Quote:Lamania Update 34 Release Notes
Here are the Lamannia Release Notes for Update 34: Death or Glory, published on Tuesday, January 24th, 2017.
A New, Free Dungeon!
Visit a wizard's tower in The Tower of Frost. This free quest is available at level 14 on Heroic difficulty, and level 28 on Epic Difficulty. The NPC to acquire the quest can be found in The Marketplace, near the fountain by the Phoenix Tavern, and is named Crawben Bix.
Reaper Difficulty
Reaper Difficulty offers a new challenge for the toughest adventurers! Reaper difficulty can be selected from the quest portal UI for many quests and raids throughout the game. When you select Reaper difficulty, there is also a drop-down list of between one and ten Skulls, which affects quest/raid difficulty and reward. Special Reaper Bonuses can be found on items acquired in Reaper Difficulty, there is an increased chance to get named items, and you'll earn Reaper Experience. Reaper XP will award a Reaper Point at certain thresholds that can be spent on abilities in a special Reaper benefit tree, among other things! Warning: Reaper difficulty is meant for players who enjoy a serious challenge. You have been warned!
News and Notes
Champions
The Champion system has been updated. Champion crowns will now designate whether the Champion is Tier 1, Tier 2, or Tier 3. Champion buffs now randomly pick between a set of template themes after the Outer and Inner Planes where they get their boost.
Champions still do not appear on Normal, and will only be Tier 1 on Hard. Elite will have Tiers 1 and 2, while Reaper difficulty will have up to Tier 3.
The global damage modifier for champions has been reduced to account for new abilities. This does not affect mini boss champions.
Players can see the kind of Champion they are fighting by looking at the creature's title. Additional detail can be found in the examination window.
Red-named bosses can no longer be Champions.
Fixed some stacking damage-over-time effects on Champions that were not applying correctly.
Champion damage-over-time effects on players now last for ten seconds per stack instead of six.
Most defender NPCs and allies will no longer be eligible for Champion status.
Combat
Bluff's difficulty scaling has been toned down.
Shiv's bluff now effects red-named bosses again for the purposes of Sneak Attack.
Monster assist range has been reduced. Monsters will not share aggro if a player in stealth kills them, unless their friends are actually looking at them. This allows assassins to attack monster packs in stealth as long as they also manage monster sight lines.
Death effects, including the Warlock Feat Hurl Through Hell and the spell Trap the Soul, are now properly blocked by death wards. These effects will continue to work on undead or monsters who are only protected by their own racial traits, genius, or other effects, but will be specifically blocked by death ward effects. Additionally, Hurl Through Hell now has a spell point cost of 20 Spell Points.
Enhancements
Human Action Boosts no longer have separate cooldowns from other sources of Action Boosts. They continue to retain a separate number of uses per rest.
Human Action Boost: Damage is now called Human Action Boost: Melee and Ranged Power.
Epic Destinies
Draconic Incarnation's breath weapon attacks now count as Evocation spells and get full Metamagic feats.
Draconic Incarnation's breath weapon attacks no longer require hard targeting.
Items
All named items in the game can now be found with special Mythic bonuses on them. Additionally, named items found in Reaper Difficulty can have a special Reaper bonus on them.
NOTE: Upgrading some older named items (through the Scroll, Shard, and Seal system, for example) may cause them to lose their Mythic and Reaper bonuses.
(LAMANNIA ONLY): Whirling Words, Epic Whirling Words, Returning Snowball and Epic Returning Snowball are now Bound to Account on Acquire.
(LAMANNIA ONLY): The Returning Snowball and Epic Returning Snowball have had their damage dice updated to 1d4, with a Critical Profile of 18-20. The projectile has been sped up, and the weapon now does Cold/Bludgeoning in addition to Frostbite (a stacking Cold Vulnerability).
Monsters
Orcs in Eberron are now less likely to fire a bow after you've attacked them in melee.
Quests and Adventure Areas
The second chest in Secrets of the Slaver Stockades is now pickable.
We've adjusted some lighting issues in What Goes Up that could cause overly-bright purple skies.
Reaper Difficulty
Over-level characters are not able enter quests on Reaper Difficulty. Characters cannot enter a quest on Reaper Difficulty if they are more than two levels of the base challenge rating of the dungeon or raid. Characters also cannot enter Reaper dungeons if they are Epic level and the dungeon is not.
Reaper Vendors are available in the Hall of Heroes, and sell Creature Companions in addition to potions that grant special cosmetic Feats.
Completing Reaper Difficulty quests will provide characters with Reaper XP that can be turned in for Survival Points. The Survival Points can be spent in three Reaper Trees, which offer the following benefits:
Reaper Tree I: Weapons
Cores:
Reaper's Offense I: +1 to hit and damage with all weapons while in Reaper Difficulty. Every ability you take in this tree grants +10 Maximum Hit Points in Reaper Difficulty.
