Update 11 Release Notes

=Release Notes For Update 11: Secrets of the Artificers=

Welcome to the Release Notes for Update 11. These release notes were posted on Monday, September 12th, 2011.

=News & Notes=

Secrets of the Artificers
The biggest update of the year brings a new era of magic! Home of the Artificers, House Cannith is a new high level quest hub where magic and mechanics converge. House Cannith includes a new public area, a new Cannith Crafting Hall, a premium adventure pack featuring a new wilderness area, 3 new dungeons, and 2 new high level raids. Born in war, forged in fury, Stormreach faces its most terrible foe yet! Free to VIPs! Guest passes are available now in the DDO Store, and the adventure pack will be available in the DDO Store starting September 15th.


 * Adventure Area: The Cannith Manufactury - In the center of the House Cannith enclave lies the soaring Manufactury – a vast complex that demonstrates the technical mastery of House Cannith. Battle two invading forces as you explore the Manufactury’s offices, workshops, and research facilities.
 * Quest: Schemes of the Enemy - Negotiate with different rebel factions, infiltrate the depths of the Cannith Manufactury, and deal with its devious devices. Plus, field-test one of House Cannith’s new weapons prototypes – as the target.
 * Quest: Blown to Bits - How do you stop powerful invading forces from turning House Cannith’s warehouse full of constructs into his own personal army? Explosives. Lots and lots of explosives.
 * Quest: Power Play - A powerful enemy has disabled the Cannith Crystals that House Cannith’s artificers draw upon. Can you restore arcane power to the Manufactury and defeat the deadly enemy lieutenants?
 * Raid: The Lord of Blades - Eberron’s most powerful warforged has come to Stormreach, looking for one of House Cannith’s oldest secrets. He’s as powerful as a god, filled with rage, in command of an army, and looking for vengeance. What could be worse? You’re about to find out. Twelve-player raid.
 * Raid: The Master Artificer - Once one of House Cannith’s brightest stars, Toven d’Cannith was cast down and disgraced when the Lord of Blades attacked the Manufactury. Now Toven has a simple plan to fix everything – a plan you must halt at all costs. Twelve-player raid.

New Class: Artificers
Artificers use a mix of magic and technology to augment items and blast foes. Wielding rapid-fire crossbows and magical "rune arms," they have a fighting style unlike any other class. They also can build their own Iron Defender, a customizable pet that aids them in battle. Articers are a blend of Rogue and Arcane classes, and can also play a supporting role as a party healer. For more detail on the Artificer, see the Release Notes below.

'''NOTE: For a limited time, all Artificers will need to start at level 1, and play through all levels of the class. Players can True Reincarnate into an Artificer if they have the Artificer class unlocked, but players cannot swap non-Artificer levels for Artificer levels using Lesser or Greater Reincarnations, and cannot take Artificer levels from the Veteran Status boat.'''

Armor Appearance Kits

 * Dark/Steel Leaf armors that saw their decorations change to the color gold in a previous update have had their steel-colored look returned.

Classes

 * Artificers are now in DDO as a playable class!
 * Artificers are able to summon Iron Defender minions using a special ability. These minions are similar to hirelings, and enable a UI bar for players to control their pet's actions. The minions are treated as hirelings, but do not take up a party slot. The Iron Defender will level up with the number of Artificer levels of its owner, and gain two action points per Artificer level that can be spent on special Iron Defender enhancements.
 * The death of an Iron Defender is traumatic for the Artificer, causing the Artificer to take 10% of their maximum hit points in damage (but cannot bring the Artificer below 1 hit point), and 10% of an Artificer's maximum spell points.
 * Iron Defenders have Modules that can be equipped from their "inspect" screen. Docents and modules created in Device Workstations can be equipped in module slots.
 * Iron Defenders can be named one time only by players. The ability to rename an Iron Defender is expected to be available in a future update.
 * Artificers are the only class that have the ability to use special Rune Arms to fire blasts of magical energy. These House Cannith creations will equip to the Artificer's off-hand weapon slot, and allow Artificers to use one-handed weapons or crossbows in their main hand.
 * When a Rune Arm is equipped, the "Alt" key is used to fire the Rune Arm. The key is pressed to begin charging the Rune Arm; hitting the key again will fire the weapon. Rune Arms can be charged only a limited amount while moving, but can be powered to become far more powerful when the Artificer is standing still. Charging a Rune Arm does not interrupt or prevent other actions, but may hinder some abilities or speed while a charge is held. A charge-up UI shows what tier of charging the Rune Arm has reached. Rune Arms have a cooldown that is tied to the level of the charge fired.
 * There are several different Rune Arm fire patterns. Many will fire projectiles at a selected hard target, or at the reticle if no target is hard selected, while others fire unguided shots at the reticle or fire blasts of energy in an area in front of the Artificer.
 * Rune Arms have imbue effects that apply to your equipped weapons. For example, Thought Spike, a Tier One Force Shot Rune Arm, adds 1 to 2 points of Force damage to all of the Artificer’s melee or ranged attacks.
 * Artificers can select bonus feats at levels 4, 8, 12, 16, and 20 from the following list: Augment Summoning, Construct Essence, Adamantine Body, Improved Fortification, Mithral Body, Mithral Fluidity, Improved Critical: Ranged, Power Critical: Ranged, Weapon Focus: Ranged, Point Blank Shot, Rapid Shot, Improved Precise Shot, Precise Shot, Shot on the Run, Any Dragonmark of Making, Any Skill Focus, Any Metamagic.
 * Artificer character paths are available for both 28 and 32 point builds.
 * Players whose artificer characters arrive on the airship "Heart of Wind" will get a message explaining that they are not able to take artificer levels using the NPC on the airship. Players who wish to take artificer levels should choose the dialog option to take them to Korthos Island as a level 1 character.

Combat

 * The mechanics behind crossbow combat have been updated:
 * The "reload" animation has been broken apart from the "fire" animation of crossbows. "Attacking" with an unloaded crossbow will now cause the player to reload the crossbow. When a player fires a loaded crossbow, the crossbow will fire. Clicking the attack button again will reload. This means that it is now possible to fire a crossbow and then start spellcasting without waiting for the crossbow to reload, although the crossbow will need to be reloaded before they can fire again. Crossbows start unloaded when equipped (you don't want to keep a loaded crossbow in your pack, do you?), but you will start an interruptible reload after equipping it.
 * Repeating crossbows, in the hands of a proficient character, now fire three-round bursts (with sufficient ammunition.) One "click" will fire all three shots. This will resolve synchronization issues that sometimes caused repeating crossbows to "lose" shots. It is no longer possible to fire one or two shots with a repeating crossbow without interrupting the attack through other means. Once a Repeating Crossbow attack is interrupted, the crossbow will need to be reloaded before firing again. Repeating Crossbows still function as regular crossbows when wielded by non-proficient characters.
 * Crossbows now have slightly differing reload rates, with Light Crossbows reloading the fastest, and Great Crossbows reloading the slowest. The Rapid Reload feat now significantly increases the reload speed of crossbows.
 * Adjustments have been made to crossbow attack speeds. Base Attack Bonus now plays a larger role in determining crossbow attack speed.

Crafting

 * The Cannith Crafting Beta is over!
 * Players can now make Cannith Crafting items up to level 150.
 * The amount of delay has been lessened when a crafting device is searching for recipes.
 * Special Runestones are now available exclusively thru crafting using Cannith Crafting devices. These magical stones allow characters to debuff enemy targets. There are three different types of runestones, and they come in four strengths.
 * The drop rate of Greater Essences has been increased.
 * A new crafting recipe is available to reduce the minimum level usage restriction on a crafted item by 2. The recipe is called Masterful Craftsmanship I, and requires a special Bound to Account item that is only available from a House Cannith favor vendor or rare treasure drop. Currently, House Cannith favor can only be acquired by high level characters, but this will change in a future update.
 * Trapmaking no longer requires Soul Gems, and instead requires various crafting essences.
 * The amount of crafting XP required to level has been reduced. Players may see their crafting level automatically increase when they first log in as a result.
 * Several new Trapmaking recipes have been added.
 * New Bound to Account arrows and bolts can now be crafted using the Cannith Bound Crafting devices, including Holy, Acid, Fire, Frost, Shock, and Bane arrows, with an enchantment level of +1 through +5.
 * Crafted Holy handwraps will now correctly bypass good damage reduction on devils, orthons, or other monsters with good DR.
 * Deconstructing low-tier effects from high-end loot will now return more essences.
 * A bug that was driving up the Total Enchantment Level of crafted items with charges has been fixed. This mainly applies to caster damage amplification clickies. These items will now have two less Total Enchantment Value, which means they will have a lower minimum level of 3 or 4.
 * Ghost Touch crafted handwraps now work correctly.
 * Recipes will now properly update their XP return and success rate after crafting.
 * Fixed an issue that prevented crafting vendors from buying equipment.
 * Crafting devices should no longer need to be closed and reopened upon a crafting failure or other error.
 * Several Greater Bane recipes in the Bound Shard Device incorrectly required three Soul Gems. They now require just one.
 * Many regular Bane recipes in the Unbound Shard Device incorrectly required one Soul Gem. They now require a stack of three.
 * Adamantine Ore now stack up to 150, which allows players to craft certain Construct Bane and Greater Bane recipes that had previously not been craftable.
 * +3 Tomes have been removed from the crafting “Trade Essences” barter shop. The crafting vendor NPCs will no longer accept +3 Tomes in exchange for Purified Eberron Dragonshard Fragments.
 * Moving from one page to another in a Cannith Crafting Device recipe list will now snap the scroll bar back to the top of the list.

Guilds

 * Officers can now usurp a guild after 60 days if there is no successor, or if the successor has been inactive for 60 days.

Hirelings

 * Rogue hirelings no longer have a drinking problem.
 * Hirelings will no longer improperly attack enemies while in their defensive stance.

