TEXT: Dungeons & Dragons®
  4th eDition rules upDates
  March 2, 2010
  This document provides updates to various D&D® game products, including core rulebooks, game supplements, 
  and accessory products, such as the Dungeon Master’s Screen and Power Cards. The products are presented in 
  order of release date, with Power Cards at the end. Each book is separated by New Updates—revisions to rules 
  first appearing on the date noted above—and Old Updates, which includes all previously issued updates. The 
  updated items are presented in order of page number. Most updates describe the change and provide a brief 
  explanation. Most updates also present the revised item in the format it appears in a book, allowing you to cut it 
  out and replace it in your book if you wish.
  You, the players, are our best source of feedback, so we encourage you to direct questions and concerns to the fol-
  lowing places.
  For rule concerns that merit updates, go to our errata forums here.
  If you’re not sure if a rule merits errata, or if you have a question about a rule, call Customer Service at 1-800-
  324-6496 (USA/Canada) or 425-204-8069 (all other countries).  Customer Service is available Monday-Friday 
  from 9 AM to 6 PM (PST) and 10 AM to 4 PM (PST) on weekends. You can also find the FAQ here.
  Updated Books
  • Adventurer’s Vault
  • Adventurer’s Vault 2
  • Arcane Power
  • Divine Power
  • Draconomicon: Metallic Dragons
  • Dragon Magazine
  • Dungeon Master’s Guide 2
  • Forgotten Realms Player’s Guide
  • Monster Manual
  • Plane Below
  • Player’s Handbook
  • Player’s Handbook 2
  • Player’s Handbook Races: Dragonborn
  • Primal Power
  Next Update: May 4, 2010
  
  player’s hanDbook
  New Updates
  Accessories
  Page 56: Add the following paragraphs at the end 
  of the Accessories section. This change reflects revi-
  sions in Player’s Handbook 3. It clarifies how to use an 
  implement as a weapon, or vice versa.
   
  Using a Weapon as an Implement: If you’re able 
  to use a weapon as an implement, the weapon works 
  like a normal implement for you, but you use neither 
  the weapon’s proficiency bonus nor its nonmagical 
  weapon properties with your implement powers.
   
  When you use a magic version of the weapon 
  as an implement, you can use the magic weapon’s 
  enhancement bonus, critical hit effects, properties, 
  and powers. However, some magic weapons have 
  properties and powers that are worded in such a 
  way that they work only with weapon attacks. Also, a 
  weapon’s range and damage die are usually irrelevant 
  to implement powers, since such powers have their 
  own ranges and damage expressions.
   
  Using an Implement as a Weapon: Most imple-
  ments cannot be used as weapons. However, an 
  implement like the staff is expressly usable as both an 
  implement and a weapon. When you wield such an 
  implement as a weapon, you follow the normal rules 
  for using a weapon. 
   
  When you use a magic version of the implement 
  as a weapon, you can use the magic implement’s 
  enhancement bonus and critical hit effects. To use its 
  properties and powers, you must be able to wield it 
  as an implement (see “Implement” above). Also, some 
  magic implements have properties and powers that 
  are worded in such a way that they work only with 
  implement attacks. 
  Righteous Brand
  Page 63: On the Hit line, add “+3” before “power 
  bonus to melee attack rolls” and delete “equal to your 
  Strength modifier.” At higher level, this bonus almost 
  guarantees a hit when used by a cleric build that uses 
  Strength as its primary ability score. This change 
  brings the bonus to attack rolls in line with expecta-
  tions for at-will attack powers.
  Righteous Brand 
  Cleric Attack 1
  You smite your foe with your weapon and brand it with a 
  ghostly, glowing symbol of your deity’s anger. By naming one of 
  your allies when the symbol appears, you add divine power to 
  that ally’s attacks against the branded foe.
  At-Will ✦ Divine, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 1[W] + Strength modifier damage, and one ally within 
  5 squares of you gains a +3 power bonus to melee attack 
  rolls against the target until the end of your next turn.
  Increase damage to 2[W] + Strength modifier at 21st level.
  Knight of Glory
  Page 69: Replace the power’s text with the following 
  text. The power’s previous text allowed a character 
  to use a minor action during the round in which the 
  knight was conjured to make a second attack, thereby 
  dealing over 6d10 damage in a single round to an 
  enemy. This change brings the power in line with 
  damage expectations
  Knight of Glory 
  Cleric Attack 19
  You conjure a ghostly warrior clad in the ceremonial armor of 
  your faith. With sword in hand, it attacks your enemies.
  Daily ✦ Conjuration, Divine, Implement
  Standard Action 
  Ranged 10
  Effect: You conjure a ghostly knight that occupies 1 square 
  within range, and the knight makes the following melee 
  attack. It lasts until the end of the encounter. You can 
  move the knight 5 squares as a move action.
   Target: One creature adjacent to the ghostly knight
   Attack: Wisdom vs. AC
   Hit: 3d10 + Wisdom modifier damage.
   Sustain Minor: The knight persists, and it repeats the 
  attack. 
  Cloud Chariot
  Page 70: After the second sentence in the Effect line, 
  add “You can move the chariot its speed as a move 
  action.” The power’s Effect line gives the chariot a 
  speed but does not describe how to move it.
  Cloud Chariot 
  Cleric Utility 22
  You conjure a white cloud that coalesces into a chariot pulled by 
  a winged horse, both made of solid cloudstuff.
  Daily ✦ Conjuration, Divine
  Standard Action 
  Ranged 2
  Effect: You conjure a chariot of cloudstuff that occupies a 
  2‑by‑2 space within range, and a winged horse of cloud‑
  stuff that occupies a 2‑by‑2 space adjacent to the chariot. 
  The horse and chariot have a speed of fly 8. You can 
  move the chariot its speed as a move action. The chariot 
  can carry up to four Small or Medium creatures, and the 
  horse can hold one Small or Medium rider. The chariot 
  grants cover to its occupants. The chariot and the horse 
  can’t attack or be separated, and they can’t be attacked 
  or damaged. They remain until you take an extended rest 
  unless you dismiss them (a free action).
  
  Seal of Binding
  Page 71: On the Sustain Standard line, replace the 
  first line with the following: “Each time you sustain 
  the power, you take 15 damage.” This power was too 
  effective against solos, effectively killing any creature 
  when it is combined with healing powers like divine 
  regeneration.
  Seal of Binding 
  Cleric Attack 25
  Faintly glowing symbols encircle your foe, trapping it.
  Daily ✦ Divine, Implement
  Standard Action 
  Ranged 10
  Target: One creature
  Attack: Wisdom vs. Will
  Hit: 3d10 + Wisdom modifier damage, and the target is 
  stunned and can’t be affected by any attack other than 
  this one until the end of your next turn.
  Sustain Standard: Each time you sustain the power, 
  you take 15 damage. The target remains stunned and 
  protected against all other attacks. You can’t sustain this 
  power if you are bloodied.
  Orb of Imposition
  Page 157: In the second sentence of the second 
  paragraph, replace “saving throws” with “next saving 
  throw.” This saving throw limitation is part of a larger 
  effort to mitigate the use of saving throw penalties to 
  lock down enemies for the duration of an encounter.
   
