As of this morning
Quote:Lamannia Update 38 Release Notes
Here are the release notes for Update 38 on Lamannia. These notes will change over time, and are currently in an early state.
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. Stay tuned for more information and a preview of our new adventure pack!
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.
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.
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.
Core 4: +30 Repair Amplification, +50 Maximum Hit Points, +2 Maximum Dexterity Bonus while in Medium or Heavy Armor or Adamantine Body.
Core 5: Radiant Forcefield SLA. 30 Spell Points. 3 minute cooldown.
Core 6: +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. Active: Unbreakable Forcefield SLA: For six seconds, you take -95% damage from all sources except for Untyped damage. 3 minute cooldown.
Tier 1:
Curative Admixture: Cure Light Wounds 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, 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.
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 three minutes, or until the target dies. This overrised their innate base healing from Repair spells for the duration. 3 minute cooldown.
Armor Mastery: +1/2/3 Armor Class and Armor Maximum Dexterity Bonus.
Stronger Admixtures: Your Admixture spells gain +3/6/10 to their Maximum Caster Level.
Action Boost: Defense or Saving Throws
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.
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 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. 3 minute cooldown.
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.
Bolstering Construct: 5 Spell Points. You create a drone set to disperse protective potions. Every 10 seconds for 60 seconds, you and nearby allies gain a +5 Determination bonus to Physical Resistance Rating and Magical Resistance Rating. 3 minute cooldown.
Constitution or Intelligence
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 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.
Druid is being updated:
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.
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 continues to grant the 1.5 damage from your modifying stat, and Power Attack feat adjustments in animal form as well for its additional bonus.
Activated Attacks that require a specific weapon to be held in your hand will continue to not work in animal form. However, things that modify your weapon's base stats still work normally, such as changing your primary damage stat.
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.
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 will also be typed Exceptional.
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.
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.
Shred: DC 13 + Highest of Strength/Wisdom + Sunder modifiers + Half Druid level
Cold Breath: The damage die has been reduced to 1d4+1, and its Reflex saving throw has been removed.
Tremor: DC: 16 + higher of Strength or Wisdom + modifiers to Trip + Half Druid level
Jaws of Winter: DC: 17 + higher of Strength or Wisdom + modifiers to Stun + Half Druid level. This is now a level 6 spell instead of a level 7 spell.
Howl of Terror: This spell is now part of the Transmutation School
Snow Slide: DC: 19 + higher of Strength or Wisdom + modifiers to Stun + Half Druid level
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 2d8 Acid damage + 1d8 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, and its recurring Strength check now happens every six seconds instead of every two seconds.
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: Creatures affected who were immune/resistant/healed by fire now take full damage. This does not stack with effects that amplify damage beyond 100%. -8% Fortification.
Mantle of Ice: Creatures affected who were immune/resistant/healed by fire now take full damage. This does not stack with effects that amplify damage beyond 100%. -8% Fortification. 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.
Druids no longer suffer hit point or spell point penalties when their animal companions are killed.
The Natural Fighting Feat has been changed to give different effects based on whether you are in Bear or Wolf form:
Wolf: 6% Doublestrike per feat, with a net total of 18%.
Bear: 3% Doublestrike, and now triggers Glancing Blows. 15% damage per Natural Weapon Fighting feat taken, and 2% weapon proc rate per feat taken. Net total of 9% Doublestrike and 45% Glancing Blow damage, 9% proc damage.
The Enhancement trees have been updated:
Nature's Warrior:
Cores:
Nature's Warrior: 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. Wolf Form movement speeds are increased by an additional 1% for every two Druid levels.
Nature's Hunter: In Wolf or bear form you gain a +1 Competancy bonus to your Critical Damage Multiplier on your weapon. Requires a weapon to be equipped.
Howling Frost: Casting Howl of Terror now grants you "Winter Hunt" for 10 seconds which grants +10 Melee Power and 25% bonus to Spell Critical damage (50% to Spell Critical Damage for Cold damage spells.) This only occurs once every 30 seconds.
Avatar of the Hunter: You hae 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 Doublestrike and Physical Resistance Rating.
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 Armor Class. You gain a stack of "Snapping Jaws" for +2 Armor Class for 15 seconds. Stacks 1/2/3 times. 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. 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. On activation, gain 35% Incorporeal defense for 20 seconds, with a cooldown of 60 seconds. Spell Point cost: 15. 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: 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.
Brother Wolf: While your wolf pet is alive and within 40 meters it gains 5/10/15 Hit Points every 12/9/6 seconds and 10/15/20 Magical Resistance Rating and Physcial Resistance Rating. Gain +1/2/3 to-hit and damage. AP Cost: 1
Ghost Pack: When Ghost Wolf is triggered, the spirits of your pack manifests around you, striking nearby enemies for 1d6 Bane damage per Wilderness Lore rank. Scales with melee Power, and applies Confusion for 5 seconds, no Saving Throw. Bosses are not affected by Confusion. AP Cost: 2
Essence of Nature: If you score a Critical hit in melee you are granted 10/20 Temporary Spell Points for 8 seconds. Your pet has a 10% chance to proc this ability on its base attacks. Passive: +5 Positive Spell Power. AP Cost: 1
Strength or Wisdom: AP Cost: 2
Tier 4:
Fatal Harry: Killing an enemy grants you a 5% Enhancement bonus to Attack Speed for 20 seconds. This stacks up to 1/3/5 times. Enemies your own level or higher have a 100% chance of activating this ability. 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: 2
Ferocity: You gain +2/4/6 Melee Power in bear or Wolf form. This bonus is doubled while under the effects of a Rage effect 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 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]. This attack can Doublestrike. 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 (Requires: Flight)
Nature's Swiftness: Wolf forms gain Evasion. Armor restrictions apply. AP Cost: 2
Throat Rip: Requires Wolf form: Add 6 bonus Sneak Attack dice. Living targets are silenced for 15 seconds on a failed Fortitude Saving Throw of 10 + Druid level + Greater of Strength or Wisdom + modifiers to Stun. Inflicts a Bleed that causes 6d6 damage every three seconds for 18 seconds. Bleed scales with Melee Power. Against bosses, the silence is replaced with a 25 point Spell Power debuff. 15 second Cooldown. AP Cost: 2. No longer requires stealth.
