Patch NW.65.SKT

Patch Notes: Module 10 Expansion: Storm King's Thunder

=New Features=

Storm King's Thunder Campaign
Level 70+ campaign Return to Icewind Dale in a brand new journey through three new Adventure Zones. With the assistance of Makos, Cattie-brie and Wulfgar confront the Frost Giant Jarl Storvald and the powerful artifact known as the Ring of Winter threatening to plunge the entire world of Faerun into eternal winter.

Fangbreaker Island
New Tier 3 dungeon Travel to Fangbreaker Island, a Frost Giant stronghold to confront Drufi in this brand new tier 3 dungeon (item level 3100) with an emphasis on unique and interesting boss mechanics. Along the way encounter a Manticore and Dragon turtle, then storm the stronghold itself, defeating the Frost Giants' foothold in the North.

Ostorian Relics
Item progression system The ancient kingdom of the giants, Ostoria, fell thousands of years ago, collapsing under the stresses of the wars against the dragons and betrayal from within the ranks of the giants themselves. Almost all of the great treasures the giants accumulated during their rule are now lost, but not all.

With a new tier of armor comes the chance to restore powerful pieces of equipment to resist the potent effects from the Ring of Winter that lies in the hands of the Frost Giants.

=Release Notes=

General

 * Insignia Bonuses: Are now properly affected by healing debuffs, such as Healing Depression in PvP.
 * Insignia Bonuses: Magistrate's Patience: The damage dealt by this power is now properly considered Damage Over Time damage.

Great Weapon Fighter

 * Hidden Daggers: Now generates an appropriate amount of AP, instead of a very small amount.
 * Sure Strike: Removed the reference to reducing your damage when hitting multiple targets, as this functionality was removed previously. Also fixed the final strike in the combo to respect this change.
 * Wicked Strike: Removed the reference to reducing your damage when hitting multiple targets, as this functionality was removed previously. Also fixed the final strike in the combo to respect this change.