  You can designate one creature you have cast a 
  wizard spell upon that has an effect that lasts until 
  the subject succeeds on a saving throw. That creature 
  takes a penalty to its next saving throw against that 
  effect equal to your Wisdom modifier.
  Arcane Riposte
  Page 169: In addition to replacing “Dexterity” with 
  “Intelligence” in the second sentence of the class fea-
  ture (as per the December Update), add “+ 4” after 
  Intelligence. Between the second and third sentence, 
  add “The bonus increases to +6 at 21st level.” The 
  attack needs this revision to meet accuracy expecta-
  tions. Without basing the attack on Intelligence and 
  adding an inherent bonus to it, a character will rarely 
  hit.
  Arcane Riposte (11th level): Imbued with magical 
  might, your hands bristle with arcane energy in the 
  heat of battle. When a creature provokes an oppor-
  tunity attack from you, make an opportunity attack 
  with one of your hands (Intelligence + 4 vs. AC). The 
  bonus increases to +6 at 21st level. Choose cold, fire, 
  force, or lightning. You deal 1d8 + Intelligence modi-
  fier damage of that type with this attack.
  Blood Pulse
  Page 170: On the Hit line, replace “1d6” with “5” 
  and replace “leaves” with “moves willingly.” This 
  change ensures that the power’s effect isn’t used 
  with forced movement and doesn’t exceed damage 
  expectations by gaining any bonuses to damage rolls. 
  Furthermore, it clarifies that a Large or larger crea-
  ture takes the damage for each square it moves rather 
  than leaves. Thus, if a Large creature shifts 1 square 
  diagonally, it would take only 5 damage instead of 
  1d6 for each of the three squares it left.
  Blood Pulse 
  Blood Mage Attack 11
  A mote of crimson plasma springs from your hand, streaks 
  across the battlefield, and detonates amid your enemies, cover-
  ing them in a blood-red shroud.
  Encounter ✦ Arcane, Implement
  Standard Action 
  Area burst 3 within 20 squares
  Target: Each enemy in burst
  Attack: Intelligence vs. Will
  Hit: 2d6 + Intelligence modifier damage, and until the end 
  of your next turn the target takes 5 damage for every 
  square it moves willingly.
  Lasting Frost
  Page 203: On the Benefit line, replace “Any” with 
  “Once per turn, the first.” Also, replace “until the end 
  of your next turn” with “after the attack. The vulner-
  ability lasts until the end of your next turn.” This 
  change limits the potency of this feat when used with 
  close attacks and area attacks. The revision mitigates 
  damage from builds focused on capitalizing on cold 
  vulnerability. It also clarifies that the timing of the 
  effect occurs after the attack is completely resolved.
   
  Benefit: Once per turn, the first target you hit 
  with a power that has the cold keyword gains vulner-
  able 5 cold after the attack. The vulnerability lasts 
  until the end of your next turn.
  Divine Miracle
  Page 175: Replace the feature’s text with the fol-
  lowing text: “The first time you expend your last 
  remaining encounter attack power during an encoun-
  ter, you regain the use of one encounter attack power 
  of your choice.” This change limits recursive attacks 
  through action-granting powers, such as trip up, 
  follow-up blow, and steal time.
  Divine Miracle (30th level): The first time you 
  expend your last remaining encounter attack power 
  during an encounter, you regain the use of one 
  encounter attack power of your choice.
  
  Hellfire Blood
  Page 195: On the Benefit line, delete “feat.” This 
  change ensures that this feat continues to provide a 
  benefit despite changes to the Weapon Expertise and 
  Implement Expertise feats.
   
  Benefit: You gain a +1 bonus to attack rolls and 
  damage rolls when you use a power that has the fire 
  or the fear keyword.
  Symbol of Power
  Page 237: In the item’s property, replace “to saving 
  throws” with “to the first saving throw.” This saving 
  throw limitation is part of a larger effort to mitigate 
  the use of saving throw penalties to lock down ene-
  mies for the duration of an encounter.
  Symbol of Power  
  Level 7+
  The power of your faith makes it harder for enemies to recover 
  from debilitating effects.
  Lvl 7 
  +2 
  2,600 gp 
  Lvl 22 +5 
  325,000 gp
  Lvl 12 +3 
  13,000 gp 
  Lvl 27 +6 1,625,000 gp
  Lvl 17 +4 
  65,000 gp 
  Implement (Holy Symbol)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Property: When you use this symbol to deliver an effect that 
  a save can end, the target takes a –2 penalty to the first 
  saving throw against the effect.
  Bonuses and Penalties
  Page 275: Replace the last paragraph of the Bonuses 
  section with the following text. This change reflects 
  revisions in Player’s Handbook 3. It is intended to limit 
  bonuses from stacking in unintended ways, such 
  as from feats like Echoes of Thunder or Oncoming 
  Storm used in conjunction with close or area attacks.
   
  Some bonuses are untyped. Bonuses that have 
  no type add together. However, if you gain multiple 
  untyped bonuses from the same named game ele-
  ment (a power, a feat, a class feature, and the like), 
  only the highest bonus applies, unless stated other-
  wise. For example, if you spend an action point and 
  can see two warlords who have the Tactical Presence 
  class feature, you gain the bonus to attack rolls from 
  only one of the warlords, whichever one provides the 
  higher bonus.” 
  Damage Types
  Page 276: After the first two paragraphs in the 
  Damage Types section, add the following paragraph. 
  This change reflects revisions in Player’s Handbook 3. 
  It clarifies what happens to keywords when a power’s 
  damage type is changed.
   
  If the damage types in a power change, the power 
  both loses the keywords for any damage types that 
  are removed and gains the keywords for any damage 
  types that are added (the poison keyword is removed 
  from a power only if that power neither deals poison 
  damage nor has any nondamaging effects). For 
  example, if a wizard casts ray of frost through a flam-
  ing staff and uses the staff’s ability to change the 
  damage to fire, ray of frost gains the fire keyword and 
  loses the cold keyword for that use, since the power is 
  dealing fire damage instead of cold damage. That use 
  of the power can therefore benefit from effects, like 
  feats, that affect fire powers, but not from effects that 
  affect cold powers.”
  Durations
  Page 278: Replace the existing text in the Overlap-
  ping Durations bullet with the following text. This 
  change reflects revisions in Player’s Handbook 3. It 
  clarifies how to adjudicate durations for effects that 
  end with a saving throw.
  ✦ Overlapping Durations: When you are subjected 
  to identical effects that end at different times, you 
  ignore all the effects but the one that has the most 
  time remaining. Effects that a save can end work dif-
  ferently, since you don’t know when they’re going to 
  end. You, therefore, track effects that a save can end 
  separately from effects that end at specific times.
  Old Updates
  Retraining
  Page 28: In the fourth sentence of the feat section, 
  replace “heroic tier feats” with “heroic tier feats and 
  paragon tier feats.”
  Dilettante
  Page 42: Replace “an at-will power” with “a 1st-level 
  at-will attack power.”
  Dilettante: At 1st level, you choose a 1st-level at-will 
  attack power from a class different from yours. You 
  can use that power as an encounter power.
  Bonus At-Will Power
  Page 46: Replace “at-will power” with “1st-level at-
  will attack power.”
  Bonus At-Will Power: You know one extra 1st-level 
  at-will attack power from your class.
  
  Keywords
  Page 55: Replace the fourth paragraph with the fol-
  lowing text.
  Resistance or immunity to one keyword of a power 
  does not protect a target from the power’s other 
  effects. Also, resistance doesn’t reduce damage unless 
  the target has resistance to each type of damage 
  from the attack, and then only the weakest of the 
  resistances applies. For example, a character who has 
  resist 10 lightning and resist 5 thunder who takes 
  15 lightning and thunder damage takes 10 damage 
  because the resistance value to the combined damage 
  types is limited by the lesser of the two resistances.
  Reliable
  Page 55: Replace text with “Reliable: If you don’t hit 
  when using a reliable power, you don’t expend the use 
  of that power.”
   
  Reliable: If you don’t hit when using a reliable 
  power, you don’t expend the use of that power.
  Accessories
  Page 55: In the second sentence, replace “If you have 
  a proficiency bonus to attack rolls and damage rolls 
  from your weapon” with “If you have a proficiency 
  bonus to attack rolls from your weapon.”
  Accessories: These keywords identify items used 
  with the power. If you have a proficiency bonus to 
  attack rolls from your weapon or an enhancement 
  bonus to your attack rolls and damage rolls from 
  a magic weapon or an implement, you add that 
  bonus when you use a power that has the associated 
  keyword.
  Target
  Page 57: Replace the first paragraph with the follow-
  ing text.
  If a power directly affects one or more creatures or 
  objects, it has a “Target” or “Targets” entry. Some 
  powers include objects as targets. At the DM’s discre-
  tion, a power that targets a creature can also target an 
  object, whether or not the power identifies an object 
  as a potential target.
  Conjurations
  Page 59: Replace the second paragraph with the fol-
  lowing text.
   
