The Totally NEW Team Corwin Thread

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Druid Update Preview!

TL:DR = Nature's Warrior is being split into two trees essentially, one wolf and one bear. Weapons now determina base damage/crit profile of animal forms. Elemental forms get 65% absorb to their element, 35% vulnerability to opposing element. Combat style (TWF/SFW/THF) bugs are fixed, as are issues with Cleave animations as trees. Creeping Cold/GCC are fixed so that multiple Druids don't overwrite each others' spells. Other spells get changes; Reincarnate won't take so long that you can read War and Peace waiting on the casting animation anymore. Seasons are changed automatically based on elemental form, think it means they'll no longer change randomly in an effort to annoy Druid players.

Pets won't harm the Druid (or Arty) on their death going forward. More rezs for pets per rest. Pets are getting their own pass "later".

Code:
A major revamp on druids is in progress! This our working plan at the moment.

GENERAL CHANGES

1. Animal forms will now use the stats of the player's main hand weapon for melee attack purposes, such as Base Damage, Critical Multiplier, Critical Range, all Enchantments, Material traits, procs, etc. The issue with the power level of certain effects not scaling will be resolved by this as well.


    Somewhat hand-wavy Lore Explanation: The weapon is used as the magical source to enchant and create the properties of the claw or tooth of the druid. It's magic....so it works that way....yeah...

    Design Explanation: We want druid's melee attack progression to scale with loot normally so the druid's melee attack progression is easier to balance going forward.

    Primal Avatar will be given some kind of damage boost to maintain its hard-hitting style with this change. It will also get Cleave animations to fix a bug with Cleave attacks caused by lack of animations.



2. Existing combat style bugs are being fixed.


    No combat style specific bonuses will function while in animal forms aside from Natural Fighting, and any bonuses native to the form (no duel wielding, glancing blows or single weapon attack speed).

    Using a two-handed weapon still grants the 1.5 damage from your modifying stat, and Power Attack feat adjustments in animal form as well, for its additional bonus.

    Attacks that require a specific weapon to be held in your hand will still not work in animal form (cause you don't have hands!)



3. Wolf form attack animations are being adjusted.


    We are reducing the Basic Wolf Form attack speed bonus to 15%. Winter wolf remains about the same speed at 30%. We are also fixing some flaky behavior in the attack chain.



4. The Bear attack animation chain will be improved to make its attack rate match other weapon styles.


    This will result in an approximate 15% increase in attack speed.



5. Bear & Dire Bear form's AC bonus is now typed Exceptional.


    Improved Mage Armor will also be typed Exceptional.



6. Water and Fire Elemental form will now grant 65% Absorption to their element, instead of Damage Reduction, and 15% Vulnerability to their opposite element.


    The bonus will not stack with Fire Shields or Energy Sheath.



7. Existing Enhancement Trees revamped and new tree "Nature's Protector" added. - Found below in this thread:

8. Specific Spell Changes:


    Reincarnate's casting time and cool down will be put on par with Raise Dead.
    Baiting Bite bluff skill check will use the player's spot score instead of their bluff skill, wisdom bonus applies of course.
    Call Lightning Storm and Storm of Vengeance will have their damage progressions and values change to be an X per caster level to better benefit from increasing in caster level and max caster level effects.
    Call Lightning Storm now does 1d10 every 2 druid levels, max 15.
    Storm of Vengeance's Acid damage now scales at d8 per 3 druid levels, and its lightning damage 1d10 every 2 druid levels. Max of 25. Duration is 30 seconds. (duration will not scale with level, which didn't work anyway)
    Rising Fury's cooldown will be reduced to 30 seconds and the extend meta magic will work on it. (new)
    Produce Flame Projectile speed is being increased (new)
    Creeping cold and Greater creeping cold will now stack with each other when cast by other druids (two can each have their own copy on a target now)

    (New additions to come) Anger of the Noon Day Sun, Elemental Toughness and Fires of Purity are under review to be improved.



9. Cosmetic Changes: (new)


    These may come AFTER the pass, time permitting. This is stretch goal stuff.
    Either or some combination of new Wolf & Bear forms Appearances or dyes.
    Nature’s Veil: A Toggle Feat that suppressed the texture swap used for fire/water elemental forms but keeps the vfxs.



10. Removing pets damaging the druid/artificers on death (new)

    We’re going to be cutting the death penalty for pets and are discussing give a few more pet rez charges at certain levels. The arty enhancement that touches this will be reworked to something else.



11. Natural Fighting Feats will be revamped, more details to come.




Note: Druid pets will be reworked in a separate pass with Artificer pets.



ENHANCEMENT TREES

NATURE'S WARRIOR

CORES:

1. Nature's Warrior: every point spent in tree gives 1 hp, and every CORE; gives 1 sneak attack die in wolf form, and +1 base melee damage while in all animal forms

2. Natural Senses: Your attacks penetrate 10% of your enemies fortification, +3 to listen, spot and search

3. Nature's Bounty: While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 2.0. Does not stack with Nature’s Protector cores.

4. Nature's Hunter: In wolf or bear form you gain a +1 competency bonus to crit damage multiplier on your weapon. Requires a weapon to be equipped.

5. Howling Frost: Casting Howl of Terror now grants you "Winter Hunt" for 10 seconds which grants +10 double strike and, 25% bonus to spell crit and 50% to spell crit damage to all cold damage spells. This will only occur once every 30 seconds.

6. Avatar of the Hunter: You have mastered the art of wielding divine magic in animal form, and using it to empower your body in physical combat. While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 1.5. Does not stack with Nature’s Protector cores.

Passive: +2 strength and wisdom and +10 to double strike and physical resistance

TIER 1

Nature's Empathy: 3/3, increases use of animal empathy, 5/10/15 increase to positive spell power. AP COST: 1

Snapping Jaws: Whenever you bluff or use an ability that triggers a bluff check such as baiting bite your target is debuffed losing -2 AC and you gain a stack of "Snapping jaws" for +2 AC for 15 seconds. Stacks 1/2/3 times. AP COST: 1

Take Down: Increase trip DCs by 1/2/3, AP COST: 1

Bestial Nature: Increase reflex fort saves by 1/2 (no longer a toggle) AP COST: 1

Athletic Hunter: Bonus to move silent,hide, jump and swim, tier 3 grants one charge of wild empathy 1/2/3 AP COST: 1

TIER 2

Flight: Gain an uncapped dodge bonus of 20% for 10/20/30 seconds, costs 1 wild empathy to activate, 30 second cooldown. AP COST: 1

Improved Dodge: +1/2/3 Dodge. AP COST: 1

Ghost Wolf: Requires wolf form. Activate, gain 50% incorpreal defense for 30 seconds, cooldown 5 minutes. Passive: Gain ghost touch while in wolf form to your melee attacks AP COST: 2

Prey on the Weak: 8/15% Damage Bonus against helpless targets AP COST: 1

Action Boost: Double Strike: Activate to gain a +[10/20/30]% action boost bonus to Doublestrike for 20 seconds. AP COST: 1

TIER 3

Fight: increase melee damage and AC, 1, 2, 3 in wolf or bear forms AP COST: 1 (requires: flight)

Brother Wolf: While your wolf pet is alive and within 40 meters it gains 5/10/15 hps every 12/9/6 seconds and 10/15/20 mrr & prr and you gain 1/2/3 to hit and damage AP COST: 1

Stalking Prey: Staying in stealth gains you a damage bonus to critical hit damage (before weapon multipliers) every 3 seconds. Effect lasts for 10 seconds and can stack up to 3 times. or a total of +[3/6/9]. AP COST: 1

Essence of Nature: If you score a crit hit in melee you are granted 10/20 temp spell points for 8 seconds. Your pet has a 10% chance to proc this on its base attacks. Passive: + 5 Positive SP/10 AP COST: 1

Strength or Wisdom AP: 2 (new)

TIER 4

Fatal Harry: Killing an opponent grants a +3 moral bonus to double strike bonus for 12 seconds. Can stack up to 1/2/3 times. Weaker opponents may not trigger this effect. AP COST:1 (new replaced stand your ground)

Four Legs Good: You become immune to most knock down effects in animal forms AP COST: 2

Ferocity: You gain +2/4/6 melee power in bear or wolf form. This bonus is doubled when under the effects of true rage (rage that prevents spell casting) AP COST: 1

Great White Wolf: +10/20/30 cold spell power, while in winter wolf form you gain 10/20/30% cold absorption. AP COST: 1

Strength or Wisdom AP: 2 (new)

TIER 5

Alpha Strike: AOE Melee Attack - Requires animal form: You fight for leadership of the pack. Area damage melee attack dealing +2[W]/+3[W]/+5[W]. This attack can doublestrike. On targets above 85% health it reduces their attack, range and spellpower by 25 for 15 seconds. Activation Cost: 12/9/6 sp, Coodown: 18/15/12. AP COST: 1 (requires: fight)

Nature’s Swiftness: Wolf forms gain evasion. Armor restrictions apply. AP COST: 2

Throat Rip: Requires wolf form, Stealth Melee Attack. +6 sneak dice, On Sneak attacks: Against living targets silences target for 15 seconds on Fort save 10 + Druid level + Wisdom negates and inflicts a bleed that causes 6d6 damage every 2 seconds for 12 seconds. Bleed Scales with melee power. Against bosses the silence is replaced with a 25 pt spell power debuff. 15 Second cool down. AP COST: 2

Jaws of the Great White Wolf: The spell Jaws of Ice now grants gain temporary hps equal to 10 times your character level. AP COST: 2

Strength or Wisdom AP: 2

NATURE'S PROTECTOR - new bear tree!

CORES:

1. Nature's Protector: +2 hp for every point spent in the tree, and 3 MRR for every core in the tree.

2. Nature's Defense: Defensive Combat Stance +8 phy and magic resistance while any wildshape forms. Cannot be active with other defensive stances but can be used while raging. (new – elemental forms can now use it the base version and vase upgrades)

3. Magical Beast: Gain heavy armor prof. In addition while in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 2.0. Does not stack with Nature's Warrior Cores.

4. Big Claws: Adds Great Maul to your spell book. This is a version of the maul spell with the same cost and stats but stuns instead of causing a bleed on it. Shares cool down with maul. Stun DC: 10 + Druid level + Wisdom + Stun Modifiers.

5. Big Bear: The Tremor spell now deals 5-8 blunt damage per druid level in addition to it's knock down effect. This damage scales with melee power.

6. The Great Bear: Your attack speed in bear form is increased by 10% combat style bonus.
+4 str, +4 con.
While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 1.5. Does not stack with Nature’s Warrior Cores (new – mirror spell casting benefit from wolf tree and updated stats.