Guardian Fighter

 * Aggravating Strike: Range increased to 12', up from 11'.
 * Anvil of Doom
 * Increased the delay between when you activate the power and when you can swing again by 0.3s. The amount of time between when you activate the power and when you can move is unchanged.
 * No longer deals double damage to targets below 40% health. Instead, deals full damage again over 5 seconds to targets below 50% health.
 * Range increased to 12', up from 11'.
 * Recharge time reduced to 15s, down from 16s.
 * Should have an easier time hitting targets at steep angles.
 * Bull Charge: This power was unintentionally receiving 20% more damage per rank up, instead of the stated 10% per rank up. This has been corrected, however, the base damage of the power has also been increased ~10%. Net change at Rank 4 is a damage reduction of ~10%.
 * Cleave: Cone radius increased to 200°, up from 180°.
 * Cleave: Now generates 5% of your Stamina per swing, as long as you are hitting at least 1 target.
 * Combat Superiority: No longer grants 10% bonus damage to the target. Instead, now grants 5% bonus damage to the target and the target will deal 5% less damage to you. Ranking up this power will now increase both of these effects by 1% for every rank.
 * Combat Superiority: No longer lasts 5s for each Rank of the power. Instead, lasts 8s at all ranks. Additionally, Rank 5 of the Conqueror Feat Tactical Superiority will no longer cause this effect to be "always on."
 * Commander's Strike
 * Increased the damage at Rank 1, and decreased the damage bonus gained for Rank Ups to 10%, down from 15%. Net effect is ~10% more damage at Rank 1, and a very slight damage increase at Rank 4.
 * Now generates Action Points at roughly the same rate as other Encounter powers, instead of generating no Action Points.
 * Now has an activation time of 0.8s, instead of having no activation time.
 * Range reduced to 12', down from 13'.
 * Recharge time increased to 12s, up from 10s.
 * Reworked the buff this power provides. First, instead of triggering the one-shot bonus damage from any damage dealing power, it now only triggers from Encounter powers, insuring a decent amount of damage is dealt. Second, instead of only working against the specific target that was hit by Commander's Strike, it now triggers when hitting any Marked target. This should make it easier for your allies to find an appropriate target to get the benefit. The buff duration is no longer increased by ranking this power up.
 * This power is now properly affected by damage buffs, debuffs, and damage resistances.
 * Crescendo: Increased the damage of the first for hits by 25%. This has increased the overall damage of this power by ~10%.
 * Crushing Surge: Range increased to 12', up from 11'.
 * Desperate Survival: Increased the HP threshold at Rank 1 to 35%, up from 30%. This means at Rank 4, the threshold is now 50%, up from 45%.
 * Desperate Survival: Now grants 3% Deflect chance at Rank 1, up from 1%. Fixed the tooltip to not say 1/2/3%. This means the amount of Deflect granted at Rank 4 is now 6%, up from 4%.
 * Enduring Warrior: In addition to its existing effects, now also increases the amount of healing you receive.
 * Enforced Threat
 * Damage increased ~50%.
 * Recharge time reduced to 14s, down from 15s.
 * Target cap reduced to 10, down from 20.
 * Updated the rank up information to show that this power gains an additional 10% damage per rank. This is the existing behavior, and this is just a display change.
 * Feats
 * Balanced Shield Fighter: Now properly states "Aggravating Strike" instead of "Stab."
 * Brawling Warrior: Now works with Rank 4 Knight's Valor.
 * Grit: Now properly triggered by Crushing Surge and Fighter's Recovery.
 * Improved Reaction feat: No longer shared with the Great Weapon Fighter. Replaced with a new Feat, Iron Focus. Has the same effect on Ferocious Reaction as Improved Reaction did, but also grants Frontline Surge a chance (100% at max rank) to Taunt and Mark affected targets. The Great Weapon Fighter Feat Improved Reaction is unchanged.
 * Jagged Blades feat: Now actually deals the amount of damage it states. Previously, this power did about 2/3 of the stated damage. In addition, it deals this damage over 10s, instead of over 15s.
 * Powerful Strike feat: In addition to its current effect, now also causes Line Breaker Assault to lower its recharge time for every target hit.
 * Shield Slam: Range increased to 12', up from 11'.
 * Staying Power feat: This debuff should now last the same length as the base debuff provided by Weapon Master's Strike.
 * Staying Power: Improved tooltip wording.
 * Tactical Superiority feat: No longer causes Combat Superiority to be "always on" at Rank 5 of this Feat. Instead, now grants a 1% damage bonus per rank at all times.
 * Wrathful Warrior: Reworked implementation to be much more reliable.
 * Ferocious Reaction: Base cooldown reduced to 3 minutes, and rank ups now only reduce the cooldown by 30s. This means the cooldown at rank 4 has been decreased to 90s, down from 120s.
 * Ferocious Reaction: Updated the tooltip to clarify that the damage resistance buff lasts 10s, not 5s as previously stated.
 * Flourish
 * Damage increased ~12%.
 * Now requires a target to activate, so you will be less likely to miss.
 * Range increased to 18', up from 17'.
 * Recharge time reduced to 13s, down from 14s.
 * Frontline Surge
 * Damage increased ~34%.
 * Increased the delay between when you activate the power and when you can swing again by 0.2s. The amount of time between when you activate the power and when you can move is unchanged, and now matches the swing delay.
 * Is now properly considered Area of Effect damage.
 * Now affected by the newly renamed Protector Feat, Iron Focus (previously Improved Reaction). This Feat now grants a chance (100% at max rank) to Taunt and Mark affected targets.
 * Recharge time reduced to 14s, down from 19s.
 * Griffon's Wrath
 * No longer gains bonus charges when ranking up. Instead, starts with 3 charges at Rank 1, and gains damage on rank up.
 * Now refills a charge every 12s, down from every 15s.
 * Now requires a target to activate, so you will be less likely to miss.
 * Range increased to 12', up from 11'.
 * Indomitable Strength
 * Damage increased ~8%.
 * Increased the damage debuff to 20%, up from 10%.
 * Range increased to 15', up from 11'.
 * Into the Fray
 * No longer increases damage by a percentage of your damage resistance. Now grants a flat +15% damage bonus, + 5% more per rank.
 * Now also increases the amount of Temp HP conversion with each rank up.
 * Into the FrayInto the Fray: No longer locks you in place during activation.
 * Knight's Challenge: Now only increases your damage against other player by 50%, instead of 100%. Unchanged against critters.
 * Kneebreaker
 * Now deals an additional burst of damage on the first hit. This has increased the total damage dealt by this power by ~17% at Rank 4.
 * Now deals damage every 1s, instead of every 0.5s, but the damage per tick has been doubled. This change has no effect on the total damage dealt, just the number of combat floaters on the screen.
 * Now requires a target to activate, so you will be less likely to miss.
 * Range increased to 12', up from 11'.
 * Line Breaker Assault
 * This power has had a large overhaul in functionality. Instead of dealing damage in an area around the end of your movement, you now deal damage to the targets you move through. It gains additional benefit from the Tactician Feat Powerful Strike.
 * Activation time has been reduced to 0.7s, down from 1s.No longer gains bonus damage based on the number of targets hit, and now gains 10% bonus damage per rank instead of 20%. However, the base damage has been increased greatly, such that damage at Rank 4 has been increased by ~43%.
 * No longer generates additional AP when hitting multiple targets.
 * No longer generates damage resistance based on the number of targets hit. Instead, always grants 10% DR. Additionally, this buff no longer increases in duration as the power is ranked up.
 * Now Dazes targets for 2s.
 * Now has a range of 30', up from 25'.
 * Now has a target cap of 5, down from 10.
 * Lunging Strike
 * Acquiring Rank 4 of this power will now properly increase its range by 5'.
 * Damage to secondary targets increased to 2/3, up from 1/3.
 * No longer generates additional AP when hitting multiple targets.
 * Recharge time increased to 12s, up from 8s.
 * Using this power near the maximum range of the lunge will now bring you closer to the target, and should not leave you out of range of your other powers (unless your target is moving away from you fast enough to get back out of range).
 * Steel Blitz: No longer secretly gets an increased chance to proc based on the number of targets hit. Now has a base chance of 25% to proc. FX reworked slightly to account for these changes.
 * Steel Blitz: Now deals 60% of weapon damage, instead of the "at least 50%" formula it was using before, and gains +5% Weapon Damage with every rank, instead of increasing the overall damage by 12%. Net result is slightly more damage unless you have a weapon that is lower level than you are.
 * Steel Defense: Reduced immunity duration to 2s +0.5s per rank up (3.5s max), down from 3s +1s per rank up (6s max).
 * Steel Grace: Power has been reworked, and is no longer shared with the Great Weapon Fighter. Now increases your Run Speed, Deflection Chance, and Crit Chance.
 * Supremacy of Steel: No longer lists a cooldown in the tooltip.
 * Supremacy of Steel: Now also increases your Deflection Chance by 10% while active.
 * Terrifying Impact
 * No longer causes a cast bar to appear for part of the activation.
 * Reduced total activation time to 1.2s, down from 1.65s.
 * Updated the tooltip to show that this power actually has a 5' cylinder, not a 4.5' cylinder.
 * Threatening Rush: Activation time reduced to 0.8s, down from 1s.
 * Threatening Rush: Damage increased ~18%.
 * Tide of Iron: Damage increased ~28%.
 * Tide of Iron: Range increased to 12', up from 11'.
 * Tide of Iron: The Damage Resistance debuff now only applies for the caster, instead of the entire party.
 * Villain's Menace: Activation time reduced from 1.8s down to 1.6s, and it can now combo into other powers 0.4s early. This means if you cast Villain's Menace and immediately start activating other powers, you will be able to start them as early as 1.2s after activation.
 * Villain's Menace: Buff duration reduced to 7s + 1s per rank up, down from 8s + 2s per rank up.
 * Weapon Master's Strike
 * Reduced the activation time to 1s, down from 1.2s, and made it possible for this power to chain back to back more quickly. These changes have increased the DPS of this power by ~20%.
 * Reworked the timing of the second hits damage to be more in sync with the animation & FX.
 * Roughly doubled the base damage this power deals, but halved the damage dealt to secondary targets. Net result is that this power deals roughly the same damage to secondary targets, but double damage to the primary target.
 * The second strike of this power is now properly affected by the damage debuff applied by this power.

