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New U11 Lamannia Release Notes Part 1 & Part 2
Aug 17th, 2011 at 3:41pm
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Can be found here: http://forums.ddo.com/showthread.php?t=206066

Lamannia Release Notes For Update 11: Secrets of the Artificers

Welcome to the Lamannia Release Notes for Dungeons & Dragons Online! These release notes were posted on Wednesday, August 17th, 2011. These notes are subject to change.

News & Notes

Of Special Note:

Secrets of the Artificers

The biggest update of the year brings a new era of magic! Home of the Artificers, House Cannith is a new high level quest hub where magic and mechanics converge. House Cannith includes a new public area, a new Cannith Crafting Hall, a premium adventure pack (free to VIPs) featuring a new wilderness area, 3 new dungeons, and 2 new high level raids. Born in war, forged in fury, Stormreach faces its most terrible foe yet!

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

A blend of Rogue and Arcane classes, the Artificer uses specially created weapons called Rune Arms and Iron Defender minions to challenge their foes. Artificers created the magical wonders of Eberron, from the Warforged to the Airships, and the magic items that everyone desires. They enchant weapons, armor, and even constructs with magical power, temporarily enhancing them beyond the norm. Artificers can also play a supporting role as a party healer, with Curative Admixtures and repair spells. Artificers can imbue their Rune Arms with power to fire blasts of magical energy. For more detail on the Artificer, see the Release Notes below.

General Changes

Armor Appearance Kits

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

NEW: Artificers are now in DDO as a playable class! For a limited time, all Artificers will need to start at level 1, and play through all levels of the class. Players can True Reincarnate into an Artificer if they have the Artificer class unlocked, but players cannot swap non-Artificer levels for Artificer levels using Lesser or Greater Reincarnations, and cannot take Artificer levels from the Veteran Status boat.
Artificers are able to summon Iron Defender minions using a special ability. These minions are similar to hirelings, and enable a UI bar for players to control their pet's actions. The minions are treated as hirelings, but do not take up a party slot. The Iron Defender will level up with the number of Artificer levels of its owner, and gain two action points per Artificer level that can be spent on special Iron Defender enhancements.
The death of an Iron Defender is traumatic for the Artificer, causing the Artificer to take 10% of their maximum hit points in damage (but cannot bring the Artificer below 1 hit point), and 10% of an Artificer's maximum spell points.
Iron Defenders have Modules that can be equipped from their "inspect" screen. Docents and modules created in Device Workstations can be equipped in module slots.
NEW: Artificers are the only class that have the ability to use special Rune Arms to fire blasts of magical energy. These House Cannith creations will equip to the Artificer's off-hand weapon slot, and allow Artificers to use one-handed weapons or crossbows in their main hand.
When a Rune Arm is equipped, the "Caps Lock" key is used to fire the Rune Arm. The key is pressed to begin charging the Rune Arm; hitting the key again will fire the weapon. Rune Arms can be charged only a limited amount while moving, but can be powered to become far more powerful when the Artificer is standing still. Charging a Rune Arm does not interrupt or prevent other actions, but may hinder some abilities or speed while a charge is held. A charge-up UI shows what tier of charging the Rune Arm has reached. Rune Arms have a cooldown that is tied to the level of the charge fired.
There are several different Rune Arm fire patterns. Many will fire projectiles at a selected hard target, or at the reticule if no target is hard selected, while others fire unguided shots at the reticule or fire blasts of energy in an area in front of the Artificer.
Rune Arms have imbue effects that apply to your equipped weapons. For example, Thought Spike, a Tier One Force Shot Rune Arm, adds 1 to 2 points of Force damage to all of the Artificer’s melee or ranged attacks.
NEW: Artificers can select bonus feats at levels 4, 8, 12, 16, and 20 from the following list: Augment Summoning, Construct Essence, Adamantine Body, Improved Fortification, Mithral Body, Mithral Fluidity, Improved Critical: Ranged, Power Critical: Ranged, Weapon Focus: Ranged, Point Blank Shot, Rapid Shot, Improved Precise Shot, Precise Shot, Shot on the Run, Any Dragonmark of Making, Any Skill Focus, Any Metamagic.
The ki costs for higher tiers of monk elemental and void attacks have been reduced to 5 ki each.
Combat