TIER 1

Rage of the Beast: Activate to rage gaining +4 strength and Con, +2 will saves, -2 ac for 40 seconds, but disallowing the casting of magic. Requires bear or wolf form. This ability shares cool down and charges with Barbarian class rage. Effects that modify barbarian rage also effect Rage of the Beast and using it counts as a use of barbarian rage and vice versa. Effect persists through shape changes Can be used 1/2 per rest. AP COST: 1

Fey’s Blessing: Gain +2/4/6 MRR AP COST: 1

Improved Nature's Defense: Competence bonus to one of three, Increase Threat by 50/100/150%, PRR MRR 4/8/12, Saving Throws by 1/2/3 AP COST: 1

Bloody Claws: Using Maul grants a stack of "Killer instincts" granting +1 damage for 15 seconds. Stacks 1/2/3. AP COST: 1

Animal Brutality: Gain a +1/2/3 bonus to intimidate, swim, jump AP COST: 1

TIER 2

Primal Beast: Gain an additional +1/2/4 strength when raging in animal form. At Rank 3 Gain one more use of rage. AP COST: 1 Requires Rage of the Beast

Thick Hide: Nature Armor Bonus 2/4/6 AP COST: 1

Improved Nature's Defense: Competence bonus to one of three, Increase Threat by 50/100/150%, PRR MRR 4/8/12, Saving Throws by 1/2/3 AP COST: 1

Sharp Bloody Claws: Shred now also applies killer instinct AP COST: 1

Defense Boost: Action boost grants 5/10/15 ac 7/12/20 mrr for 20 seconds. 30 second cool down. AP COST: 1

TIER 3

Undying Beast: While raging in animal form you gain immunity to death effects and energy drain. Gains one more use of rage. AP COST: 2 Requires: Primal Beast

Spirit Refreshed: When shape shifting forms below 33% health you heal to full and cure all fatigue. This benefit can only occur once every 3 minutes. AP COST: 2 (new – applies to all forms now)

Improved Nature's Defense: Competence bonus to one of three, Increase Threat by 50/100/150%, PRR MRR 4/8/12, Saving Throws by 1/2/3 AP COST: 1

Ursa Protector: While in bear form nature's defense now does one of these, +2/4/6 con, +3/6/9 MRR, +15/20/25 % to max hp AP COST: 1

Strength OR Wisdom AP COST: 2

TIER 4

Enduring Beast: while raging Increase healing amp by 10/20 in any animal forms. At rank 2 gain one more use of rage. AP COST: 1 Requires: Undying Beast

Spirit Renewed: When shifting forms below 33% health you heal to full and benefit from a restore spell. This can now occur once every 2 minute. Still removes fatigue. AP COST: 2 Requires: Spirit refreshed

Savage Roar: Using the Roar spell with 1 stack of killer instinct active now triggers a burst of sonic damage around the druid for 1d3 per rank of wilderness lore. Scales with melee power. If you have 2 stacks it also stuns at DC: Wilderness Rank + Strength Mod At 3 stacks the damage is 1d10 per rank of wilderness lore and stuns. AP: 2

Ursa Protector: While in bear form nature's defense now does one of these, +2/4/6 con, +3/6/9 MRR, +15/20/25 % to max hp AP COST: 1

Strength OR Wisdom AP COST: 2

TIER 5

Beast unleashed: Gain one additional uses of Rage of the Best per rest. While raging you gain 15% double strike. and while in bear form 50% increase in threat generation and 15% bonus to your armor class. AP COST: 2
Requires Enduring Beast

Spirit Bear Charge: Requires bear form Charge forward inflicting +3W and knocking down enemies, reflex save vs DC 19 + Wis + Trip Bonuses. 15 second cooldown. AP COST: 2

Lightning strikes the Mountain: Activating calls down a bolt of lightning that strikes the druid granting a 100% bonus to threat and MRR for 15 second. 20 MRR / 40 MRR in nature’s protector stance. Nearby enemies take 1d8 in lightning damage per wilderness lore rank. Scales with melee power. SP Cost: 15. 30 Second cooldown. (new – Replaced/Improved Great roar)

Ursa's Protector: While in bear form nature's defense now does one of these, +2/4/6 con, +3/6/9 MRR, +15/20/25 % to max hp AP COST: 1

Force of Nature: You gain 10/15/20% resistance against force damage and 2/4/6 con. AP COST: 1

SEASONS HERALD

CORES:

1. Child of Summer: You gain the ability Child of Summer: Activate to grant +5 Spellpower when casting fire, force, light, sonic and positive spells. This seasonal Spellpower is multiplied by one for every Core enhancement possessed in Season's Herald (starting with this one), up to +30 when you have all six Enhancements. Lasts until death or change of season. Fire Elemental form changes you into this season automatically.

Passive: +1 Universal Spellpower per AP spent in this tree.

2. Child of Winter: You gain Child of Winter: Activate to gain +5 Spellpower when casting water, acid, earth and electric spells per core in this tree. Lasts until death or season change. Water elemental form changes you into this season automatically.

Passive: +1 caster levels to spells in your active season.

3. Nature's Wellspring: The effects of your shillelagh are doubled. +1 max caster level in your active season

4. Sun Burst: Gain Sun Burst as an SLA, SP: 4, Cooldown: 20 seconds (new – lowered cooldown)

5. The Storm of Change: Gain Storm of Vengeance as an SLA, SP 20 cost. 2 minute cool down.

6. Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you. +4 Wisdom +4 Con +10 Universal spell power. Your Conjuration and Evocation spells gain +1 DC, +2 caster level and +2 max caster level. (new – increased wis/con bonus)

TIER 1:

Beguile: Whenever you attack or cast a spell on an enemy, there is a 50% chance to Beguile an affected enemy [1/0-2/0-3] times for [3/0-6/0-9] seconds. Beguile: -2% attack speed, -2 Spellpower. Beguile stacks up to 25 times, and one stack fades every few seconds. Up to one enemy affected each second (by up to [1/2/3] stacks). Does not affect bosses. AP COST: 1

Shared Spirit: Your wolf pet gains 3/6/10% bonus to hps. Passive: You gain 1/2/3 spell power. AP COST: 1

Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Force, Light, Positive, Force and Sonic
-AP COST: 2

Produce Flame: Spell Like Ability: Produce Flame. Cost: 6/5/3, Cooldown: 10/6/4 AP COST: 1 (new – lowered cooldown)

Druidic Wisdom: Gain a +1/2/3 to heal, spellcraft and diplomancy skills. AP COST: 1

TIER 2:

Efficient MetaMagic: Reduce the cost of a meta magic, empower, enlarge, maximize, quicken AP COST: 2

Efficient MetaMagic: Reduce the cost of a meta magic, empower, enlarge, maximize, quicken AP COST: 2

Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Light, Force, Positive, Force and Sonic
AP COST: 2
Requires previous tier.

Creeping Cold: Spell Like Ability: Creeping Cold (Cost: [6/5/3] SP. Cooldown: [12/10/8] seconds) AP COST: 1 Requires produce flame

Action Boost: Spell Power: Action boost grants 10/20/30 spell power for 20 seconds. 30 second cool down. AP COST: 1

TIER 3

Autumn Leaves: Toggle ability: Leaves always seem to blow around the druid. Grants feather fall, +2 dodge and 5% proc chance on anyone hitting you in melee to be knocked down by a blast of air. Costs: 15 SP Lasts until death or toggled off AP COST: 1

Efficient Heighten AP COST: 2

Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Force, Light, Positive, Force and Sonic
AP COST: 2
Requires previous tier

Call Lightning: Spell Like Ability: Call Lightning (Cost: [10/8/6] SP. Cooldown: [12/8/6] seconds) AP COST: 1 Requires: Creeping cold (new - lowered cooldown)

Wisdom +1 AP COST: 2

TIER 4:

Spring Resurgence: Fill an ally with the vitality of spring. When that ally falls below 50% hit points, that ally and any other allies near him are healed by 20d6
positive energy, and receive a +2 primal bonus to attack rolls. (Lasts 5 minutes or until triggered.) (Activation Cost: [8/6/4] Spell Points.)
Cooldown: [8/4/2] seconds) AP COST: 1 (new – lowered cooldown to make buffing party easier)

Strength of the Solstice: +1 to the save DC's of your Evocation and Conjuration spells AP COST: 2

Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Force, Light, Positive, and Sonic
AP COST: 2

Salt Ray: Spell Like Ability: Salt Ray (Cost: [12/10/8] SP. Cooldown: [12/10/8] seconds) AP COST: 1

Wisdom +1 AP COST: 2

TIER 5

Crown of Summer: A target of your choice is filled with the light and vitality of summer. That target gains a 15% enhancement bonus to Healing Amplification, and 10 melee power and 5 ranged power. (Activation Cost: 1 Spell Point. Cooldown: 6 seconds) Only one target can have the crown at a time. AP COST: 1

Master of the Elements: Gain 5/10/15 spell power in your season. Passive rank 3: If the character has 17 druid levels they gain anger of the noonday sun or mantle of icy when changing in the appropriate elemental form. This effect costs 8 spells points when it occurs.

Time and Time again: increase your caster level and max caster level by +1 AP COST: 2

Word of Balance: Spell Like Ability: Word of Balance (Cost: [12/9/6] SP. Cooldown: [20/15/10] seconds) AP COST: 1 Requires: Salt Ray (will fix bug with this spell getting blocked by spell resistance)

Armor of Winter: Gain 8 times your wisdom in temporary Hit points that lasts 60 seconds. (Cooldown: 30 seconds, Sp Cost: 12) AP COST: 2 (new – moved spell power and allow it to work in any elemental form/season)
 
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Artificer Changes and Third Tree

Code:
General Changes:

    Construct Essence remains the same.
    Improved Construct Essence now functions like Construct Exemplar does presently on Live, granting full Construct species typing. It's available with 12 Artificer levels, and as an Artificer class feat.
    Construct Exemplar is no longer part of the line with the other two. It now adds +20 Repair Amp and +10 MRR. It is available to any character level 20+.
    Combat Expertise is added to the Artificer Class Feat list.
    Empower Healing is now available to players with Artificer levels.
    You no longer lose HP or SP when your Iron Defender dies. (Yes, this is coming to Druid as well).



Admixture Changes:

    Curative Admixture: Cure Critical Wounds is now a 5th level Artificer spell in the general Artificer spell table.
    Scrolls of Curative Admixture: Cure Critical Wounds now occasionally drop in treasure wherever 5th level scrolls drop.
    Curative Admixture spells have had their Spell Point costs adjusted.
    Curative Admixture spells have had their Maximum Caster Levels raised to match their Cure (non-Mass) analogues, and added to their tooltips.
    Curative Admixture spells have had their tooltips corrected with accurate damage values.
    Curative Admixture spells are now properly considered Conjuration spells for the purpose of DCs and Caster Levels.