Hunter Ranger

 * Aimed Shot
 * Charge time further reduced by 0.5s, down to 1s at Rank 4. Damage of the actual hit reduced slightly, but damage per cast time increased ~23%.
 * Charging this power is no longer interrupted by taking damage.
 * It should now be easier to chain other powers after casting Aimed Shot.
 * Aimed Strike: Reapplying the DoT will no longer start the tick timer over. This will prevent clipping the DoT, ensuring the same overall DPS, instead of allowing DPS to be reduced by accidentally clipping the DoT.
 * Aimed Shot: No longer displays "Aimed Shot" on screen every time you fire the power.
 * Ambush
 * Increased damage bonus for Encounter powers to 15%, up from 10%.
 * No longer rapidly triggers the proc effect of Swiftness of the Fox while Ambush is active.
 * Now has less of a reduction when applying bonus damage to an AoE power. It now deals half of the normal bonus, instead of a third.
 * Recharge time reduced to 15s, down from 18s.
 * Should now always consume the on-next-hit damage when the next time a power deals damage.
 * Targets damaged by your Ambush now take additional damage from your Encounter powers for 5 seconds.
 * The Ambush effect is no longer cancelled by movement.
 * The bonus damage caused by this power has had its base damage increased by ~67%. This means players with low-quality gear will see as much as a 10% damage increase, while players with high-quality gear will see a much smaller increase.
 * The bonus damage caused by this power no longer groups into the same damage floater as the power that triggers it.
 * No longer falls off immediately if you have a DoT on someone.
 * Artifact Class Feature: Aimed Shot/Aimed Strike: Now properly grants the bonus when using Aimed Shot Rank 4.
 * Aspect of the Falcon: Now also increases your Ranged powers damage based on the distance to your target. Damage is increased by 1% for every 5'away you are from your target.
 * Aspect of the Falcon: Rank 4 now properly increases your range by an additional 3'.
 * Aspect of the Pack: Rank 4 now properly increases the range of the power, instead of decreasing it.
 * Aspect of the Serpent: Stacks will only be consumed by powers that actually deal damage. This means powers such as Stag Heart or Hawk Eye will build stacks, but not consume them.
 * Aspect of the Serpent: The triggered effect of Careful Attack will no longer grant a stack of Aspect of the Serpent.
 * Battle Crazed feat: Now grants bonus melee damage with every stack as well. Duration increased to 6s, up from 3s.
 * Battle Crazed feat: Now grants Deflection Chance instead of Life Steal Chance.
 * Bear Trap
 * Activation time reduced to 0.67s, down from 0.75s.
 * Now causes the target to bleed for 5 seconds. The total damage of this bleed is equivalent to the initial damage. The Feat, Advanced Stalking, now increases the damage of this bleed.
 * Now slows the target for 5 seconds, in addition to the momentary stun. The Feat, Advanced Stalking, no longer provides a slow effect to this power.
 * No longer has 2 charges that replenish every 15s. Instead, now has a 10s recharge time.
 * No longer locks you in place during activation.
 * Range reduced to 30', down from 80'.
 * Binding Arrow
 * Activation time reduced to 0.7s, down from 1s.
 * Damage dealt to secondary targets now receive full damage bonuses from the caster. This includes critical hit damage, however, the secondary hit will not be considered a separate critical hit.
 * Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.
 * Damage increased ~10%.
 * Recharge time reduced to 18s, down from 22s.
 * Blade Storm: Damage dealt by this Power no longer receives double benefit from damage buffs.
 * Careful Attack: The damage procs based by this power will no longer interrupt Ambush."
 * Careful Attack: Will now only trigger Swiftness of the Fox on the initial hit.
 * Clear The Ground:
 * Activate time of the third strike reduced from 0.6s to 0.5s. Increased damage of second and third strikes of this combo. These changes have increased the overall **DPS of the combo by ~35%.
 * Damage increased ~50%.
 * This powers activation is no longer cancelled by all other power activations.
 * Cold Steel Hurricane
 * Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.
 * Now properly reports that it has a 60' range. Previously, the UI reported 40'.
 * Overall damage further increased by ~33%.
 * This power will now dissipate if it hits 10 total targets along its path.
 * Total activation time reduced to 1.5s, down from 2s. This allows you to move much more quickly after the power has fired.
 * Commanding Shot
 * In addition to the base damage increase, damage further increased ~300%.
 * Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 9% DPS increase, while players with high-quality gear will see a much smaller increase.
 * Recharge time reduced to 15s, down from 18s.
 * Reworked the debuff this power applies, and reduced its duration. Reduced the damage debuff component to 10%, down from 15%. Changed the defense component from lowering their defenses by 15% to increasing the damage they take by 10%. This changes where in the formula the damage increase takes place, and this power can cause the target to take increased damage even if you have enough Armor Penetration to completely ignore their Damage Resistance.
 * The debuff should no longer fail to work in certain situations.
 * The rank up effect now only grants the debuff +1s, down from +2s.
 * Constricting Arrow: Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.
 * Constricting Arrow: Recharge time reduced to 15s, down from 18s.
 * Cordon of Arrows: Now generates an appropriate amount of AP, instead of a very small amount.
 * Crushing Roots: The Daze effect can no longer be deflected.
 * Disruptive Shot: The Daze component of this power can no longer be deflected.
 * Electric Shot:
 * Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.
 * Reduced the activation time of each shot by 0.3s. This has increased the overall DPS of the combo by ~33%.
 * Damage increased ~33%.
 * Feats
 * Advanced Stalking: No longer causes Bear Trap to slow the target. Instead, it increases the damage of the bleed that Bear Trap now applies.
 * Biting Snares: The Master Trapper effect can no longer proc multiple times by rapidly switching stances.
 * Blade Hurricane: Now lasts 2 seconds, instead of just 1 At-Will attack.
 * Blade Hurricane: Now triggers off using any melee Encounter power, instead of dealing damage with a melee Encounter power. This means every melee Encounter power should now trigger this Feat.
 * Fluid Hunter: Now also increases your Crit Chance by the same amount as it increases your Deflect Chance.
 * Forestbond: When used in conjunction with Thorned Roots, the recharge reduction granted would be doubled. This has been fixed, and Forestbond will now always grant a 5% reduction, regardless of whether you are using Strong Grasping Roots or Thorned Roots.
 * Hasty Retreat: Now also increases your movement speed by a small amount at all times, in addition to the existing proc effect.