Jaws of the Great White Wolf: The spell Jaws of Ice now grants Temporary Hit Points equal to 10 times your character level. AP Cost: 2
Go for the Kill: Requires: Wolf form. You charge your target smashing into them for a 4[W] Melee attack with a +1 Critical Multiplier to damage, and gain 15 Melee Power for 30 seconds. If the charge started from over 10 meters away, the Melee Power bonus is doubled. Does 50 additional bludgeon damage against helpless targets, scales with Melee Power. Cooldown: 20 seconds. Spell Point Cost: 20
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 15 Hit Points and 3 Magical Resistance Rating.
Nature's Defense: Defensive Combat Stance that provides +8 Physical and Magical Resistance Rating while in a Wild Shape form. 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. This is a version of the Maul spell with the same cost and stats, but also stuns instead of causing a bleed. Shares cooldown with Maul. Stun DC is 10 + Druid Level + Wisdom + modifiers to Stun.
Big Bear: The Tremor spell now deals five to eight blunt damage per Druid level in addition to its knockdown effect. This damage scales with Melee Power. Passive: Your Attack Speed in bear form is increased by a 5% combat style bonus.
The Great Bear: While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times to the usual length of 1.5. Does not stack with Nature's Warrior cores. Passive: +2 Constitution, +2 Strength. Your attack speed in Bear form is increased by another 5% to a total of 10%.
Tier 1:
Rage of the Beast: Activate to Rage, gaining +4 to Strength and Constitution, +2 Will Saves, -2 Armor Class for 40 seconds, but disallows the casting of magic. Requires Bear or Wolf form. This ability shares a cooldown 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 times per rest. 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. AP Cost: 1
Tier 2:
Primal Beast: gain 5/10 Melee Power when Raging in animal form. Gain additional use of Rage 1/2. 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
Sharp Bloody Claws: Shred now also applies Killer Instinct. AP Cost: 1
Defense Boost: Action Boost grants 5/10/15 Armor Class, 7/12/20 MRR for 20 seconds. 30 second cooldown. AP Cost: 1
Tier 3:
Undying Beast: While Raging in animal form, you gain Immunity to death effects and Energy Drain. Gain another use of Rage. AP Cost: 2. Requires: Primal Beast.
Spirit Refreshed: When shapeshifting forms before 33% health, you heal to full, and cure all fatigue. This benefit can only occur once every three minutes. AP Cost: 2
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 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 Wisdom AP Cost: 2
Tier 4:
Enduring Beast: While Raging, increases your Healing Amplification by 10/20 in any animal form. At rank 2, get another 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 two minutes. Still removes Fatigue. AP Cost: 2 Requires: Spirit Refreshed
Savage Roar: Using the Roar spell with 1 stack of Killer Instinct, activate to trigger 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 on a failed Saving Throw DC of 10 + Wilderness Rank + Strength modifier + Stun Bonus. At three stacks, the damage is 1d10 per rank of Wilderness Lore and stuns. AP Cost: 2
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 Wisdom: AP Cost 2
Tier 5:
Beast Unleashed: Gain an additional use of Rage of the Beast per rest. While Raging, gain 15% Doublestrike. While in Bear form, get a 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 +3[W] and knocking down enemies on a failed Reflex Saving Throw DC 15 + Wilderness Lore ranks + Wisdom + Trip bonuses. 15 second cooldown. AP Cost: 2
Lightning Strikes the Mountain: Activate to call down a bolt of lightning that strikes the Druid, granting a 100% bonus to Threat and MRR for 15 seconds. 20/40 MRR in Nature's Protector stance. Nearby enemies take 1d8 lightning damage per Wilderness Lore rank. Scales with Melee Power. Spell Point Cost: 15. 30 second cooldown.
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 Hit Points. AP Cost: 1
Force of nature: Gain 10/15/20% Resistance against Force damage and +2/4/6 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.
Child of Winter: You gain Child of Winter: Activate to gain +5 Spell Power 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.
Nature's Wellspring: The effects of your Shillelagh are doubled. +1 Maximum Caster level in your active season.
Sun Burst: Gain Sun Burst as an SLA. Spell Point Cost: 4. Cooldown: 20 seconds.
The Storm of Change: Gain Storm of Vengeance as an SLA. Spell Point cost 20. Two minute cooldown.
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, +10 Universal Spell Power. Your Conjuration 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 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 Spell Points. 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 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 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
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 Spell Points when it occurs.
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.
Armor of Winter: Gain 8 times your Wisdom in Temporary Hit Points that lasts 60 seconds. Cooldown 30 seconds. Spell Points Cost: 12. AP Cost: 2.
Vistani Weapon Versatility now applies only to daggers and throwing daggers.
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.
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.
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
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.
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.
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.
UI
NPC dialog boxes now appear to the upper right of the screen so NPCs are not covered during interactions.
Miscellaneous
Fixed a launcher issue that will correct some Direct X installation problems on Windows 10. The Direct X Web Installer is now installed along with the launcher.
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.