Arcanotechnician Changes:

    Palliative Admixture scales with Artificer level (exact numbers TBD, work in progress)
    Thaumaturgical Battery is replaced with new Admixture: Haste SLA (uses similar cooldown/SP costs to Haste, exact numbers TBD)
    Critical Admixture goes away (it's moving to the new tree), gets replaced with Passive: +2 to Caster Level and Max Caster Level of Electric Spells, +2 Rune Arm DCs
    Uncaring Master will be replaced. (TBD, this is also a work in progress).




Artificer: Renegade Mastermaker Tree
Renegade Mastermaker is the third tree for Artificers. It focuses on improving your Repair spells, your Curative Admixture spells, personal Defense, and building things to buff you and your allies.


Cores:

    Core 1: Each core ability in this tree grants you +10 Maximum Hit Points, +5 Positive Spell Power and +5 Repair Spell Power.
    Core 2: While in Medium Armor, Heavy Armor, or Adamantine Body, your equipped armor grants you a +4 Shield bonus to AC and immunity to Magic Missiles.
    Core 3: Curative Admixture: CSW SLA. 4 Spell Points. 8 second cooldown.
    Core 4: +30 Repair Amplification. +50 Maximum Hit Points.
    Core 5: Radiant Forcefield SLA. 30 Spell Points. 3 minute cooldown.
    Core 6: +2 CON, +2 INT. +10 PRR, +10 MRR, +3 Caster Levels with Admixture and Repair Wounds Spells. Active: Unbreakable Forcefield SLA: For 6 seconds, you take -95% damage from all sources (except Untyped damage). 3 minute cooldown.



Tier 1:


    Curative Admixture: CLW SLA. 4/3/2 Spell Points. 12/8/6 second cooldown.
    Repair Light Damage SLA 6/4/2 Spell Points. 4/3/2 second cooldown.
    Supporting Construction: While in Medium or Heavy Armor (or Adamantine Body), +2/4/6 PRR.
    Skills: Repair/Heal/Balance
    Toughness: +5/10/15 max hp



Tier 2:

    Power of Creation: +5/10/15 Repair and Positive Spell Power
    Converter: You create a small device that floats near an ally. Target player, hireling, or Druid Wolf pet at touch range takes 100% base healing from Repair spells for the next 3 minutes (or until target dies). This overrides their innate base healing from Repair spells for the duration. 3 minute cooldown.
    Armor Mastery: +1/2/3 Armor Class and Armor Max Dex Bonus
    Stronger Admixtures: Your Admixture spells gain +3/6/10 to their maximum caster level.
    Action Boost: Defense



Tier 3:

    Conjure Component: 10 Spell Points:You conjure a large number of components that stand in for the Potion requirements in all of your Admixture spells. These expire on logout.
    Repair Moderate Damage SLA 8/6/4 Spell Points. 6/5/4 second cooldown.
    Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by [15/30/50]%.
    Warding Construct: 5 Spell Points: You create a drone set to counter magical spells. Every 10 seconds for 1 minute, you and nearby allies gain a +3 Alchemical bonus to Saving Throws vs. Magic and +3 Alchemical bonus to Saving Throws vs. Traps that lasts for 10 seconds. 3 minute cooldown.
    CON/INT



Tier 4:

    Power of Creation: +5/10/15 Repair and Positive Spell Power
    Reconstruct SLA 35/30/25 Spell Points. 30/15/6 second cooldown. Shares a cooldown with other Reconstruct SLAs.
    Embed Component: Construct Essence or Warforged Required. +5/10/15 MRR and +2/4/6 Constitution. You can no longer use Evasion, Druid Wild Shape feats, or Primal Avatar's Tree form. (Rank 3: In addition, you do not incur the Attack Bonus or Spell Point cost penalty from Combat Expertise.)
    Renewal Construct: 25 Spell Points: You create a drone set to disperse protective potions. Every 2 seconds for 20 seconds, you and nearby allies gain a Determination bonus to Temporary Hit Points equal to 25 hit points per Artificer level. Level 20+ characters receive twice as many hitpoints. 2 minute cooldown.
    CON/INT



Tier 5:

    Curative Admixture: Cure Critical Wounds SLA. 5 Spell Points. 12 second cooldown.
    Instant Fix: You perform nearly-instantaneous repairs, dispelling most forms of Crowd Control and taking the effects of a Greater Restoration spell. May be used while helpless. 3 minute cooldown.
    Paragon Body: You no longer suffer Arcane Spell Failure from armor. You gain +4 to Fortitude Saves, +20% Racial bonus to maximum hit points, and are immune to most forms of knockdown.
    Regeneration Construct: You are surrounded by arcane energy capable of repairing damage and breaking down constructed materials. Allies (equal to your Artificer level) are Repaired for 1 hit point per 3 Artificer levels as long as they are near you. Enemies vulnerable to Rust damage take the same amount in Rust damage. This lasts for 3 minutes + 3 seconds per Caster Level. 50 Spell Points. (This is a Repair analogue to Positive Energy Aura, expect it to work almost identically.)
    Mastermaker: Your Repair Wounds spells have no maximum caster level.




FAQ:
Steel, what about fixes for Arti pets?
While we hope to make large-scale adjustments to Arti and Druid dogs in the future, that would be a large-scale project, and will not be a part of this pass.

Why doesn't this tree focus on (Weapon Imbues/Trapping/Pets/Armor Imbues/Turrets/Crafting/Wand Casting/Scroll Casting/Rune Arms/[Insert Other Feature Here])?
Artificers do a lot of different things. Some are covered in their other two trees fairly well. For this tree, we looked at what Artificers were sorely lacking, as well as what could be used in Artificer splashes and the overall economy of Class Enhancement Trees. In the case of Rune Arms specifically, we wanted some class options available that aren't tied to their use, so you could build a good defensive option without losing out on Shields or whatever else you wanted to use.

What about changes to Battle Engineer?
Battle Engineer just got updates, and we're of the mind that they'd be in pretty good shape if they could survive long enough to make use of their skills and weapons; this tree ought to help with that.

There's a distinct lack of Battlefists here...
True. We looked into a number of options, but in a system where we already have Rune Arms (...and 40 distinct kinds of weapons...), along with Ranged combat being a big element of Artificer, Battlefists didn't quite fit in a way we were happy with. We ultimately focused on the Self-Forged and other Making elements of the classic Renegade Mastermaker instead. Battlefists could still show up elsewhere in the future.

Does Converter work on yourself? How does it work on allies?
We're still working on this one, but tentatively:

    It cannot be cast on yourself.
    It can be cast on other players, hirelings, and Wolf pets. As long as those things aren't constructs, anyway - It wouldn't do anything to anyone who already has a base 100% Repair healing factor.
    For things in that category without Construct Essence, it boosts their base Repair Healing to 100% for the duration.
    For things in that category with Construct Essence, it adds 50% to their existing base Repair Healing, bringing it to 100%.
    Repair Amp should influence the Repair Healing taken by people with the Converter effect.
    It does not affect Positive healing at all.
    There should be a little floating object on allies who have the buff, a visual indicator that they can be repaired. It'll look similar to the other Constructs in the tree.
 
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U37p4 Release Notes. Make sure to update thy clients before gametime Friday.

Code:
Here are the Release Notes for Update 37 Patch 4, released on Wednesday, February 21st, 2018. 
 
Of Special Note:
 
Happy 12th Anniversary, Dungeons & Dragons Online!
 
In celebration of 12 years of DDO, we're giving away a cosmetic item to every character that logs in during the Anniversary! When characters log in from February 23rd through April 1st they will receive a slice of birthday cake in their inventory when they first log in after the event is activated. Double-clicking on the cake will open a UI that allows the player to select one of five Bound to Character cosmetics (click on the links to see what the cosmetic looks like):
 
Cosmetic Robe
Cosmetic Medium Armor
Cosmetic Heavy Armor
Cosmetic Light Docent
Cosmetic Heavy Docent
 
The cosmetics are similar in appearance, but look appropriate for the weight of the armor or docent. 
 
News and Notes:
Classes

    Favored Soul: The Hitpoints provided from "Stout of Heart" and the Spell Points provided by "Purity of Spirit" are no longer removed on death.
    Fighter Vanguard "Shield Rush" second and third ranks DC now properly scale off your highest attribute modifier.

Combat

    Death fatalities have returned! Monsters now have a 25% chance when killed by a magical attack to do a special death fatality, such as freezing solid and then shattering, or dissolving from acid.
    All effects that dispel or ward against Rage have been updated to include an updated and more consistent set of Rage effects.
    The animation for Shield Charge has been improved.
    Monster Champion damage-over-time on-hit effects now have an internal cooldown, and will no longer apply multiple stacks from one multi-projectile spell.
    Action Boosts and other activated statistical boosts will no longer pause melee attacking.
    Various Aura abilities no longer erroneously apply their effects to targets they are not meant to (Objects, creatures in entrance states, etc.)
    Monsters will now only investigate breakable sounds at medium range. Previously they could hear those sounds from great distances which could cause unintended chain pulls as they would path to investigate.

Items

    Disease Immunity now works properly on Purity Filigree.
    When using items with the newer, scaled Vampirism, Construct characters are now healed with Repair energy and Undead characters are healed with Negative energy instead of the normal Positive.
    During potion drinking held items will fade off and reappear at the end of the animation.
    The Icons for Vistani Totem's have been altered.
    The Great Crossbow "Volley, Arbalest of the Damned" is now more visually impressive.
    Some Legendary Greensteel Set Bonus buff bar tooltips have been altered for clarity.
    "Soul of the Elements",  on the rings "Perfect Pinnacle" and "Legendary Perfect Pinnacle", now correctly persists through death.
    "Purifying Quiver" and "Legendary Purifying Quiver" can no longer erroneously drop with a "Reaper" bonus on them.
    The tooltip description of "Bleeding" damaging effects now accurately states the full damage being added by the effect.
    Both the Heroic and the Legendary variants of the "Silent Avenger" set bonus no longer erroneously grant far more Fortification Bypass than intended.