 * Longshot: Damage dealt by this feat increased to 20/40/60/80/100% of Weapon Damage, up from 10/20/30/40/50%. In addition, this is now actually piercing damage, instead of having an undocumented feature of behaving somewhat like Piercing damage.
 * Lucky Blades: Tooltip properly reports a 6s duration, instead of listing 4s.
 * Lucky Blades: When Lucky Blades is triggered, it now also increases your Encounter power damage by 3/6/9/12/15%.
 * Piercing Blades: Now deals 10/20/30/40/50% bonus damage as Piercing Damage, up from 8/16/24/32/40%.
 * Plant Growth: The first hit of damage this power deals is now considered melee damage, instead of a DoT. This means it can now proc Blade Storm, and is affected by various Feats that only affect melee damage.
 * Predator: Now increases damage against your Prey by 50%, up from 40%.
 * Predator: This Feat is no longer half as effective against players.
 * Scoundrel Training: No longer affects the damage displayed on the tooltips of your At-Will powers.
 * Scything Blade: Now causes you to deal an additional 1/2/3/4/5% more melee damage at all times, in addition to the existing bonus damage based on nearby foes.
 * Swiftness of the Fox: No longer triggers multiple times when hitting multiple targets.
 * Swiftness of the Fox: Now triggers from more powers. Ranged Encounter and At-Will powers reduce the cooldown of your Melee Encounter powers, and vice versa. Daily powers reduce the cooldown of all of your Encounter powers.
 * Thorned Roots: After upgrading to Thorned Roots, there would be a slight delay before they would apply compared to Strong Grasping Roots. This has been remedied, and Thorned Roots now applies just as quickly as Strong Grasping Roots.
 * Thorned Roots: When striking a target that is immune to control, Thorned Roots stated that it would deal a bonus 250% Weapon Damage up front. However, it was actually dealing 2 ticks of damage, one at 175% of Weapon Damage, and one at 50% of Weapon Damage per rank of Thorned Roots, for a maximum total of 425% Weapon Damage at Rank 5. This has been changed to now do 1 tick of damage for 200% + 50% per rank, for a maximum of 450% at Rank 5. The tooltip has been updated with these numbers, and has been clarified to state that this is in addition to the DoT.
 * Thorned Roots: When used in conjunction with the Class Feature Crushing Roots, Thorned Roots would apply the Daze twice. In most cases, this would manifest as just causing the Daze to last about 0.1s longer. This has been fixed.
 * Unflinching Aim: Aimed Shot now reduces the cooldown of your currently recharging Encounter powers (no longer just Ranged powers) by 0.2/0.4/0.6/0.8/1.0s (up from 0.1/0.2/0.3/0.4/0.5s).
 * Unflinching Aim: In addition to its current functionality of increasing your Ranged Damage, this Feat now causes your hits from Aimed Shot to reduce the recharge time of your currently recharging Ranged Powers.
 * Warden's Courage: Now also reduces the damage resistance penalty of Throw Caution by 1/2/3/4/5%.
 * Wilds Medicine: No longer affected by healing depression twice in PvP, just once.
 * Forest Ghost: Can now strike the same target once per second, instead of only once per activation.
 * Forest Meditation: Base recharge time reduced to 40s, down from 45s. This means at Rank 4, the Recharge time is 30s, down from 35s.
 * Forest Meditation: This power can now be deactivated by pressing the button again. Has a slight delay at activation to prevent accidentally deactivating it via button mashing.
 * Fox Shift: The speed debuffs and buffs caused by this power no longer have a slight variance to their duration.
 * Grasping Roots (Weak & Strong), Thorned Roots: The Root effect can no longer be deflected.
 * Gushing Wound
 * Fixed an issue where, if the target was able to quickly move away or get out of line of sight immediately after taking the initial hit, the bleed would not apply. The bleed should now be applied if the target takes the initial hit.
 * Initial hit damage increased ~200%. Bleed damage increased ~10%.
 * Now requires a target to activate, which should prevent activating it near a target, but not actually hitting anyone.
 * Now triggers the proc effect of Blade Hurricane when the damage is dealt, instead of ~1s too early.
 * Ranged decreased to 15', down from 16'.
 * Hawk Shot: Damage further increased by ~37%.
 * Hawkeye: Damage dealt by this Power no longer receives double benefit from damage buffs.
 * Hindering Shot: Charge refill time reduced to 12s, down from 15s.
 * Hindering Shot: Now generates an appropriate amount of AP, instead of a very small amount.
 * Longstrider Shot: Buff no longer stacks if rapidly reapplied.
 * Longstrider Shot: Damage further increased by ~45%.
 * Oak Skin: The tooltip now properly reports the total amount this power heals you for over the duration of the buff.
 * Pathfinder's Action: Now grants 5% Deflection Chance per rank as stated, instead of only granting 13% at Rank 4.
 * Piercing Blades feat: Now truly deals piercing damage again, meaning the additional damage is determined based on the unmitigated damage of the attack.
 * Rain of Swords: No longer procs Blade Hurricane/Flurry on every tick of damage, just the initial hit.
 * Rapid Strike: Increased the damage of the first 3 hits of the combo by ~30%, increasing the overall damage of the combo by ~20%.
 * Split Shot
 * The Area of Effect targeting FX now more accurately represent the area that will be hit.
 * Decreased the amount of time required to reach maximum charge by 0.25s.
 * Split Shot: Increased the damage dealt at minimum charge by ~10%.
 * Split Strike: Damage increased ~40%.
 * Split the Sky: Activation time reduced to 1.5s, down from 2s.
 * Split the Sky: Reduced base recharge time to 18s, down from 22s.
 * Steel Breeze: Recharge time reduced to 14s, down from 16s.
 * Strong Grasping Roots, Thorned Roots: The spiral roots/vines VFX should now display the entire duration of the Root, instead of ending early.
 * Thorn Strike: Damage increased ~33%. Damage reduction for striking more than 1 target reduced to 5% per target, down from 7.5%.
 * Thorn Strike: Recharge time reduced to 8s, down from 14s.
 * Thorned Roots: The damage over time component of this power no longer has its duration reduced by control resistances, nor is its duration increased by control bonuses. If you apply Thorned Roots to a target, then all of the ticks of damage will apply to them, even if the Root effect is removed earlier. Targets that are completely immune to Roots still get the individual burst of damage instead of the DoT.
 * Thorned Roots: Updated the tooltip to make it clear that it deals damage based on your Main Hand weapon.
 * Throw Caution
 * Damage resistance debuff reduced by 10% (now 15% at Rank 4, down from 25%).
 * Now deals damage to a single target in addition to its existing effects. Animation/FX updated to match this new functionality.
 * Recharge time reduced to 12s, down from 20s.
 * Weak Grasping Roots: Now plays one of the standard immobilized/rooted VFX on the target while they are affected.

