In development/Enhancements

'''This page lists future enhancements coming to the game. Feel free to contribute by adding your own finds.'''

Lamannia Leaks October 2012
Spellsingers Henshin Mystics
 * Prodigal Lyrist - DNT TBD Your music ripples with latent energy. Granted Abilities: +2 Charisma, +1 to your Spell DCs, +1 to your Spell Penetration checks, and 100 Spell Points. In addition, you are able to cast your spells 20% faster. Bard Spell List: Gain Wall of Sound as a 6th Level spell.
 * Wall of Sound - Creates a wall of sound This spell does 2 to 8 Sonic damage plus 1 additional point of damage per caster level (up to a max of 25 additional points at caster level 25) to enemies. Oozes are particularly susceptible to the pitch of the sound, and take an additional 2 to 8 Sonic damage. In addition, enemies caught in the Wall of Sound may begin dancing on a failed Will save, and become slowed thereafter on a failed Fortitude save.
 * Eagle Claw Attack - Fire Ki Melee Attack: Your attacks can shatter objects. You strike at weak points in your opponent's armor or hide, dealing +2[W] damage and apply two stacks of the Improved Destruction effect. (Each stack reduces Armor Class by 2 and Fortification by 2% for 20 seconds. This effect can stack up to 4 times)
 * Breaking Wind (Uses 10k Stars Icon currently) - Air Ki Melee Attack: You strike your opponent, deflecting their momentum. Performs a melee attack with +1[W] damage, and your enemy deals 2% less physical damage for 30 seconds. This effect can stack up to 5 times
 * Lighting the Candle - Weapon Stance: While you are centered, you enhance your attacks with Ki Flame. Two handed weapons gain 'On Hit: 1d(4/6/8) Fire damage and On Critical: (1/2/3)d10 Force damage.' One handed weapons and handwraps gain 'On Hit: 1d(2/3/4) Fire damage and On Critical: (1/2/3)d6 Force damage.' Your Ki Generation on hit is reduced by 1.
 * Fist of Iron - Earth Ki Melee Attack: You have imbued your attacks with extra force. Performs a melee attack with a +3[W] damage, +1 Critical Threat Range, and +1 Critical Threat Multiplier
 * Quick Strike - Melee Quarterstaff Attack: Deals +3[W] damage. You gain a 25% Morale bonus to double strike for 10 seconds.

Rogues


 * Sweeping Strikes - Melee Quarterstaff Trip Attack: Deals +1[W] damage to all nearby enemies and trips them (Balance DC 10 + Half Rogue Level + Dexterity Modifier Negates trip)
 * Staff Lunge - Melee Quarterstaff Attack: Deals +2[W] damage as you dive through enemies in a line.
 * Tumbler - You can pass through enemies when you tumble.
 * Cartwheel Charge - After tumbling, you gain a +2 Morale bonus to Strength and Dexterity for 6 seconds.
 * Followthrough - You gain +2 Strength and Dexterity After tumbling, your basic attacks with two handed weapons strike two targets per swing instead of one for 6 seconds.

Source:

=Prestige Enhancements=

Barbarian
Occult Slayer

Ravager

Bard
Spellsinger - options to add spells to the bard list

Virtuoso

Warchanter - advanced tools of war and skaldic rage

Cleric
Exorcist of the Silver Flame

Warpriest

Favored Soul
Divine Avenger - Hinted at being the next in line

Beacon of Hope

Fighter
Purple Dragon Knight

Monk
Henshin Mystic

Bottom Row: Nothing

Tier 1
 * Elemental Words 1 (1 AP) - Select one of: All-Consuming Flames, Porous Soul, Static Charge, Winter's Touch
 * Staff Training 1 (1 AP) - +1 to hit and damage with quarterstaves
 * Mystic Training (3 Ranks, 1 AP) - +1/+2/+3 to the DCs of your Monk finishing moves.
 * Negotiator (3 Ranks, 1 AP) - +1/+2/+3 Bluff, Diplomacy, and Haggle. Rank 3 Only: The cooldown for Bluff, Diplomacy, and Intimidate are reduced by 10%
 * Animal Forms (2 AP) - Select one of: Way of the Clever Monkey/Elegant Crane/Faithful Hound/Patient Tortoise/Tenacious Badger. Automatically scale at Monk levels 3, 9 and 15.
 * Tenacious Badger was slightly changed: Like a badger, you are most dangerous when grievously injured. You gain +1 to your Intimidate skill, and whenever you are below 50% health, your passive ki regen is increased by 1 and you deal 4% additional damage. Your patience has suffered however, and you generate ki slower when meditating. At Monk levels 3,9, and 15 the skill bonus increases by 1 and the damage bonus increases by 2%