Quests and Adventure Areas

    The Anniversary Event has been updated! New rewards, NPCs, and more will be discovered when the event opens later this week.
    Mists of Ravenloft
        Undead should now be properly damaged by healing on Legendary Elite and Reaper difficulties.
        Transport NPCs have been moved inside of the Taverns in Barovia.
        Old Baba's Hut now properly displays in the Adventure Compendium.
        Raid weapons now have their correct icons.
        The Blessings of a Feather feat is no longer lost upon death.
        It is now possible to see where you have recently been on the landscape map.
        Fixed an issue with the Ravenloft Exit signs where you could "Return to Eveningstar" even if your character had not been to Eveningstar.
        Ravenloft Exit signs now have additional teleport locations available including "Return to your Guild Airship" and the other Ravenloft Public Spaces.
        Trap Control Panel's in Death House have been adjusted to face the correct directions.
        Signposts in Barovia now correctly point to Wizard of Wines and Yester Hill.
        It is harder to cause dungeon alert during the final fight in Wrath of Earth.
        The "Anarchist" card is no longer erroneously called the "Anarchrist" card in the objectives of "An Invitation to Dinner".
    Tempest Spine and Legendary Tempest Spine
        A Dimensional Door now appears at the start of the raid after Sorjek dies.
        Sorjek will no longer leash in the middle of combat.
    Assault on the Aerie of the Slave Lords
        Some tweaks have been made to monster placement which make it somewhat less likely to trigger Red Dungeon Alert while playing.
        Freda is no longer looks confused after the Umber Hulks are killed.
        Fixed an issue in "Assault on the Aerie of the Slave Lords" where some players were unable to see the Mudmen.
        Some Dungeon Alert changes have been made in Part One of Temple of Elemental Evil.
    The Earth Elemental Optional in the Lair of Summoning now has its correct text.
    The two missing Rare encounters in King's Forest can now be found and completed.
    The overall number of monsters has been reduced in some denser encounters in Friends in Low Places.
    Critters, such as sewer rats, squirrels etc, will no longer roll for champion status. A bug has been fixed where they also counted towards Dungeon Alert. They also no longer cry for help, for lonely is the world of the critter...
    Transporting to Reaver's Reach from the Guild Airship now properly closes the dialogue box.

Races

    Dragonborn potion drinking animations have been updated and now hold the bottle correctly.

Sentient Weapons

    Sentient Weapon audio will now say the same thing twice in a row less often.

UI

    There is a new slider in Audio Options to adjust the volume of Sentient Weapon voices. The earlier check box to mute or unmute Sentient Weapon voices has therefore been removed.
    Saga completion dialog now correctly references the saga in question, rather than thanking people for saving Eveningstar.

Miscellaneous

    House Jorasco has had a slight layout alteration in preparation for Update 38.
 
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Reywind is about to be dethrowned again. And Wyerd needs a toon promoted, Janna.
 
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sorry for the late notice. I'm out tonight. shou of be back on track next week.
 
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U38 Balance Changes

Code:
Hey, SteelStar here. I'm here today to talk about a few upcoming changes you'll see in Update 38's first Lamannia, currently targeted for next week.


We've put quite a bit of time lately into gathering DPS data. This is in part to evaluate where builds are when on an even footing, to find outliers (both high and low), evaluate why they're outliers, and bring those in as necessary. This, in turn allows us to better balance groups - We can better make overall Melee buffs if we don't have 1-2 builds doing triple the damage of the other 98% of Melee builds. We'll talk a little about our tests, then outline the changes coming.


Testing an extensive number of builds (over 40) in terms of DPS: A pure 20 Monk, using Handwraps, with most of its points in Shintao and the rest in Henshin, did significantly, unquestionably more damage than any other build we tested. It was not close. More than 30% above anyone else. Far below that, the #2 build had most of its levels in Monk, the #3 was another pure Monk, and #4 had a significant number of Monk levels as well. The #7 build in terms of raw DPS was 20 Monk Henshin Mystic using a Quarterstaff. No Monk builds we tried ranked below that.


In addition, the process of this balance check helped us identify a bug where characters who were Two Weapon Fighting (as well as those using Handwraps) were receiving Doublestrikes, Offhand Attacks, and Offhand Doublestrikes at a far lower rate than intended while moving. We've now fixed that internally. For comparison, most fighting styles deal similar damage numbers while moving vs. standing still; TWF on Live deals about 40% less damage while moving because of this bug. With Update 38, Two Weapon Fighting damage will be roughly the same when standing or moving, as it is for other styles.


Based on the above, we're confident that an adjustment is needed. We understand that Melees are not in the strongest place in the top-end meta right now; we aren't trying to kick Melee when it's down. Rather, we're trying to bring the Melee outliers in, so we can better balance Melee as a group. Consider this some first steps that will allow us to better make other ones down the road (such as improving Melee Defense).

Handwraps
You've likely seen some threads by now about Duality, the Raid Handwraps from Ravenloft. We'd initially given Ravenloft handwraps damage dice akin to two-handed weapons in the pack. We'd had some reasons for it at the time, but we missed the mark on this one (especially with Handwraps benefitting disproportionately well from the increases in internal damage dice) . We're planning on dropping their dice from [1d6+6] to [1d6+3]. (In addition, the Legendary Morninglord and Nightmother handwraps will drop from [1d6+4] to [1d6+2].) Duality will still be the strongest handwraps, and likely stronger than most other weapons out there - But not by as much.


Henshin Mystic
Second, Henshin Mystic currently gets 75 Melee Power in its tree. This is a lot more than other trees get, and it's pretty evenly distributed through its cores. We're of the opinion that this makes both Pure Monks and Monk splashes disproportionately strong (especially given the other benefits of being a Monk), and are planning to alter it from (10/10/10/10/10/25) to (3/3/3/3/3/15). The net effect on Henshin Mystic builds is that their DPS falls in line with most other Two Handed Fighting builds. (We're hoping to do a little further analysis of Two Handed Fighting in general after U38.)


Vistani Weapon Versatility
During our DPS testing we took a look at how this ability impacts builds. We've come to the conclusion that, ultimately, this ability is detrimental to game balance and our ability to make adjustments differently among Melee and Ranged builds. We're planning to make it apply only to Daggers and Throwing Daggers, as it was in our earliest drafts of that ability.

Epic Destiny Boosts
With the above changes, we're planning on making the following changes to Epic Destiny Cores. This is not meant to solve the inherent issues in a lot of these Destinies; only to make them slightly more appealing, and to introduce a minor Melee buff into Epic.



    Fatesinger :
        Current: +4 MP per core
        New: +10 MP per core

    Grandmaster of Flowers :
        Current: +4 MP per core
        New: +10 MP per core

    Legendary Dreadnought :
        Current: +3 MP per core
        New: Unchanged . Another spike in our DPS testing showed that, with few exceptions, most Melee builds are best served by being in Legendary Dreadnought. It does not need the help; it should remain competitive, even with these changes.

    Shadowdancer :
        Current: +4 MP per core
        New: +10 MP per core

    Fury of the Wild :
        Current: +3 MP per core
        New: +6 MP per core

    Primal Avatar :
        Current: +4 MP per core
        New: +10 MP per core . Bear in mind that this is targeted for the same release as the Druid pass, where Tree Form glitching is planned to be fixed.

    Divine Crusader :
        Current: +2 MP per core
        New: +3 MP per core

    Unyielding Sentinel :
        Current: +4 MP per core
        New: +5 MP per core




---
As said above, these changes are a step. They aren't meant to address issues with Melee Defenses, Ranged/Magic DPS (short of the Vistani change), or anything beyond trying to make a more balanced Melee ecosystem. We have the above changes completed internally, and have been running comparison tests. The essential impact so far seems to be:



    Standing Handwrap Monk DPS falls fairly dramatically, but they're still in the top end of Single-Target Melee DPS. Just not by as much - they're a LOT closer to other builds.
    Conversely, Moving Handwrap Monk DPS rises somewhat, as the bugfix to TWF outpaces the other DPS-reducing changes.
    Misc. Monk builds drop somewhat, depending on their level of previous investment into Henshin cores.
    Most TWF builds now deal about 40% more damage while moving due to the bugfix, but otherwise remain about where they are.
    Henshin Mystic's DPS falls fairly dramatically, to about where other Two Handed Fighting builds currently are. (Two Handed Fighting builds are, themselves, a little bit below most SWF/TWF builds in terms of Single Target DPS, but Glancing Blow damage should put them right in the mix with other builds in overall damage; as I said above, we're hoping to examine THF a little closer in the future.)
    Some Destinies are a little more competitive for Melees.
 
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Yep, they broke handwraps AGAIN!!!! :)
 
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Tinwhistler has returned and should be able to join us Friday. Corwin he has one toon needs promotion, Lorikin.
 
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Not sure if can be there tonight...don't wait on me.
 
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Thank you all for the good thoughts and prayers. It is hard to talk about things still so I am putting it here instead. Keep my daughter in your prayers as it hard on her. Love you all.
 
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I am out tonight, have to go to KY.
 
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U38 Drops tomorrow, downtime from 9:30a-12p EST (-4GMT)

Code:
 Here are the Release Notes for Update 38, released on Wednesday, April 11th.
 
Of Special Note:
 
Disciples of Rage
The Beacon that looms over Stormreach’s Harbor is known as the Emperor. For as long as humanoids have lived there, the Emperor has stood, and the beacon it holds has shone brightly both night and day. Meanwhile, a faction of the Cult of the Dragon Below plots. This new adventure pack is available for free to VIPs, and available in the DDO Store! Find the NPCs for the new quests in House Jorasco in Eberron.
 
News and Notes:
 