Items

 * Alchemical items are now available! These items can be obtained and upgraded through the new raids in the "Secrets of the Artificers" adventure pack.
 * Scrolls for the spells Black Dragon Bolt, Static Shock, Lightning Motes, and Prismatic Strike have been added to the treasure tables.
 * Dragonscale Armors no longer require special repair shops.
 * The Gianthold armor quests have been removed from the game, and replaced with barter shops.
 * The cost of regular Dragonscale armors have been reduced to 20 scales. The cost of Dragoncrafted, Elfcrafted, and Giantcrafted armors have been reduced to 10 relics.
 * Great Crossbows now knock most opponents over on a vorpal strike (floating targets, bosses, and raid bosses are immune to this effect.)
 * Descriptions have been updated for exotic weapon proficiencies to include the special abilities granted by those weapons when proficient.

Editor Note: Official epic item release notes were outdated and wrong for several items, updated them to reflect Genasi's latest notes from the final disccusion thread [here]
 * Epic treasure from the Phiarlan Carnival adventure pack has been upgraded:
 * Epic Antique Greataxe: Added Righteous, increased base damage to 3d10, fixed hardness and Adamantine property.
 * Epic Kron'zek's Cruelty: Added Lightning Strike and Improved Destruction.
 * Epic Phiarlan Spy Dagger: Added Improved Paralyzing. Replaced Deception with Improved Deception, which procs twice as often.
 * Epic Noxious Fang: Added Disintegration.
 * Epic Garos' Malice: Added Greater Incineration (procs about twice as often as normal Incineration). Sneak attack bonus was replaced with a new effect called "Blinding Embers." This blinds an enemy on a vorpal hit, no save.
 * Epic Brimstone Verge:Replaced Fireball with Delayed Blast Fireball, added Epic Combustion VII (60% damage boost), increase CL to 20, decreased charges to 15, Increased ML to 20.
 * Epic Roderic's Wand: Now grants Augment Summoning while held.
 * Epic Brawn's Spirits: Added Incite 10% and Exceptional Con +2. The Intimidate bonus is now a +20 competence instead of the stacking 5 enhancement, and the Rage clicky caster level is now 15.
 * Epic Grim's Bracelet: Added Dodge +3. Strength bonus upped to +7.
 * Epic Mask of Comedy: Improved Healing Lore to Major, added Superior Devotion VII. Now has Greater Potency VII as well.
 * Epic Mask of Tragedy: Improved Void Lore to Major, added Superior Nullification VII. Now has Greater Potency VII as well.
 * Epic Phiarlan Mirror Cloak: Improved Spell Resistance to 30, added Spell Absorption (5 charges), added Greater Light Resistance. It will also keep Blurry (there was some debate about whether it would).
 * Epic Ring of Elemental Essence: Added Epic Combustion/Glaciation/Magnetism/Corrosion (60% damage boosts), added Inherent Resistance 5 to fire, cold and electric.
 * Epic Shimmering Pendant: Increased Charisma boost to +7, increased skill boosts to +20


 * Epic treasure from the Sentinels of Stormreach adventure pack has been upgraded:
 * Epic Elyd Edge: Now has Screaming, as well as "Cacophony:" a sonic damage effect equal in proc rate and power to Incineration. It will use the higher of Strength or Charisma for to-hit and damage. Will also have a new effect called "Inspiring Echoes:" a Bard wielder's Inspire Heroics, Inspire Competence and Song of Freedom become AoE while this weapon is held.
 * Epic Midnight Greetings: Enhancement bonus is now equal to Int modifier (min 6, max 10). Replaced Deception with Improved Deception. Added Improved Paralyzing. Now boosts your Assassinate DCs by 2. It will use the higher of Strength or Dexterity for to-hit and damage.
 * Epic Deneith Heavy Chain: Now has Superior False Life and Vertigo +15.
 * Epic Blademark's Docent: Now has Superior False Life and Vertigo +15.
 * Epic Chimera's Crown: Now grants stacking hit points depending on the number of Dragonmarks you have: 1 Dragonmark grants 10 HP, 2 grants 15, and 3 grants 20. 3 Dragonmarks will also grant Spell Resistance 30.
 * Epic Chimera's Fang: Base item is now +6, 2d10 base damage, Silver, Keen, Shocking Burst, Disintegration, Destruction, Shatter +10, Red Augment Slot. Dragonmarks add extra effects to the item:
 * 1 or more Dragonmarks: Bastard sword proficiency, +7.
 * 2 or more Dragonmarks: Sup. Parrying, +8.
 * 3 Dragonmarks (non-Sentinel): Disintegration, +8.
 * 3 Dragonmarks (all Sentinel): +10, Fortified Defenses 50%, Incite 20%.
 * All epic wands also now have a maximize-like effect applied to them to boost their damage by 100%. Due to the implementation method, this doesn't stack with the enhancements that boost wand damage, but it still beats them out.


 * The Ghost Touch effect on Eternal Rest handwraps now work properly.
 * XP, Guild XP, Crafting XP, and Loot Boost Potions will now have their duration carry over through reincarnation.
 * Slayer Count Boosts now pause while in dungeons.
 * Butter-Rum Coffee and Night-Black Coffee effects now persist through death and resurrection.
 * Epic Augment Crystal slots on Crystal Cove items can now be cleared like other Epic items. The items can be placed into a Stone of Change, along with three Epic Dungeon Tokens, to clear the Epic Augment Crystal slot.
 * Disrupt Undead scrolls can now drop in treasure.
 * Arrows and bolts will now autoload, and not just automatically reload.
 * All spells cast from two-handed staves now use the wielder's caster level as well as calculate their DC's using the wielder's casting ability score, if they are better than the staff's default values.
 * Beholders summoned using the Shard of Xoriat should no longer move enemies with telekinesis, to prevent an issue that could cause quests to not be able to progress.
 * The Sustaining Symbiont is now working correctly.

Monsters

 * Many raid bosses have grown stronger as a result of their numerous encounters with players. Many that did not have the following now do: True Seeing, some Metamagic feats, and some amount of fortification versus critical hits. They have also been given extra hit points and physical damage output. The amount of the increase is higher for higher level raid bosses, and for those on harder difficulty settings.

NPCs

 * Crafting vendors in the House Kundarak Cannith Crafting Hall will now properly buy and repair equipment.

General Quest Changes

 * A new bonus has been created that awards characters for running quests for the first time consecutively on hard and elite difficulties within their level range (up to two levels above the level of a quest on normal difficulty.) This Bravery Bonus is a 5% bonus (10% bonus on Elite) that will "stack" up to five times, or until a character runs a quest they have not run before on Normal difficulty.
 * XP Rewards for first time completion on normal, hard, and elite are now 25%, 40% and 80% respectively.
 * Characters who True Reincarnate will now be able to immediately open quests on Hard difficulty, regardless of a player's account type. Characters who are on their second True Reincarnation will be able to open quests on Elite difficulty.
 * Hit point regeneration in public areas has been improved slightly.

Weapons Shipment

 * The battle has been changed from a timed event to a "wave"-based event that spawns new enemies when all of the previous enemies are either dead or charmed.
 * There are now more chests on harder difficulty settings.
 * Hard and Elite chests now have a chance of giving out special loot. Special loot will continue to appear in Normal chests as usual.
 * The failure objective has been changed. Players now need to protect Liella d'Orien while traveling to the Planesgate, but no longer need to protect her once there. However, the quest will now fail if no players are present in the area in front of the gate before the battle is over. If the last player dies or leaves, the quest will fail.
 * Fixed an issue that sometimes prevented players from leaving the cave.
 * The Devil Cannons on Shavarath are now properly constructs, rather than living constructs.

Fear Factory

 * Ambient music has been added to part of the quest.
 * Neihoden's rage effect now works properly.
 * An optional chest has been added for destroying all of the cocoons.

In The Flesh

 * Several bugs have been fixed that could cause problems for players who died during the final fight against Yaulthoon.
 * The final encounter against Yaulthoon has been upgraded on Hard and Elite difficulties.

Sinister Storage

 * Fixed a bug that caused only gold to be given as an end reward.

Korthos Island

 * Some changes have been made to the storyline and dungeons on Korthos Island.

Shipwreck Shore

 * Jeets now offers a specific weapon to new characters based on class. Players can exchange the weapon by speaking again to Jeets.

Lordsmarch Plaza

 * Ambassador Hesstess now visits the Lordsmarch Palace more frequently, and kobolds are less likely to be seen there.

Accursed Ascension

 * Fixed an issue that could cause items to be lost.

A Small Problem

 * The chest at the end of the quest is now further away from the entrance, to prevent players from accidentally exiting the quest.
 * Fixed a location where Brawnpits can become stuck in the Rocky Valley.

The Snitch

 * It is no longer possible to get permanently locked out of the final battle with Garos on a party wipe. Garos will re-open the gate shortly after a party wipe, and close the gate a few seconds after noticing party members again. (If Garos does bring up the door, and you are on the wrong side, move far enough away so that he stops noticing you, and he will lower the gate again.)

Devil Battlefield

 * The Devil Cannons on Shavarath are now properly constructs, rather than living constructs.

Meridia

 * Aaseamah Screven's dialogue has been changed from a linear conversation to a tree with various branches.
 * The Shroud is now properly shown on the map when the raid is bestowed.
 * Bazbeaux is now properly set up as a travel NPC.
 * The Eldritch Chamber now appears with a crafting mapnote.
 * There are no longer duplicate Eldritch Chamber mapnotes.
 * The Banker is now properly marked on the map
 * Thurstain Gaylin is now marked as a Spirit Binder
 * Valairea Satnerine no longer directs players to Gustavine.

Rackam's Trial

 * Monsters can no longer become stuck behind closed doors during the final trials.