Tier 2
 * Elemental Words 2 (1 AP, Requires: Elemental Words 1) - Select one of: All-Consuming Flames, Porous Soul, Static Charge, Winter's Touch
 * Staff Training 2 (1 AP, Requires: Staff Training 1) - +1 to hit and +2 damage with quarterstaves
 * Quick Strike (3 Ranks, 2 AP) - Melee Quarterstaff Attack (20 Second Cooldown) Deals +1/+2/+3[W] damage. You gain a 5/15/25% Morale Bonus to Double Strike for 10 seconds.
 * Elemental Ki Strikes (2 AP) - Select one of: Eagle-Claw Attack*, Unbalancing Strike, Fist of Iron*, Breaking Wind*
 * Eagle Claw Attack: Fire Ki Melee Attack: +2[W] and applies two stacks of the Improved Destruction effect.
 * Fist of Iron: Earth Ki Melee Attack: +3[W], +1 Critical Threat Range and Multiplier
 * Breaking Wind: Air Ki Melee Attack: +1[W] and your enemy deals 2% less physical damage for 30 seconds. Stacks up to 5 times.
 * Contemplation (3 Ranks, 1 AP) - +1 Concentration and Will Saves. Rank 3 Only: +1 Passive Ki Regeneration

Tier 3
 * Elemental Words 3 (1 AP, Requires: Elemental Words 2) - Select one of: All-Consuming Flames, Porous Soul, Static Charge, Winter's Touch
 * Staff Training 3 (1 AP, Requires: Staff Training 2) - +1 to hit and +2 damage with quarterstaves
 * Lighting the Candle (3 Ranks,2 AP) - Centered Weapon Stance
 * Two Handed Weapons gain 'On Hit:1d4/6/8 Fire damage and On Critical: 1/2/3d10 Force damage.
 * One Handed (wraps) gain 'On Hit: 1d2/3/4 Fire damage and on Critical 1/2/3d6 Force damage.
 * Your Ki generation on hit is reduced by 1.
 * Embrace the Void (3 Ranks, 1 AP) - Gain 1/2/3 Meditation use per rest, and regenrate ki faster while meditating. While you are meditating, you generate a protective shield which can absorb up to 25/50/100 damage, and is refreshed every 3 seconds.
 * Stat Enhancement 1 (2 AP)

Tier 4
 * Elemental Words 4 (1 AP, Requires: Elemental Words 3) - Select one of: All-Consuming Flames, Porous Soul, Static Charge, Winter's Touch
 * Staff Training 4 (1 AP, Requires: Staff Training 3) - +1 to hit and +2 damage with quarterstaves
 * Focus (1 AP, Requires: Embrace the Void Rank 1) - While you are meditating, you bring the world around you into focus. The field of focus lasts for 30 seconds fromthe start of your meditation, and gains power every 3 seconds ofyour meditation. Each tier of power grants an additional 5 Insight bonus to universal spell power, +1% Insight bonus to hit, and a +2% insight bonus to weapon damage to all allies within it.
 * Stat Enhancement 2 (2 AP, Requires: Stat Enhancement 1)

Tier 5
 * Void Strike (2 AP, Requires: Elemental Words 4) - Void Ki Melee Attack: You have learned to make Attacks backed by pure ki energy. On Hit: 10d6 Force damage. On Vorpal: Your enemy is erased from existence.
 * Staff Specialization (2 AP) - +1 Critical Threat Range and Multiliplier to Quarterstaves

Ninja Spy III -

Paladin
All Current announced released.

Ranger
Deepwood Sniper

Rogue
Thief-Acrobat Granted/Bottom Row
 * Acrobat (0 AP, 1 Rog) - You can also use your DEX modifier to hit with Quarterstaves
 * Stick Fighting (5 AP, 3 Rog) - You can now use your DEX modifier for damage with Quarterstaves
 * Tumbler (10 AP, 6 Rogue) - You can pass through enemies when you tumble
 * Kip Up (20 AP, 12 Rogue) - You are immune to most knockdown effects and slippery surfaces
 * Carthweel Charge (30 AP,18 Rogue) - After tumbling, you gain a +2 Morale bonus to STR and DEX for 6 seconds
 * Followthrough (41 AP, 20 Rogue) - You gain +2 STR and DEX. After tumbling, your basic attacks with two handed weapons strike two targets per swing instead of one for 6 seconds.