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

NEW: Players can now make Cannith Crafting items up to level 150.
NEW: Trapmaking no longer requires Soul Gems, and instead requires various crafting essences.
NEW: The amount of crafting XP required to level has been reduced. Players may see their crafting level automatically increase when they first log in as a result.
NEW: The drop rate of Greater Essences has been increased.
NEW: Several new Trapmaking recipes have been added.
NEW: Crafted Holy handwraps will now correctly bypass good damage reduction on devils, orthons, or other monsters with good DR.
NEW (Lamannia Only): The minimum level of items has once again been capped at level 20.
Special Runestones are now available exclusively thru crafting using Cannith Crafting devices. These magical stones allow characters to debuff enemy targets. There are three different types of runestones, and they come in four strengths.
New Bound to Account arrows and bolts can now be crafted using the Cannith Bound Crafting devices, including Holy, Acid, Fire, Frost, Shock, and Bane arrows, with an enchantment level of +1 through +5.
A new crafting recipe is available to reduce the minimum level usage restriction on a crafted item by 2. The recipe is called Masterful Craftsmanship I, and requires a special Bound to Account item that is only available from a House Cannith favor vendor or rare treasure drop. Currently, House Cannith favor can only be acquired by high level characters, but this will change in a future update.
Deconstructing low-tier effects from high-end loot will now return more essences.
A bug that was driving up the Total Enchantment Level of crafted items with charges has been fixed. This mainly applies to caster damage amplification clickies. These items will now have two less Total Enchantment Value, which means they will have a lower minimum level of 3 or 4.
Ghost Touch crafted handwraps now work correctly.
Recipes will now properly update their XP return and success rate after crafting.
Fixed an issue that prevented crafting vendors from buying equipment.
Crafting devices should no longer need to be closed and reopened upon a crafting failure or other error.
Several Greater Bane recipes in the Bound Shard Device incorrectly required three Soul Gems. They now require just one.
Many regular Bane recipes in the Unbound Shard Device incorrectly required one Soul Gem. They now require a stack of three.
Adamantine Ore now stack up to 150, which allows players to craft certain Construct Bane and Greater Bane recipes that had previously not been craftable.
+3 Tomes have been removed from the crafting “Trade Essences” barter shop. The crafting vendor NPCs will no longer accept +3 Tomes in exchange for Purified Eberron Dragonshard Fragments.
Moving from one page to another in a Cannith Crafting Device recipe list will now snap the scroll bar back to the top of the list.
Guilds