  Unless a power description says otherwise, a con-
  juration cannot be attacked or physically affected, 
  and a conjuration does not occupy any squares.
  Guardian of Faith
  Page 64: Add “Creatures can move through the 
  space occupied by the guardian” to the power’s effect.
  Replace “Any creature” in the fourth sentence of the 
  Effect line with “Any enemy.”
  Guardian of Faith 
  Cleric Attack 1
  You conjure a ghostly guardian, indistinct except for a glowing 
  shield emblazoned with your deity’s symbol. A burst of radiance 
  erupts from it to sear foes that move next to it.
  Daily ✦ Conjuration, Divine, Implement, Radiant
  Standard Action 
  Ranged 5
  Effect: You conjure a guardian that occupies 1 square with‑
  in range. Creatures can move through the space occupied 
  by the guardian. Every round, you can move the guardian 
  3 squares as a move action. The guardian lasts until the 
  end of the encounter. Any enemy that ends its turn next 
  to the conjured guardian is subject to a Wisdom vs. For‑
  titude attack. On a hit, the attack deals 1d8 + Wisdom 
  modifier radiant damage.
  Divine Armor
  Page 68: Delete the Healing keyword. The keyword 
  is incorrect because the power provides no healing.
  Divine Armor 
  Cleric Utility 16
  As you mutter a fervent prayer, the power of your god encases 
  you and healing motes of silver light surround you and all 
  nearby allies.
  Daily ✦ Divine
  Standard Action 
  Close burst 3
  Targets: You and each ally in burst
  Effect: You gain a +2 power bonus to AC, and all targets 
  gain resist 5 to all damage until the end of the encounter.
  Punishing Strike
  Page 71: On the Attack line, replace “Strength + 2” 
  with “Strength + 4.”
  Punishing Strike 
  Cleric Attack 27
  With a simple prayer, you gain a sudden clarity of purpose and 
  empower your weapon with the indomitable might of your deity.
  Encounter ✦ Divine, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength + 4 vs. AC
  Hit: 4[W] + Strength modifier damage.
  Solar Wrath
  Page 74: Add the “Implement” keyword.
  Solar Wrath 
  Radiant Servant Attack 11
  Radiant light explodes from you like a solar flare, evaporat-
  ing shadows and dealing illuminating damage to everything 
  around you.
  Encounter ✦ Divine, Implement, Radiant
  Standard Action 
  Close burst 8
  Target: Each enemy in burst
  Attack: Wisdom vs. Will
  Hit: 3d8 + Wisdom modifier radiant damage. If the tar‑
  get is either an undead creature or a demon, it is also 
  stunned until the end of your next turn.
  
  Battle Cry
  Page 74: Replace the “Implement” keyword with the 
  “Weapon” keyword.
  Battle Cry 
  Warpriest Attack 11
  You attack every enemy next to you, shouting a revitalizing 
  battle cry that inspires your allies.
  Encounter ✦ Divine, Healing, Weapon
  Standard Action 
  Close burst 1
  Target: Each enemy in burst
  Attack: Wisdom vs. Fortitude
  Hit: 2[W] + Wisdom modifier damage.
  Effect: You and each bloodied ally within 10 squares of you 
  can spend a healing surge.
  Combat Challenge
  Page 76: In the second paragraph, replace “a marked 
  enemy that is adjacent to you shifts or makes an 
  attack” with “an enemy marked by you is adjacent to 
  you and shifts or makes an attack.”
   
  In addition, whenever an enemy marked by you 
  is adjacent to you and shifts or makes an attack that 
  does not include you, you can make a melee basic 
  attack against that enemy as an immediate interrupt.
  Cleave
  Page 77: On the Hit line, replace “an enemy adjacent 
  to you” with “an enemy adjacent to you other than the 
  target.”
  Cleave 
  Fighter Attack 1
  You hit one enemy, then cleave into another.
  At-Will ✦ Martial, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 1[W] + Strength modifier damage, and an enemy adja‑
  cent to you other than the target takes damage equal to 
  your Strength modifier.
  Increase damage to 2[W] + Strength modifier at 21st level.
  Dance of Steel
  Page 79: On the Weapon line, replace “slowed” with 
  “immobilized.”
  Dance of Steel 
  Fighter Attack 3
  Weaving your weapon in a graceful figure-eight, you lash out 
  with a sudden attack.
  Encounter ✦ Martial, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 2[W] + Strength modifier damage.
   Weapon: If you’re wielding a polearm or a heavy blade, the 
  target is immobilized until the end of your next turn.
  Come and Get It
  Page 80: Replace the Effect line with the following: 
  “Effect: You pull each target 2 squares to a space adja-
  cent to you. You cannot pull a target that cannot end 
  adjacent to you. You then make a close attack target-
  ing each adjacent enemy.”
  Come and Get It 
  Fighter Attack 7
  You call your opponents toward you and deliver a blow they will 
  never forget.
  Encounter ✦ Martial, Weapon
  Standard Action 
  Close burst 3
  Target: Each enemy in burst you can see
  Effect: You pull each target 2 squares to a space adjacent 
  to you. You cannot pull a target that cannot end adjacent 
  to you. You then make a close attack targeting each 
  adjacent enemy.
  Attack: Strength vs. AC
  Hit: 1[W] + Strength modifier damage.
  Rain of Blows
  Page 79: Replace “Primary Target” with “Target.” 
  Delete “+ Strength modifier” from the first Hit line. 
  Delete the Secondary Target, Secondary Attack, and 
  Hit lines under the Weapon line, remove the Weapon 
  line’s indent, and replace that line with the follow-
  ing: “Weapon: If you’re wielding a flail, a light blade, 
  or a spear and have Dexterity 15 or higher, make 
  the attack a third time against either the target or a 
  different creature.” This revision updates damage to 
  bring this power in line with other fighter powers 
  and it improves formatting to clarify that the power 
  allows three attacks at most.
  Rain of Blows 
  Fighter Attack 3
  You become a blur of motion, raining a series of blows upon 
  your opponent.
  Encounter ✦ Martial, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC, two attacks
  Hit: 1[W] damage.
  Weapon: If you’re wielding a flail, a light blade, or a spear 
  and have Dexterity 15 or higher, make the attack a third 
  time against either the target or a different creature.
  Stalwart Guard
  Page 81: Add the “Stance” keyword, replace “Close 
  burst 1” with “Personal,” remove the Target line, and 
  replace the Effect line with the following: “Effect: Any 
  ally gains a +1 shield bonus to AC while adjacent to 
  you. If you are using a shield, the bonus increases to 
  +2 and applies to Reflex defense as well.”
  Stalwart Guard 
  Fighter Utility 10
  Your thoughts turn to defense as you begin using your weapon 
  or shield to protect nearby allies.
  Daily ✦ Martial, Stance
  Minor Action 
  Personal
  Effect: Any ally gains a +1 shield bonus to AC while adja‑
  cent to you. If you are using a shield, the bonus increases 
  to +2 and applies to Reflex defense as well.
  
  Devastation’s Wake
  Page 84: Remove the Secondary Target line, and 
  replace the Effect line with the following: “Effect: 
  Until the start of your next turn, you can make a sec-
  ondary attack as a free action against any enemy that 
  starts its turn adjacent to you.”
  Devastation’s Wake 
  Fighter Attack 19
  You thrash your foes with a devastating array of strikes, and 
  then unleash your fury a second time against anyone left 
  standing.
  Daily ✦ Martial, Weapon
  Standard Action 
  Close burst 1
  Primary Target: Each enemy in burst you can see
  Attack: Strength vs. AC
  Hit: 3[W] + Strength modifier damage.
  Miss: Half damage.
  Effect: Until the start of your next turn, you can make a 
  secondary attack as a free action against any enemy that 
  starts its turn adjacent to you.
  Secondary Attack: Strength vs. AC
  Hit: 1[W] + Strength modifier damage.
  No Surrender
  Page 84: Replace the action type “Immediate Reac-
  tion” with “No Action.”
  No Surrender 
  Fighter Utility 22
  You refuse to go down, turning a death blow into one last 
  chance for victory.
  Daily ✦ Healing, Martial
  No Action 
  Personal
  Trigger: You drop to 0 hit points or fewer
  Effect: You regain enough hit points to bring you to one‑
  half your maximum hit points. However, you take a –2 
  penalty to attack rolls until the end of the encounter.
  Warrior’s Urging
  Page 85: Remove the “Charm” keyword and replace 
  the Effect line with the following: “Effect: You pull 
  each target 3 squares to a space adjacent to you. You 
  cannot pull a target that cannot end adjacent to you. 
  You then make a close attack targeting each adjacent 
  enemy.”
  Warrior’s Urging 
  Fighter Attack 23
  You call your opponents toward you and strike out with lashing 
  blows.
  Encounter ✦ Martial, Weapon
  Standard Action 
  Close burst 4
  Target: Each enemy in burst you can see
  Effect: You pull each target 3 squares to a space adjacent 
  to you. You cannot pull a target that cannot end adjacent 
  to you. You then make a close attack targeting each 
  adjacent enemy.
  Attack: Strength vs. AC
  Hit: 2[W] + Strength modifier damage.
  Steel Grace
  Page 88: Replace “Containing Strike or Reaping 
  Strike” with “cleave, reaping strike, sure strike, or tide 
  of iron.”
   