Scourge Warlock
Offering to the Prisoner: Having this Feat will no longer place an additional debuff icon on Cursed targets.
 * Artifact Class Features
 * All-Consuming Curse: Now works with All-Consuming Curse Rank 4.
 * Deadly Curse: Now deals the damage it states in the tooltip, instead of considerably less.
 * Flames of Empowerment: Updated to match new new version of Flames of Empowerment. Now further increases the damage of Flames of Empowerment by 1% per stack.
 * Flames of Empowerment: Now increases Damage Resistance by 5%, instead of Defense Rating.
 * Flames of Empowerment: Now causes Snuff Out to have a 50% chance to grant an additional Soul Spark when a target dies within range, instead of granting 150 Life Steal Rating.
 * Accursed Souls: Now applies Lesser Curse to all affected targets, in addition to its existing effects.
 * Arms of Hadar
 * Damage increased ~14%.
 * Damage increased ~40%.
 * Now properly has a target cap of 5, instead of 6.
 * Prone time is now 1 second, instead of ending almost immediately.
 * Range increased to 35', up from 29'.
 * Repositioned the FX so that the hit area and the FX area match up much more accurately. Also tweaked the hit timing to be more in sync with when the FX actually hit the target.
 * Blades of Vanquished Armies
 * Increased radius to 13', up from 11'.
 * No longer locks you in place while you cast the spell.
 * No longer toggles off when you are Stunned or Dazed.
 * Now increases your Deflection Chance while active. Amount of Deflection increases with each rank up, starting at 10% at rank 1, and reaching 25% at rank 4.
 * The swirling blade FX should start drawing sooner, so you shouldn't see targets taking damage before the FX start drawing.
 * Borrowed Time: Added clarification to the tooltip to make it clear that this Class Feature only triggers when Soul Sparks heal you at the end of combat.
 * Brood of Hadar: Spawned broodlings now deal additional damage over time, equal to double the initial damage they deal.
 * Brood of Hadar: The combat log for this power will now display "Brood of Hadar's Bite" instead of "Melee Attack" when your spawned broodlings deal damage.
 * Curse Bite: Damage increased ~33%.
 * Curse Bite: Rank 4 of this power now properly reduces the cooldown by 1 second.
 * Dark One's Blessing: In addition to its current effect, this power now also increases Life Steal Chance and Life Steal Severity.
 * Deadly Curse: Increased the base damage dealt when applying your Warlock's Curse, but reduced the rank up benefits to 10% per rank, down from 12% per rank. Net result at rank 4 is a ~35% damage increase.
 * Dreadtheft
 * No longer consumes Curses. Instead, now has a similar effect as a Curse Synergy. While you are using Dreadtheft, affected Cursed targets take increased damage from all sources, and you gain damage resistance based on the number of Cursed targets hit. Both of these effects stop occurring when you stop maintaining Dreadtheft.
 * The stacks generated by Curse Synergy with Dreadtheft now cap at 3, down from 5. However, the amount of Damage Resistance granted by each stack has been increased.
 * Updated the rank up information to properly state that it increases the Damage Resistance Debuff by 5% per rank, not 3% as previously stated.
 * Will now properly grant its Curse Synergy effects if a curse is applied after Dreadtheft has started."
 * Eldritch Blast
 * Increased the damage of the first hit of this combo by ~33%.
 * Reduced the activation time of the second attack to 0.6s, down from 0.78s. Reduced the activation time of the third attack to 1s, down from 1.2s. This has increased the overall DPS of the combo by ~23%.
 * The Area of Effect damage applied by the third strike of this power no longer has twice as much damage variance as the rest of this power. In addition, the Area of Effect damage and hit reacts are no longer delayed slightly.
 * Essence Defiler: Increased activation time of the first strike slightly, but decreased overall activation time for the combo to 1.8s, down from 2.2s. This has increased the overall DPS of the combo by ~22%.
 * Feats
 * Aura of Despair: Radius increased to 50', up from 20'.
 * Burning Puppets: In addition to its existing effect, now causes your Soul Puppers to deal 2/4/6/8/10% more damage to targets affected by Lesser Curse.
 * Creeping Death: Can now proc when hitting a target affected by any of your Curses, instead of just Warlock's Curse and Tyrannical Curse. This means Lesser Curses and Warlock's Bargain will now enable Creeping Death.
 * Creeping Death: Instead of triggering off any necrotic damage dealt by you, this Feat now triggers off of any damage dealt by your At-Will, Encounter, and Daily powers. This means more powers now work with this (powers that deal Fire damage, such as Hellish Rebuke, Killing Flames, and Immolation Spirits), but certain triggers from Class Features and other Feats will no longer proc small amounts of damage (for example, it no longer procs from Deadly Curse, Critical Promise, or Executioner's Gift).
 * Creeping Death: Now deals its damage over 6 seconds (4 times, once every 1.5s) instead of over 8 seconds (4 times, once every 2s).
 * Creeping Death: The damage dealt by this power is now properly considered a Damage over Time (DoT) effect.
 * Critical Promise: Damage increased to 10% per rank, up from 2% per rank.
 * Daughter's Promises: Having this Feat will no longer place an additional debuff icon on Cursed targets.
 * Daughter's Promises: Now hits up to 3 targets, and the radius has been increased to 25', up from 15'.
 * Executioner's Gift: No longer procs a second damage effect. Instead, directly increases the damage of your At-Will and Encounter powers when a target is missing health.
 * Gatekeeper's Empowerment: Now increases the damage of Gates of Hell by 5/10/15/20/25%, up from 1/2/3/4/5%.
 * Gatekeeper's Empowerment: Reworked the way the bonus AP works. Previously, it listed this bonus as a percentage of your total Action Points, instead of as a modifier on the amount of AP the power grants. Reworded this so it shows as a modifier, and increased the amount it granted. This now means a Rank 4 Gates of Hell with max ranks of this Feat will grant about 20% more AP per target killed than previously.
 * Hope Stealer: On Crit, now grants 1% Life Steal Chance and 1% Life Steal Severity per rank, instead of just an amount of Life Steal Rating.
 * Killing Curse: Damage increased to 3% per rank, up from 1%.
 * Killing Curse: No longer causes an additional proc for 0 damage when used in conjunction with Creeping Death.
 * Mocking Spirit: Now also causes your Soul Puppet to gain an additional 10% of your max HP per rank.
 * Parting Blasphemy: Damage increased to 10% per rank, up from 1.2%.
 * Parting Blasphemy: Fixed an issue where sometimes the caster would take damage from this Feat.
 * Relentless Curse: Redesigned. Now has a 20% chance per rank to apply Lesser Curse to a target when you remove your Warlock's Curse from that target.
 * Soul Bonding: When using Vampiric Embrace on a target that is affected by a Curse, the Area of Effect heal component of the Vampiric Embrace will now trigger properly.
 * Soul Desecration: Now also increases the movement speed of your Soul Puppet. Tooltip updated to not use the word "permanent" as the Soul Puppet can still die.
 * Soul Reaping: Now grants 1% Life Steal Chance per rank, instead of an amount of Life Steal Rating.
 * Sparkbinder: Now also causes your Immolation Spirits to gain an additional 5% of your max HP per rank.
 * Spiritfire: The damage dealt by this Feat is now Fire damage, instead of Physical damage.
 * Spiritfire: The damage dealt by this Feat was previously dealing a percentage of your weapon damage plus a base damage value, which lead to the Feat description being inaccurate. The base damage has been removed, and the weapon damage dealt has been increased to 15% per rank. This result is a buff for all weapons above Common quality.
 * Syphoning Curse: Now a heal over time. Provides the same amount of healing as it used to every second for 3 seconds. This means it now heals for 3 times as much total.
 * Wrathful Souls: Now affects the damage of Spiritfire.
 * Aura of Cruelty: Radius increased to 50', up from 20'. Now only affects teammates, including companions and other summoned pets, such as Soul Puppets and Immolation Spirits.
 * Wrathful Souls: Previously, the amount of healing you received from the damage dealt by your Soul Puppet was much lower than the tooltip stated. This has been fixed. However, the amount stated in the tooltip has also been reduced to 2% per rank, down from 3% per rank. The net change is still a large increase in the amount of healing provided by this Feat.
 * Fiery Bolt
 * Damage increased ~33%.
 * No longer causes a cast bar to appear for part of the powers activation.
 * Reduced base recharge time to 12s, down from 14s.
 * Reduced the total activation time of this power to 1.1s, down from 1.75s.
 * The Curse Consume effect has been replaced with a Curse Synergy effect. Curse Synergy now causes secondary targets to take full damage.
 * Flames of Empowerment: No longer increases your damage when your AP is full. Instead, applies a debuff to your target when you hit them with an At-Will power. This debuff increases the damage you deal to the target by 2% (+1% per rank, to a max of 5%), and stacks up to 3 times.
 * Flames of Phlegethos: Damage increased ~40%.
 * Gatekeeper's Empowerment: No longer affects Flames of Empowerment. Instead, now increases the DoT damage of Hellish Rebuke by 5/10/15/20/25%.
 * Gates of Hell
 * Activation time further reduced to 1.9s, down from 2.2s.
 * Now Knocks targets Prone as well.
 * Prone time is now 1.5 seconds, instead of ending almost immediately.
 * Reduced the total time between starting this power and damage being dealt to 2.9s, down from 5.35s. Also improved the syncing of the actual damage application and FX beam.
 * The FX for this power now display properly to enemy players.
 * The knockback done by this power can now properly be resisted.
 * Gates of Hell: Increased the amount of bonus AP from killing targets per rankup to +20%, from +13.3%.