Vault of Night

 * Barrow d'Kundarak will now tell players if they are on a raid timer.

Feat Changes

 * The Rapid Reload feat now significantly increases the reload speed of crossbows.
 * Rapid Shot is now significantly more effective.
 * Any characters with the Completionist Feat will have that feat replaced with a free feat respec upon the release of Update 11.
 * The Dragonmarks of Making now grant bonuses (+3 for Least, +3 for Lesser, and +4 for Greater) to crafting skills.
 * Point Blank Shot has been changed to, "You gain +1 bonus to hit with ranged attacks within 45 feet, and your ranged weapons deal deals +1(Base Weapon Damage). (A weapon that deals 1d6 damage per hit will deal 2d6 damage per hit instead, while a weapon that deals 2d8 damage per hit will deal 4d8 damage instead. This affects the base dice associated with a weapon any time they are rolled, including critical hits.)"
 * Improved Sunder now lowers fortification by 10% on a failed saving throw, in addition to the feat's prior reduction of a target's armor class by -5. The lowered fortification effect does not stack. Additionally, Improved Sunder will apply a -3 Fortitude Saving Throw penalty that lasts for 24 seconds on a successful hit. The saving throw penalty stacks up to five times.
 * Wind Dance and Leap of Faith have been modified:
 * Leap of Faith: You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventurers balk. Using this ability costs 10 spell points.  Uses of this ability recharge at a rate of one every 15 seconds in private areas, and 3 seconds in public areas.
 * Wind Dance: You leap through the air, propelled by a gust of wind. Uses of this ability recharge at a rate of one every 15 seconds. (5 uses, 3 second cooldown.)
 * Past Life: Berserker's Fury has been updated. The description is now, "You recall more about your past life as a barbarian. You gain +20 hit points, have +2 to your Intimidate skill and can enter a barbarian rage one additional time per rest, and enter a basic rage once per rest even if you do not have any other rage abilities. (Activate this barbarian ability to enter a bloodthirsty frenzy, granting you a +4 bonus to Strength and Constitution, a +2 Morale bonus to Will saves, and a -2 penalty to AC. When the rage ends, however, you will lose the hit points granted to you by increased Constitution and become fatigued. Your rage will last for 30 seconds.) This feat grants access to Racial and Class Toughness enhancements."
 * Past Life: Berserker's Fury no longer modifies existing rage feats.
 * Past Life: Warrior of the Wild can now be properly cast on allies.
 * The Angel of Vengeance's Condemnation effect has had its duration increased from 15 to 20 seconds, and now increases vulnerabilities by 10% per stack, instead of 20%.

New Feats

 * Past Life: Artificer You were an artificer in a past life. You occasionally find yourself tinkering with your gear. Each time you acquire this feat you gain a stacking +1 bonus to all Intelligence based skills and Use Magic Device. This feat can be stacked up to three times.
 * Past Life: Student of Artificer You recall more about your past life as an artificer. When you use a rod, staff, or wand, you have a 15% chance to retain essence and not expend a charge, and can produce an Enchant Armor or Enchant Weapons effect a total of ten times per rest. (Activate this artificer ability to increase the Enhancement Bonus of your target's currently equipped weapons or shields by 1, or to increase the Enhancement Bonus of your target's currently equipped armor by 1. An item can have only one temporary item enchantment at a time.)
 * Half-Elf Dilettante: Artificer You have watched the artificers of House Cannith work their trade. You gain proficiency with all crossbows, and Artificer Knowledge: Scrolls (You gain a +2 bonus to Use Magic Device checks when using scrolls, and their Caster Level is increased by one - this Caster Level increase is capped by your Intelligence modifier). You are able to use wands and scrolls as if you were a level one artificers. For item use purposes you count as a level one artificer in addition to any other classes you possess (though this does not grant the ability to use Rune Arms). This feat is not recommended for characters with actual artificer levels.
 * Artificer Construct Mastery: Allows an Artificer to spontaneously cast any single-target Repair Damage or Inflict Damage spell they have inscribed in their spellbook. These spells will appear in bonus spell slots once inscribed. Automatically granted at level 1
 * Artificer Craft Mastery: Artificers automatically gain this feat for every even level of Artificer a character acquires. Each copy of this feat grants a +1 bonus to all crafting skills.
 * Artificer Knowledge:
 * Scrolls: Grants a +2 to UMD checks related to scroll use, and all scrolls used by the Artificer have their caster levels increased by 1. This caster level bonus increases by 1 at Artificer levels 4, 7, 10, and 13, and is capped by the Artificer's Intelligence Bonus. Granted at Artificer level 1.
 * Potions: Grants a +2 to UMD checks related to potion use, if any, and all potions used by the Artificer have their caster levels increased by 1. This caster level bonus increases by 1 at Artificer levels 5, 8, 11, and 14, and is capped by the Artificer's Intelligence Bonus. Granted at level 2. This feat also gives damage bonuses to certain infusions.
 * Wands: Grants a +2 to UMD checks related to wand use, and all wands used by the Artificer have their caster levels increased by 1. This caster level bonus increases by 1 at Artificer levels 6, 9, 12, and 15, and is capped by the Artificer's Intelligence Bonus. Granted at level 3.
 * Arms and Armor: Grants a +2 to UMD checks related to weapons, armor, and staves. Any activated abilities on weapons and armor ("clickies") used by the Artificer are cast at a +1 caster level. This caster level bonus increases by 1 at Artificer levels 8, 11, 14, and 17, and is capped by the Artificer's Intelligence Bonus. Granted at level 5.
 * Wondrous Items: Grants a +2 to UMD checks related to clothing, jewelry, and trinkets. Any activated abilities on these items ("clickies") used by the Artificer are cast at a +1 caster level. This caster level bonus increases by 1 at Artificer levels 10, 13, 16, and 19, and is capped by the Artificer's Intelligence Bonus. Granted at level 7.
 * Artificer Skill Mastery: Grants a +1 to all skills. Granted automatically to Artificers at level 13.
 * Retain Essence: Whenever an Artificer uses a rod, staff, or wand, the character has a chance to not expend a charge. The percentage chance is based on half of an Artificer's level, plus their Intelligence modifier, plus any enhancement modifier, plus any effect modifier. Granted automatically to Artificers at level 5.
 * Inscribe Infusion: Allows an Artificer to add a targeted infusion scroll into an Artificer's spellbook. Uses existing inscription components. Granted at Artificer level 1.
 * Reanimate Construct: Allows an Artificer to revive their Iron Defender minion once per rest. Granted at level 1.
 * Rune Arm Use: Artificers automatically gain this feat at level 2, which allows them to equip and use Rune Arms.
 * Unleash Iron Defender: Artificers automatically gain this feat at level 1, which allows them to summon an Iron Defender.
 * Construct Essence: Requires Artificer level 3, humanoid. You are on the path to becoming a self-forged, augmenting yourself by replacing some of your weak flesh. You are still considered your original race (at this time), gaining 50% healing from Repair spells but.suffering a -25% penalty to positive energy healing.

Enhancement Changes

 * Fighter Stalwart Defender and Paladin Defender of Siberys now have a passive threat boost when using a shield. This boost stacks with the defensive stance bonuses. In addition, their benefits have been modified:
 * Fighter Stalwart Defender I
 * While the flesh may be weak, you place your trust in the strength of steel. This prestige enhancement increases your armor class by 1, grants +2 to your intimidate skill, increases your maximum dexterity bonus allowed by shields, and grants additional armor class and damage reduction when blocking with a shield. In addition, when you have a one handed melee weapon and shield equipped, you possess DR 2/- and your melee threat generation is increased by 25%. Also, you may expend a use of Fighter action boost to enter a defensive stance. You may possess only one prestige enhancement line at a time for each class.
 * Stalwart Defender: Defensive Stance
 * You may expend a Fighter armor boost to become a bastion of defense, gaining a +2 Competence bonus to Strength and Constitution, +10% maximum hit points, a +1 Competence bonus on all saves, and a +2 Dodge bonus to Armor Class. You also gain a 25% Competence bonus to threat generated with your melee attacks.  While in this stance, you move 10% slower.
 * Fighter Stalwart Defender II
 * Your defensive mastery continues to grow. In addition to the bonuses of Stalwart Defender I, this prestige enhancement increases your armor class by 1, grants +2 to your intimidate skill, increases your maximum dexterity bonus allowed by heavy armor and shields, and grants additional armor class and damage reduction when blocking with a shield. In addition, when you have a one handed melee weapon and shield equipped, your DR is upgraded from DR 2/- to DR 4/-, and you now generate 50% additional threat with melee attacks. You may expend a use of Fighter action boost to enter a defensive stance.
 * Stalwart Defender II: Improved Defensive Stance
 * You may expend a Fighter armor boost to become a bastion of defense, gaining a +4 Competence bonus to Strength and Constitution, +15% maximum hit points, a +2 Competence bonus on all saves, and a +3 Dodge bonus to Armor Class. You also gain a 50% Competence bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.
 * Fighter Stalwart Defender III
 * Your defensive mastery is complete. In addition to the bonuses of Stalwart Defender I and II, this prestige enhancement increases your armor class by 1, grants +2 to your intimidate skill, increases your maximum dexterity bonus allowed by medium or heavy armor and shields, and grants additional armor class and damage reduction when blocking with a shield. In addition, when you have a one handed melee weapon and shield equipped, your DR is upgraded from DR 4/- to DR 6/-, and you now generate 75% additional threat with melee attacks. You may expend a use of Fighter action boost to to enter a defensive stance.
 * Stalwart Defender III: Superior Defensive Stance
 * You may expend a Fighter armor boost to become a bastion of defense, gaining a +6 Competence bonus to Strength and Constitution, +20% maximum hit points, a +3 Competence bonus on all saves, and a +4 Dodge bonus to Armor Class. You also gain a 75% Competence bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.
 * Paladin Defender of Siberys I
 * Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement grants you 2 additional Turn attempts, additional armor class when blocking with a shield, increases the maximum dexterity bonus allowed by tower shields by 1, and grants the ability to enter a defensive stance or to create a Magic Circle Against Evil effect. When using a shield, you generate 25% additional threat from all sources. You may possess only one prestige enhancement line at a time for each class.
 * Defender of Siberys: Defensive Stance
 * You may expend a Paladin armor boost to become a bastion of defense, gaining a +2 Sacred bonus to Strength and Constitution, +10% maximum hit points, a +1 Sacred bonus on all saves, and a +2 Dodge bonus to Armor Class. You also gain a 25% Sacred bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.
 * Paladin Defender of Siberys II
 * Protecting the weak from the depredations of the strong, you continue your training as a paragon of defense. This prestige enhancement grants you an additional Lay on Hands use per rest, and further increases the maximum dexterity bonus allowed by tower shields and heavy armor by an additional 1. When using a shield, you now generate 50% additional threat from all sources. You also gain the ability to enter an improved defensive stance or to produce a Mass Shield of Faith effect.
 * Defender of Siberys II: Improved Defensive Stance
 * You may expend a Paladin armor boost to become a bastion of defense, gaining a +4 Sacred bonus to Strength and Constitution, +15% maximum hit points, a +2 Sacred bonus on all saves, and a +3 Dodge bonus to Armor Class. You also gain a 50% Sacred bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.
 * Paladin Defender of Siberys III
 * Protecting the weak from the depredations of the strong, you continue your training as a paragon of defense. This prestige enhancement increases the strength of all of your defensive auras, and further increases the maximum dexterity bonus allowed by tower shields and medium or heavy armor by an additional 1. When using a shield, you now generate 75% additional threat from all sources.  You also gain the ability to enter a superior defensive stance or to defy your enemies in a glorious stand against evil.
 * Defender of Siberys III: Superior Defensive Stance
 * You may expend a Paladin armor boost to become a bastion of defense, gaining a +6 Sacred bonus to Strength and Constitution, +20% maximum hit points, a +3 Sacred bonus on all saves, and a +4 Dodge bonus to Armor Class. You also gain a 75% Sacred bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.
 * Rogues now have access to Wand and Scroll DC and Damage enhancements.
 * Rogue Wrack Construct no longer possesses a Saving Throw, and has a ranged version as a sub-enhancement.
 * Damage Boost enhancements are now percentage based. They now increase your weapon damage by 10%, 15%, 20%, or 25% for 20 seconds.

