's Die Harder so it works more than once ever
 * Barbarian Occult Slayer:
 * 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)
 * Bard Warchanter:
 * NEW Skaldic Rage's base duration has been tripled to three minutes. Duration can still be increased as a song.
 * NEW Skaldic Rage icon fixed so the effect matches the enhancement (it's icy blue rage instead of hot red rage)
 * NEW 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
 * NEW Howl of the North now expands critical Multiplier
 * NEW 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:
 * 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 Improved SP costs and cooldown for Word of Balance and Sunburst Spell-Like Abilities
 * NEW 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 Shattering Shot and Deadly Shot now work with Shuriken and other thrown weapons
 * NEW +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:
 * NEW 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
 * NEW Armor Expertise now gives out the right bonuses
 * NEW +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 Henshin Mystic:
 * NEW Incinerating Wave now functions properly
 * Monk Shintao:
 * NEW Rise of the Phoenix has been redesigned. This ability now allows the user to resurrect themselves after death
 * NEW Defensive Strikes has been removed. It has been replaced with "Deft Strikes" - a passive ability which increases offhand attack proc chance.
 * NEW Enhancements in the Shintao Monk tree which formerly improved Defensive Strikes Stance now improve Earth Stance.
 * NEW Violence Begets Violence now applies while in Earth Stance
 * NEW 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 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).
 * NEW 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)
 * NEW 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
 * NEW Paladin Hunter of Dead III now properly has a chance to kill Undead on a Vorpal
 * NEW Paladin trees’ Core Abilities should now require the proper Paladin Class levels
 * Paladin Sacred Defender:
 * NEW Spellshield Aura now works as intended
 * NEW Spellshield Aura is now intended to give +2/4/6 Sacred bonus to Spell Resistance
 * NEW 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
 * NEW 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
 * NEW 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:
 * Soul Magic provides +10 Unversal Spell Power
 * Moonbow provides +10 Universal Spell Power
 * Ranger Deepwood Stalker:
 * 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 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
 * Sorcerer:
 * Sorcerers should be properly gaining Spell Power from points spent in their enhancement trees, including Core Enhancements and activated abilities.
 * 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:
 * The Bladeforged Racial Tree has access to additional abilities
 * Dwarf:
 * 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 Human Fighting Style enhancements should now work
 * NEW Sniper is no longer listed 3 times in Fighting Style
 * NEW Human Action Surge enhancements should now work
 * NEW Human Don't Count Me Out should now work
 * Purple Dragon Knight:
 * NEW 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 Ebberon 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

Please Note that the following are in very early stages of development and many aspects and values are subject to change. We would like to focus on the Wheloon Quests and Adventure Area at this time, but you will likely encounter the following changes:

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
 * Saga Rewards are still in development. Experience rewards will not be properly bestowed
 * 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.
 * NEW Now that the Storm Horns Quests are available, you can complete Belvedere Huntsilver’s Saga

Repetition Penalty:

 * The Repetition Penalty system is in the process of being changed.
 * Please note that the values currently on Lamannia are place-holder values!
 * Some of the Repition Penalty values have been updated. You will now regain +50% Ransack after the 18 hour "day" cycle. The Max Ransack penalty is set to -80%.
 * More information here: https://www.ddo.com/forums/showthread.php/418925-Upcoming-Quest-XP-Changes
 * NEW 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!
 * NEW 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 !
 * NEW 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:
 * 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 The level range for U18 Campaign System is now only level 15 - 16
 * NEW Eveningstar Challenge ingredients are now Bound to Account instead of Bound to Character
 * NEW 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.
 * NEW 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 More work has been done to prevent monsters from sliding while they have crowd control effects on them!
 * NEW 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
 * NEW Fixed a bug where orcs and half-orcs thought they also had stubby arms, so they were also affected by the above bug
 * NEW Storm Horns quests are now showing up in the adventure compendium
 * NEW 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
 * NEW Barbarian Rage should no longer spam "d n t" text to the combat log
 * NEW 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!