 * Hadar's Grasp: Previously, the Curse Consume behavior stated that it doubled the duration of the lift. However, this is not what it did. Instead, it increased the duration by 50% and applied a stacking debuff that would lower the targets damage resistance from armor by 3% for every stack. For players that did not have enough Armor Penetration to fully negate all damage resistance from armor, this could be fairly powerful. For anyone that had enough Armor Penetration, this debuff would do nothing. As such, we have changed the behavior and updated the tooltip accordingly. The new behavior for the Warlock's Curse Consume is: Increases the duration of the lift by 50%, and causes the target to take 15% more damage from Curses and Soul Puppets. This effect does not stack.
 * Hand of Blight
 * Changed the range of the melee version of the power to 15'. Previously, it reported as having a 20' range, but actually would only work at 10' range.
 * Fixed the rank-up descriptions to state "Debuff: +1%" instead of "Buff: +1%" as this power causes a debuff, not a buff.
 * Reduced total activation time of the melee combo by 0.25s. This has increased the overall DPS of the melee combo by ~15%.
 * Reduced total activation time of the ranged combo by 0.25s. This has increased the overall DPS of the ranged combo by ~10%.
 * Harrowstorm
 * Damage increased ~50%.
 * Reduced base recharge time to 12s, down from 16s.
 * The previously mentioned 50% damage buff should actually work now. In addition, the damage reported on the tooltip should be accurate.
 * This power will now properly attach to the target again, and it will no longer create extraneous FX when hitting multiple targets.
 * Hellish Rebuke
 * DoT damage increased another 50%.
 * No longer refreshes the duration of the debuff when the target attacks you. Instead, deals another blast of damage equal to the initial damage dealt by the power. This additional damage can only be dealt to a target once every 2 seconds.
 * Quadrupled the damage of the initial hit, and reduced the damage of the DoT by 20%. Overall, this increases the damage dealt by this power by ~10%.
 * Reduced the activation time to 0.8s, down from 1.2s.
 * The damage reflect component of this power can now be triggered on each target once per second, up from once per 2 seconds.
 * Immolation Spirits
 * Are now able to attack sooner after being summoned.
 * No longer consumes Soul Sparks or gains bonus damage or damage resistance based on consuming them. Instead, base damage of the summoned critters attacks has been increased by 50%, and their attacks have a 50% chance to grant you a Soul Spark. As they no longer receive bonus damage resistance, they now always have 50% damage resistance, up from their old base of 34% at level 70.
 * No longer have a max HP of 25,000 in all circumstances. Instead, they have a base amount of HP based on their level, and gain 25% of the casters max HP. Their max HP can be further modified by the Sparkbinder Feat.
 * The combat log for this power will now display "Immolation Spirit" instead of "Immolating Blast" when your spawned spirits deal damage.
 * Infernal Spheres
 * Fixed the rank-up descriptions to say Spheres instead of Darts.
 * No longer attacks enemies that get near you. Instead, sends a sphere out to targets that attack you.
 * No longer creates additional spheres when you are low on health. Instead, the spheres heal you for 25% of the damage they deal. When you are below 50% HP, this healing increases to 50% of the damage dealt.
 * Now grants you 5% Damage Resistance for each sphere surrounding you. This power can now be toggled off so that you don't have to wait for all spheres to fire before being able to recast it.
 * Now regenerates a sphere every 5s while the power is active. Running out of spheres will cause the power to deactivate. Alternatively, you may activate the power again to cause all remaining spheres to explode, dealing damage around you.
 * Once again, can perform critical strikes.
 * Infernal Spheres: Rank 4 now actually provides an additional Sphere, as stated in the rank-up description.
 * Infernal Spheres: Will only fire off a sphere every 0.5s now, up from every 0.25s.
 * Killing Flames: Minimum damage increased ~67%. Maximum damage is unchanged, but damage ramping has increased, such that maximum damage is now reached when the target is at or below 25% HP, instead of at 0 HP.
 * Killing Flames: Rank 4 of this power now properly reduces the cooldown by 1 second, instead of increasing it by 2 seconds.
 * Lesser Curse: Damage increased ~25%.
 * Lesser Curse: Should no longer fall off immediately after applying in certain circumstances. This was most noticeable with the new version of Accursed Souls, and should no longer occur.
 * Mechanic: Curse Consume: Renamed to Warlock's Curse Consume. Now only triggers from and consumes Warlock's Curse, not Lesser Curse or Tyrannical Curse. This will allow you to have more control over when you want these effects, and won't remove curses you don't want removed.
 * Murderous Flames feat: Now works with Killing Flames Rank 4.
 * Murderous Flames: Damage dealt by this Feat no longer receives double benefit from damage buffs.
 * No Pity, No Mercy: In addition to its current effect on Combat Advantage, this power now changes the way Hellish Rebuke functions. With this Class Feature slotted, Hellish Rebuke no longer deals damage over time. Instead, the initial hit of damage and any damage reflects caused by Hellish Rebuke deal 50% more damage.
 * Pillar of Power: This power has had a slight rework. Now always casts under your feet, instead of needing to be placed. Recharge time now starts as soon as you cast it instead of when the effect ends, and has been reduced to 10s, down from 15s. You may only have 1 Pillar of Power active at a time, so recasting it while it is still active will move it to your current location. The effects of the Pillar have changed, as well. In addition to increasing your damage, it now also grants you damage resistance while you stand within it. The Pillar no longer builds up and explodes when an enemy enters it. Instead, it lowers the enemies damage and damage resistance, and deals damage to them.
 * Pillar of Power: Radius increased to 13', up from 10'.
 * Power of the Nine: Now extends to the new Damage Resistance buff, in addition to the Damage buff.
 * Prince of Hell: No longer increases your Armor Penetration stat by 10%. Instead, directly increases your Resistance Ignored and Life Steal Chance by 5%, plus 1% per rank.
 * Shadow Slip
 * Increased speed by 15%.
 * Now provides damage immunity for 1 second after activation, and loses 20% damage resistance per second while it is active, down to a minimum of 40% (this timer persist through rapid reapplications).
 * Now starts off granting 60% damage resistance when activated. This value then decreases by 5% every 0.5s, down to a minimum of 40%. This value is maintained between rapid reapplications.
 * Shadow Walk: No longer increases your movement speed while Shadow Slipping. Instead, increases your movement speed at all times, and grants a small amount of Deflection Chance and Life Steal Chance.
 * Snuff Out: No longer has a cooldown. Ranks now increase the range where this can trigger.
 * Soul Puppets
 * No longer affected by various buffs intended for difficult enemy critters. This includes Epic Dungeon buffs, certain Heroic Encounter buffs, and some others of this nature.
 * No longer have a max HP of 25,000 in all circumstances. Instead, they have a base amount of HP based on their level, and gain 25% of the casters max HP. Their max HP can be further modified by the Mocking Spirits Feat.
 * No longer innately receive an additional 10% damage resistance. Instead, they now gain bonus damage resistance equal to the amount of non-temporary damage resistance the caster has. This will be equal to the base number reported in the "Defensive" section of your Character Sheet.
 * No longer sometimes receive large amounts of damage resistance from Immolation Spirits.
 * Now gain 100% of your non-temporary Deflection, Life Steal and Resistance percentages.
 * The buff provided to Soul Puppets when you try to summon another one while one is still active is now called Soul Investiture. This buff now displays on the Soul Puppet, and you can see how many stacks are currently active.
 * Soul Scorch: Now properly generates Action Points.
 * Soul Sparks: No longer display the words "Soul Spark" whenever you gain one.
 * Soul Sparks: No longer immediately consumed when combat ends. Instead, one is consumed every 0.5s you are out of combat. This means at full stacks (30) it will take 15 seconds for them all to be consumed. If you re-enter combat, the passive consumption of Soul Sparks will stop.
 * Soul Investiture: Now affects the damage of Spiritfire.
 * Tyrannical Curse
 * The initial damage dealt by this power will now properly be affected by damage buffs, debuffs, and immunities.
 * Was actually increasing the damage you deal to the target by ~40%, instead of the stated 20%. Now properly only increases your damage by 20%.
 * Your regular Warlock's Curse can be placed alongside this power now. However, the damage increase caused by Tyrannical Curse and Warlock's Curse do not stack.
 * Tyrannical Threat: Renamed to Tyrannical Curse. No longer causes your normal Warlock's Curse to be replaced by Tyrannical Curse. Instead, immediately casts Tyrannical Curse on your target. This means you can no longer have multiple targets affected by Tyrannical Curse at the same time.
 * Vampiric Embrace
 * Damage increased ~60%.
 * Reduced base recharge time to 14s, down from 16s.
 * Reduced total activation time to 0.6s, down from 0.78s.
 * Warlock's Bargain: Activation time reduced to 1.1s, down from 1.3s.
 * Warlock's Bargain: Updated tooltip wording to just read "Warlock's Bargain is a curse" to match the changes to how Curse Consume now works.
 * Warlock's Curse
 * No longer grants less of a benefit when on multiple targets.
 * Now has a short activation time, but you can still move freely while using this power. This is to resolve an issue that could arise during rapid reapplications of a power with no activation time.
 * Soul Puppets damage is now increased by this Curse.
 * Wraith's Shadow: Damage of the DoT increased ~20%.
 * Wraith's Shadow: Ending the power early will now summon a Soul Puppet, in addition to the existing Immobilize effect.