  Steel Grace (11th level): When you charge with 
  a light blade or a heavy blade that is not a polearm, 
  you can use cleave, reaping strike, sure strike, or tide of 
  iron instead of your melee basic attack.
  Hallowed Circle
  Page 93: Replace the Effect line with the following: 
  “Effect: The burst creates a zone of bright light that 
  lasts until the end of the encounter. You and your 
  allies gain a +1 power bonus to all defenses while 
  within the zone.”
  Hallowed Circle 
  Paladin Attack 5
  You wave your hand through the air, and a wide circle of faintly 
  glowing symbols appears around you, damaging enemies and 
  protecting allies within its confines.
  Daily ✦ Divine, Implement, Zone
  Standard Action 
  Close burst 3
  Target: Each enemy in burst
  Attack: Charisma vs. Reflex
  Hit: 2d6 + Charisma modifier damage.
  Effect: The burst creates a zone of bright light that lasts until 
  the end of the encounter. You and your allies gain a +1 
  power bonus to all defenses while within the zone.
  Thunder Smite
  Page 94: Replace the parenthetical on the Attack 
  line with the following: “If the target is marked by 
  you, the attack can score a critical hit on a roll of 
  19–20.”
  Thunder Smite 
  Paladin Attack 7
  Your weapon flashes as it strikes, and moments later, a peal of 
  thunder slams into your foe.
  Encounter ✦ Divine, Thunder, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC. If the target is marked by you, the 
  attack can score a critical hit on a roll of 19–20.
  Hit: 2[W] + Strength modifier thunder damage, and the 
  target is knocked prone.
  
  Hand of the Gods
  Page 97: Replace “Minor Action” with “Standard 
  Action.”
  Hand of the Gods 
  Paladin Attack 17
  You hold your holy symbol high above your head, and a brilliant 
  flash of divine light explodes from it. The radiance sears your 
  foes and inspires your closest allies.
  Encounter ✦ Divine, Implement, Radiant
  Standard Action 
  Close burst 1
  Target: Each enemy in burst
  Attack: Charisma vs. Fortitude
  Hit: 2d10 + Charisma modifier radiant damage, and the 
  target is marked until the end of your next turn.
  Effect: Until the end of your next turn, allies in the burst 
  gain a power bonus to attack rolls equal to your Wisdom 
  modifier.
  Exalted Retribution
  Page 98: On the Effect line, remove “Until the end of 
  the encounter.”
  Exalted Retribution 
  Paladin Attack 25
  You land a mighty blow, and the symbol of your deity appears 
  above your enemy’s head as a glowing red rune that only you 
  can see, flashing brightly to warn you whenever he’s about to 
  attack.
  Daily ✦ Divine, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 4[W] + Strength modifier damage.
  Miss: Half damage.
  Effect: The target provokes an opportunity attack from you 
  when it attacks (save ends). You gain a +2 bonus to the 
  opportunity attack roll and deal an extra 1[W] damage.
  Certain Justice
  Page 100: On the Hit line, replace the second sen-
  tence with the following: “If the target is marked 
  by you, it is also weakened and dazed until it is not 
  marked by you.”
  Certain Justice 
  Champion of Order Attack 11
  You call upon your devotion to law to make your attack strike 
  true.
  Encounter ✦ Divine, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength + 4 vs. AC
  Hit: 1[W] damage. If the target is marked by you, it is also 
  weakened and dazed until it is not marked by you.
  Hospitaler’s Blessing
  Page 101: Replace “attacks one of your allies” with 
  “makes an attack against one of your allies that does 
  not include you.” The former text generates a dispro-
  portionate amount of healing, and it doesn’t give a 
  monster a good way to use close or area attacks with-
  out healing its enemies.
  Hospitaler’s Blessing (11th level): When an enemy 
  that you currently challenge makes an attack against 
  one of your allies that does not include you, whether 
  the attack hits or misses, that ally regains hit points 
  equal to one-half your level + your Wisdom modifier.
  Hunter’s Quarry
  Page 104: Replace the first and second paragraphs 
  with the following text.
  Once per turn as a minor action, you can designate 
  the nearest enemy to you that you can see as your 
  quarry.
   
  Once per round, when you hit your quarry with an 
  attack, the attack deals damage based on your level. If 
  you can make multiple attacks in a round, you decide 
  which attack to apply the extra damage to after all the 
  attacks are rolled. If you have dealt Hunter’s Quarry 
  damage since the start of your turn, you can’t deal it 
  again until the start of your next turn.
  Careful Attack
  Page 105: On the Hit line, add “+ Strength modifier” 
  between “1[W]” and “damage.” Also on the Hit line, 
  add “+ Dexterity modifier” between between “1[W]” 
  and “damage.” Apply the same change to the level 21 
  increases. The purpose of careful attack is to increase 
  a character’s chance to hit. However, twin strike was 
  always a better choice because it representeed equiva-
  lent damage and better accuracy. This change makes 
  careful attack a viable choice.
  Careful Attack 
  Ranger Attack 1
  You study the enemy, looking for a gap in his defenses. Only 
  when you find it do you strike.
  At-Will ✦ Martial, Weapon
  Standard Action 
  Melee or Ranged weapon
  Requirement: You must be wielding two melee weapons or 
  a ranged weapon.
  Target: One creature
  Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC 
  (ranged).
  Hit: 1[W] + Strength modifier damage (melee) or 1[W] + 
  Dexterity modifier damage (ranged).
  Increase damage to 2[W] + Strength modifier damage 
  (melee) or 2[W] + Dexterity modifier (ranged) at 21st level.
  
  Unbalancing Parry
  Page 106: In the Effect line, replace “Slide” with 
  “You slide the enemy 3 squares.” This change pre-
  vents a player from using the power to slide an enemy 
  throughout the battlefield.
  Unbalancing Parry 
  Ranger Utility 2
  You deftly block your enemy’s strike and turn his momentum 
  against him, causing him to stumble to the side.
  Encounter ✦ Martial, Weapon
  Immediate Reaction 
  Melee 1
  Trigger: An enemy misses you with a melee attack
  Effect: You slide the enemy 3 squares into a square adja‑
  cent to you and gain combat advantage against it until 
  the end of your next turn.
  Shadow Wasp Strike
  Page 107: Replace both instances of “AC” with 
  “Reflex.”
  Shadow Wasp Strike 
  Ranger Attack 3
  You strike quickly, like a shadow wasp flying out of the darkness, 
  hitting where your foe is most vulnerable.
  Encounter ✦ Martial, Weapon
  Standard Action 
  Melee or Ranged weapon
  Target: One creature that is your quarry
  Attack: Strength vs. Reflex (melee) or Dexterity vs. Reflex 
  (ranged)
  Hit: 2[W] + Strength modifier damage (melee) or 2[W] + 
  Dexterity modifier damage (ranged).
  Blade Cascade
  Page 109: On the Attack line, replace the second 
  sentence with “Alternate main and off-hand weapon 
  attacks until you miss or until you make five attacks.”
  Blade Cascade 
  Ranger Attack 15
  Time seems to slow down as your weapons fall upon your hap-
  less foes like rain from an ominous sky.
  Daily ✦ Martial, Weapon
  Standard Action 
  Melee weapon
  Requirement: You must be wielding two melee weapons.
  Targets: One or more creatures
  Attack: Strength vs. AC. Alternate main and off‑hand 
  weapon attacks until you miss or until you make five 
  attacks. As soon as an attack misses, this power ends.
  Hit: 2[W] + Strength modifier damage per attack.
  Stunning Steel
  Page 110: In the second sentence of the Hit line, 
  replace “stunned” with “immobilized.” In the pre-
  vious text, the immobilized condition in the third 
  sentence of the Hit line was redundant, because stun-
  ning effectively immobilizes a target. Furthermore, 
  the power’s previous effect was overpowered.
  Stunning Steel 
  Ranger Attack 15
  You fight past your enemies’ shields and armor and deal nasty 
  cuts that leave them reeling and unable to react.
  Daily ✦ Martial, Weapon
  Standard Action 
  Melee weapon
  Requirement: You must be wielding two melee weapons.
  Targets: One or two creatures
  Attack: Strength vs. Fortitude (main weapon and off‑hand 
  weapon), two attacks
  Hit: 1[W] + Strength modifier damage per attack. If one 
  attack hits, the target is immobilized (save ends). If both 
  attacks hit, the target is stunned and immobilized (save 
  ends both).
  Miss: Half damage per attack, and the target is not stunned 
  or immobilized.
  Cheetah’s Rake
  Page 110: Replace the Hit line with the following: 
  “Hit: 1[W] + Strength modifier damage, and you 
  knock the target prone. The target is immobilized 
  until the end of your next turn.” This change clarifies 
  that the immobilization lasts until the end of your 
  next turn, rather than the prone state.
  Cheetah’s Rake 
  Ranger Attack 17
  You whirl around with blades outstretched, slashing your foes 
  across the legs and causing them to fall to the ground in mewl-
  ing heaps.
  Encounter ✦ Martial, Weapon
  Standard Action 
  Close burst 1
  Requirement: You must be wielding two melee weapons.
  Target: Each enemy in burst you can see
  Attack: Strength vs. AC
  Hit: 1[W] + Strength modifier damage, and you knock the 
  target prone. The target is immobilized until the end of 
  your next turn.
  Blade Ward
  Page 112: On the Hit line, replace “[W]” with 
  “2[W].”
  Blade Ward 
  Ranger Attack 23
  Your enemy strikes, and as you defend yourself with one blade, 
  you drive the other deep into his gullet.
  Encounter ✦ Martial, Weapon
  Immediate Interrupt 
  Melee weapon
  Trigger: A creature makes a melee attack against you
  Target: The attacking creature
  Attack: Strength vs. AC
  Hit: 2[W] + Strength modifier damage.
  Effect: Until the end of your next turn, the target’s attack 
  rolls against you take a penalty equal to your Wisdom 
  modifier.
  