New Enhancements

 * Artificer Skill Boost I
 * Cost: 1 action point
 * Target: Self
 * Duration: 20 seconds
 * Available to Artificer class level 1
 * Activate this ability to receive a +2 Action Boost bonus to skills for 20 seconds.
 * Artificer Skill Boost II
 * Cost: 2 action points
 * Target: Self
 * Duration: 20 seconds
 * Action Points Spent Prerequisite: 10
 * Available to Artificer class level 4
 * Requires: Artificer Skill Boost I
 * Activate this ability to receive a +3 Action Boost bonus to skills for 20 seconds.
 * Artificer Skill Boost III
 * Cost: 3 action points
 * Target: Self
 * Duration: 20 seconds
 * Action Points Spent Prerequisite: 21
 * Available to Artificer class level 7
 * Requires: Artificer Skill Boost II
 * Activate this ability to receive a +4 Action Boost bonus to skills for 20 seconds.
 * Artificer Skill Boost IV
 * Cost: 4 action points
 * Target: Self
 * Duration: 20 seconds
 * Action Points Spent Prerequisite: 32
 * Available to Artificer class level 10
 * Requires: Artificer Skill Boost III
 * Activate this ability to receive a +5 Action Boost bonus to skills for 20 seconds.
 * Artificer Damage Boost I
 * Cost: 1 action point
 * Target: Self
 * Duration: 20 seconds
 * Available to Artificer class level 1 
 * Activate this ability to receive a +10% Action Boost bonus to weapon damage for 20 seconds.
 * Artificer Damage Boost II
 * Cost: 2 action points
 * Target: Self
 * Duration: 20 seconds
 * Action Points Spent Prerequisite: 10
 * Available to Artificer class level 4
 * Requires: Artificer Damage Boost I
 * Activate this ability to receive a +15% Action Boost Action Boost bonus to weapon damage for 20 seconds.
 * Artificer Damage Boost III
 * Cost: 3 action points
 * Target: Self
 * Duration: 20 seconds
 * Action Points Spent Prerequisite: 21
 * Available to Artificer class level 7
 * Requires: Artificer Damage Boost II
 * Activate this ability to receive a +20% Action Boost bonus to weapon damage for 20 seconds.
 * Artificer Damage Boost IV
 * Cost: 4 action points
 * Target: Self
 * Duration: 20 seconds
 * Action Points Spent Prerequisite: 32
 * Available to Artificer class level 10
 * Requires: Artificer Damage Boost III
 * Activate this ability to receive a +25% Action Boost bonus to weapon damage for 20 seconds.
 * Artificer Extra Action Boost I
 * Cost: 2 action points
 * Action Points Spent Prerequisite: 38
 * Available to Artificer class level 11
 * Requires: One of Artificer Skill Boost IV, Artificer Damage Boost IV, Artificer Haste Boost IV
 * You can use each of your action boosts 1 additional time per rest.
 * Artificer Extra Action Boost II
 * Cost: 4 action points
 * Action Points Spent Prerequisite: 48
 * Available to Artificer class level 14
 * Requires: Artificer Extra Action Boost I
 * You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
 * Artificer Wrack Construct I
 * Cost: 1 action point
 * Target: Foe, Directional, Breakable
 * Duration: 15 seconds
 * Action Points Spent Prerequisite: 7
 * Available to Artificer class level 3
 * Requires: Improved Disable Device I
 * 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 1 to 6 damage to constructs or living constructs and causing a 10% reduction in their resistance to Critical Hits for a short period of time. (D&D Dice: You deal 1d6 extra damage to constructs and living constructs.) Note: Artificer Wrack Construct and Rogue Wrack Construct now have a ranged subcomponent. Rogue Wrack Construct has gained the same modifications as the Artificer versions.
 * Artificer Wrack Construct II
 * Cost: 2 action points
 * Target: Foe, Directional, Breakable
 * Duration: 15 seconds
 * Action Points Spent Prerequisite: 22
 * Available to Artificer class level 7
 * Requires: Improved Disable Device II, Artificer Wrack Construct I
 * 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 3 to 18 damage to constructs or living constructs and causing a 20% reduction in their resistance to Critical Hits for a short period of time. (D&D Dice: You deal 3d6 extra damage to constructs and living constructs.)
 * Artificer Wrack Construct III
 * Cost: 3 action points
 * Target: Foe, Directional, Breakable
 * Duration: 15 seconds
 * Action Points Spent Prerequisite: 37
 * Available to Artificer class level 11
 * Requires: Improved Disable Device III, Artificer Wrack Construct II
 * 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 5 to 30 damage to constructs or living constructs and causing a 30% reduction in their resistance to Critical Hits for a short period of time.\\n\\nD&D Dice: You deal 5d6 extra damage to constructs and living constructs.
 * Artificer Wand and Scroll Mastery I
 * Cost: 1 action point
 * Action Points Spent Prerequisite: 7
 * Available to Artificer class level 3
 * Grants a 30% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
 * Artificer Wand and Scroll Mastery II
 * Cost: 2 action points
 * Action Points Spent Prerequisite: 14
 * Available to Artificer class level 5
 * Requires: Artificer Wand and Scroll Mastery I
 * Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 45%.
 * Artificer Wand and Scroll Mastery III
 * Cost: 3 action point
 * Action Points Spent Prerequisite: 25
 * Available to Artificer class level 8
 * Requires: Artificer Wand and Scroll Mastery II
 * Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 60%.
 * Artificer Wand and Scroll Mastery IV
 * Cost: 4 action points
 * Action Points Spent Prerequisite: 36
 * Available to Artificer class level 11
 * Requires: Artificer Wand and Scroll Mastery III
 * Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 75%.
 * Artificer Wand Heightening I
 * Cost: 1 action point
 * Action Points Spent Prerequisite: 7
 * Available to Artificer class level 3
 * You add +1 to the DC of the spells from your offensive wands.
 * Artificer Wand Heightening II
 * Cost: 2 action points
 * Action Points Spent Prerequisite: 22
 * Available to Artificer class level 7
 * Requires: Artificer Wand Heightening I
 * You add an additional +1 to the DC of the spells from your offensive wands, bringing the total increase to 2.
 * Artificer Wand Heightening III
 * Cost: 3 action points
 * Action Points Spent Prerequisite: 37
 * Available to Artificer class level 11
 * Requires: Artificer Wand Heightening II
 * You add an additional +1 to the DC of the spells from your offensive wands, bringing the total increase to 3.
 * Artificer Intelligence I
 * Cost: 2 action points
 * Action Points Spent Prerequisite: 2
 * Available to Artificer class level 2
 * Grants a +1 increase to your Intelligence score.
 * Artificer Intelligence II
 * Cost: 4 action points
 * Action Points Spent Prerequisite: 16
 * Available to Artificer class level 6
 * Requires: Artificer Intelligence I
 * Grants an additional +1 to your Intelligence score.
 * Artificer Intelligence III
 * Cost: 6 action points
 * Action Points Spent Prerequisite: 30
 * Available to Artificer class level 10
 * Requires: Artificer Intelligence II
 * Grants an additional +1 to your Intelligence score.
 * Artificer Energy of Creation I
 * Cost: 1 action point
 * Available to Artificer class level 1
 * Grants a 20 point increase to spell points.
 * Artificer Energy of Creation II
 * Cost: 2 action points
 * Action Points Spent Prerequisite: 14
 * Available to Artificer class level 5
 * Requires: Artificer Energy of Creation I
 * Grants an additional 20 spell points, bringing your total increase to 40 points.
 * Artificer Energy of Creation III
 * Cost: 3 action points
 * Action Points Spent Prerequisite: 29
 * Available to Artificer class level 9
 * Requires: Artificer Energy of Creation II
 * Grants an additional 20 spell points, bringing your total increase to 60 points.
 * Artificer Energy of Creation IV
 * Cost: 4 action points
 * Action Points Spent Prerequisite: 44
 * Available to Artificer class level 13
 * Requires: Artificer Energy of Creation III
 * Grants an additional 20 spell points, bringing your total increase to 80 points.
 * Artificer Battle Engineer I (Artificer Prestige Enhancement)
 * Cost: 4 action points
 * Action Points Spent Prerequisite: 16
 * Available to Artificer class level 6
 * Requires: Artificer Crossbow Damage I, Artificer Crossbow Attack I, Artificer Damage Boost II, One of: Point Blank Shot, Weapon Focus: Bludgeoning, Piercing, Slashing, Ranged, or Thrown Weapons, Power Attack
 * A workshop is not for you - you prefer to provide logistical and technological support on the front lines. You gain 10 hit points, reduce arcane spell failure from armor by 10%, and have +2 to both confirm critical hits and critical damage (before multipliers).  Any weapon you wield in your main hand gains +2 to its enhancement bonus (which stacks with the Enchant Weapon spell), and you gain the ability to enchant your crossbow to instantly reload itself, allowing you to lay down incredible amounts of fire for a short period of time.
