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Lamannia Update 28 Release NotesThese are the Lamannia Release Notes for Update 28, published on September 16th. These notes will change over time.
Special Note:The Devil's GambitDefend Stormreach from demonic invaders! This all-new adventure pack features four quests. The NPC to acquire the quest chain and teleport you to the various quest NPCs can be found in the Eberron Hall of Heroes. Free to VIPs, and also available in the DDO Store.
Monster Manual:A new Monster Manual (Monster Manual 6) is now available! Includes a top-tier reward of an exclusive Hellhound Creature Companion!
News and Notes:Combat: Items and abilities which decrease the time for Smite Evil charges to regenerate now work properly.
Cosmetics:Glamered Weapon Auras now work with the following items:
- Greataxe of the Chained Soldier
- Epic Greataxe of the Chained Soldier
- Terror
Mirrors of Glamering should no longer be able to be used on any quest-specific items that are destroyed upon quest exit.
Enhancements:Spellsinger's Song of Arcane Might now properly adds +1 Caster Level in all cases Swashbuckler's Blow by Blow now adds its proper critical threat range benefit across all three tiers.
Ranger Deepwood Stalker has received numerous changes:
- Archer's Focus now adds 2 Ranger Power per stack instead of 2% damage to missile damage.
Core Abilities:- Sneak Attack (4th Core) now passively adds +10 Melee and Ranged Power.
- Mark of the Hunted: Activate to expend a use of Animal Empathy. Your target gains -25% Fortification, -10 Armor Class, -10 Spell Resistance, and suffers a -4 penalty to add ability scores for three minutes.
- Horizon Shot now passively adds +20 Melee and Ranged Power.
Each core ability after the first one grants an extra use of Animal Empathy.
Tier One:- Favored Defense now costs 1/1/1 Action Point, is no longer a multi-selector, and instead gives the following benefits against Favored Enemies: +2/4/6 Armor Class, +2/4/6 Physical Resistance, +1/2/3 Saving Throws.
- Tendon Cut's bonus damage has been increased to +1/2/3[W].
Tier Two:- Favored Defense has been combined into the previous Favored Defense, and is now removed.
- Faster Sneaking now costs 1/1/1 AP.
- Improved Weapon Finesse: You can now use your Dexterity modifier for damage when wielding bows, thrown, and melee weapons with which you can use your Dexterity modifier to hit. The Weapon Finesse feat is not required to take this enhancement.
- Action Boost now costs 1/1/1 AP, and offers a multi-selector:
Melee Power: Boosts Melee Power by 30
Ranged Power: Boosts Ranged Power by 30
Skill Boost remains unchanged. - Survivalist: (2 AP) Gain 10 hit points. While wearing light armor you gain 3 Physical Resistance Rating.
Tier Three:- Favored Accuracy has been removed, and replaced with Favored Hunter: 1/1/1 AP. You gain +1/2/3 to-hit and damage against Favored Enemies.
- Thrill of the Hunt: 1/1/1 AP. You gain +1/2/3 damage for six seconds after damaging an opponent under 30/40/50% health.
- Survivalist: 2 AP. Gain 20 hit points. While wearing light armor you gain 4 Physical Resistance Rating.
Tier Four:- Favored Damage is combined with Tier Three Favored Hunter.
- Hunter's Mercy: Merciful Shot now works if the target is below 50% health. The bane damage scales with 100% Ranged Power. Merciful Strike now works if the target is below 50% health. The bane damage scales with 100% Melee Power.
- Leg Shot now also does +2[W] damage.
- Survivalist: 2 AP. Gain 30 hit points. While wearing light armor you gain 5 Physical Resistance Rating. Killer's stacks are now reduced one at a time.
Tier Five:- Head Shot/Strike: Ranged or Melee Attack. +5[W] attack that is automatically considered a critical threat, and blinds an opponent for six seconds on a failed Fortitude Saving Throw of 10/14/18 + Ranger Level + Tactical Feat bonuses + Dexterity Bonus. 12 second cooldown.
- Stalker Training:
- Improved Archer's Focus remains unchanged.
- With Bow and Sword: +10 Melee and Ranged Power.
- Strikes Like Lightning: Gain 10% Double Strike and 20% Double Shot.
Ranger Tempest has received numerous changes:
Core Abilities:- Shield of Whirling Steel: While dual wielding, gain +2 Shield Bonus to Armor Class, Physical Resistance Rating, and Magical Resistance Rating. This increases by +1 for each additional Tempest Core Ability you acquire. In addition, if you are a level 1 character, gain the Two Weapon Fighting feat until you reach character level 2 (which is granted permanently when you take a second Ranger level.)
- Graceful Death: Gain +5 Melee Power.
- Whirlwind: Gain +5 Melee Power.