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

Rogue hirelings no longer have a drinking problem.
Items

Dragonscale Armors no longer require special repair shops.
The Gianthold armor quests have been removed from the game, and replaced with barter shops.
The cost of regular Dragonscale armors have been reduced to 20 scales. The cost of Dragoncrafted, Elfcrafted, and Giantcrafted armors have been reduced to 10 relics.
Great Crossbows now knock most opponents over on a vorpal strike (floating targets, bosses, and raid bosses are immune to this effect.)
Descriptions have been updated for exotic weapon proficiencies to include the special abilities granted by those weapons when proficient.
Epic treasure from the Phiarlan Carnival adventure pack has been upgraded:
Epic Antique Greataxe: The weapon now includes Righteousness, and has an increased base damage of 3d10. The Adamantine property has been fixed.
Epic Kronzek's Cruelty: The weapon now includes Lightning Strike and Improved Destruction.
Epic Phiarlan Spy Dagger: The weapon now includes Improved Paralyzing.
Epic Noxious Fang: The weapon now includes Disintegration.
Epic Garos' Malice: The weapon now includes Greater Incineration, which procs approximately twice as frequently as normal Incineration.
Epic Brimstone Verge: The wand's Fireball benefit has been replaced by Delayed Blast Fireball, and now includes Epic Combustion VII, a 60% damage boost.
Epic Roderic's Wand: The wand now grants Augment Summoning while held.
Epic Brawn's Spirits: The item now includes Incite 10% and Exceptional Constitution +2.
Epic Grim's Bracelet: The item now includes Dodge +3.
Epic Mask of Comedy: The itsm's Improved Healing Lore benefit has been changed to Superior Healing Lore, and the weapon now includes Superior Devotion VII.
Epic Mask of Tragedy: The item's Improved Void Lore benefit has been changed to Superior Void Lore, and the weapon now includes Superior Nullification VII.
Epic Phiarlan Mirror Cloak: The item has had its Spell Resistance benefit increased to 30, and now includes Spell Absorption (5 charges). The item also has Greater Light Resistance, and retains its Blurry benefit.
Epic Ring of Elemental Essence: The item now includes Epic Combustion/Glaciation/Magnetism/Corrosion (60% damage boost), and Inherent Resistance 5 to Acid/Cold/Fire/Electric.
Epic Shimmering Pendant: The item's Charisma boost has been increased to +7, and has had its skill boosts increased to +20.
Epic treasure from the Sentinels of Stormreach adventure pack has been upgraded:
Epic Elyd Edge: The weapon now includes Screaming, as well as Cacophony, a sonic damage effect equal in proc rate and power to Incineration. This weapon now uses the higher of Strength or Charisma for to-hit and damage, and has a new effect called Inspiring Echoes in which a Bard wielder's Inspire Heroics, Inspire Competence and Song of Freedom become Area of Effect benefits while this weapon is held.
Epic Midnight's Greetings: The weapon's Enhancement bonus is now equal to a character's Intelligence modifier (minimum of 6, maximum of 10). The weapon's Deception benefit has been replaced by Improved Deception, and now features Improved Paralyzing as well. The weapon now boosts Assassinate DCs by 2, and will use the higher of Strength or Dexterity for to-hit and damage.
Epic Deneith Heavy Chain: This armor now has Superior False Life and Vertigo +15.
Epic Blademark's Docent: This docent now features Superior False Life and Vertigo +15.
Epic Chimera's Crown: This item now grants stacking hit points depending on the number of Dragonmarks a charact has: 1 Dragonmark grants 10 HP, 2 grants 15, and 3 grants 20. 3 Dragonmarks will also grant Spell Resistance 30.
Epic Chimera's Fang: This weapon now has a +6 enhancement bonus, 2d10 base damage, Silver, Keen, Shocking Burst, Disintegration, Destruction, Shatter +10, and a Red Augment Slot. The weapon also grants additional abilities based on the number of Dragonmarks a wielding character has:
1 or more Dragonmarks: Bastard Sword proficiency, +7 enhancement bonus
2 or more Dragonmarks: Greater Parrying, +8, Incite 10%
3 Dragonmarks (non-Sentinel): Sup. Parrying, +8, Incite 15%
3 Dragonmarks (all Sentinel): +10, Fortified Defenses 50%, Incite 20%.
Epic wands now have a Maximize-like effect applied to them, which boosts their damage by 100%.
The Ghost Touch effect on Eternal Rest handwraps now work properly.
XP, Guild XP, Crafting XP, and Loot Boost Potions will now have their duration carry over through reincarnation.
Slayer Count Boosts now pause while in dungeons.
Butter-Rum Coffee and Night-Black Coffee effects now persist through death and resurrection.
Epic Augment Crystal slots on Crytal Cove items can now be cleared like other Epic items. The items can be placed into a Stone of Change, along with three Epic Dungeon Tokens, to clear the Epic Augment Crystal slot.
Disrupt Undead scrolls can now drop in treasure.
Monsters

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

Crafting vendors in the House Kundarak Cannith Crafting Hall will now properly buy and repair equipment.
Quest & Adventure Area Changes