 * Action Boost: Endless Fusillade
 * You may activate this ability to enchant your crossbow to instantly reload itself for six seconds.
 * Artificer Crossbow Attack I
 * Cost: 2 action points
 * Action Points Spent Prerequisite: 10
 * Available to Artificer class level 4
 * You gain an additional +1 bonus to attack rolls when using a crossbow.
 * Artificer Crossbow Attack II
 * Cost: 2 action points
 * Action Points Spent Prerequisite: 34
 * Available to Artificer class level 10
 * Requires: Artificer Crossbow Attack I
 * You gain an additional +1 bonus to attack rolls when using a crossbow, bringing the total bonus to +2.
 * Artificer Crossbow Damage I
 * Cost: 2 action points
 * Available to Artificer class level 1
 * You gain an additional +2 bonus to damage rolls when using a non-repeating crossbow, and a +1 bonus to damage rolls when using a repeating crossbow.
 * Artificer Crossbow Damage II
 * Cost: 2 action points
 * Action Points Spent Prerequisite: 22
 * Available to Artificer class level 7
 * Requires: Artificer Crossbow Damage I
 * You gain an additional +2 bonus to damage rolls when using a non-repeating crossbow, bringing the total bonus to +4, and an additional +1 bonus to damage rolls when using a repeating crossbow, bringing the total bonus to +2.
 * Artificer Energy Resistance Boost I
 * Cost: 1 action points
 * Target: Self
 * Duration: 20 seconds
 * Available to Artificer class level 1
 * Activate this ability to receive energy resistance 8 for 20 seconds.
 * Artificer Energy Resistance Boost II
 * Cost: 2 action points
 * Target: Self
 * Duration: 20 seconds
 * Action Points Spent Prerequisite: 10
 * Available to Artificer class level 4
 * Requires: Artificer Energy Resistance Boost I
 * Activate this ability to receive energy resistance 10 for 20 seconds.
 * Artificer Energy Resistance Boost III
 * Cost: 3 action points
 * Target: Self
 * Duration: 20 seconds
 * Action Points Spent Prerequisite: 21
 * Available to Artificer class level 7
 * Requires: Artificer Energy Resistance Boost II
 * Activate this ability to receive energy resistance 12 for 20 seconds.
 * Artificer Energy Resistance Boost IV
 * Cost: 4 action points
 * Target: Self
 * Duration: 20 seconds
 * Action Points Spent Prerequisite: 32
 * Available to Artificer class level 10
 * Requires: Artificer Energy Resistance Boost III
 * Activate this ability to receive energy resistance 15 for 20 seconds.
 * Artificer Uncaring Master I
 * Cost: 2 action points
 * Action Points Spent Prerequisite: 6
 * Available to Artificer class level 3
 * Your Iron Defender is expendable in your eyes - you can always rebuild it later. You no longer take damage or lose spell points when it dies.
 * Artificer Item Defense I
 * Cost: 1 action point
 * Available to Artificer class level 1 
 * You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs.
 * Artificer Item Defense II
 * Cost: 2 action points
 * Action Points Spent Prerequisite: 14
 * Available to Artificer class level 5
 * Requires: Artificer Item Defense I
 * You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs.
 * Artificer Item Defense III
 * Cost: 3 action points
 * Action Points Spent Prerequisite: 29
 * Available to Artificer class level 9
 * Requires: Artificer Item Defense II
 * You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs.fckLR*Artificer Item Defense IV
 * Cost: 4 action points
 * Action Points Spent Prerequisite: 44
 * Available to Artificer class level 13
 * Requires: Artificer Item Defense III
 * You are skilled at protecting your gear against damage, granting you a 60% chance to negate potential item wear before it occurs.
 * Artificer Arcane Empowerment (Capstone Enhancement)
 * Cost: 2 action points
 * Action Points Spent Prerequisite: 74
 * Available to Artificer class level 20
 * The patterns of the most complex magical formulae are like children's drawings to you. You treat any non-scroll activated equipped item that casts spells (such as wands, rods, armor, or other activated items) as if they were staves, increasing their caster level to equal yours as well as increasing Save DC's to (10 + your Intelligence bonus + level of spell) if it would be an improvement. These increases are applied after Artificer Knowledge, so do not stack.
 * Artificer Improved Rune Arm Use I
 * Cost: 1 action points
 * Action Points Spent Prerequisite: 3
 * Available to Artificer class level 2
 * You have increased your skill in retaining magical charge with rune arms. When moving, your charge decays 25% slower.
 * Artificer Improved Rune Arm Use II
 * Cost: 2 action points
 * Action Points Spent Prerequisite: 18
 * Available to Artificer class level 6
 * Requires: Artificer Improved Rune Arm Use I
 * You have optimized the magical venting of your rune arms. After firing, your cooldown is 20% faster.
 * Artificer Improved Rune Arm Use III
 * Cost: 3 action points
 * Action Points Spent Prerequisite: 33
 * Available to Artificer class level 10
 * Requires: Artificer Improved Rune Arm Use II
 * You have further increased your skill in retaining magical charge with rune arms. When moving, your charge decays 50% slower. (This replaces the benefit gained from Improved Rune Arm Use I.)
 * Artificer Improved Rune Arm Use IV
 * Cost: 4 action points
 * Action Points Spent Prerequisite: 48
 * Available to Artificer class level 14
 * Requires: Artificer Improved Rune Arm Use III
 * You have made significant improvements to the efficiency of your rune arms. Your rune arms build charge 25% faster.
 * Artificer Rune Arm Overcharge I
 * Cost: 2 action points
 * Action Points Spent Prerequisite: 10
 * Available to Artificer class level 4
 * Requires: Artificer Improved Rune Arm Use I
 * The patterns of magic making up your rune arm are clearer to you than ever. Your stable charge tier is increased to halfway through charge tier two.
 * Artificer Rune Arm Overcharge II
 * Cost: 4 action points
 * Action Points Spent Prerequisite: 56
 * Available to Artificer class level 16
 * Requires: Artificer Rune Arm Overcharge I, Artificer Improved Rune Arm Use IV
 * The patterns of magic making up your rune arm are clearer to you than ever. Your stable charge tier is increased to charge tier three.
 * Improved Artificer Dilettante I
 * Cost: 1 action point
 * Action Points Spent Prerequisite: 15
 * Requires: Half-Elf Dilettante: Artificer
 * Available to level 5 Half-Elf
 * Your knowledge of magical items has improved, and now extends to potions. Also increases your caster level in your dilettante class by 1, so you are now treated as a second level artificer instead of first level for scroll and item use purposes.
 * Improved Artificer Dilettante II
 * Cost: 2 action points
 * Action Points Spent Prerequisite: 34
 * Requires: Half-Elf Dilettante: Artificer, Improved Artificer Dilettante I
 * Available to level 10 Half-Elf
 * Your knowledge of magical items has improved, and now extends to wands. Also increases your caster level in your dilettante class by 1, so you are now treated as a third level artificer instead of first level for scroll and item use purposes.
 * Improved Artificer Dilettante III
 * Cost: 3 action points
 * Action Points Spent Prerequisite: 53
 * Requires: Half-Elf Dilettante: Artificer, Improved Artificer Dilettante II
 * Available to level 15 Half-Elf
 * Your knowledge of magical items has improved, and now extends to magical arms and armor. Also increases your caster level in your dilettante class by 1, so you are now treated as a fourth level artificer instead of first level for scroll and item use purposes.
 * Improved Use Magic Device I
 * Cost: 1 action point
 * Action Points Spent Prerequisite: 7
 * Available to Artificer class level 3
 * Grants a +1 bonus to your Use Magic Device skill.
 * Improved Use Magic Device II
 * Cost: 1 action point
 * Action Points Spent Prerequisite: 23
 * Requires: Improved Use Magic Device I
 * Available to Artificer class level 7
 * Grants an additional +1 bonus to your Use Magic Device skill, bringing the total increase to 2.
 * Improved Use Magic Device III
 * Cost: 1 action point
 * Action Points Spent Prerequisite: 39
 * Requires: Improved Use Magic Device II
 * Available to Artificer class level 11
 * Grants an additional +1 bonus to your Use Magic Device skill, bringing the total increase to 3.
 * Improved Use Magic Device IV
 * Cost: 1 action point
 * Action Points Spent Prerequisite: 55
 * Requires: Improved Use Magic Device III
 * Available to Artificer class level 15
 * Grants an additional +1 bonus to your Use Magic Device skill, bringing the total increase to 4.