Tier 1
 * Staff Training 1 - +1 to hit and damage with Quarterstaves
 * Acrobatic (3 Ranks) - +1/2/3 Balance, Jump, and Tumble, +5/10/15% attack speed with quarterstaves.
 * Charming (3 Ranks) - +1/2/3 Bluff, Diplomacy, Haggle, and Intimidate
 * Sly Flourish (3 Ranks) - Melee Attack: Deals +.5/1/1.5[W] damage with +1/2/3 Critical Threat Range, and reduces your threat with nearby enemies by 100. On Sneak Attack: Intelligent target also gains -1 penalty to Balance, Reflex, and Will saves for 20 seconds. (Stacks 5 times)
 * Faster Sneaking (3 Ranks) - +20/35/50% Movement speed while sneaking.

Tier 2
 * Staff Training 2 (Requires: Staff Training 1) - +1 to hit and +2 damage with Quarterstaves
 * Trip Focus(3 Ranks) - +1/2/3 to the save DC of Trip Attacks
 * Subtlety (3 Ranks) - -20/30/40% threat generation with melee attacks. Does not stack with other subtlety enhancements.
 * Quick Strike (3 Ranks) - Melee Quarterstaff Attack: Deals +1/+2/+3[W] damage. You gain a 5/15/25% Morale Bonus to Double Strike for 10 seconds.
 * Haste Boost (3 Ranks)

Tier 3
 * Staff Training 3(Requires: Staff Training 2) - +1 to hit and +2 damage with Quarterstaves
 * Improved Glancing Blows (3 Ranks) (Requires: Defensive Roll? (Two Handed Fighting maybe?)) Glancing blows produced by your two-handed attacks get an additional 2/4/6% chance of producing secondary weapon effects.
 * Shadow Dodge (3 Ranks) - Toggle: +1/2/3% Dodge, +1/2/3 DEX, -10/20/30% Fort
 * Sweeping Strike (3 Ranks) (Requires: Quick Strike) - Melee Quarterstaff Trip Attack: Deals +1/2/3[W] damage to all nearby enemies and trips them. (Balance DC 10 + Half Rogue Level + DEX Modifier negates)
 * Stat Enhancement: STR or DEX

Tier 4
 * Staff Training 4 (Requires: Staff Training 3) +1 to hit and +2 damage with Quarterstaves
 * Improved Defensive Roll (3 Ranks) (Requires: Defensive Roll) - Defensive Roll now triggers at 30/40/50% or below health and reduces damage to 40/30/20% when successful.
 * No Mercy (3 Ranks) - You deal 10/20/30% additional damage to helpless opponents.
 * Staff Lunge (3 Ranks) - Melee Quarterstaff Attack: Deals +2/3/4[W] damage as you dive through enemies in a line.
 * Stat Enhancement: STR or DEX

Tier 5
 * Staff Specialization - +1 Critical Threat Multiplier with Quarterstaves
 * Vault (Requires: No Mercy Rank 1) - Quarterstaff Action: Leap through the air.

Assassin

Granted
 * Knife in the Darkness (0 AP, Rog 0) - You gain proficiency with Kukris. You can also use your Dexterity modifier to hit with Daggers and Kukris.
 * Dagger in the Back (5 AP, Rog 3) - You can now use your DEX modifier for damage with Daggers and Kukris
 * Assassin's Trick (10 AP, Rog 6) - Activate: Target intelligent opponent loses 25% Fort and immunity to Sneak Attack for 12 seconds if the target fails a Will save (DC 10 + Rogue Level + Int Modifier)
 * Nimbleness (20 AP, Rog 12) - On Sneak Attack: Up to once every 2 seconds, you gain 1% dodge for 6 seconds. This effect can stack up to 10 times.
 * Lethality (30 AP, Rog 18) - Any sneak attack that also counts as a vorpal strike that you make will kill most living targets.
 * Deadly Shadow (41 AP, Rog 20) - +4 Sneak Attack Dice