General Quest Changes

A new bonus has been created that awards characters for running quests for the first time consecutively on hard and elite difficulties within their level range (up to two levels above the level of a quest on normal difficulty.) This Bravery Bonus is a 5% bonus (10% bonus on Elite) that will "stack" up to five times, or until a character runs a quest they have not run before on Normal difficulty.
XP Rewards for first time completion on normal, hard, and elite are now 25%, 40% and 80% respectively.
Harbinger of Madness

Fear Factory

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

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

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

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

A Small Problem

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

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

The Cannith Manufactury

NEW (Lamannia Only): The Cannith Manufactury now scales properly based on the size of the party (or raid group.)
Shavarath

Devil Battlefield

The Devil Cannons on Shavarath are now properly constructs, rather than living constructs.
Three Barrel Cove

Rackam's Trial

Monsters can no longer become stuck behind closed doors during the final trials.
Skills, Feats, and Abilities

Feat Changes

The Rapid Reload feat now significantly increases the reload speed of crossbows.
NEW: Rapid Reload is now automatically granted to Artificers at level 1.
Rapid Shot is now significantly more effective.
Any characters with the Completionist Feat will have that feat replaced with a free feat respec upon the release of Update 11.
The Dragonmarks of Making now grant bonuses (+3 for Least, +3 for Lesser, and +4 for Greater) to crafting skills.
NEW: Point Blank Shot has been changed to, "You gain +1 bonus to hit with ranged attacks within 45 feet, and your ranged weapons deal deals +1(Base Weapon Damage). (A weapon that deals 1d6 damage per hit will deal 2d6 damage per hit instead, while a weapon that deals 2d8 damage per hit will deal 4d8 damage instead. This affects the base dice associated with a weapon any time they are rolled, including critical hits.)"
NEW: Improved Sunder now lowers fortification by 10% on a failed saving throw, in addition to the feat's prior reduction of a target's armor class by -5. The lowered fortification effect does not stack. Additionally, Improved Sunder will apply a -3 Fortitude Saving Throw penalty that lasts for 24 seconds on a successful hit. The saving throw penalty stacks up to five times.
New Feats

NEW: Artificer Construct Mastery: Allows an Artificer to spontaneously cast any single-target Repair Damage or Inflict Damage spell they have inscribed in their spellbook. These spells will appear in bonus spell slots once inscribed. Automatically granted at level 1
NEW: Artificer Craft Mastery: Artificers automatically gain this feat for every even level of Artificer a character acquires. Each copy of this feat grants a +1 bonus to all crafting skills.
NEW: Artificer Knowledge:
Scrolls: Grants a +2 to UMD checks related to scroll use, and all scrolls used by the Artificer have their caster levels increased by 1. This caster level bonus increases by 1 at Artificer levels 4, 7, 10, and 13, and is capped by the Artificer's Intelligence Bonus. Granted at Artificer level 1.
Potions: Grants a +2 to UMD checks related to potion use, if any, and all potions used by the Artificer have their caster levels increased by 1. This caster level bonus increases by 1 at Artificer levels 5, 8, 11, and 14, and is capped by the Artificer's Intelligence Bonus. Granted at level 2. This feat also gives damage bonuses to certain infusions.
Wands: Grants a +2 to UMD checks related to wand use, and all wands used by the Artificer have their caster levels increased by 1. This caster level bonus increases by 1 at Artificer levels 6, 9, 12, and 15, and is capped by the Artificer's Intelligence Bonus. Granted at level 3.
Arms and Armor: Grants a +2 to UMD checks related to weapons, armor, and staves. Any activated abilities on weapons and armor ("clickies") used by the Artificer are cast at a +1 caster level. This caster level bonus increases by 1 at Artificer levels 8, 11, 14, and 17, and is capped by the Artificer's Intelligence Bonus. Granted at level 5.
Wondrous Items: Grants a +2 to UMD checks related to clothing, jewelry, and trinkets. Any activated abilities on these items ("clickies") used by the Artificer are cast at a +1 caster level. This caster level bonus increases by 1 at Artificer levels 10, 13, 16, and 19, and is capped by the Artificer's Intelligence Bonus. Granted at level 7.
NEW: Artificer Skill Mastery: Grants a +1 to all skills. Granted automatically to Artificers at level 13.
NEW: Retain Essence: Whenever an Artificer uses a rod, staff, or wand, the character has a chance to not expend a charge. The percentage chance is based on half of an Artificer's level, plus their Intelligence modifier, plus any enhancement modifier, plus any effect modifier. Granted automatically to Artificers at level 5.
NEW: Inscribe Infusion: Allows an Artificer to add a targeted infusion scroll into an Artificer's spellbook. Uses existing inscription components. Granted at Artificer level 1.
NEW: Reanimate Construct: Allows an Artificer to revive their Iron Defender minion once per rest. Granted at level 1.
NEW: Rune Arm Use: Artificers automatically gain this feat at level 2, which allows them to equip and use Rune Arms.
NEW: Unleash Iron Defender: Artificers automatically gain this feat at level 1, which allows them to summon an Iron Defender.
NEW: Construct Essence: Requires Artificer level 3, humanoid. You are on the path to becoming a self-forged, augmenting yourself by replacing some of your weak flesh. You are still considered your original race (at this time), gaining 50% healing from Repair spells but.suffering a -25% penalty to positive energy healing.
Enhancement Changes