Homunculus Enhancements

 * Homunculus Adamantine Plating I
 * Cost: 2 action points
 * Your pet gains +8 armor class, damage reduction 2/adamantine and gains the ability to bypass Adamantine damage reduction with your attacks.
 * Homunculus Adamantine Plating II
 * Cost: 1 action point
 * Requires: Homunculus Adamantine Plating I, Artificer level 4
 * Your pet gains an additional +2 armor class and 2 points of adamanting damage reduction.
 * Homunculus Adamantine Plating III
 * Cost: 1 action point
 * Requires: Homunculus Adamantine Plating II, Artificer level 7
 * Your pet gains an additional +2 armor class and 2 points of adamanting damage reduction.
 * Homunculus Adamantine Plating IV
 * Cost: 1 action point
 * Requires: Homunculus Adamantine Plating III, Artificer level 10
 * Your pet gains an additional +2 armor class and 2 points of adamanting damage reduction.
 * Homunculus Combat Alacrity 1 (Capstone Enhancement)
 * Cost: 2 action points
 * Requires: Homunculus Strength II, Homunculus Takedown III, Homunculus Shattering Strike III, Artificer level 8
 * Your pet's mastery in combat is such that it is able to attack faster than normal. Grants a 5% Competence bonus to chance to double strike with melee weapons and a 10% Competence bonus to attack speed with ranged and thrown weapons.
 * Homunculus Combat Alacrity 2 (Capstone Enhancement)
 * Cost: 2 action points
 * Requires: Homunculus Combat Alacrity I, Homunculus Takedown IV, Homunculus Shattering Strike IV, Artificer level 16
 * Your pet's mastery in combat is such that it is able to attack faster than normal. Grants a 10% Competence bonus to chance to double strike with melee weapons and a 10% Competence bonus to attack speed with ranged and thrown weapons.
 * Homunculus Danger Avoidance I
 * Cost: 2 action points
 * Grants +1 armor class and an extra +2 bonus to reflex saves.
 * Homunculus Danger Avoidance II
 * Cost: 1 action point
 * Requires: Homunculus Danger Avoidance I, Artificer level 4
 * Grants an additional +1 armor class and +2 bonus to reflex saves, bringing the total increase to 2 and 4.
 * Homunculus Danger Avoidance III
 * Cost: 1 action point
 * Requires: Homunculus Danger Avoidance II, Artificer level 7
 * Grants an additional +1 armor class and +2 bonus to reflex saves, bringing the total increase to 3 and 6.
 * Homunculus Danger Avoidance IV
 * Cost: 1 action point
 * Requires: Homunculus Danger Avoidance III, Artificer level 10
 * Grants an additional +1 armor class and +2 bonus to reflex saves, bringing the total increase to 4 and 8.
 * Homunculus Dexterity I
 * Cost: 2 action points
 * Requires: Artificer level 6
 * Grants a +2 increase to your pet's Dexterity score.
 * Homunculus Dexterity II
 * Cost: 4 action points
 * Requires: Homunculus Dexterity I, Artificer level 10
 * Grants an additional +2 to your pet's Dexterity score.
 * Homunculus Distraction I
 * Cost: 2 action points
 * Grants your pet the use of the Bluff skill, allowing your pet to distract enemies and make them temporarily vulnerable to sneak attacks. Also grants a +4 bonus to Bluff.
 * Homunculus Distraction I: Homunculus Bluff
 * Triggers the Bluff skill, allowing your pet to distract enemies and make them temporarily vulnerable to sneak attacks.
 * Homunculus Distraction II
 * Cost: 1 action point
 * Requires: Homunculus Distraction I, Artificer level 4
 * Grants an additional +4 bonus to the Bluff skill, bringing the total increase to 8.
 * Homunculus Distraction III
 * Cost: 1 action point
 * Requires: Homunculus Distraction II, Artificer level 7
 * Grants an additional +4 bonus to the Bluff skill, bringing the total increase to 12.
 * Homunculus Distraction IV
 * Cost: 1 action point
 * Requires: Homunculus Distraction III, Artificer level 10
 * Grants an additional +4 bonus to the Bluff skill, bringing the total increase to 16.
 * '''Homunculus Evasion I (Capstone Enhancement)
 * Cost: 2 action points
 * Requires: Homunculus Dexterity II, Homunculus Danger Avoidance III, Homunculus Distraction III, Artificer level 8
 * Grants Evasion, as the feat.
 * Homunculus Evasion II (Capstone Enhancement)
 * Cost: 2 action points
 * Requires: Homunculus Evasion I, Homunculus Danger Avoidance IV, Homunculus Distraction IV, Artificer level 16
 * Grants Improved Evasion, as the feat.
 * Homunculus Fearsome Tactics I
 * Cost: 1 action point
 * Requires: Artificer level 4
 * Causes your pet's melee attacks to generate 10% more hate, making enemies more likely to attack it.
 * Homunculus Fearsome Tactics II
 * Cost: 1 action point
 * Requires: Homunculus Fearsome Tactics I, Artificer level 7
 * Causes your pet's melee attacks to generate 20% more hate, making enemies more likely to attack it.
 * Homunculus Fearsome Tactics III
 * Cost: 1 action point
 * Requires: Homunculus Fearsome Tactics II, Artificer level 10
 * Causes your pet's melee attacks to generate 30% more hate, making enemies more likely to attack it.
 * Homunculus Fearsome Tactics IV
 * Cost: 1 action point
 * Requires: Homunculus Fearsome Tactics III, Artificer level 14
 * Causes your pet's melee attacks to generate 40% more hate, making enemies more likely to attack it.
 * Homunculus Menacing Growl I
 * Cost: 2 action points
 * Grants your pet the use of the Intimidate skill, allowing it to frighten enemies into targeting it instead of other allies. Also grants a +4 bonus to Intimidate.
 * Homunculus Menacing Growl I: Homunculus Intimidate
 * Triggers the Intimidate skill, allowing it to frighten enemies into targeting you instead of other allies.
 * Homunculus Menacing Growl II
 * Cost: 1 action point
 * Requires: Homunculus Menacing Growl I, Artificer level 4
 * Grants an additional +4 bonus to the Intimidate skill, bringing the total increase to 8.
 * Homunculus Menacing Growl III
 * Cost: 1 action point
 * Requires: Homunculus Menacing Growl II, Artificer level 7
 * Grants an additional +4 bonus to the Intimidate skill, bringing the total increase to 12.
 * Homunculus Menacing Growl IV
 * Cost: 1 action point
 * Requires: Homunculus Menacing Growl III, Artificer level 10
 * Grants an additional +4 bonus to the Intimidate skill, bringing the total increase to 16.
 * Homunculus Reinforced Armor I
 * Cost: 2 action points
 * Grants your pet 10 additional hit points.
 * Homunculus Reinforced Armor II
 * Cost: 1 action point
 * Requires: Homunculus Reinforced Armor I, Artificer level 4
 * Grants your pet 10 additional hit points, bringing the total increase to 20 hit points.
 * Homunculus Reinforced Armor III
 * Cost: 1 action point
 * Requires: Homunculus Reinforced Armor II, Artificer level 7
 * Grants your pet 10 additional hit points, bringing the total increase to 30 hit points.
 * Homunculus Reinforced Armor IV
 * Cost: 1 action point
 * Requires: Homunculus Reinforced Armor III, Artificer level 10
 * Grants your pet 10 additional hit points, bringing the total increase to 40 hit points.
 * Homunculus Ruthless Deception I
 * Cost: 2action points
 * Your pet gains +3 to its sneak attack damage.
 * Homunculus Ruthless Deception II
 * Cost: 1 action point
 * Requires: Homunculus Ruthless Deception I, Artificer level 4
 * Your pet gains an additional +3 to its sneak attack damage, bringing the total increase to 6.
 * Homunculus Ruthless Deception III
 * Cost: 1 action point
 * Requires: Homunculus Ruthless Deception II, Artificer level 7
 * Your pet gains an additional +3 to its sneak attack damage, bringing the total increase to 9.
 * Homunculus Ruthless Deception IV
 * Cost: 1 action point
 * Requires: Homunculus Ruthless Deception III, Artificer level 10
 * Your pet gains an additional +3 to its sneak attack damage, bringing the total increase to 12.
 * Homunculus Shattering Strike I
 * Cost: 2 action points
 * Grants your pet the use of the Sunder feat, allowing it to reduce the Armor Class of enemies on command.
 * Homunculus Shattering Strike I: Homunculus Sunder
 * Triggers the Sunder feat, allowing your pet to reduce the Armor Class of enemies on command.
 * Homunculus Shattering Strike II
 * Cost: 1 action point
 * Requires: Homunculus Shattering Strike I, Artificer level 4
 * Grants a +2 bonus on the DC of your pet's Sunder and Improved Sunder feats.
 * Homunculus Shattering Strike III
 * Cost: 1 action point
 * Requires: Homunculus Shattering Strike II, Artificer level 7
 * Grants an additional +2 bonus on the DC of your pet's Sunder and Improved Sunder feats, bringing the total increase to 4.
 * Homunculus Shattering Strike IV
 * Cost: 1 action point
 * Requires: Homunculus Shattering Strike III, Artificer level 10
 * Grants an additional +2 bonus on the DC of your pet's Sunder and Improved Sunder feats, bringing the total increase to 6.
 * Homunculus Skillful Deception I
 * Cost: 2 action points
 * Requires: Artificer level 2
 * Your pet gains a +2 bonus to hit with sneak attacks.
 * Homunculus Skillful Deception II
 * Cost: 1 action point
 * Requires: Homunculus Skillful Deception I, Artificer level 6
 * Your pet gains an additional +2 bonus to hit with sneak attacks, bringing the total increase to 4.
 * Homunculus Skillful Deception III
 * Cost: 1 action point
 * Requires: Homunculus Skillful Deception II, Artificer level 10
 * Your pet gains an additional +2 bonus to hit with sneak attacks, bringing the total increase to 6.
 * Homunculus Skillful Deception IV
 * Cost: 1 action point
 * Requires: Homunculus Skillful Deception III, Artificer level 14
 * Your pet gains an additional +2 bonus to hit with sneak attacks, bringing the total increase to 8.
 * Homunculus Stealth Tactics I
 * Cost: 1 action point
 * Requires: Artificer level 4
 * Causes your pet's melee attacks to generate 10% less hate, making enemies less likely to attack it.
 * '''Homunculus Stealth Tactics II
 * Cost: 1 action point
 * Requires: Homunculus Stealth Tactics I, Artificer level 7
 * Causes your pet's melee attacks to generate 20% less hate, making enemies less likely to attack it.
 * Homunculus Stealth Tactics III
 * Cost: 1 action point
 * Requires: Homunculus Stealth Tactics II, Artificer level 10
 * Causes your pet's melee attacks to generate 30% less hate, making enemies less likely to attack it.
 * Homunculus Stealth Tactics IV
 * Cost: 1 action point
 * Requires: Homunculus Stealth Tactics III, Artificer level 14
 * Causes your pet's melee attacks to generate 40% less hate, making enemies less likely to attack it.
 * Homunculus Strength I
 * Cost: 2 action points
 * Requires: Artificer level 6
 * Grants a +2 increase to your pet's Strength score.
 * '''Homunculus Strength II
 * Cost: 4 action points
 * Requires: Homunculus Strength I, Artificer level 10
 * Grants an additional +2 to your pet's Strength score.
 * Homunculus Takedown I
 * Cost: 2 action points
 * Grants your pet the use of the Trip feat, allowing it to knock down enemies on command.
 * Homunculus Takedown I: Homunculus Trip
 * Triggers the use of the Trip feat, allowing your pet to knock down enemies on command.
 * Homunculus Takedown II
 * Cost: 1 action point
 * Requires: Homunculus Takedown I, Artificer level 4
 * Grants a +2 bonus on the DC of your pet's Trip and Improved Trip feats.
 * Homunculus Takedown III
 * Cost: 1 action point
 * Requires: Homunculus Takedown II, Artificer level 7
 * Grants an additional +2 bonus on the DC of your pet's Trip and Improved Trip feats, bringing the total increase to 4.
 * Homunculus Takedown IV
 * Cost: 1 action point
 * Requires: Homunculus Takedown III, Artificer level 10
 * Grants an additional +2 bonus on the DC of your pet's Trip and Improved Trip feats, bringing the total increase to 6.