- Dervish: Passive: Gain +4 Dexterity, +10 Melee Power, Physical Resistance Rating, and Magical Resistance Rating while wearing light or no armor. You now have a 25% chance to Doublestrike with your off-hand wearing when dual-wielding.
Tier One:- Improved Defense: (1/1/1 AP) Grants +1/2/3 Physical Resistance Rating if wearing light armor.
- Acrobatic: +1/2/3 Balance, Jump, and Tumble. At level 3, gain +1 Reflex Saving Throws.
Tier Two:- Action Boost now costs 1/1/1 AP.
Tier Three:- Critical Accuracy has been removed, and combined with Critical Mastery.
- Critical Mastery: (1/1/1 AP) +1/2/3 bonus to critical damage and to confirm critical hits.
- Stormdancer: (2 AP) Toggle: While on, gain 15% absorption to electrical damage. Your melee attacks do an additional 1d6 lightning damage. This damage scales with 200% Melee Power.
Tier Four:- Elaborate Parry: Each stack also adds +2 to the maximum dexterity bonus of light armor.
- Critical Damage is removed (as it was combined with Tier Three Critical Mastery.)
- Stormdancer: (2 AP) Toggle: Your absorption to electrical damage is increased to 30%. Your melee attacks now do 2d6 lightning damage.
Tier Five:- A Thousand Cuts: Melee Dual-Wielding Attack. Deals +1/3/5[W] damage. Gain +15/30/45 Doublestrike, +15/30/45 Melee Power, and a +4/8/12 Insight Bonus to Dexterity for 10 seconds. Cooldown of 60 seconds.
- Dual Perfection: (2 AP) Your off-hand weapon now adds your full attribute damage modifier.
- Whirling Blades: (2 AP) +3 to-hit and damage when dual wielding.
Epic Destinies:Ability score enhancements now appear separately for all destinies, so a player can use multiple of them as Twists of Fate.
Hirelings:Stand Your Ground will now remain persistent through most commands (except for Follow Me, Teleport To Me, and Guard Target.) Hirelings will no longer move toward their master after interacting with a lever, if they have been ordered to Stand their Ground.
Hirelings now show alerts when players "spam" an interact button, and for when pathing fails during a target interaction.
Players are now alerted when a hireling cannot use a rest shrine (because they have already used it, for example.)
For clarity, these are the descriptions for hireling commands:
Stand GroundStand Ground commands the hireling to remain in the general area. The hireling will still engage creatures in combat, but should not stray too far from their standard unless directed to do so. Three commands will automatically dismiss the Stand Ground directive:
1. Follow Me
2. Guard Target
3. Teleport to me
Follow MeThe hireling will follow you and in engage in combat as they see fit. This command completely removes any previous stand ground directives, and is synonymous with the Guard Target when the hireling's master is selected.
Teleport to MeThe hireling will abandon any current activity and teleport to your location. This command removes the stand ground directive. There is a short cooldown after teleportation before the hireling can take another action.
Aggressive StanceHirelings will aggressively seek combat. If the hireling is in possession of ranged weapons, they may be used to attack creatures within range.
Defensive StanceAny creature not registering as a threat to the hireling will not be attacked. Spell casters will typically buff their master, whereas melee classes will typically wait to be engaged. Each hireling will act differently in this situation depending on their personality. When guarding a target, the hireling might not attack an enemy unless the enemy directly attacks the guarded target or the hireling.
Passive StanceHirelings will refrain from most movement and combat of any kind. In passive mode, hirelings will consider using rest shrines that are nearby.
Interact with TargetCommands a hireling to interact with a selected object, such as a lever or a rest shrine. This will override a stand ground directive, but will not dismiss the directive completely.
Guard TargetCommands the hireling to actively guard a selected target. This command will completely remove the stand ground directive because it would be a conflicting order otherwise. Telling a hireling to guard yourself is effectively the same thing as the Follow Me command.
Attack TargetCommands the hireling to attack a selected target, moving to it if required. This command will temporarily override a stand ground directive, but will not dismiss the directive completely.
Items:- Temple of Elemental Evil Greater Acidic/Electrifying/Fiery/Freezing Blast weapons now do their proper damage.
- Mabar Festival of Endless Night ingredients have had their names and descriptions updated to note their deprecated state.
Quests and Adventure Areas:- Spell Ward traps can now be disabled reliably when a character is very close to them.
- Monster autoscaling for level 30 quests has been removed, and monster stats for level 30 quests have been manually adjusted. This applies to any CR 30 quest (Level 28 quests on Elite, for example.)
UI:- Fixed an issue that caused the mouse wheel to get stuck in First-Person View when interacting with a bag.
- Poison Resistance is now listed correctly in the combat chat log.
EDIT - Fixed the formatting since it did look fucking terrible! Should be much easier to read now