  Follow-Up Blow
  Page 113: On the Effect line at the end of the sen-
  tence, add “other than a melee basic attack.” The 
  former text allows the power to trigger itself, permit-
  ting a character to generate too many attacks.
  Follow-up Blow 
  Ranger Attack 29
  You follow every strike with a backhanded swipe that breaks 
  through your enemy’s defenses.
  Daily ✦ Martial, Stance, Weapon
  Minor Action 
  Personal
  Requirement: You must be wielding two melee weapons.
  Effect: You can use your off‑hand weapon to make a melee 
  basic attack with a –2 penalty against each enemy you 
  hit using a melee attack power other than a melee basic 
  attack.
  Sneak Attack
  Page 117: Replace the the paragraph with the follow-
  ing text.
  Once per round, when you have combat advantage 
  against an enemy and hit that enemy with an attack 
  that uses a crossbow, a light blade, or a sling, the 
  attack deals extra damage. If you have dealt Sneak 
  Attack damage since the start of your turn, you 
  cannot deal it again until the start of your next turn. 
  You decide whether to apply the extra damage after 
  making the damage roll. As you advance in level, 
  your extra damage increases.
  Deadly Positioning
  Page 121: On the Attack line, replace “to any other” 
  with “3 squares to a.” This change prevents a player 
  from using the power to slide an enemy throughout 
  the battlefield.
  Deadly Positioning 
  Rogue Attack 9
  You adroitly outmaneuver your enemy, pushing and baiting 
  him with every stride and strike.
  Daily ✦ Martial, Weapon
  Standard Action 
  Melee 1
  Requirement: You must be wielding a light blade.
  Target: One creature
  Attack: You slide the target 3 squares to a square adjacent 
  to you, and then make a Dexterity vs. AC attack.
  Hit: 3[W] + Dexterity modifier damage.
  Effect: Until the end of the encounter, as long as you are 
  adjacent to the target, you slide the target 1 square before 
  making a melee attack against it.
  Close Quarters
  Page 122: In the last sentence of the Effect line, add 
  “1 square” between “you” and “into.” This change 
  prevents a monster from using the power to slide an 
  enemy throughout the battlefield.
  Close Quarters 
  Rogue Utility 10
  You take cover beneath a much larger creature, making it hard-
  er for the creature to hit you.
  Daily ✦ Martial
  Move Action 
  Personal
  Prerequisite: You must be trained in Acrobatics.
  Effect: Move into the space of an adjacent creature larger 
  than you and at least Large in size. (It gets its usual op‑
  portunity attack against you as you leave an adjacent 
  square.) You gain combat advantage against the crea‑
  ture, and it takes a –4 penalty to attack rolls against 
  you. When the creature moves, you move along with it, 
  staying in the same portion of the creature’s space. The 
  creature can make a Strength or Dexterity vs. Reflex at‑
  tack (as a standard action with no penalty) to slide you 1 
  square into an adjacent square and end this effect.
  Special: Allies of the target creature can attack you without 
  penalty.
  Shadow Stride
  Page 122: Replace the Effect line with the follow-
  ing: “ Effect: You must be hidden to use this power. 
  You can move your speed and must end your move-
  ment in a space where you can remain hidden. Then 
  make a Stealth check with no penalty for moving. If 
  the check succeeds, you remain hidden during the 
  movement, even if you have no cover or concealment 
  during it.”
  Shadow Stride 
  Rogue Utility 10
  You silently step from shadow to shadow, slipping past your foes 
  unseen and unheard.
  At-Will ✦ Martial
  Move Action 
  Personal
  Prerequisite: You must be trained in Stealth.
  Effect: You must be hidden to use this power. You can 
  move your speed and must end your movement in 
  a space where you can remain hidden. Then make a 
  Stealth check with no penalty for moving. If the check 
  succeeds, you remain hidden during the movement, even 
  if you have no cover or concealment during it.
  Ghost on the Wind
  Page 125: On the Hit line, replace “move into any 
  square” with “shift into any square.”
  Ghost on the Wind 
  Rogue Attack 25
  You vanish, then strike out of nowhere!
  Daily ✦ Martial, Weapon
  Standard Action 
  Melee weapon
  Requirement: You must be wielding a light blade.
  Target: One creature
  Attack: Dexterity vs. Will
  Hit: 6[W] + Dexterity modifier damage, and you become 
  invisible. You shift into any square adjacent to the target 
  and reappear at the start of your next turn. You have 
  combat advantage against the target until the end of 
  your next turn.
  Miss: Half damage, you can shift 1 square to another square 
  adjacent to the target, and you have combat advantage 
  against the target until the end of your next turn.
  