Classes

    Artificer has been updated:
        Improved Construct Essence now acts like Construct Exemplar does, granting full Construct species typing. Available at level 12 and as an Artificer class feat.
        Construct Exemplar is no longer part of the line with the other two, and adds +20 Repair Amplification and 10 Magical Resistance Rating. Construct Exemplar is available to any character level 20+.
        Combat Expertise has been added to the Artificer Feat list.
        Empower Healing has been added as an available Artificer Metamagic feat.
        Artificers will no longer lose hit points or spell points when your Iron Defender dies.
        Artificers now gain three charges of Reanimate Construct per rest, instead of 1.
        Curative Admixtures have been updated:
            Curative Admixture: Cure Critical Wounds is now a 5th level Artificer spell in the general Artificer spell table.
            Curative Admixture spells have had their spell point costs adjusted.
            Curative Admixture spells have had their Maximum Caster Levels raised to match their Cure (non-Mass) equivalents, and their Maximum Caster Level has been added to their tooltips.
            Curative Admixture spells have had their tooltips corrected with accurate damage values.
            Curative Admixture spells are now properly considered Conjuration spells for the purpose of DCs and Caster Levels.
        Arcanotechnician
            Uncaring Master has been replaced with Arcane Skills: +1/2/3 Spellcraft and Use Magic Device.
            Palliative Admixture now scales at 20 Temporary Hit Points +1 per Artificer level and 10 Temporary Spell Points +1 for every two Artificer levels.
            Critical Admixture has been replaced with Runic Efficacy: Passive: +1 Evocation DC, +2 to Caster Level and Max Caster Level of electric spells, +2 to Rune Arm DCs.
        Battle Engineer
            Shatter Defenses and Thunder-Shock Weapon now includes half your Artificer Level in its DC calculations.
        Renegade Mastermaker
            Cores:
                Core 1: Each Core ability in this tree grants you +10 Maximum Hit Points, +5 Positive Spell Power, and +5 Repair Spell Power.
                Core 2: While in Medium Armor, Heavy Armor, or Adamantine Body, your equipped armor grants you a +4 Alchemical bonus to Armor Class and Immunity to Magic Missiles.
                Core 3: Curative Admixture: Cure Serious Wounds SLA. 4 Spell Points, 8 second cooldown.  Passive: Gain +4 to admixture Max Caster levels.
                Core 4: +30 Repair Amplification, +50 Maximum Hit Points, +2 Maximum Dexterity Bonus while in Medium or Heavy Armor or Adamantine Body.  Passive: Gain +6 to admixture Max Caster levels.
                Core 5: Radiant Forcefield SLA. 30 Spell Points. 3 minute cooldown.
                Core 6: ACTIVE: Mass Unbreakable Forcefield - Costs 30 spell points, cooldown 3 minutes. For six seconds, your party takes -95% damage from all sources except for Untyped damage. Only works inside of dungeons. PASSIVE:+2 Constitution, +2 Intelligence, +10 Physical Resistance Rating, +10 Magical Resistance Rating, +3 to Maximum Dexterity Bonus while in Medium or Heavy Armor or Adamantine Body.
            Tier 1:
                Curative Admixture: Cure Light Wounds SLA: 4/3/2 Spell Points, 12/8/6 second cooldown.
                Easily Fixed: Gain +10 Healing Amplification and +20 Repair Amplification.
                Supporting Construction: While in Medium or Heavy Armor or Adamantine Body, get +2/4/6 Physical Resistance Rating
                Skills: +1/2/3 Repair, Heal, Balance.
                Toughness: +5/10/15 Maximum Hit Points
            Tier 2:
                Kinetic Discharge: Active Melee Cleave Attack: On hit, +1/2/3[w] and 2d6 Force damage. This damage scales with 200% Melee Power. 10 second cooldown.
                Mighty Slam: Single target melee attack: +1/2/3 W, you may stun the target for six seconds. Stunned creatures are considered to be helpless. A successful Fortitude save negatives this effect. DC: 10 + INT modifier + Half Artificer level + Sunder Modifiers. This ability shares a cooldown with Stunning Blow. Must have a Rune Arm equipped to use.
                Armor Mastery: +1/2/3 Armor Class and Armor Maximum Dexterity Bonus.
                Converter: Cost 4 spell points. Cooldown 3 minutes. Target player, hireling, or pet takes 100% base healing from Repair spells for the next three minutes, or until the target dies. Has no effect on Constructs or NPC allies. This overrides their innate base healing from Repair spells for the duration.
                Action Boost: Defense or Saving Throws
                Battlefist: Single-target melee attack: +1/2/3 W damage. You may stun the target for six seconds. Stunned creatures are considered helpless. A successful Fortitude save negates this effect. DC: 10+ INT modifier + Sunder modifiers
            Tier 3:
                Conjure Component: 10 Spell Points: You conjure a large number of components that stand in for the Potion requirements in all of your Admixture spells that expire on log out.
                Battlefist: Cooldown 15 seconds. You've attuned your Rune Arm to deal a devastating strike. Single Target Melee Attack: +3 W. If the target is under the effect of Mighty Slam, it takes 1d3 Sonic damage per Artificer level, 1d3 Force damage per Artificer level, and is knocked down for 10 seconds with no save. This damage scales with 100% Melee Power. Must have a Rune Arm equippd to use.
                Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by 15/30/50%.
                Shielding Construct: Activation cost 4 spell points. Cooldown 1 minute. You create a drone to shield your allies. When activated, you and allies nearby at the time of activation gain the effects of the Shield spell for two minutes, granting a +4 Shield bonus to Armor Class and protection from Magic Missiles. The force shield created by this reduces grazing hits by 10%, as if it were a small shield. This effect is dispelled by death and antimagic.
                Constitution or Intelligence
            Tier 4:
                Kinetic Charge: Passive: Any time you hit an opponent in melee, you have a chance of gaining a stack of Kinetic Charge. Each stack grants +1 Sheild Bonus to Armor Class for every three Artificer levels you have. This stacks up to five times. Stacks decay by one every 15 seconds, and gaining a new stack resets the duration. Toggle: When this ability is toggled on, using Kinetic Discharge will clear all stacks of Kinetic Charge and slow (both movement and attack speed) all affected non-boss enemies by 10% per stack cleared for 10 seconds.
                Reconstruct SLA: 35/30/25 Spell Points, 30/15/6 second cooldown. Shares a cooldown with other Reconstruct SLAs.
                Embed Component: Construct Essence or Warforged Required: +5/10/15 Magical Resistance Rating and +2/4/6 Constitution. You can no longer use Evasion, Druid Wild Shape, or Primal Avatar's Tree form.
                Warding Construct: 4 Spell Points: You create a drone set to counter magical spells. Every 10 seconds for one minute, you and nearby allies gain a +3 Alchemical bonus to Saving Throws vs. Magic and +3 Alchemical bonus to Saving Throws vs. Traps that lasts for 10 seconds. 1 minute cooldown. This effect is dispelled by death and antimagic.
                Constitution or Intelligence
            Tier 5:
                Curative Admixture: Cure Critical Wounds SLA. 5 Spell Points. 12 second cooldown.
                Paragon Body: You no longer suffer Arcane Spell Failure from armor. You gain +4 to Fortitude Saving Throws and +20% Racial Bonus to Maximum Hit Points.
                Regeneration Construct: You are surrounded by Arcane energy capable of repairing damage and breaking down constructed materials. Allies (equal to your Artificer level) are Repaired for 1 hit point per 3 Artificer levels as long as they are near you. Enemies vulnerable to Rust damage take the same amount in Rust damage. This lasts for three minutes + 3 seconds per Caster Level. 50 Spell Points. (This is a Repair effect similar to Positive Energy Aura, and it works nearly identically.)
                Mastermaker: Your Repair Wounds spells have no Maximum Caster Level.
                Multiselector: Unbreakable Forcefields: For six seconds, your entire party takes -95% damage from all sources except for Untyped damage. 3 minute cooldown. OR Automatic Forcefield: When you drop below 50% hit points, gain the effects of Unbreakable Forcefield for six seconds automatically. 90 second cooldown.
    Druid is being updated:
        Wolf & Bear Forms:
            Animal forms now use the stats of the player's main hand weapon for melee attack purposes, including Base Damage, Critical Multiplier, Critical Threat Range, all Enchantments, and Material traits and procs.  Original attack stats for wolf/bear are used if you are unarmed.
            No combat style-specific bonuses will function while in animal forms aside from Natural Fighting, and any bonuses native to the form.
            Using a two-handed weapon will now grant the 1.5 damage from your modifying stat, and Power Attack feat adjustments in animal form as well for its additional bonus.
            Shield bonuses still function in these forms but you cannot shield bash.
            Effects that modify your weapon's base stats still work normally, such as changing your primary damage stat.
            Wolf:
                Wolf form attack animations are being adjusted. The Basic Wolf Form attack speed bonus is being reduced to 15%. Winter wolf remains 30%. Several issues with the attack chain have been corrected.
                Wolf form movement speed bonuses now stack with haste *& loot speed bonuses.
                Winter Wolf movement speed bonus is now 10% + 1% per druid level.
            Bear:
                The Bear attack animation chain will be improved to make its attack rate match other weapon styles. This results in an approximate 15% increase in attack speed.
                Bear and Dire Bear Form's Armor Class bonus is now typed Exceptional. Improved Mage Armor in the eldritch knight enhancement tree is now also considered typed Exceptional.
        Elemental Forms:
            Water and Fire Elemental forms now grant 65% Absorption to their element instead of Damage Reduction, and 15% Vulnerability to their opposite element. The bonus will not stack with Fire Sheilds or Fire Energy Sheath. Absorption from items and other abilities still work.
            New Feat - Veiled Elements is auto granted to druid at level 13: This is a toggle that hides the base skin texture visuals of elemental forms.
        Spell Changes:
            The following druid innate animal spells will now work regardless of rage, feeblemind, quell, or anti-magic suppression effects. Additionally, the follows spells are being adjusted:
                Take Down: DC 11 + Highest of Strength/Wisdom + modifiers to Trip + Half your Druid level
                Baiting Bite: DC: You use your Spot score for the Bluff role. This is still considered a Bluff skill check. Has a +1 bonus to crit damage and range.
                Shred: DC 13 + Highest of Strength/Wisdom + Sunder modifiers + Half Druid level. Has a +1 bonus to crit damage and range.
                Cold Breath: its Reflex saving throw has been removed.
                Tremor: DC: 16 + higher of Strength or Wisdom + modifiers to Trip + Half Druid level. Now applies a melee attack +2(W) damage.
                Jaws of Winter: DC: 17 + higher of Strength or Wisdom + modifiers to Stun + Druid level. This is now a level 6 spell instead of a level 7 spell. Has a +1 bonus to crit damage and range.
                Snow Slide: DC: 19 + higher of Strength or Wisdom + modifiers to Stun + Druid level. Has a +1 bonus to crit damage and range.
                Reincarnate's casting time and cooldown is now the same as Raise Dead.
                Call Lightning Storm and Storm of Vengeance have had their damage progressions and values change to be an X per caster level to better benefit from increases in Caster Level and Maximum Caster Level effects.
                Call Lightning Storm now does 1d10 for every two Druid levels, max 20. The Dragonmark version uses Character Level.
                Storm of Vengeance's Acid damage now scales at 1d8 per 3 Druid levels, and its lightning damage 1d10 per 2 Druid levels, with a maximum of 25. Duration is 30 seconds.
                Creeping Doom now does Acid damage, and benefits from Acid Spell Power.
                Enveloping Swarm is now a single-target damage-over-time spell instead of a damage shield effect. Target is enveloped by insects taking 2d6 Acid damage + 1d6 for every 3 Druid levels every 2 seconds for 16 seconds. Spell Point cost is 10. Effected by Maximize, Intensify, Empower, Enlarge, and Heighten Metamagic feats. A successful Reflex Saving Throw halves the damage each tick.
                Rising Fury's cooldown has been reduced to 30 seconds, and the Extend Metamagic feat now works on it.
                Snare's cost has been reduced to 5 Spell Points.
                Fire Seeds now casts the correct number of missiles when quickened.
                Produce Flame Projectile's speed has been increased.
                Creeping Cold and Greater Creeping Cold now stack with each other when cast by other Druids.
                Anger of the Noon Day Sun: When your fire spell's damage is reduced by a creature that is immune/resistant/healed by fire, that target is debuffed to take full damage from fire effects that follow. This does not stack with effects that amplify damage beyond 100%. Target also takes -8% Fortification.
                Mantle of Ice: When your cold spell's damage is reduced by a creature that is immune/resistant/healed by cold, that target is debuffed to take full damage from cold effects that follow. This does not stack with effects that amplify damage beyond 100%.  Target also is debuffed with 10% Attack Speed Slow, 25% Movement Speed Slow, -4 to Fortitude and Reflex Saving Throws.
                Elemental Toughness: Target: Self. Damage Reduction has been removed. Now grants one Physical Resistance Rating per Druid level for the duration of the spell. Lasts 30 seconds per Druid level. Costs 25 Spell Points. Effected by the Quicken or Extend Metamagic feats.
                Fires of Purity: The fire Damage Reduction penalty has been changed to a 10% Vulnerability penality.
            Pet Changes
                Druids no longer suffer hit point or spell point penalties when their animal companions are killed.
                Druids now gain 3 charges of revive pet per rest instead of 1.
            Feat Changes
                The Natural Fighting Feat has been changed to give +4 Melee Power, Physical Resistance and Doublestrike chance while in a druid animal form. In bear form, your glancing blow damage is increased by 10% of base weapon damage. This feat can be taken up to three times, and gives no benefit to druids in elemental forms.
            The Enhancement trees have been updated:
                Nature's Warrior:
                    Cores:
                        Nature's Adept: each Core grants 8 Hit Points, +1 Sneak Attack dice in Wolf form and +1 damage in Wolf and Bear form.
                        Natural Senses: Your attacks penetrate 10% of your enemies Fortification, +3 to Listen, Spot and Search.
                        Nature's Bounty: While in Animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 2.0. Does not stack with Nature's Protector Cores.
                        A True Hunter: While in wolf or bear form you gain a +1 competence bonus to your critical damage multipler. You must have a weapon equipped to gain this benefit.
                        Howl of Winter: Casting Howl of Terror now grants you "Winter Hunt" for 10 seconds which grants +10 exceptional bonus to Doublestrike, 25% bonus to spell crit, and spell crit damage to all cold damage spells. This only occurs once every 30 seconds.
                        Beast Form Mastery: You have mastered the art of wielding divine magic in animal form, and using it to empower your body in physical combat. While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 1.5. Does not stack with Nature's Protector cores. Passive: You gain +2 Strength and Wisdom and +10 Doublestrike and Physical Resistance.
                    Tier 1:
                        Extra Wild Empathy: +1/2/3 Wild Empathy use per rest, +1/2/3 Improved Wild Empathy use per rest, +5/10/15 Positive Spellpower.
                        Snapping Jaws: Whenever you Bluff or use an ability that triggers a Bluff check such as Baiting Bite your target is debuffed, losing -2/4/6 Armor Class. You gain a stack of "Snapping Jaws" for +2/4/6 Armor Class for 15 seconds. AP Cost: 1
                        Take Down: Increases your Trip DCs by 1/2/3. AP Cost: 1
                        Bestial Nature: Increases your Reflex and Fortitude Saving Throws by 1/2. AP Cost: 1
                        Athletic Hunter: Provides a +1/2/3 bonus to Move Silently, Hide, Jump, and Swim. Tier 3 grants one charge of Wild Empathy and Improved Wild Empathy per rest. AP Cost: 1