Prestige Enhancements

 * The Favored Soul Angel of Vengeance's Aura of Menace is now suppressed while sneaking or invisible to prevent unwanted aggro.

General Spell Changes

 * Metamagic feats can now be applied to specific spells. Players can select a spell on a toolbar, click the right mouse button, and set the metamagic feats that apply to that spell.
 * Repair spells now give an error message when targeting someone immune to repair spell effects.
 * Ice Storm has had some graphical changes made to it to improve game performance.
 * Disrupt Undead is now available to Sorcerers and Wizards as a first level spell, with the following modifications:
 * Disrupt Undead:
 * School: Necromancy
 * Level: Sor/Wiz 1
 * SP Cost: 5
 * Effect: This ray deals 8 to 12 positive energy damage plus an additional 4 to 6 positive energy damage for every two caster levels to an enemy undead. A successful Will save reduces the damage by half. D&D Dice: Deals 2d3+6 plus an additional 1d3+3 damage per two caster levels to an enemy undead.

New Spells

 * Black Dragon Bolt
 * Cost: 15 SP
 * Target: Foe, Directional, Breakable
 * Components: Focus, Somatic, Verbal
 * Level: 8 Wiz/Sor
 * Range: 60
 * Metamagics: Maximize, Empower
 * School: Conjuration
 * Effect: Deals 1 to 3 acid damage per caster level (up to a max of 25 to 75 at caster level 25) every 2 seconds for 6 seconds to an enemy with a powerful bolt of corrosive acid. This spell has double range.
 * Ablative Armor
 * School: Abjuration [Force]
 * Level: Art 1
 * Cost: 10 SP
 * Components:, V, S, M
 * Target: Friend, Self
 * Cooldown: 60 seconds.
 * Effect: Wards an ally against physical damage. Once this infusion has prevented a total of 5 points per caster level (max 50) it is discharged.
 * Curative Admixture: Cure Light Wounds
 * School: Conjuration [Healing]
 * Level: Art 1
 * Cost: 4 SP
 * Components: S, M
 * Target: Friend, Self, Directional
 * Cooldown: 6 seconds.
 * Effect: Infuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d8+1 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Light Wounds. This infusion is affected by Artificer Knowledge: Potions.
 * Enchant Armor
 * School: Transmutation
 * Level: Art 1
 * SP Cost: 5
 * Components: V, S, M
 * Target: Friend, Self
 * Effect: Increases the Enhancement Bonus of your targets' currently equipped armor by 1. An item can have only one temporary item enchantment at a time.
 * Enchant Weapons
 * School: Transmutation
 * Level: Art 1
 * SP Cost: 5
 * Components: V, S, M
 * Target: Friend, Self
 * Effect: Increases the Enhancement Bonus of your target's currently equipped weapons or shields by 1. An item can have only one temporary item enchantment at a time.
 * Inflict Light Damage
 * School: Transmutation [Repair]
 * Level: Art 1
 * Cost: 6 SP
 * Components: V, S
 * Effect: Transmutes the structure of a construct enemy to deal 3 to 8 damage plus an additional 1 to 4 for every caster level up to caster level 5.
 * Byeshk Weapons
 * School: Transmutation
 * Level: Art 2
 * Cost: 15 SP
 * Components: V, S, M
 * Effect: Your target's currently equipped weapons gain the ability to bypass Byeshk damage reduction. An item can have only one temporary item enchantment at a time.
 * Curative Admixture: Cure Moderate Wounds
 * School: Conjuration [Healing]
 * Level: Art 2
 * Cost: 8 SP
 * Components: S, M
 * Target: Friend, Self, Directional
 * Cooldown: 8 seconds.
 * Effect: Infuses a Cure Moderate Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 2d8+3 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Moderate Wounds. This infusion is affected by Artificer Knowledge: Potions.
 * Elemental Prod
 * School: Evocation
 * Level: Art 2
 * Cost: 4 SP
 * Components: V, S, M
 * Effect: Deals 4 to 6 damage per caster level (up to a max of 80 to 120 at caster level 20) to any elemental you touch. Half the damage is electric, the other half is force. The target of the spell is also dazed. A successful Will save halves the damage and negates the daze.
 * Elemental Weapons
 * School: Evocation
 * Level: Art 2
 * Description: Spell Selector for Corrosive Weapons, Frost Weapons, Shocking Weapons, and Flaming Weapons:
 * Corrosive Weapons
 * School: Evocation
 * Level: Art 2
 * Components: 15 SP, V, S, M
 * Effect: Your target's currently equipped weapons gain Hit Effect: 1 to 6 acid damage. An item can have only one temporary item enchantment at a time.
 * Frost Weapons
 * School: Evocation
 * Level: Art 2
 * Components: 15 SP, V, S, M
 * Effect: Your target's currently equipped weapons gain Hit Effect: 1 to 6 cold damage. An item can have only one temporary item enchantment at a time.
 * Shocking Weapons
 * School: Evocation
 * Level: Art 2
 * Components: 15 SP, V, S, M
 * Effect: Your target's currently equipped weapons gain Hit Effect: 1 to 6 electrical damage. An item can have only one temporary item enchantment at a time.
 * Flaming Weapons
 * School: Evocation
 * Level: Art 2
 * Components: 15 SP, V, S, M
 * Effect: Your target's currently equipped weapons gain Hit Effect: 1 to 6 fire damage. An item can have only one temporary item enchantment at a time.
 * Inflict Moderate Damage
 * School: Transmutation [Repair]
 * Level: Art 2
 * Cost: 8 SP
 * Components: V, S
 * Effect: Transmutes the structure of a construct enemy to deal 6 to 16 damage plus an additional 1 to 4 for every caster level up to caster level 10.
 * Insightful Strikes
 * School: Divination
 * Level: Art 2
 * Cost: 15 SP
 * Components: V, S, M
 * Target: Self
 * Effect: Enchants a crossbow or one handed melee weapon to permit the use of the equipper's Intelligence modifier for attack rolls instead of Strength or Dexterity, if it is the only weapon (other than a Rune Arm) equipped. An item can have only one temporary item enchantment at a time.
 * Lightning Sphere
 * School: Evocation
 * Level: Art 2
 * Cost: 10 SP
 * Components: V, S, M
 * Effect: Launches an electrical orb that explodes on impact, dealing 5 to 8 electrical damage per two caster levels (up to a max of 25 to 40 damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected.
 * Lucky Cape
 * School: Abjuration
 * Level: Art 2
 * Cost: 15 SP
 * Components: S, M
 * Effect: Your target's cloak grants a +1 Luck bonus to saving throws. An item can have only one temporary item enchantment at a time.
 * Reinforce Construct
 * School: Transmutation
 * Level: Art 2
 * Cost: 15 SP
 * Components: V, S, M
 * Effect: Reinforces the target ally construct or living construct, giving a bonus of 10 temporary hit points plus 1 additional one per caster level up to caster level 10.
 * Toughen Construct
 * School: Transmutation
 * Level: Art 2
 * Cost: 15 SP
 * Components: V, S, M
 * Effect: Toughens the skin of an ally construct, giving a +2 natural armor bonus to AC with an additional +1 bonus for every 3 caster levels above 3rd, to a maximum of +5 at caster level 12.
 * Adamantine Weapons
 * School: Transmutation
 * Level: Art 3
 * Cost: 20 SP
 * '''Components: V, S, M
 * Effect: Your target's currently equipped weapons gain the ability to bypass Adamantine damage reduction. An item can have only one temporary item enchantment at a time.
 * Blast Rod
 * School: Evocation
 * Level: Art 3
 * Cost: 15 SP
 * Components: V, S, M
 * Effect: A blast of electricity bursts from your outstretched hand, dealing 5 to 8 electrical damage per caster level (up to a max of 50 to 80 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.
 * Curative Admixture: Cure Serious Wounds
 * School: Conjuration [Healing]
 * Level: Art 3
 * Cost: 12 SPfckLR**Components: S, M
 * Target: Friend, Self, Directional
 * Cooldown: 10 seconds.
 * Effect: Infuses a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d8+5 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Serious Wounds. This infusion is affected by Artificer Knowledge: Potions.
 * Curative Admixture: Remove Disease
 * School: Conjuration
 * Level: Art 3
 * Cost: 10 SP
 * Components: S, M
 * Target: Friend, Self, Directional
 * Cooldown: 10 seconds.
 * Effect: Infuses a Remove Disease potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes diseases from nearby allies. Special material component: Potion of Remove Disease.
 * Flame Turret
 * School: Conjuration [Fire]
 * Level: Art 3