  Instant Escape
  Page 127: Replace “Immediate Interrupt” with 
  “Immediate Reaction.”
  Instant Escape 
  Cat Burglar Utility 12
  With supreme effort, you escape.
  Encounter ✦ Martial
  Immediate Reaction 
  Personal
  Trigger: You become immobilized, restrained, or slowed
  Effect: You end any of the above conditions that currently 
  afflict you. Then you can shift 2 squares.
  Warlock’s Curse
  Page 131: Replace the first paragraph with the fol-
  lowing text.
  Once per turn as a minor action, you can place a 
  Warlock’s Curse on the enemy nearest to you that you 
  can see. A cursed enemy is more vulnerable to your 
  attacks. If you hit a cursed enemy with an attack, you 
  deal extra damage. You decide whether to apply the 
  extra damage after making the damage roll. You can 
  deal this extra damage once per round, so if you have 
  dealt Warlock’s Curse damage since the start of your 
  turn, you cannot deal it again until the start of your 
  next turn.
  Frigid Darkness
  Page 133: On the Hit line, replace “all of your 
  enemies” with “you and your allies.” On the Star Pact 
  line, add “until the end of your next turn” to the end 
  of the sentence.
  Frigid Darkness 
  Warlock (Star) Attack 3
  You create a freezing black shadow around your foe, a small 
  taste of the icy darkness in the depths of the night sky. He is 
  unable to see well enough to defend himself while the shadows 
  cling to him.
  Encounter ✦ Arcane, Cold, Fear, Implement
  Standard Action 
  Ranged 10
  Target: One creature
  Attack: Constitution vs. Fortitude
  Hit: 2d8 + Constitution modifier cold damage, and the 
  target grants combat advantage to you and your allies 
  until the end of your next turn.
   Star Pact: The target takes a penalty to AC equal to your 
  Intelligence modifier until the end of your next turn.
  Thirsting Maw
  Page 137: Add the “Healing” keyword.
  Thirsting Maw 
  Warlock (Infernal) Attack 15
  With a flick of your wrist, you create a phantasmal eellike crea-
  ture from your palm and hurl it at your foe. It latches itself to 
  him and begins to drink his blood . . . and you grow stronger.
  Daily ✦ Arcane, Healing, Implement
  Standard Action 
  Ranged 5
  Target: One creature
  Attack: Constitution vs. Fortitude
  Hit: 4d8 + Constitution modifier damage, and you regain 
  hit points equal to half the amount of damage dealt.
  Sustain Minor: The target takes 2d8 damage (save ends). 
  Each time the target takes this damage, you regain hit 
  points equal to half the damage.
  Banish to the Void
  Page 139: On the Hit line, replace “The target 
  attacks the nearest target on its next turn” with “The 
  target makes a melee basic attack against the nearest 
  creature on its next turn.”
  Banish to the Void 
  Warlock (Star) Attack 27
  You hurl your foe screaming into the skies, and he disappears 
  to some remote and terrible corner of the cosmos. When he re-
  turns, madness overwhelms him.
  Encounter ✦ Arcane, Fear, Implement, Teleportation
  Standard Action 
  Ranged 10
  Target: One creature
  Attack: Constitution vs. Will
  Hit: 2d10 + Constitution modifier damage. The target dis‑
  appears into a starry realm. At the start of its next turn, 
  the target reappears in its original space. If that space is 
  occupied, the target returns to the nearest unoccupied 
  space (its choice). The target makes a melee basic at‑
  tack against the nearest creature on its next turn. Until 
  the end of your next turn, all creatures treat the target 
  as an enemy with respect to provoking opportunity at‑
  tacks, and the target must take every opportunity attack 
  possible.
   Star Pact: The target gains a power bonus to attack rolls 
  equal to your Intelligence modifier. This bonus applies only 
  to attack rolls it makes due to this power.
  Hurl Through Hell
  Page 140: On the Hit line, add “(save ends)” after 
  “stunned.”
  Hurl through Hell 
  Warlock (Infernal) Attack 29
  You open a short-lived planar rift to the depths of the Nine 
  Hells. It appears as a fiery crevice beneath your enemy’s feet, 
  into which he falls screaming, and disappears. A few moments 
  later, a flaming arch appears in the air over the spot where he 
  was standing and disgorges a broken, mewling piece of charred 
  meat.
  Daily ✦ Arcane, Fear, Fire, Implement, Teleportation
  Standard Action 
  Ranged 10
  Target: One creature
  Attack: Constitution vs. Will
  Hit: 7d10 + Constitution modifier fire damage, and the 
  target disappears into the Nine Hells until the end of 
  your next turn. The target returns to the same square it 
  left, or the nearest unoccupied square, and is prone and 
  stunned (save ends).
   Sustain Minor: If you spend a minor action to sustain the 
  power, the target’s return is delayed until the end of your 
  next turn. You can sustain the power no more than three 
  times.
  Miss: Half damage, and the target does not disappear.
  
  Whispers of the Fey
  Page 141: Replace “Utility 20” with “Attack 20.”
  Whispers of the Fey 
  Feytouched (Fey) Attack 20
  The disquieting whispers of fey spirits surround you, filling the 
  minds of nearby enemies with deranged thoughts and provoking 
  them to turn on their allies.
  Daily ✦ Arcane, Charm, Implement, Psychic
  Standard Action 
  Close burst 5
  Target: Each enemy in burst
  Attack: Charisma vs. Will
  Hit: The target must make a basic attack against its nearest 
  ally (you choose the target if there are multiple possible 
  targets). If it can’t make the attack, the target takes 2d8 
  + Charisma modifier psychic damage.
  Effect: After it makes its attack or takes psychic damage, the 
  target is dazed (save ends).
  Collect Life Spark
  Page 142: On the Fey line, add “until the end of your 
  next turn” to the end of the sentence.
   
  Fey: A successful attack you make on your current 
  turn also causes your target to become dazed until 
  the end of your next turn.
  Make Them Bleed
  Page 149: Add “Melee weapon” as the power’s range.
  Make Them Bleed 
  Warlord Attack 15
  You bleed your foe with a wicked strike, exposing a fatal flaw in 
  its armor.
  Daily ✦ Martial, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 3[W] + Strength modifier damage, and ongoing 5 
  damage (save ends).
  Effect: Until the end of the encounter, when you or an ally hits 
  the target, that attack also deals ongoing 5 damage (save 
  ends).
  Relentless Assault
  Page 152: In the Effect line, replace “a free action” 
  with “an opportunity action.” The former text allows 
  a group of characters to generate too many attacks 
  each round.
  Relentless Assault 
  Warlord Attack 25
  You bring your weapon down hard, and your enemy is engulfed 
  by a cloud of crimson mist. A fierce battle cry throws your allies 
  into a blood-stoked frenzy.
  Daily ✦ Martial, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 5[W] + Strength modifier damage.
  Effect: Until the end of the encounter, when you or an ally 
  scores a critical hit, you and each ally can make a basic 
  attack as an opportunity action.
  Chimera Battlestrike
  Page 152: Replace “Minor Action” with “Standard 
  Action.”
  Chimera Battlestrike 
  Warlord Attack 27
  With a roaring battle cry, you strike nearby foes and thrust 
  them back, changing the complexion of the battlefield.
  Encounter ✦ Martial, Weapon
  Standard Action 
  Close burst 1
  Target: Each enemy in burst you can see
  Attack: Strength vs. Reflex
  Hit: 3[W] + Strength modifier damage, and you slide the 
  target 2 squares.
   Tactical Presence: You slide the target a number of 
  squares equal to 1 + your Intelligence modifier.
  Trained Skills
  Page 156: Replace “Nature (Int)” with “Nature 
  (Wis).”
  Trained Skills: Arcana. From the class skills list below, 
  choose three more trained skills at 1st level.
   
  Class Skills: Arcana (Int), Diplomacy (Cha), Dun-
  geoneering (Wis), History (Int), Insight (Wis), Nature 
  (Wis), Religion (Int)
  Flaming Sphere
  Page 160: Move the Effect line above the Target 
  line and replace the text with the following: “Effect: 
  You conjure a Medium flaming sphere that occupies 
  a square within range, and the sphere attacks. Any 
  creature that starts its turn adjacent to the sphere 
  takes 1d4 + Intelligence modifier fire damage. As a 
  move action, you can move the sphere 6 squares.”
  Flaming Sphere 
  Wizard Attack 1
  You conjure a rolling ball of fire and control where it goes.
  Daily ✦ Arcane, Conjuration, Fire, Implement
  Standard Action 
  Ranged 10
  Effect: You conjure a Medium flaming sphere that occupies a 
  square within range, and the sphere attacks. Any creature 
  that starts its turn adjacent to the sphere takes 1d4 + 
  Intelligence modifier fire damage. As a move action, you 
  can move the sphere 6 squares. 
  Target: One creature adjacent to the flaming sphere
  Attack: Intelligence vs. Reflex
  Hit: 2d6 + Intelligence modifier fire damage.
  Sustain Minor: You can sustain this power until the end of 
  the encounter. As a standard action, you can make an‑
  other attack with the sphere.
  
  Jump
  Page 161: Replace the Effect line with the following: 
  “Effect: The target makes an Athletics check as a free 
  action to jump with a +10 power bonus. The target 
  can move as many squares as the check allows and is 
  considered to have a running start.”
  Jump 
  Wizard Utility 2
  You or another creature you choose can suddenly leap great 
  distances.
  Encounter ✦ Arcane
  Move Action 
  Ranged 10
  Target: You or one creature
  Effect: The target makes an Athletics check as a free action 
  to jump with a +10 power bonus. The target can move 
  as many squares as the check allows and is considered to 
  have a running start.
  Dispel Magic
  Page 162: Add the “Implement” keyword.
  Dispel Magic 
  Wizard Utility 6
  You unleash a ray of crackling arcane energy that destroys a 
  magical effect created by an opponent.
  Daily ✦ Arcane, Implement
  Standard Action 
  Ranged 10
  Target: One conjuration or zone
  Attack: Intelligence vs. the Will defense of the creator of the 
  conjuration or the zone
  Hit: The conjuration or the zone is destroyed. All its ef‑
  fects end, including those that normally last until a target 
  saves.
  Wall of Fog
  Page 162: On the Effect line, replace the fourth sen-
  tence with “The fog’s area is heavily obscured and 
  blocks line of sight.”
  Wall of Fog 
  Wizard Utility 6
  You create a billowing wall of gray fog that obscures vision.
  Daily ✦ Arcane, Conjuration
  Standard Action 
  Area wall 8 within 10
  Effect: You conjure a wall that consists of contiguous 
  squares filled with arcane fog. The wall lasts until the end 
  of your next turn. It can be up to 8 squares long and up 
  to 4 squares high. The fog’s area is heavily obscured and 
  blocks line of sight.
  Sustain Minor: The wall persists.
  Wall of Ice
  Page 165: Replace “As a standard action, a creature 
  can attack one square of the wall” with “A creature 
  can attack the wall.”
  Wall of Ice 
  Wizard Attack 15
  A wall of glittering, jagged ice appears at your command.
  Daily ✦ Arcane, Cold, Conjuration, Implement
  Standard Action 
  Area wall 12 within 10 squares
  Effect: You conjure a solid wall of contiguous squares filled 
  with arcane ice. The wall can be up to 12 squares long 
  and up to 6 squares high.
    