Content and Environment

 * Castle Never: Orcus name is no longer visible while he is flying
 * Castle Never: updated Demon Prince of Being Dead achievement to make sure support characters get proper credit for killing Orcus
 * Mold on the cheese wheels have been cut away and now have a proper cheesy texture again. Delicious.
 * Prophecy of Madness: Corrected a bug with the Prophecy of Madness skirmish (demonic incursion) where the timer failed to reset if the team achieved gold in phase 1.
 * Prophecy of Madness: Reduced respawn time of encounters in Prophecy of Madness skirmish (protect the prophecy).
 * Sharandar: Resolved an issue with areas where players are not scaled to the proper level.
 * There is now an hourly event on rotation for Stronghold Siege. Playing while this event is active gives an additional 50% Glory and +1 Banner of the Fallen.

User Interface

 * The login screens have an updated background and UI treatment.
 * Bank: Account Shared Bank slot maximum has been increased by 40 slots.
 * Bank: Personal Bank slot maximum has increased by 32 slots.
 * Collection: The Artifact pages have been condensed. This may affect your collection points.
 * Collection: The Trade Bar store collection page has been updated.
 * Guild Alliances: Leaders now have the option to set visits to alliances by invites only if desired.
 * Invocation: There is now a small UI indicator underneath the character portrait when a player has bonus AD similar to when there is bonus Glory, this is to support the related Invocation changes.
 * Queues
 * Players who logout and log back in will now be properly be put back into the queue and party instead of being a Schrodinger's party member both in and out of the party depending on perspective.
 * There is now a Vote Abandon feature that allows a player to initiate a vote with all active players in the map. If the vote succeeds all players will be notified that the map is shutting down and no leaver penalty will be applied. This option is only available in PvE content.
 * There is now a tooltip when trying to join a queue you are still in an instance for to notify of this case.
 * When an event that expires is required by a queue all players waiting in that queue will be kicked out of it instead of remaining and being led to believe it may still start. This affects Demogorgon, Tiamat and many weekly event queues.
 * When looking at the details of a queue an average wait time will be displayed when available.
 * While in a queued instance if the event that is required to be running to queue for that instance ends the 'Looking for group reinforcements' will no longer display to show no more help is coming instead of misleading players.
 * Resolved an issue where intractable items would not show their FX in rare occasions.
 * Zen Market: Resolved an issue where coupons could be consumed even when reclaiming a free product such as a mount.
 * Zen Market: Resolved a case where visiting the Zen Market with a coupon in the inventory could show an incorrect price for some item as if the coupon would provide a discount but does not.