Reaper's Offense II: +1 to Tactics DCs, +1 to hit and damage
Reaper's Offense III: +1 STR or DEX
Reaper's Offense IV: +2 to hit and damage
Reaper's Offense V: +1 Melee and Ranged Power
Reaper's Offense VI: +1 to Tactics DCs, +2 Melee and Ranged Power
Tier 1:
Reaper's Blade: +1/2/3 Melee Power while in Reaper Difficulty
Reaper's Tactics: +1 to Tactics DCs while in Reaper Difficulty
Reaper's Strike: While in Reaper Difficulty, activate to expend one Reaper Charge and gain a +10/20/30% Bonus to Doublestrike and Doubleshot for 30 seconds.
Reaper's STR/DEX: +1 STR or DEX while in Reaper Difficulty
Reaper's Shot: +1/2/3 Ranged Power while in Reaper Difficulty
Tier 2:
Reaper's Blade: +1/2/3 Melee Power while in Reaper Difficulty
Reaper's Tactics: +1 to Tactics DCs while in Reaper Difficulty
Reaper's STR/DEX: +1 STR or DEX while in Reaper Difficulty
Reaper's Shot: +1/2/3 Ranged Power while in Reaper Difficulty
Tier 3:
Reaper's Blade: +1/2/3 Melee Power while in Reaper Difficulty
Reaper's Tactics: +1 to Tactics DCs while in Reaper Difficulty
Reaper's STR/DEX: +1 STR or DEX while in Reaper Difficulty
Reaper's Shot: +1/2/3 Ranged Power while in Reaper Difficulty
Tier 4:
Reaper's Blade: +2/4/6 Melee Power while in Reaper Difficulty
Reaper's Imbument: While in Reaper Difficulty, activate to expend one Reaper Charge to gain Ghost Touch, bypass 5%/10%/15% of enemies' Fortification, and bypass 1/2/3% of their Dodge. This lasts for 30 seconds.
Reaper's Deadly Strikes: While in Reaper Difficulty, activate to expend one Reaper Charge and gain a +2/4/6 Reaper Bonus to confirm critical hits and critical hit damage for 30 seconds.
Reaper's Shot: +2/4/6 Ranged Power while in Reaper Difficulty
Tier 5:
Reaper's Blade: +2/4/6 Melee Power while in Reaper Difficulty
Reaper's Tactics: +1 to Tactics DCs while in Reaper Difficulty
Reaper's Charge: +1 Maximum Reaper Charge
Reaper's STR/DEX: +1 STR or DEX while in Reaper Difficulty
Reaper's Shot: +2/4/6 Ranged Power while in Reaper Difficulty
Reaper Tree II: Spells
Cores:
Reaper's Arcanum I: +50 Maximum Spell Points while in Reaper Difficulty. Every ability you take in this tree grants +10 Maximum Hit Points in Reaper Difficulty.
Reaper's Arcanum II: +1 to Spell DCs, +50 Maximum Spell Points
Reaper's Arcanum III: +1 INT, WIS, or CHA
Reaper's Arcanum IV: +100 Maximum Spell Points
Reaper's Arcanum V: +2 Universal Spell Power, +150 Maximum Spell Points
Reaper's Arcanum VI: +1 to Spell DCs, +4 Universal Spell Power, +200 Maximum Spell Points
Tier 1:
Reaper's Arcana: +2/4/6 Universal Spell Power while in Reaper Difficulty
Reaper's Focus: +1 to Spell DCs while in Reaper Difficulty
Reaper's Power: While in Reaper Difficulty, activate to expend one Reaper Charge and gain a +15/30/45 Profane Bonus to Universal Spell Power for 30 Seconds.
Reaper's INT/WIS/CHA: +1 to INT, WIS, or CHA while in Reaper Difficulty
Reaper's Deep Magic: +1/2/3 to Spell Penetration while in Reaper Difficulty
Tier 2:
Reaper's Arcana: +2/4/6 Universal Spell Power while in Reaper Difficulty
Reaper's Focus: +1 to Spell DCs while in Reaper Difficulty
Reaper's INT/WIS/CHA: +1 to INT, WIS, or CHA while in Reaper Difficulty
Reaper's Deep Magic: +1/2/3 to Spell Penetration while in Reaper Difficulty
Tier 3:
Reaper's Arcana: +2/4/6 Universal Spell Power while in Reaper Difficulty
Reaper's Focus: +1 to Spell DCs while in Reaper Difficulty
Reaper's INT/WIS/CHA: +1 to INT, WIS, or CHA while in Reaper Difficulty
Reaper's Deep Magic: +1/2/3 to Spell Penetration while in Reaper Difficulty
Tier 4:
Reaper's Arcana: +4/8/12 Universal Spell Power while in Reaper Difficulty
Reaper's Potency: While in Reaper Difficulty, activate to expend one Reaper Charge and gain a +2/4/6 Reaper Bonus to Spell DC's for 30 seconds.