NEW: Rogue Wrack Construct no longer possesses a Saving Throw, and has a ranged version as a sub-enhancement.
NEW: Damage Boost enhancements are now percentage based. They now increase your weapon damage by 10%, 15%, 20%, or 25% for 20 seconds.
New Enhancements

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

NEW:Homunculus Adamantine Plating I
Cost: 2 action points
Your pet gains +8 armor class, damage reduction 2/adamantine and gains the ability to bypass Adamantine damage reduction with your attacks.
NEW:Homunculus Adamantine Plating II
Cost: 1 action point
Requires: Homunculus Adamantine Plating I, Artificer level 4
Your pet gains an additional +2 armor class and 2 points of adamanting damage reduction.
NEW:Homunculus Adamantine Plating III
Cost: 1 action point
Requires: Homunculus Adamantine Plating II, Artificer level 7
Your pet gains an additional +2 armor class and 2 points of adamanting damage reduction.
NEW:Homunculus Adamantine Plating IV
Cost: 1 action point
Requires: Homunculus Adamantine Plating III, Artificer level 10
Your pet gains an additional +2 armor class and 2 points of adamanting damage reduction.
NEW:Homunculus Combat Alacrity 1 (Capstone Enhancement)
Cost: 2 action points
Requires: Homunculus Strength II, Homunculus Takedown III, Homunculus Shattering Strike III, Artificer level 8
Your pet's mastery in combat is such that it is able to attack faster than normal. Grants a 5% Competence bonus to chance to double strike with melee weapons and a 10% Competence bonus to attack speed with ranged and thrown weapons.
NEW:Homunculus Combat Alacrity 2 (Capstone Enhancement)
Cost: 2 action points
Requires: Homunculus Combat Alacrity I, Homunculus Takedown IV, Homunculus Shattering Strike IV, Artificer level 16
Your pet's mastery in combat is such that it is able to attack faster than normal. Grants a 10% Competence bonus to chance to double strike with melee weapons and a 10% Competence bonus to attack speed with ranged and thrown weapons.
NEW:Homunculus Danger Avoidance I
Cost: 2 action points
Grants +1 armor class and an extra +2 bonus to reflex saves.
NEW:Homunculus Danger Avoidance II
Cost: 1 action point
Requires: Homunculus Danger Avoidance I, Artificer level 4
Grants an additional +1 armor class and +2 bonus to reflex saves, bringing the total increase to 2 and 4.
NEW:Homunculus Danger Avoidance III
Cost: 1 action point
Requires: Homunculus Danger Avoidance II, Artificer level 7
Grants an additional +1 armor class and +2 bonus to reflex saves, bringing the total increase to 3 and 6.
NEW:Homunculus Danger Avoidance IV
Cost: 1 action point
Requires: Homunculus Danger Avoidance III, Artificer level 10
Grants an additional +1 armor class and +2 bonus to reflex saves, bringing the total increase to 4 and 8.
NEW:Homunculus Dexterity I
Cost: 2 action points
Requires: Artificer level 6
Grants a +2 increase to your pet's Dexterity score.
NEW:Homunculus Dexterity II
Cost: 4 action points
Requires: Homunculus Dexterity I, Artificer level 10
Grants an additional +2 to your pet's Dexterity score.
NEW:Homunculus Distraction I
Cost: 2 action points
Grants your pet the use of the Bluff skill, allowing your pet to distract enemies and make them temporarily vulnerable to sneak attacks. Also grants a +4 bonus to Bluff.
Homunculus Distraction I: Homunculus Bluff
Triggers the Bluff skill, allowing your pet to distract enemies and make them temporarily vulnerable to sneak attacks.
NEW:Homunculus Distraction II
Cost: 1 action point
Requires: Homunculus Distraction I, Artificer level 4
Grants an additional +4 bonus to the Bluff skill, bringing the total increase to 8.