                    Tier 2:
                        Flight: Gain an uncapped Dodge bonus of 20% for 10/20/30 seconds, costs 1 Wilf Empathy to activate, 30 second cooldown. AP Cost: 1
                        Improved Dodge: +1/2/3 Dodge. AP Cost: 1
                        Ghost Wolf: Requires Wolf form. Gain Ghost Touch while in Wolf form to your melee attacks. AP Cost: 2
                        Brother Wolf: While your wolf pet is alive and within 40 meters it gains 15 hit points every 12/9/6 seconds and 10/15/20 Magical and Physical Resistance Rating and you gain +1/2/3 to hit and damage.
                        Action Boost: Doublestrike: Activate to gain a +10/20/30% Action Boost bonus to Doublestrike for 20 seconds. AP Cost: 1
                    Tier 3:
                        Fight: Increases melee damage and Armor Class by +1/2/3 in Wolf or Bear forms. AP Cost: 1 Required: Flight.
                        Prey on the Weak: You gain an 8/15% damage bonus on helpless targets.
                        Ghost Wolf Pack: Cost 15 spell points, cooldown 1 minute. Wolf Form Melee Attack: When you trigger this a spectral pack mate appears to assault all foes before you. On hit: +2 W damage and a +2 bonus to critical threat range. This also applies a 5 second confusion effect with no save. Bosses are immune to the confusion. You gain 35% Incorporeal defense for 10 seconds.
                        Essence of the Shrike: Striking a blow focuses your mind and bosy. When you critically hit an enemy while in any Wolf or Bear Form, you gain 10/20 temporary spell points for 8 seconds. This can only occur once every 3 seconds. Passive: +5/10 Positive Spellpower.
                        Strength or Wisdom: AP Cost: 2
                    Tier 4:
                        Fatal Harrier: Killing an enemy grants you a 5% Enhancement bonus to Attack Speed for 20 seconds. You also gain a +1 bonus to reflex saves. Tier 2 and three stacks up to 3/5 times. Enemies your own level of higher have a 100% chance of inspiring your ferocity to greater heights. For every level below you, the chances are reduced by 20%. A monster two levels below you only has a 60% chance of creating this effect. AP Cost: 1
                        Four Legs Good: You become Immune to most knock down effects while in Animal form. AP Cost: 1
                        Ferocity: You gain +2/4/6 Melee Power in bear or Wolf form. This bonus is doubled is an effect is preventing you from Spell Casting. AP Cost: 1
                        Great White Wolf: +10/20/30 Cold Spell Power, while in Winter Wolf form you gain 10/20/30% Cold Absorption. AP Cost: 1
                        Strength or Wisdom: AP Cost: 2
                    Tier 5:
                        Alpha Strike: Area of Effect melee attack, requires animal form. You fight for leadership of the pack. Area damage attack deals 2[W]/3[W]/+5[W]. On targets above 85% health it reduces their attack, range, and spell power by 25 for 15 seconds. Activation Cost: 12/9/6 Spell Points. Cooldown 18/15/12. AP Cost: 1
                        Swift Hunter: While in wolf form you gain Evasion. Armor restrictions apply as normal.
                        Throat Rip: Cooldown 15 seconds. Requires wolf form. Melee attack that strikes 3 times, adds 6 sneak attack dice on each attack. each hit on a living target inflicts Bleed that causes 1d6 every 3 seconds for 18 seconds. Bleed stacks up to 10 times, and scales with 200% Melee Power. Target must also make a Fortitude save or be silenced for 15 seconds. Bosses are immune to silence, but take a 25 point spell power debuff. Stun vs Fortitude DC: 10 + Druid Level + Highest of Wisdom or Strength or Dexterity + Stun Bonuses.
                        Jaws of Ice: Gain 10 times your character level in temporary hit points for 30 seconds after using Jaws of Winter.
                        Go for the Kill: Cost 15 spell points, 20 second cooldown. Requires wolf form. You charge your target for 4(W), +5 to Critical Threat range, +1 Crit Damage multiplier, and knocks down your target and grants yourself a +15 Melee Power boost for 30 seconds. Charging from a distance of over 10 meters, the Melee Power bonus is doubled. Deals an additional 50 points of damage to helpless targets. Scales with Melee Power. A successful balance check negates the knockdown. Trip vs. Balance DC: 10 + Druid Level + Highest of Wisdom or Strength or Dexterity + Trip Bonuses. 
                Nature's Protector (new Bear form tree):
                    Cores:
                        Nature's Protector: Gain 8 Hit Points and 3 Magical Resistance Rating. For every additional Core in the tree, gain 16 Hit Points and 3 Magical Resistance Rating.
                        Nature's Defense: Defensive Combat Stance that provides +8 Physical and Magical Resistance Rating. Cannot be active with other defensive stances, but can be used while Raging.
                        Magical Beast: Gain Heavy Armor Proficiency. In addition, while in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 2.0. Does not stack with Nature's Warrior cores.
                        Big Claws: Adds Great Maul to your spell book. Requires Bear form. Activate to do an Innate Attack: Deals 3 (W) with +1 bonus to critical threat and damage, and the target you strike must make a Fortitude save or be stunned fro six seconds. DC: 13 + Highest of Strength or Wisdom modifiers + Tactical bonuses. Spell Point cost 3. Cooldown 12 seconds. Shares cooldown with Maul.
                        Big Bear: The Tremor spell now has a 20% chance to restore 1 charge of barbarian rage. Grants a 5% combat style attack speed bonus in bear forms.
                        The Great Bear: Grants a 10% combat style attack speed bonus in bear forms. +2 Strength and Constitution. While in animal form your spell cooldowns are only increased by 1.5, down from 2. This spell cooldown effect does not stack with Nature's Warrior's Cores.
                    Tier 1:
                        Rage of the Beast: Grants you the ability to rage like a barbarian. Activate Rage to gain +4 Strength and Constitution, +2 Will Saves and -2 Armor Class. Lasts 30 + (6 x Con Modifer) seconds. You are fatigued when this effect ends. You cannot cast spells while raging. 1/2 Charge per rest. Also grants the Dismiss Rage Feat. AP Cost: 1
                        Fey's Blessing: Gain +2/4/6 Magical Resistance Rating. AP Cost: 1
                        Improved Nature's Defense: Competence bonus to one of three benefits: Increase Threat by 50/100/150%, Increase Physical and Magical Resistance Rating by 4/8/12, or increase Saving Throws by 1/2/3. AP Cost: 1
                        Bloody Claws: Using Maul grants a stack of Killer Instincts, granting +1 damage for 15 seconds. Stacks 1/2/3. AP Cost: 1
                        Animal Brutality: Gain +1/2/3 bonus to Intimidate, Swim, or Jump. Rank 3 grants +1 to hit and damage. AP Cost: 1
                    Tier 2:
                        Primal Beast: gain 5/10 Melee Power when Raging in animal form. AP Cost: 1. Requires Rage of the Beast.
                        Thick Hide: Natural Armor bonus 2/4/6. AP Cost: 1
                        Improved Nature's Defense: Competence bonus to one of three benefits: Increase Threat by 50/100/150%, PRR/MRR 4/8/12. Saving Throws by 1/2/3. AP Cost: 1
                        Bloody Claws: Shred now also applies Killer Instinct. AP Cost: 1
                        Defense Boost: Action Boost grants 5/10/15 Armor Class, 7/14/21 MRR for 20 seconds. 30 second cooldown. AP Cost: 1
                    Tier 3:
                        Enduring Beast: While using barbarian rage in animal form, you gain 10/20 positive healing amplification and +1/2 Strength. Grants 1/2 additional uses of rage per rest.
                        Savage Roar: Using the Roar spell with 1 stack of killer instinct active now triggers a burst of 1 to 3 sonic damage per druid level you have. Scales with Melee Power. If you have 2 stacks it also stuns. At three stacks the damage is increased to 5 - 10 per druid level and also applies the stun. Fortitude save negates stun. Stun vs. Fortitude DC: 10 + Half Druid Level + Highest of Wisdom or Strength + Stun Bonuses. Casting Roar clears all stacks of Killer Instinct.
                        Improved Nature's Defense: Competence bonus to one of three benefits: Increase Threat by 50/100/150%, PRR/MRR 4/8/12. Saving Throws by 1/2/3. AP Cost: 1
                        Ursa's Protector: While in Bear form, Nature's Defense now does one of +2/4/6 Constitution, +3/6/9 MRR, +15/20/25% to Maximum Hip Points. AP Cost: 1
                        Strength or Constitution AP Cost: 2
                    Tier 4:
                        Undying Beast: While using barbarian rage in animal form you gain immunity to energy drain and death effects.
                        Beast Awakened: You can now cast druidic magic while raging.
                        Ursa Protector: While in Bear form, Nature's Defense now deos one of +2/4/6 Constitution, +3/6/9 MRR, +15/20/25% to maximum Hit Points. AP Cost: 1
                        Strength or Constitution: AP Cost 2
                    Tier 5:
                        Beast Unleashed: While using barbarian rage in animal form you gain an additional 25 Melee Power. In addition, if the druid is in bear form they gain a +15% bonus to Armor Class and 50% increase to Melee Threat.
                        Bear Charge: requires Bear form. Charge forward, inflicting +2[W] with a +1 critical threat and damage multiplier to all targets before you, knocking down enemies. A successful balance check negates knockdown. Trip vs Balance DC: 10 + Druid Level + Highest of Wisdom or Strength + Trip bonuses.
                        Lightning Strikes the Mountain: Cost 15 spell points, 30 second cooldown. Activate to call down a bolt of lightning as you launch an attack. On hit: +3 W and 5-8 lightning damage per character level, scales with melee power. You are also granted a 100% bonus to melee threat and 20 Magical Resistance Rating for 15 seconds. Bonuses are doubled if Nature's Protector stance is active.
                        Ursa's Protector: While in Bear form and with a shield equipped, Nature's Defense now does one of +2/4/6 Constitution, +3/6/9 MRR, +15/20/25% to maximum Hit Points. AP Cost: 1
                        Force of Nature: Gain 10/15/20% Resistance against Force damage and +1/2/3 Constitution. AP Cost: 1
                Season's Herald:
                    Cores:
                        Child of Summer: You gain the ability Child of Summer: Activate to grant +5 Spell Power when casting fire, force, light, sonic, and positive spells. This Spell Power is multiplied by one of every Core enhancement possessed in Season's Herald, up to +30 when you have all six Enhancements. lasts until death, or change of season. Fire elemental form changes you into this season automatically. Passive: +1 Universal Spell Power per AP spent in this tree.
                        Elder of Winter:  Activate to gain +5 Spell Power when casting water, acid, earth, and electric spells per Core in this tree. Max: 30. Lasts until death or season change. Water elemental form changes you into this season automatically. Passive: +1 caster levels to spells in your active season.
                        Wellspring: The effects of your Shillelagh are doubled. +1 Maximum Caster level in your active season.
                        Sunburst: Gain Sun Burst as an SLA. Spell Point Cost: 4. Cooldown: 20 seconds.
                        Storm of Vengeance: Cost 20 spell points, cooldown 2 minutes. Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafened for three seconds per caster level. Enemies within the storm take 1d3 acid damage per caster level every two seconds. Every four seconds, a random enemy within the storm takes 1d6 electricity damage for every caster level (a reflex save halves the damage.)
                        Hierophant: You are wise and skilled in the art of wielding Divine magic to summon aid and change the world around you. +2 Wisdom and +2 Constitution. Your Transmutation and Evocation spells gain +1 DC, +1 Caster level, and +1 Max Caster level.
                    Tier 1:
                        Beguile: Whenever you attack or cast a spell on an enemy, there is a 50% chance to Beguile an affected enemy [1/0-2/0-3] times for [3/0-6/0-9] seconds. Beguile: -2% Attack Speed, -2 Spell Power. Beguile stacks up to 25 times, and one stack fades every few seconds. Up to one enemy is affected each second by up to 1/2/3 stacks. Does no affect bosses. AP Cost: 1
                        Shared Spirit: Your wolf pet gains 3/6/10% bonus to hit points. Passive: You gain 1/2/3 Spell Power. AP Cost: 1
                        Wax and Wane: +2% Critical chance with spells associated with your current season. Winter: Acid, Cold, Electric, Earth, and Water. Summer: Fire, Force, Light, Positive, and Sonic. AP Cost: 2
                        Produce Flame: SLA: Produce Flame. Cost 6/5/3. Cooldown 10/6/4. AP Cost: 1
                        Druidic Wisdom: Gain a +1/2/3 to Heal, Spellcraft, and Diplomacy skills. AP Cost: 1
                    Tier 2:
                        Efficient Metamagic: Reduce the cost of Empower, Enlarge, Maximize, or Quicken. AP Cost: 2
                        Efficient Metamagic: Reduce the cost of Empower, Enlarge, Maximize, or Quicken. AP Cost: 2
                        Wax and Wane: +2% Critical chance with spells associated with your current season. Winter: Acid, Cold, Electric, Earth, and Water. Summer: Fire, Force, Light, Positive, and Sonic. AP Cost: 2 Requires previous tier.
                        Creeping Cold: SLA Creeping Cold. Cost 6/5/3. Cooldown 12/10/8 seconds. AP Cost: 1. Requires Produce Flame.
                        Action Boost: Spell Power. Action boost grants 10/20/30 Spell Power for 20 seconds. 30 second cooldown. AP Cost: 1
                    Tier 3:
                        Autumn Winds: Cost 8 spell points. Toggle to be shielded by the autumn winds. Under this effect, gain Feather Fall, +3 Dodge, and a 10% chance to knock down any enemy who strikes you in melee. Lasts until death or toggled off. AP Cost: 1
                        Efficient Heighten: AP Cost: 2
                        Wax and Wane: +2% Critical chance with spells associated with your current season. Winter: Acid, Cold, Electric, Earth, and Water. Summer: Fire, Force, Light, Positive, and Sonic. AP Cost: 2 Requires previous tier.
                        Call Lightning: Call Lightning SLA. Cost 10/8/6. Cooldown 12/8/6 seconds. AP Cost: 1 Requires Creeping Cold
                        Wisdom +1 AP Cost: 2
                    Tier 4:
                        Spring Resurgence: Fills an ally with the vitality of spring. When that ally falls below 50% hit points, that ally and any other allies near that ally are healed by 20d6 Positive Energy and receive a +2 Primal bonus to attack rolls. Lasts 5 minutes or until triggered. Activation Cost 8/6/4 Spell Points. Cooldown 8/4/2 seconds. AP Cost: 1
                        Strength of the Solstice: +1 to the save DCs of your Evocation and Transmutation spells. AP Cost: 2
                        Wax and Wane: +2% Critical chance with spells associated with your current season. Winter: Acid, Cold, Electric, Earth, and Water. Summer: Fire, Force, Light, Positive, and Sonic. AP Cost: 2 Requires previous tier.
                        Salt Ray: Salt Ray SLA. Cost 12/10/8 Spell Points. Cooldown 12/10/8 seconds. AP Cost: 1
                        Wisdom +1 AP Cost: 2
                    Tier 5:
                        Crown of Summer: A target of your choice is filled with the light and vitality of summer. The target gains a 15% Enhancement bonus to Healing Amplification, and 10 Melee Power and 5 Ranged Power. Activation Cost: 1 Spell Point. Cooldown 6 seconds. Only one target can have the crown at a time. AP Cost: 1
                        Elemental Mastery: Gain 5/10/15 Spell Power in your season. Passive rank 3: If the character has 17 Druid levels, they gain Anger of the Noonday Sun or Mantle of Icy when changing in the appropriate elemental form. Meta magics do not apply to this effect.
                        Time and Time Again: increase your Caster Level and Max Caster level by +1. AP Cost: 2
                        Word of Balance: Word of Balance SLA. Cost 12/9/6 Spell Points. Cooldown 20/15/10 seconds. AP Cost: 1. Requires Salt Ray SLA. You utter elder words of balance, judgin those who stray too far from the path of neutrality. Targets with an alignment one step away from True Neutral take 5-8 bane damage for every two caster levels up to level 20. Targets who are two steps away, such as Chaotic Evil, take that damage again. True Neutral targets are immune to the effects of this spell.
                        Winter's Heart: Gain 8 times your Wisdom in Temporary Hit Points that lasts 30 seconds. Cooldown 30 seconds. Spell Points Cost: 12. AP Cost: 2.
    Vistani Weapon Versatility now applies only to daggers and throwing daggers.
    Vanguard's Action Boost: Power now counts as an Action Boost for the purpose of effects that trigger off of Action Boosts.