Tier 1
 * Poison Strikes - Select one of three Poisonous attacks.
 * Toxin Affinity (3 Ranks) - +1/2/3 Fortitude Saves vs Poisons (and?) to the save DC of your Poison attacks
 * Shiv (3 Ranks) - Melee Attack: Deals +1/2/3[W] damage and reduces your threat with nearby enemies by 100. On Sneak Attack: Target also gains a -2 Fortitude penalty against Poisons for 20 seconds. (Stacks 5 times.)
 * Sneak Attack Training 1 - Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks
 * Stealthy (3 Ranks) - +1/2/3 Hide and Move Silently

Tier 2
 * Poison Strikes*
 * Venomed Blades (3 Ranks) - Poison Stance: On Hit: 1d4/6/8 Poison damage with weapon attacks
 * Bleed Them Out (3 Ranks) - Melee Attack: Deals +1/2/3[W] damage and on successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times.
 * Sneak Attack Training 2 (Requires: Sneak Attack Training 1) - Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks
 * Damage Boost (3 Ranks)

Tier 3
 * Poison Strikes*
 * Critical Accuracy (3 Ranks) - +1/2/3 to confirm Critical Hits
 * Shadow Dagger (3 Ranks) - Throws a dagger made of solidified shadows at your enemy. Deals 4d8 unholy damage and blinds the target (Fort DC 10 + Half Rogue Level + Intelligence Modifier negates Blindness)
 * Sneak Attack Training 3 (Requires: Sneak Attack Training 2) - Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks
 * Stat Enhancement: DEX or INT

Tier 4
 * Execute (Requires: Critical Damage) - Melee Assassinate Attack: Deals +3[W] damage. On Sneak Attack: If the target is below 20% health, deal 500 damage (Fort DC 10 + Half Rogue Level + Int Mod negates).
 * Critical Damage (3 Ranks) (Requires: Critical Accuracy) - +1/2/3 Critical Hit damage (before weapon multipliers)
 * Killer (3 Ranks) (Requires: Critical Damage) - When you kill a target, you gain a 5% Morale bonus to melee doublestrike for 15 seconds. Weak enemies will not always produce this effect. The killer buff can stack up to 2/3/4 times.
 * Sneak Attack Training 4 (Requires: Sneak Attack Training 3) - Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks
 * Stat Enhancement: DEX or INT

Tier 5
 * Assassinate - Stealth Melee Assassinate Attack: On Sneak Attack: Kills a living target instantly if the target fails a Fortitude save (DC 10 + Rogue Level + Int Mod). Even on a successful save, the target takes 10d6 additional Sneak Attack damage from this attack.
 * Improved Assassinate (3 Ranks) - +1/2/3 to the save DC's of your Assassinate abilities.
 * Knife Specialization - +1 Critical Threat Multiplier with Daggers and Kukris. Daggers also gain +1 Critical Threat Range.

Poison Strikes - Figuring the poisons might be based on the ones we have now I did a search in the localization for the descriptions... near as I can tell these are the ones it refers to.
 * Heartseeker Poison - Melee Poison Attack: On Damage: -1 Fortitude Save (stacks 5 times), On Critical Hit: 1d6 Constitution damage, On Vorpal Hit: Heartseeker (-5% hit points Fortitude DC 10 + Half Rogue Level + Intelligence Modifier negates)
 * Soulshatter Poison - Melee Poison Attack: On Damage: -1 Will Save (stacks 5 times), On Critical Hit: 1d6 Wisdom damage, On Vorpal Hit: Shattermantle (-100 Spell Resistance for 10 seconds Will DC 10 + Half Rogue Level + Intelligence Modifier negates)
 * Ice Chill Poison - Melee Poison Attack: On Damage: -1 Reflex Save (stacks 5 times), On Critical Hit: 1d6 Dexterity damage, On Vorpal Hit: Paralysis (Fort DC 10 + Half Rogue Level + Intelligence Modifier negates, 30% chance for an additional save on damage)

Mechanic III

Sorcerer
Acolyte of the Skin

Wizard
Wildmage

Drow Elf
Scorpion Wraith [Counts as Rogue]

Dwarf
Dwarven Tactics cost decreased (from 12 AP for +3 Trip/Sunder/Stun) to 5 AP for +5 Trip/Sunder/Stun.

Kundarak Dragonmark Heir

Dwarven Defender [Counts as Fighter]

Elf
Phiarlan Dragonmark Heir

Halfling
Jorasco Dragonmark Heir

Half-Orc
Tharashk Dragonmark Heir

Human
Cannith Dragonmark Heir

Deneith Dragonmark Heir

Orien Dragonmark Heir

Tharashk Dragonmark Heir

Warforged
Warforged Juggernaut [Counts as Barbarian]