NEW:Homunculus Distraction III
Cost: 1 action point
Requires: Homunculus Distraction II, Artificer level 7
Grants an additional +4 bonus to the Bluff skill, bringing the total increase to 12.
NEW:Homunculus Distraction IV
Cost: 1 action point
Requires: Homunculus Distraction III, Artificer level 10
Grants an additional +4 bonus to the Bluff skill, bringing the total increase to 16.
NEW:Homunculus Evasion I (Capstone Enhancement)
Cost: 2 action points
Requires: Homunculus Dexterity II, Homunculus Danger Avoidance III, Homunculus Distraction III, Artificer level 8
Grants Evasion, as the feat.
NEW:Homunculus Evasion II (Capstone Enhancement)
Cost: 2 action points
Requires: Homunculus Evasion I, Homunculus Danger Avoidance IV, Homunculus Distraction IV, Artificer level 16
Grants Improved Evasion, as the feat.
NEW:Homunculus Fearsome Tactics I
Cost: 1 action point
Requires: Artificer level 4
Causes your pet's melee attacks to generate 10% more hate, making enemies more likely to attack it.
NEW:Homunculus Fearsome Tactics II
Cost: 1 action point
Requires: Homunculus Fearsome Tactics I, Artificer level 7
Causes your pet's melee attacks to generate 20% more hate, making enemies more likely to attack it.
NEW:Homunculus Fearsome Tactics III
Cost: 1 action point
Requires: Homunculus Fearsome Tactics II, Artificer level 10
Causes your pet's melee attacks to generate 30% more hate, making enemies more likely to attack it.
NEW:Homunculus Fearsome Tactics IV
Cost: 1 action point
Requires: Homunculus Fearsome Tactics III, Artificer level 14
Causes your pet's melee attacks to generate 40% more hate, making enemies more likely to attack it.
NEW:Homunculus Menacing Growl I
Cost: 2 action points
Grants your pet the use of the Intimidate skill, allowing it to frighten enemies into targeting it instead of other allies. Also grants a +4 bonus to Intimidate.
Homunculus Menacing Growl I: Homunculus Intimidate
Triggers the Intimidate skill, allowing it to frighten enemies into targeting you instead of other allies.
NEW:Homunculus Menacing Growl II
Cost: 1 action point
Requires: Homunculus Menacing Growl I, Artificer level 4
Grants an additional +4 bonus to the Intimidate skill, bringing the total increase to 8.
NEW:Homunculus Menacing Growl III
Cost: 1 action point
Requires: Homunculus Menacing Growl II, Artificer level 7
Grants an additional +4 bonus to the Intimidate skill, bringing the total increase to 12.
NEW:Homunculus Menacing Growl IV
Cost: 1 action point
Requires: Homunculus Menacing Growl III, Artificer level 10
Grants an additional +4 bonus to the Intimidate skill, bringing the total increase to 16.
NEW:Homunculus Reinforced Armor I
Cost: 2 action points
Grants your pet 10 additional hit points.
NEW:Homunculus Reinforced Armor II
Cost: 1 action point
Requires: Homunculus Reinforced Armor I, Artificer level 4
Grants your pet 10 additional hit points, bringing the total increase to 20 hit points.
NEW:Homunculus Reinforced Armor III
Cost: 1 action point
Requires: Homunculus Reinforced Armor II, Artificer level 7
Grants your pet 10 additional hit points, bringing the total increase to 30 hit points.
NEW:Homunculus Reinforced Armor IV
Cost: 1 action point
Requires: Homunculus Reinforced Armor III, Artificer level 10
Grants your pet 10 additional hit points, bringing the total increase to 40 hit points.
NEW:Homunculus Ruthless Deception I
Cost: 2action points
Your pet gains +3 to its sneak attack damage.
NEW:Homunculus Ruthless Deception II
Cost: 1 action point
Requires: Homunculus Ruthless Deception I, Artificer level 4
Your pet gains an additional +3 to its sneak attack damage, bringing the total increase to 6.