Combat

    Character Dual-Wielding weapons will now do their full normal damage while moving.
    Reaper Memento abilities are now less likely to go on cooldown without actually activating when used.
    Effects which dispel Crowd Control effects now affect a wider variety of Crowd Control effects.
    Monsters will now investigate breakable sounds only at medium range. Previously they could hear the sounds from a greater distance, which could causing unintended chain pulls as they path to investigate.
    Ranged activated attacks that factor in Tactical DC boosts (such as the attacks in Battle Engineer) now properly register those boosts on the projectile, allowing the boosts to apply properly.

Creature Companions

    New Eyelets are available in the Mysterious Remnant Vendor, Daily Dice, and as a reward in the new Update 38 content. 

DDO Store

    All available character slot upgrades are now shown in the Store instead of a single character slot upgrade, and they can be purchased in any order.
    The short and long descriptions and level requirements have been corrected on all stat tomes.

Enhancements

    Henshin Mystic core Melee Power has been adjusted from (10/10/10/10/10/25) to (3/3/3/3/3/15) to bring it closer to other Enhancement trees.
    Monk Shintao's Touch of the Void Dragon now gives +5 Melee Power.
    Monk Shintao's To Seek Perfection now gives +15 Melee Power.
    Shield Bash stuns in Vanguard now play their proper stun effects on targets.
    Tier 1 of Fighter Vanguard Shield Rush is now properly taking Ability Score into account for its DC.

Epic Destinies

    The Melee Power in the Cores of each Epic Destiny have been adjusted to give an overall boost to melee in Epics:
        Fatesinger: +10 Melee Power per Core
        Grandmaster of Flowers: +10 Melee Power per Core
        Shadowdancer: +10 Melee Power per Core
        Fury of the Wild: +6 Melee Power per Core
        Primal Avatar: +10 Melee Power per Core
        Divine Crusader: +3 Melee Power per Core
        Unyelding Sentinel: +5 Melee Power per Core
        Legendary Dreadnaught: unchanged
    New Filigree are now available in the new adventure pack Disciples of Rage, available in the DDO Store and free to VIPs.
    Stand and Be Judged in Divine Crusader now has a shorter animation, can be used while moving, and works more reliably.
    Primal Avatar's Tree form now properly animates when using Cleaves and other Special Attacks.