  Any creature that starts its turn adjacent to the wall 
  takes 2d6 + Intelligence modifier cold damage. The wall 
  blocks line of sight and prevents movement. No creature 
  can enter a square containing the wall.
  Special: A creature can attack the wall. Each square has 50 
  hit points. Any creature that makes a melee attack against 
  the wall takes 2d6 cold damage. The wall has vulnerability 
  25 to fire. If the wall is not destroyed, it melts away after 
  1 hour.
  Cloudkill
  Page 166: Add “Attack: Intelligence vs. Fortitude” 
  above the Hit line.
  Cloudkill 
  Wizard Attack 19
  Yellow-green vapors emerge from the ground with a hiss, form-
  ing a thick, toxic cloud.
  Daily ✦ Arcane, Implement, Poison, Zone
  Standard Action 
  Area burst 5 within 20 squares
  Target: Each creature in burst
  Attack: Intelligence vs. Fortitude
  Hit: 1d10 + Intelligence modifier poison damage.
  Effect: The burst creates a zone of poisonous vapors that 
  lasts until the end of your next turn. A creature that enters 
  the zone or starts its turn there takes 1d10 + Intelligence 
  modifier poison damage. As a move action, you can move 
  the zone 3 squares.
  Sustain Minor: The zone persists.
  Forceful Retort
  Page 169: Add Force keyword. The power deals 
  force damage and should have the force keyword.
  Forceful Retort 
  Battle Mage Attack 11
  The power and certainty of your words knock your enemies off 
  their feet.
  Encounter ✦ Arcane, Force, Implement
  Standard Action 
  Close burst 1
  Target: Each enemy in burst
  Attack: Intelligence vs. Fortitude
  Hit: 3d8 + Intelligence modifier force damage, and you 
  push the target 1 square and it is knocked prone.
  
  Bolstering Blood
  Page 169: Replace the last sentence of the path 
  feature with the following: “You gain a bonus to the 
  power’s damage rolls equal to the damage you dealt 
  to yourself.” This change clarifies that the extra 
  damage applies only to damage rolls and not to static 
  damage, such as ongoing damage.
  Bolstering Blood (11th level): You learn to turn 
  your own pain into additional pain for your enemies. 
  When you use a wizard encounter power, a wizard 
  daily power, or a blood mage power that deals 
  damage, you can, once per turn as a free action just 
  prior to using the power, deal either a minor wound 
  or a severe wound to yourself.
   
  A minor wound deals 1d10 damage to you.
   
  A severe wound deals 2d10 damage to you.
   
  You gain a bonus to the power’s damage rolls equal 
  to the damage you dealt to yourself 
  Archmage
  Page 173–174: In the second sentence of the Arch-
  spell feature, replace “one daily spell” with “one daily 
  attack spell.” The former text allowed you to use this 
  feature to regain a utility power, when that is not the 
  intent. 
   
  Archspell (30th level): Your comprehension of 
  the ultimate arcane formula and of the spells that 
  constitute it reaches a new threshold. Choose one 
  daily attack spell that you know. You can now cast 
  that spell as an encounter spell (rather than as a daily 
  spell).
  Level of Knowledge
  Page 180: Replace the table with the following table
  Level of Knowledge 
  DC
   
  Common 
  10
   
  Expert 
  20
   
  Master 
  25
   
  Paragon tier 
  +5
   
  Epic tier 
  +10
  Bluff
  Page 183: In the shaded box, replace the text under 
  “Create a Diversion” with the following text.
  ✦ Create a Diversion to Hide: Once per combat 
  encounter, you can create a diversion to hide. As 
  a standard action, make a Bluff check opposed by 
  the passive Insight check of any enemy that can see 
  you. If you succeed, make a Stealth check opposed 
  by the passive Perception check of any enemy pres-
  ent. If the Stealth check succeeds against an enemy, 
  you are hidden from that enemy until the end of 
  your turn or until you attack.
  Endurance
  Page 185: Replace the table with the following table.
  Task 
  Endurance DC
   Endure extreme weather 
  Base 15
   Resist disease 
  Varies
   Ignore hunger (after 3 weeks) 
  20 + 5 per day
   Ignore thirst (after 3 days) 
  20 + 5 per day
   Hold breath 
  20 + 5 per round
    (each round after 3 minutes)
   Hold breath  
  20
    (maintain in a round you take damage)
   Swim or tread water (after 1 hour) 
  15 + 2 per hour
  Insight
  Page 185: Replace the table with the following table
  Task 
  Insight DC
   
  Sense motives, attitudes 10 + one-half creature’s level
   
  Sense outside influence 
  25 + one-half effect’s level
   
  Recognize effect as illusory 15 + one-half effect’s level
  Perception
  Page 186: In the Perception section of the shaded 
  text, replace “standard action” with “minor action” in 
  the third sentence.
  Perception: No action required—either you notice 
  something or you don’t. Your DM usually uses your 
  passive Perception check result. If you want to use 
  the skill actively, you need to take a minor action or 
  spend 1 minute listening or searching, depending on 
  the task.
  Thievery
  Page 189: Under Pick Pocket, replace “DC 20 + your 
  target’s level” with “DC 20 + one-half your target’s 
  level.”
  ✦	 DC: DC 20 + one-half your target’s level. If in 
  combat, you take a –10 penalty to your check.
  Alertness
  Page 193: Replace the first sentence of the benefit 
  section with “You don’t grant enemies combat advan-
  tage from being surprised.”
   
  Benefit: You don’t grant enemies combat advan-
  tage from being surprised.
  Shield Push
  Page 200: Replace the text in the special section 
  with “You must be using a shield to benefit from this 
  feat.”
   
  Special: You must be using a shield to benefit 
  from this feat.
  
  Stealth
  Page 188: Replace the shaded text with the following 
  text.
  Stealth: At the end of a move action.
  ✦ Opposed Check: Stealth vs. passive Perception. If 
  multiple enemies are present, your Stealth check 
  is opposed by each enemy’s passive Perception 
  check. If you move more than 2 squares during the 
  move action, you take a –5 penalty to the Stealth 
  check. If you run, the penalty is –10.
  ✦ Becoming Hidden: You can make a Stealth check 
  against an enemy only if you have superior cover 
  or total concealment against the enemy or if you’re 
  outside the enemy’s line of sight. Outside combat, 
  the DM can allow you to make a Stealth check 
  against a distracted enemy, even if you don’t have 
  superior cover or total concealment and aren’t out-
  side the enemy’s line of sight. The distracted enemy 
  might be focused on something in a different direc-
  tion, allowing you to sneak up.
  ✦ Success: You are hidden, which means you are 
  silent and invisible to the enemy (see “Conceal-
  ment” and “Targeting What You Can’t See,” page 
  281). 
  ✦ Failure: You can try again at the end of another 
  move action.
  ✦ Remaining Hidden: You remain hidden as long as 
  you meet these requirements.
   
   
  Keep Out of Sight: If you no longer have any cover 
  or concealment against an enemy, you don’t remain 
  hidden from that enemy. You don’t need superior 
  cover, total concealment, or to stay outside line of 
  sight, but you do need some degree of cover or con-
  cealment to remain hidden. You can’t use another 
  creature as cover to remain hidden.
   
   Keep Quiet: If you speak louder than a whisper 
  or otherwise draw attention to yourself, you don’t 
  remain hidden from any enemy that can hear you.
   
   Keep Still: If you move more than 2 squares 
  during an action, you must make a new Stealth 
  check with a –5 penalty. If you run, the penalty is 
  –10. If any enemy’s passive Perception check beats 
  your check result, you don’t remain hidden from 
  that enemy.
   