NEW:Homunculus Ruthless Deception III
Cost: 1 action point
Requires: Homunculus Ruthless Deception II, Artificer level 7
Your pet gains an additional +3 to its sneak attack damage, bringing the total increase to 9.
NEW:Homunculus Ruthless Deception IV
Cost: 1 action point
Requires: Homunculus Ruthless Deception III, Artificer level 10
Your pet gains an additional +3 to its sneak attack damage, bringing the total increase to 12.
NEW:Homunculus Shattering Strike I
Cost: 2 action points
Grants your pet the use of the Sunder feat, allowing it to reduce the Armor Class of enemies on command.
Homunculus Shattering Strike I: Homunculus Sunder
Triggers the Sunder feat, allowing your pet to reduce the Armor Class of enemies on command.
NEW:Homunculus Shattering Strike II
Cost: 1 action point
Requires: Homunculus Shattering Strike I, Artificer level 4
Grants a +2 bonus on the DC of your pet's Sunder and Improved Sunder feats.
NEW:Homunculus Shattering Strike III
Cost: 1 action point
Requires: Homunculus Shattering Strike II, Artificer level 7
Grants an additional +2 bonus on the DC of your pet's Sunder and Improved Sunder feats, bringing the total increase to 4.
NEW:Homunculus Shattering Strike IV
Cost: 1 action point
Requires: Homunculus Shattering Strike III, Artificer level 10
Grants an additional +2 bonus on the DC of your pet's Sunder and Improved Sunder feats, bringing the total increase to 6.
NEW:Homunculus Skillful Deception I
Cost: 2 action points
Requires: Artificer level 2
Your pet gains a +2 bonus to hit with sneak attacks.
NEW:Homunculus Skillful Deception II
Cost: 1 action point
Requires: Homunculus Skillful Deception I, Artificer level 6
Your pet gains an additional +2 bonus to hit with sneak attacks, bringing the total increase to 4.
NEW:Homunculus Skillful Deception III
Cost: 1 action point
Requires: Homunculus Skillful Deception II, Artificer level 10
Your pet gains an additional +2 bonus to hit with sneak attacks, bringing the total increase to 6.
NEW:Homunculus Skillful Deception IV
Cost: 1 action point
Requires: Homunculus Skillful Deception III, Artificer level 14
Your pet gains an additional +2 bonus to hit with sneak attacks, bringing the total increase to 8.
NEW:Homunculus Stealth Tactics I
Cost: 1 action point
Requires: Artificer level 4
Causes your pet's melee attacks to generate 10% less hate, making enemies less likely to attack it.
NEW:Homunculus Stealth Tactics II
Cost: 1 action point
Requires: Homunculus Stealth Tactics I, Artificer level 7
Causes your pet's melee attacks to generate 20% less hate, making enemies less likely to attack it.
NEW:Homunculus Stealth Tactics III
Cost: 1 action point
Requires: Homunculus Stealth Tactics II, Artificer level 10
Causes your pet's melee attacks to generate 30% less hate, making enemies less likely to attack it.
NEW:Homunculus Stealth Tactics IV
Cost: 1 action point
Requires: Homunculus Stealth Tactics III, Artificer level 14
Causes your pet's melee attacks to generate 40% less hate, making enemies less likely to attack it.
NEW:Homunculus Strength I
Cost: 2 action points
Requires: Artificer level 6
Grants a +2 increase to your pet's Strength score.
NEW:Homunculus Strength II
Cost: 4 action points
Requires: Homunculus Strength I, Artificer level 10
Grants an additional +2 to your pet's Strength score.
NEW:Homunculus Takedown I
Cost: 2 action points
Grants your pet the use of the Trip feat, allowing it to knock down enemies on command.
Homunculus Takedown I: Homunculus Trip
Triggers the use of the Trip feat, allowing your pet to knock down enemies on command.
« Last Edit: Aug 17th, 2011 at 3:43pm by Arkat »  