Feats

    The Epic Feat Master of the Wilds now includes Salt Ray in the list of spells that benefit from the feat. 

Items

    Scrolls of Curative Admixture: Cure Critical Wounds now occasionally drop in treasure wherever 5th level scrolls drop.
    Fixed an issue where some Sentient Jewels now play personality-specific reactions when Filigree and Jewels are slotted or unslotted.
    Sentient weapons will now speak more frequently at rest shrines.
    Character hand color is now correct when equipping the Robe of Celebration.
    The base damage of the Duality handwraps has been changed to 1d6+3. The base damage of other Ravenloft-era handwraps and collars is now 1d6+2.
    Rune Arms make charging and firing sounds again. There is now an option in the Audio category to "Disable Your Rune Arm Sounds". When enabled, Rune Arms no longer make charging or firing sounds.
    Projectiles from Cold Bolt Rune Arms now have homing, and are twice as large.
    Rune Arms now show Set Bonuses in the same tooltip position as other items.
    Rune Arm DCs now more reliably factor in specific Rune Arm DC boosts.
    The Echo of Ravenkind now makes your equipped weapons Good-aligned.
    The Echo of Ravenkind's Improved Deception should now function.
    Tomes that come from Ability Score Upgrade Bundles are now properly Bound to Account going forward.
    The rare version of the Purity: Death Block filigree now properly gives MRR instead of PRR.
    The Purity set's three piece description now more accurately states what it blocks.
    The Cry of Battle set now works on Hirelings and Pets in addition to Summoned/Charmed creatures.
    The Wild Grove Ship Amenity's bonus to Ability scores now applies to Hirelings and pets in addition to Summoned and Charmed creatures.
    The Sellsword's tavern Ship Amenity no longer gives out Ability Score bonuses to Hirelings. It now gives +4/8/12 PRR and MRR to Hirelings, pet, and Summoned/Charmed creatures.
    The Hag Apothecary Ship Amenity no longer refers to a nonexistent vendor.
    The death or dismissal of your Scarecrow Hireling should no longer cause your Druid or Artificer pets to dismiss themselves.
    The Heroic Silent Avenger set bonus is now properly giving out the right amount of Fortification Bypass.

Quests and Adventure Areas

    Recalling from the Ravenloft landscape after using one of the tavern transport NPCs now correctly sends you back to the Ravenloft tavern you came from instead of House Jorasco.
    The Blue Water Inn exit sign now has the same options as the Blood on the Vine and Van Richten's tower do.
    Fixed an issue where the wrong ambient sounds were playing in Eveningstar and Eveningstar Cavern.
    Dungeon-only effects should no longer be lost when using intra-dungeon portals, and will now be properly removed when exiting the dungeon to a landscape.
    Fixed a bug in the start of Sane Asylum where sound would stop during combat.
    Landblocks containing vendors that sell a large number of things will now load a bit more smoothly.
    Fixed an issue where a sound in the Spinner's Prison and the Demonweb would not turn off after leaving the area.
    Spies in the House has had a lighting and deco update.
    The quest Fresh-Baked Dreams now has fewer wisps and wolves.
    Totem Shadows in Old Baba's Hut are no longer healed by Positive energy on Elite and Reaper difficulties.
    Heroic Amber Temple items now properly have a chance of appearing with Reaper effects.
    Heroic Mad Tea Party items now properly have a chance of appearing with Reaper effects.
    Legendary Death House items can no longer appear with multiple Reaper effects.

Races

    Aasimar Protector and Fallen Ascended Bonds no longer stop working after death.

Spells

    Camouflage and Mass Camouflage now grant Determination bonuses to Hide instead of Circumstance bonuses.

UI

    NPC dialog boxes now appear to the upper right of the screen so NPCs are not covered during interactions.

Miscellaneous

    Characters who have one or more Druid levels will receive a +3 Heart of Wood in their inventory when they log in.
    Direct X Install has been added to the "Repair" tab. This can be found by opening Options from the menu then switching to the repair tab.
    Corrected an issue so the Akamai SDK updates properly on a Mac installation.
    A link to the Character Transfer Guide has been added to the transfer wizard in the launcher.
    The DDO installation log path no longer includes a reference to Turbine.
    An "Explore Log Folder" menu option has been added to the game launcher that will open the folder where the launcher and game client logs are placed.
    We have made a performance tweak involving Eldritch Devices.
 
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 Here are the Release Notes for Update 38 Patch 1, released on Wednesday, April 25th. 
 
News and Notes:
 
Creature Companions

    Eyelet Creature Companions are now available in Daily Dice and the Mysterious Remnants Vendor.
    New varieties of House Cat Creature Companions are now available in Daily Dice.

Daily Dice

    The Daily Dice rewards have received a significant overhaul:
        Tier 3-8 of Silver and 2-8 of Gold have been shaken up! Items have moved to different tiers, items have been newly added to Daily Dice, and many new items to DDO itself have been added.
        New items to the Silver Daily Dice table:
            Potion of Radiant Forcefield
            Potion of Stoneskin
            Potion of Good Hope
            Potion of Rising Fury
            Potion of Alchemical Prowess (+3 Alchemical Bonus to Strength)
            Potion of Alchemical Grace (+3 Alchemical Bonus to Dexterity)
            Potion of Alchemical health (+3 Alchemical Bonus to Constitution)
            +50 Sentient XP Gem (Unbound)
            +100 Sentient XP Gem (Unbound)
        New items to the Gold Daily Dice table:
            +12 Magical Resistance Rating Potion
            +12 Physical Resistance Rating Potion
            +12 Universal Spell Power Potion
            +12 Melee Power Potion
            +12 Ranged Power Potion
            +15 MRR Potion
            +15 PRR Potion
            +15 Universal Spell Power Potion
            +15 Melee Power Potion
            +15 Ranged Power Potion
            Lesser Remnant Boost Potion (+25% Remnants, plus 1 Bonus Remnant)
            Lesser Elixir of Discovery (+5% chance of finding Named Loot in chests that have Named Loot in them)
            Potion of Titan's Grip
            Potion of Alchemical Intimidate (+20 Alchemical Bonus to Intimidate skill)
            +200 Sentient XP Gem (Unbound)
            +500 Sentient XP Gem (Unbound)
            Greater Remnant Boost Potion (+50% Remnants, plus 1 Bonus Remnant)
            Greater Elixir of Discovery (+10% chance of Finding Named Loot in chests that have Named Loot in them.)
            Sovereign Remnant Boost Potion (+100% Remnants, plus 1 Bonus Remnant)
            Sovereign Elixir of Discovery (+15% chance of finding Named Loot in chests that have Named Loot in them.)
            +1000 Sentient XP Gem (Unbound)
            Several New Eyelet Creature Companions
            Several New House Cat Creature Companions
        Some items are Newly-added to Daily Dice:
            Bigby's Guiding Hands
            More, and Larger, Ability Tomes, up to +8 Ability Tomes
            +5 and +20 lesser Hearts of Wood are now available on the Gold table.
        Some categories have been renamed to better reflect the new rewards and better reflect their tier:

Enhancements

    Vistani Knife Fighter's Blessed Blades/Knives ability now properly gives your weapon Good, Silver, and Ghost Touch as described.
    Vistani Knife Fighter's Single Dagger ability now properly works in any combat situation where you count as Single Weapon Fighting and are wielding a dagger. This ability now requires the Single Weapon Fighting Feat.
    All Season's Herald SLAs now say Spell-Like Ability in their description.
    The Throat Rip spell debuff now only applies to bosses.
    Caustic Shot and Strike now have a unique cooldown.
    Clarified the text for Ferocity to make its description more clear.
    Ghost Wolf now applies Ghost Touch to the Druid's weapon correctly.
    The cost for Strength and Constitution enhancements in Nature's Protector is now consistent with other enhancement trees.
    Savage Roar now functions correctly.
    Fixed an issue where Vanguard's Shield Champion was proc'ing 50% of the time. We have also increased the proc rate from its earlier 5% to 10%.
    Prey on the Weak has a new icon.
    Fixed an issue where Improved Nature's "grizzled" defense bonus was accidentally swapped with the "enchanted" defense bonus, and visa versa.
    Nature's Protector rage line upgrades now work like other enhancement trees, requiring only one point to be spent to progress up, assuming other requirements are met.
    Renegade Mastermaker SLAs are no longer considered Divine by Quells' Intercession spells.

Items

    The long descriptions of the Iconic Heart of Wood and Epic Heart of Wood in the DDO Store have been adjusted to properly indicate that level 30 is required.
    Charge Tier 4 and 5 of Force Shot, Acid Shot, and Bee Shot Rune Arms now fire their projectiles in a slightly narrower pattern. The outermost two projectiles of Charge Tier 4 and 5 Forge Shot, Acid Shot, and Bee Shot Rune Arms now land more reliably.
    Fixed an issue with the 12th anniversary armor on some skin colors.
    Molten Silver Gauntlets should now more reliably add Silver to weapons.

Monsters

    Many undead from Ravenloft, Slave Lords, Temple of Elemental Evil, and the raid Riding the Storm Out now respond to positive and negative damage like proper Undead.
    Quells now better target their Intercession against those who are in Divine Epic Destinies instead of anyone who happens to have a Divine Epic Destiny. 

Monster Manual

    Monsters from the Disciples of Rage adventure pack have been added to their respective Monster Manuals.

Quests and Adventure Areas

    Disciples of Rage
        Night Falls on Stormreach
            The text for the optional to subdue rioters now appears when it is intended.
        Quarantine:
            Several collectibles have been moved to prevent them from falling through the floor.
            Fixed some visual issues with subduing rioters.
            The portal will now respawn.
            Some of the locations where shells land have been made easier to see.
        Toxic Treatment:
            Fixed a stuck spot.
    Fixed several stuck spots in House Jorasco.
    Fixed several typos in Update 38 quests.
    Exploding Eye Horrors in the Disciples of Rage no longer spawn an archer instead of an eyeball on Heroic Elite.
    Fixed an issue that could cause Saga Rewards to not be selectable.
    Fixed a stuck spot in Wizard of Wines.
    The Baron in Mad Tea Party now only speaks to one person at a time.
    Ezmerelda d'Avenir is now better with names and faces.
    Fixed an issue with Memoirs of an Illusory Larcener that could prevent quest completion. 

Spells

    Curative Admixtures will no longer spin around their targets.
    Rising Fury can now be affected by the Extend Metamagic Feat.

UI

    The icon for Autumn Winds is now square.

Miscellaneous

    Fixed an issue that could cause game server issues related to a SQL server disconnection.
 
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