Reaper's Efficiency: While in Reaper Difficulty, activate to expend one Reaper Charge and reduce the Spell point cost of your spells by 15/30/45% for 30 seconds.
Reaper's Deep Magic: +1/2/3 to Spell Penetration while in Reaper Difficulty
Tier 5:
Reaper's Arcana: +4/8/12 Universal Spell Power while in Reaper Difficulty
Reaper's Focus: +1 to Spell DCs while in Reaper Difficulty
Reaper's Charge: +1 Maximum Reaper Charge
Reaper's INT/WIS/CHA: +1 to INT, WIS, or CHA while in Reaper Difficulty
Reaper's Deep Magic: +1/2/3 to Spell Penetration while in Reaper Difficulty
Reaper Tree III: Tank
Cores:
Reaper's Defense I: +10 Hit Points in Reaper Difficulty. In addition, Every ability you take in this tree grants +12 Maximum Hit Points in Reaper Difficulty.
Reaper's Defense II: +1 to all Saves, +20 Hit Points
Reaper's Defense III: +1 CON
Reaper's Defense IV: +1 to all Saves, +100 Hit Points
Reaper's Defense V: +1 Dodge, +1 PRR and MRR
Reaper's Defense VI: +1 Dodge Cap, +2 PRR and MRR
Tier 1:
Reaper's Bulwark/Shroud: +1/2/3 (PRR or MRR) while in Reaper Difficulty
Reaper's Reflex/Fortitude/Will: +1/2/3 to (Reflex, Fortitude, or Will Saves) while in Reaper Difficulty
Reaper's Luck: While in Reaper Difficulty, activate to expend one Reaper Charge and gain a +5/10/15 Reaper Bonus to Saving Throws for 30 seconds.
Reaper's Constitution: +1 to Constitution while in Reaper Difficulty
Reaper's Evasion: +1/2/3 Dodge while in Reaper Difficulty
Tier 2:
Reaper's Bulwark/Shroud: +1/2/3 (PRR or MRR) while in Reaper Difficulty.
Reaper's Reflex/Fortitude/Will: +1/2/3 to (Reflex, Fortitude, or Will Saves) while in Reaper Difficulty
Reaper's Constitution: +1 to Constitution while in Reaper Difficulty
Reaper's Evasion: +1/2/3 Dodge while in Reaper Difficulty
Tier 3:
Reaper's Bulwark/Shroud: +1/2/3 (PRR or MRR) while in Reaper Difficulty
Reaper's Reflex/Fortitude/Will: +1/2/3 to (Reflex, Fortitude, or Will Saves) while in Reaper Difficulty
Reaper's Constitution: +1 to Constitution while in Reaper Difficulty
Reaper's Evasion: +1/2/3 Dodge while in Reaper Difficulty
Tier 4:
Reaper's Bulwark/Shroud: +2/4/6 (PRR or MRR) while in Reaper Difficulty
Reaper's Resistance: While in Reaper Difficulty, activate to expend one Reaper Charge and gain a +10/20/30 Profane Bonus to PRR for 30 Seconds.
Reaper's Steadfastness: While in Reaper Difficulty, activate to expend one Reaper Charge and gain a +30/60/90 Reaper Bonus to Fortification and a +10/20/30 Reaper Bonus to Energy Resistance for 30 Seconds.
Reaper's Heightened Evasion: +1 Dodge Cap while in Reaper Difficulty
Tier 5:
Reaper's Bulwark/Shroud: +2/4/6 (PRR or MRR) while in Reaper Difficulty
Reaper's Reflex/Fortitude/Will: +1/2/3 to (Reflex, Fortitude, or Will Saves) while in Reaper Difficulty
Reaper's Charge: +1 Maximum Reaper Charge
Reaper's Constitution: +1 to Constitution while in Reaper Difficulty
Reaper's Heightened Evasion: +1 Dodge Cap while in Reaper Difficulty
Reaper Trees can be reset similar to the way Enhancement Trees are reset, with platinum or Astral Shards.
Miscellaneous
External URLs now launch properly on the Mac/OSX game client.
Adjusted some text references to reflect the transition to Standing Stone Games.
Changed some coin icons to reflect the transition to Standing Stone Games.
Public Notice Board:
The Reaper Vendors in the Hall of Heroes are not currently allowing characters to purchase things from them.
My assumptions from earlier today were correct, it's nothing like the 'challenge for challenge's sake' that they were selling it as. It's in fact another exercise in power creep, which is fine with me but I kinda wonder if they realize how this will create two different games as a result. The baseline for Reaper toons will be well out side of anything like the difference between TR's and firstlifers was when it started.
I wonder if there is a reason they are trying to segregate the player base like this? maybe some grand-plane they have been working toward??