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Arkat
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Location: Wyoming
Joined: Jul 13th, 2009
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New U11 Lamannia Release Notes Part 2
Reply #1 - Aug 17th, 2011 at 3:42pm
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NEW:Homunculus Takedown II
Cost: 1 action point
Requires: Homunculus Takedown I, Artificer level 4
Grants a +2 bonus on the DC of your pet's Trip and Improved Trip feats.
NEW:Homunculus Takedown III
Cost: 1 action point
Requires: Homunculus Takedown II, Artificer level 7
Grants an additional +2 bonus on the DC of your pet's Trip and Improved Trip feats, bringing the total increase to 4.
NEW:Homunculus Takedown IV
Cost: 1 action point
Requires: Homunculus Takedown III, Artificer level 10
Grants an additional +2 bonus on the DC of your pet's Trip and Improved Trip feats, bringing the total increase to 6.
Prestige Enhancements

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

General Spell Changes

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

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

Shortcut bars will now remember items placed in them when consumed or deleted, and will display the item with a greyed-out icon. If the item is available in the DDO Store, right-clicking on the greyed-out icon will open the DDO Store page for the item. If a character has several stacks of the same item, and the one in the shortcut bar goes empty, the shortcut bar will be filled with another stack of the same item.
The vitals UI for characters and parties has been given a new look. Portrait icons are shown as rendered characters in the vitals UI bar. Options now exist in the UI Settings of the Options menu to show percentages of health remaining, and whether your vitals UI displays in the party vitals list when in a group. Players can toggle the display of their rendered characters in the vitals UI bar, and turn of their personal vitals UI through the UI Settings as well.
Goggles can now be made visible on characters by clicking the head toggle switch of their character "doll" in the Inventory UI.
Other changes

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

Known issues are now available, click here!
  

Stand on hills of long-forgotten yesterdays...

Looking for a sign that the Universal Mind has written you into the Passion Play.
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Kimberlite
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Re: New U11 Lamannia Release Notes Part 1 & Part 2
Reply #2 - Aug 18th, 2011 at 1:21am
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I thought that the previous set of notes had a list of rune arms and locations they dropped. I didn't see it this time. Did someone copy the previous U11 release notes in a comment on the Vault?

edit: found them in Dragon.Star's new / changed items list: http://forums.ddo.com/showthread.php?t=334237
« Last Edit: Aug 18th, 2011 at 1:25am by Kimberlite »  

Memnir wrote on Jun 14th, 2013 at 10:59am:
Note to any Turbine staffers reading this, and one I genuinely hope you share around the office: DDO has become a shit game because y'all have made it a shit game. Once it was great. Now, it's a festering puddle of monkey diarrhea. No matter how you try to justify it, or pat yourselves on the back for doing great jobs... it's a shit game now because of you. Y'all keep on giving the players the middle finger, and you keep expecting us to reward you for the abuse. I've had it with you narcissistic fuckwads and your myopic policies of ineptitude.
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