 * Cost: 20 SP
 * Duration: 1 minute
 * Components: V, S, M
 * Effect: Conjures a destroyable turret that fires jets of flame at nearby enemies. You can have only one summoned creature at a time.
 * Inflict Light Damage, Mass
 * School: Transmutation [Repair]
 * Level: Art 3
 * Cost: 25 SP
 * Components: V, S
 * Effect: Transmutes the structure of construct enemies to deal 3 to 8 damage plus an additional 1 to 4 for every caster level up to caster level 25.
 * Inflict Serious Damage
 * School: Transmutation [Repair]
 * Level: Art 3
 * Cost: 12 SP
 * Components: V, S
 * Effect: Transmutes the structure of a construct enemy to deal 9 to 24 damage plus an additional 1 to 4 for every caster level up to caster level 15.
 * Positive Energy Infusion
 * School: Transmutation
 * Level: Art 3
 * Cost: 15 SP
 * Components: V, S, M
 * Effect: You enhance an ally with some of your life force, giving them a 10% enhancement bonus to maximum hit points. You suffer a stacking maximum hit point penalty of 10% for each time this spell has been cast. The effect lasts for five minutes before expiring.
 * Armor of Speed
 * School: Transmutation
 * Level: Art 4
 * Cost: 25 SP
 * Duration: 60 seconds + 12 seconds per level
 * Components: V, S, M
 * Effect: Your target's currently equipped armor gains Equip Effect: Quickens the wearer, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. An item can have only one temporary item enchantment at a time.
 * Cold Iron Weapons
 * School: Transmutation
 * Level: Art 4
 * Cost: 25 SP
 * Components: V, S, M
 * Effect: Your target's currently equipped weapons gain the ability to bypass Cold Iron damage reduction. An item can have only one temporary item enchantment at a time.
 * Curative Admixture: Remove Poison
 * School: Conjuration
 * Level: Art 4
 * Cost: 20 SP
 * Components: S, M
 * Target: Friend, Self, Directional
 * Cooldown: 12 seconds.
 * Effect: Infuses a potion of Poison Neutralization with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes poisons from nearby allies. (It does not confer immunity to poisons.) Special material component: Potion of Poison Neutralization.
 * Inflict Critical Damage
 * School: Transmutation [Repair]
 * Level: Art 4
 * Cost: 16 SP
 * Components: V, S
 * Effect: Transmutes the structure of a construct enemy to deal 12 to 32 damage plus an additional 1 to 4 for every caster level up to caster level 20.
 * Inflict Moderate Damage, Mass
 * School: Transmutation [Repair]
 * Level: Art 4
 * Cost: 35 SP
 * Components: V, S
 * Effect: Transmutes the structure of construct enemies to deal 6 to 16 damage plus an additional 1 to 4 for every caster level up to caster level 30.
 * Thundering Armor
 * School: Evocation
 * Level: Art 4
 * Cost: 25 SP
 * Components: V, S, M
 * Effect: Your target's currently equipped armor gains Retributive Hit Effect: Attacker takes 1 to 6 sonic damage and has a 5% chance to take an additional 8 to 48 sonic damage (Fortitude DC: 25 save for half damage). An item can have only one temporary item enchantment at a time.
 * Curative Admixture: Remove Curse
 * School: Conjuration
 * Level: Art 5
 * Cost: 30 SP
 * Components: S, M
 * Target: Friend, Self, Directional
 * Cooldown: 14 seconds.
 * Effect: Infuses a Remove Curse potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes curses from nearby allies. Special material component: Potion of Remove Curse.
 * Inflict Serious Damage, Mass
 * School: Transmutation [Repair]
 * Level: Art 5
 * Cost: 40 SP
 * Components: V, S
 * Effect: Transmutes the structure of construct enemies to deal 9 to 24 damage plus an additional 1 to 4 for every caster level up to caster level 35.
 * Planar Weapons
 * School: Transmutation
 * Level: Art 5
 * Description: Spell Selector for Good Weapons, Evil Weapons, Lawful Weapons, and Chaotic Weapons:
 * Good Weapons
 * School: Transmutation
 * Level: Art 5
 * Cost: 30 SP
 * Components: V, S, M
 * Effect: Your target's currently equipped weapons gain the ability to bypass Good damage reduction. An item can have only one temporary item enchantment at a time.
 * Evil Weapons
 * School: Transmutation
 * Level: Art 5
 * Cost: 30 SP
 * Components: V, S, M
 * Effect: Your target's currently equipped weapons gain the ability to bypass Evil damage reduction. An item can have only one temporary item enchantment at a time.
 * Lawful Weapons
 * School: Transmutation
 * Level: Art 5
 * Cost: 30 SP
 * Components: V, S, M
 * Effect: Your target's currently equipped weapons gain the ability to bypass Lawful damage reduction. An item can have only one temporary item enchantment at a time.
 * Chaotic Weapons
 * School: Transmutation
 * Level: Art 5
 * Cost: 30 SP
 * Components: V, S, M
 * Effect: Your target's currently equipped weapons gain the ability to bypass Chaotic damage reduction. An item can have only one temporary item enchantment at a time.
 * Radiant Forcefield
 * School: Abjuration [Force]
 * Level: Art 5
 * Cost: 30 SP
 * Components: V, S, M
 * Effect: Your target is surrounded in a sphere of magical force that reduces all damage they take by 25% for a short period of time.
 * Silver Weapons
 * School: Transmutation
 * Level: Art 5
 * Cost: 30 SP
 * Components: V, S, M
 * Effect: Your target's currently equipped weapons gain the ability to bypass Silver damage reduction. An item can have only one temporary item enchantment at a time.
 * Deconstruct
 * School: Transmutation
 * Level: Art 6
 * Cost: 35 SP
 * Components: V, S
 * Effect: Greatly damages an enemy construct, dealing 10 damage per caster level (max 150), slows their move and attack speed, reduces fortification by 25%, and inflicts a 25% penalty to Repair effects. Reconstruction will remove this penalty. A successful Will save halves this damage and prevents the debuff portion.
 * Inflict Critical Damage, Mass
 * School: Transmutation [Repair]
 * Level: Art 6
 * Cost: 45 SP
 * Components: V, S
 * Effect: Transmutes the structure of construct enemies to deal 12 to 32 damage plus an additional 1 to 4 for every caster level up to caster level 40.
 * Tactical Detonation
 * School: Transmutation
 * Level: Art 6
 * Cost: 40 SP
 * Components: V, S, M
 * Effect: Causes an unstable ball of plasma to streak towards your enemy. The ball explodes on impact, knocking enemies to the ground and dealing 4 to 6 fire damage per two caster levels (a successful Reflex save reduces the fire damage by half and negates the knockdown effect) and 3 to 4 force damage per caster level (no save) to targets in the area. Unlike most other projectile spells, the caster can arc this sphere if they have no target selected.

UI Improvements

 * Shortcut bars will now remember items placed in them when consumed or deleted, and will display the item with a greyed-out icon. If the item is available in the DDO Store, right-clicking on the greyed-out icon will open the DDO Store page for the item. If a character has several stacks of the same item, and the one in the shortcut bar goes empty, the shortcut bar will be filled with another stack of the same item.
 * The vitals UI for characters and parties has been given a new look. Portrait icons are shown as rendered characters in the vitals UI bar. Options now exist in the UI Settings of the Options menu to show percentages of health remaining, and whether your vitals UI displays in the party vitals list when in a group. Players can toggle the display of their rendered characters in the vitals UI bar, and turn of their personal vitals UI through the UI Settings as well. There is an option to switch the new vitals UI to a minimalist view which hides the portrait, level and character/pet name(s).
 * Goggles can now be made visible on characters by clicking the head toggle switch of their character "doll" in the Inventory UI.
 * Fixed an issue where the bank window would not automatically close when a player walked away from a bank NPC.
 * The "Hide Content I Don't Own" button now functions properly again.

Other changes

 * Cosmetic armor and helmet choices are now maintained when reincarnating.
 * Shadows will now display properly on computers running DX10 and DX11.

Known Issues
Known issues are now available:
 * Here for the copy here on the wiki
 * Here for the copy on the official forums