Items and Economy

 * A new healing focused Devoted Cleric Masterwork Chest.
 * Armor Kits and Jewels: Text added to Armor Kits and Jewels that show the Item Level increase they add to armor. This is a visual change, no function changes have occurred.
 * No longer puts player in a combat stance when out of combat.
 * This item from the Control Wizard Class Pack no longer has a class requirement.
 * Companions
 * Cultist of Air companion is now named, to match his item and collection name.
 * 's active power has been adjusted to no longer require player to be low health to trigger."
 * Companions with Combat Advantage active companion bonuses (,, and ) have had these powers changed to combine additively rather than multiplicatively. As such, players using these may notice slight reductions in the combat advantage bonus provided by these powers.
 * Fixes to several companions with Rank 30 abilities that weren't triggering such as the, and the.
 * Now works as intended, as a Leader companion.
 * Now works as intended, as a Striker companion.
 * Now works as intended, as a Defender companion.
 * Now works as intended, as a Striker companion.
 * The weekly cap for Demonic Ichor has been removed.
 * Elemental Evil campaign reward armors now all have an Armor Enchantment slot. If there was an Armor Kit slotted in any existing items it will be in the Armor Enchantment slot but can be removed or destroyed, then reapplied as desired.
 * Enchantments
 * Slightly increased the stats you get from the three-stat enchantments (Black Ice, Demonic, and Draconic) to make them competitive with the one and two stat enchantments.
 * Rank 12 of this Enchantment will now properly apply the 10% damage reduction and 5% increased incoming damage on the target.
 * Drain Overload Enchantments: Drastically reduced the power of the 4 Stronghold PvP AP and Stamina Drain Overload Enchantments. (The corresponding 4 wards and 2 boons are scaled proportionally.)
 * Fireburst, Frostburn, Thunderhead, and Bloodtheft armor enchantments from Lesser to Transcendent have had all their internal cooldowns reduced.
 * Fixed an issue where higher ranks of Frost Enchantment could cause unintended massive damage increases.
 * In addition to its other properties, all ranks of the Frostburn Enchantment now slow the attacker (players and NPCs) by 30% as part of the effect.
 * In addition to its other properties, all ranks of the Lightning Enchantment now reduce all cooldowns by 2% for the first lightning strike, plus an additional 1% for each chain.
 * Identification Scrolls: All identification scrolls stack to 999 (up from 99).
 * A new legendary rank has been added to the Illusionist's Mask as part of the next Masquerade of Liars event. The epic rank of the artifact can now take basic refinement and Masquerade refinement to be upgraded, and the mask acquires an activated power when it is upgraded to legendary.
 * Insignia: Rare and Epic Insignias can now be donated to the Stronghold Coffer.
 * Insignia Bonuses
 * Five new bonus powers have been added to the game!
 * Assassin's Covenant: This new bonus requires a Regal, and two Enlightened insignia. You lose 10% of Defense, Deflection and Life Steal and gain the combination lost as Power.
 * Barbarian's Revelry/Delight: Updated the tooltip to list that the effect can only occur once every 2s. This is just a tooltip update.
 * Berserker's Rage: This new bonus requires a Barbed and two Illuminated insignia. While you have full Action Points, you gain 10% of your Armor Penetration as Power.
 * Combatant's Maneuver: This new bonus requires an Illuminated and two Regal insignia. Whenever you control an enemy, you gain 5% combat Advantage damage for 10 seconds.
 * Slayer's Redemption: This new bonus requires an enlightened and two crescent insignia. Whenever you kill a target, you are healed for 10% of your maximum Hit Points over 5 seconds.
 * Victim's Preservation: This new bonus requires a Crescent and two Barbed insignia. Whenever you take more than 35% of your maximum Hit Points before any mitigation in a single attack, you are healed for 10% of your maximum Hit Points over 5 seconds. This cannot occur once every 10 seconds.
 * Invocation now gives a Rough AD bonus instead of granting Rough AD directly. The bonus Rough AD awarded is moderately larger than what was previously granted as straight Rough AD. In general, Invoking while playing other Rough AD generating activities will see a reasonable increase in AD earned, while Invoking only will see a drastic decrease.
 * The Maze Engine Campaign: Adjusted prices for the armor sets. The prices are now 4,000 supplies for the lowest tier, 5,000 supplies for the medium tier, and 6,000 supplies for the highest tier.
 * has been renamed, to match rest of the set.
 * PvP Equipment
 * Grim equipment is no longer available for purchase at the Trade of Blades.
 * have been removed from the cost of Lionsmane armor.
 * The cost of Burning equipment has been reduced.
 * The number of Fallen Banners required to purchase Lionsmane armor pieces has been halved.
 * Rings of Ambush, Sieging, and Charging Bull: The wording has been changed to state "When you have been running" instead of When you have been moving."This means that moving very slowly (such as when you are running into a wall) will cause the effects to stop, and the effects will no longer apply while you are mounted. Note that most Slow will not cause you to move slowly enough on their own to prevent these effects from firing.
 * Salvage values for Neverwinter have not been very consistent. Now that we're adding a new tier of gear, we really want to streamline what items gave. Going forward, all items of level 130+ that are salvageable will have their salvage value determined by rarity and size (Small/Medium/Large) only. (Small = Neck, Waist, Ring, Shirt, Pants; Medium = Arms, Feet, Head, Offhand; Large = Body, Mainhand) In practice, the biggest effect of these changes is that some rings have gone down in value and some Elemental/Protector seal gear has gone up.
 * The amount of Seals of Triumph awarded for winning a daily domination match has been increased from 1 to 60.
 * The amount of Seals of Triumph in the cost of items has been adjusted based on therelated changes.
 * The cap for Seals of Triumph has been increased from 500 seals to 1200.
 * Star Metal Gauntlet and Adamantine Gauntlet tooltips now accurately display the rewards they can retrieve.
 * Tradebar Store
 * Dusk equipment has been moved from the "current" tab in the Trade Bar store's equipment section to the "legacy" tab.
 * Companion is now available in the Trade Bar Store!
 * Grim equipment is now available for purchase in the Trade Bar store.
 * Shard of Shadowclad Enchantment is now available at the Seal Vendor.
 * For players who have misplaced their Worn Guantlets, they are now available in the profession vendors. They are only visible for those that need them.
 * For players who have misplaced their Worn Guantlets, they are now available in the profession vendors. They are only visible for those that need them.

Performance and Stability

 * Resolved a client crash that could occur when donating to Stronghold Coffers.
 * Resolved several client crashes that could occur when transferring maps.