   Don’t Attack: If you attack, you don’t remain hidden.
  ✦ Not Remaining Hidden: If you take an action that 
  causes you not to remain hidden, you retain the 
  benefits of being hidden until you resolve the action. 
  You can’t become hidden again as part of that same 
  action.
  ✦ Enemy Activity: An enemy can try to find you on 
  its turn. If an enemy makes an active Perception 
  check and beats your Stealth check result (don’t 
  make a new check), you don’t remain hidden from 
  that enemy. Also, if an enemy tries to enter your 
  space, you don’t remain hidden from that enemy.
  Triumphant Attack
  Page 207: Remove “(save ends).” The feat has two 
  durations listed, and this one was incorrect.
   
  Benefit: If you score a critical hit with a melee 
  attack, the target of your attack takes a –2 penalty to 
  attack rolls and defenses for the rest of the encounter.
  Arcane Initiate
  Page 208: Replace the third paragraph of the Benefit 
  section with “In addition, you can use wizard imple-
  ments.” The former text did not take into account new 
  implements, such as the tome, which was introduced 
  in Arcane Power.
   
  Benefit: You gain training in the Arcana skill.
   
  Choose a 1st-level wizard at-will power. You can 
  use that power once per encounter.
   
  In addition, you can use wizard implements.
  Warrior of the Wild
  Page 208: Add the following sentence to the end 
  of the second paragraph of the benefit section: “The 
  target you designate as your quarry remains your 
  quarry until the end of your next turn.”
   
  Benefit: You gain training in one skill from the 
  ranger’s class skill list.
   
  Once per encounter, you can use the ranger’s 
   Hunter’s Quarry class feature. The target you desig-
  nate as your quarry remains your quarry until the 
  end of your next turn.
  Adventuring Gear
  Page 222: In the Adventuring Gear table, replace the 
  lower half of the table with the following table that 
  includes Oil.
  Lantern 
  7 gp 
  2 lb.
  Oil (1 pint) 
  1 sp 
  1 lb.
  Ritual book 
  50 gp 
  3 lb.
  Ritual components 
  Varies 
  —
  Rope, silk (50 ft.) 
  10 gp 
  5 lb.
  Spellbook 
  50 gp 
  3 lb.
  Tent 
  10 gp 
  20 lb.
  Thieves’ tools 
  20 gp 
  1 lb.
  Torch 
  1 sp 
  1 lb.
  
  Delver’s Armor
  Page 229: Replace “Free Action” with “No Action.”
  Delver’s Armor 
  Level 3+
  A popular armor among adventurers, it is relatively easy to 
  make.
  Lvl 3 
  +1 
  680 gp 
  Lvl 18 +4 
  85,000 gp
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Armor: Any
  Enhancement: AC
  Power (Daily): No Action. Gain a +2 power bonus to a sav‑
  ing throw you just rolled; use the new result.
  Rod of Reaving
  Page 240: On the Property line, add “nonminion” 
  before “target.” This change prevents a character 
  from combining this item with a rod of corruption to 
  kill all minions in an encounter.
  Rod of Reaving  
  Level 5+
  This rod enhances the damage dealt to those suffering your 
  Warlock’s Curse.
  Lvl 5 
  +1 
  1,000 gp 
  Lvl 20 +4 
  125,000 gp
  Lvl 10 +2 
  5,000 gp 
  Lvl 25 +5 
  625,000 gp
  Lvl 15 +3 
  25,000 gp 
  Lvl 30 +6 3,125,000 gp
  Implement (Rod)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d8 damage per plus
  Property: When you place your Warlock’s Curse on a 
  nonminion target, the creature takes damage equal to the 
  rod’s enhancement bonus.
  Resistance and Vulnerability
  Page 276: Add the following two paragraphs to the 
  end of the resistance section. These paragraphs help 
  explain how resistance interacts with other types or 
  the same type of resistance.
   
  Against Combined Damage Types: Your resistance 
  is ineffective against combined damage types unless 
  you have resistance to each of the damage types, and 
  then only the weakest of the resistances applies. For 
  example, if you have resist 10 lightning and resist 5 
  thunder and an attack deals 15 lightning and thun-
  der damage to you, you take 10 damage, because the 
  resistance to the combined damage types is limited 
  by the lesser of the two resistances.
   
  Not Cumulative: Resistances against the same 
  damage type are not cumulative. Only the highest 
  resistance applies. For example, if you have resist 5 
  cold and then gain resist 10 cold, you have resist 10 
  cold, not resist 15 cold. Similarly, if you have resist 
  5 cold and then gain resist 2 to all damage, you still 
  have resist 5 cold, not resist 7 cold.
  Page 276: Add the following two paragraphs to the 
  end of the vulnerable section. These paragraphs help 
  explain how vulnerability interacts with other types 
  or the same type of vulnerability.
   
  Against Combined Damage Types: Vulnerability to a 
  specific damage type applies even when that damage 
  type is combined with another. For example, if you 
  have vulnerable 5 fire, you take 5 extra damage when 
  you take ongoing fire and radiant damage.
   
  Not Cumulative: Vulnerabilities to the same damage 
  type are not cumulative. Only the highest vulnerability 
  applies. For example, if you have vulnerable 5 psychic 
  and then gain vulnerable 10 psychic, you have vulner-
  able 10 psychic, not vulnerable 15 psychic.
  Dominated
  Page 277: Replace the effect of the dominated condi-
  tion with the following text. This change removes the 
  condition’s reliance on the dazed condition, which 
  allowed a dominated creature to take free actions.
  DOMINATED
  ✦	 You can’t take actions. Instead,	the dominating crea-
  ture chooses a single action for you to take on your 
  turn: a standard, a move, or a minor action. The only 
  powers it can make you use are at-will powers.
  ✦	 You grant combat advantage and can’t flank.
  Prone
  Page 277: Add “You can’t move from your space, 
  although you can teleport, crawl, or be forced to move 
  by a pull, a push, or a slide.”
  PRONE
  ✦	 You grant combat advantage to enemies making 
  melee attacks against you.
  ✦	 You can’t move from your space, although you can 
  teleport, crawl, or be forced to move by a pull, a 
  push, or a slide.
  ✦	 You get a +2 bonus to all defenses against ranged 
  attacks from nonadjacent enemies.
  ✦	 You’re lying on the ground. (If you’re flying, you 
  safely descend a distance equal to your fly speed. If 
  you don’t reach the ground, you fall.)
  ✦	 You take a –2 penalty to attack rolls.
  ✦	 You can drop prone as a minor action.
  Surprised
  Page 277: Remove “other than free actions.”
  SURPRISED
  ✦	 You grant combat advantage.
  ✦	 You can’t take actions.
  ✦	 You can’t flank an enemy.
  
  Targeting What You Can’t See
  Page 281: Replace the “Invisible Creature Uses 
  Stealth” and “Make a Perception Check” paragraphs 
  with the following text.
   
  Invisible Creatures and Stealth: If an invisible creature 
  is hidden from you (“Stealth,” page 188), you can neither 
  hear nor see it, and you have to guess what space it occu‑
  pies. If an invisible creature is not hidden from you, you 
  can hear it or sense some other sign of its presence and 
  therefore know what space it occupies, although you still 
  can’t see it.
   
  Make a Perception Check: On your turn, you can 
  make a Perception check as a minor action (page 186) 
  to try to determine the location of an invisible creature 
  that is hidden from you.
  Teleportation
  Page 286: Replace the text for the Destination entry 
  and the Immobilized entry. This change addresses 
  what happens when a creature is forced to teleport, 
  and it clarifies that the Immobilized entry includes 
  restrained as well.
  TELEPORTATION
  ✦ Destination: Your destination must be a space 
  you can occupy without squeezing. If arriving in 
  the destination space would cause the target to fall 
  or if that space is hindering terrain, the target can 
  make a saving throw. On a save, the teleportation is 
  negated.
  ✦ Immobilized or Restrained: Being immobilized or 
  restrained doesn’t prevent a target from teleporting. 
  If a target teleports away from a physical restraint, a 
  monster’s grasp, or some other immobilizing effect 
  that is located in a specific space, the target is no 
  longer immobilized or restrained. Otherwise, the 
  target teleports but is still immobilized or restrained 
  when it reaches the destination space.
  Shift
  Page 292: In the “No Opportunity Attacks” section, 
  replace the current text with “Your movement doesn’t 
  provoke opportunity attacks.” The former text did not 
  take into consideration abilities that allow a creature 
  to make opportunity attacks beyond adjacent squares, 
  such as with threatening reach.
  ✦ No Opportunity Attacks: Your movement doesn’t 
  provoke opportunity attacks.
  Temporary Hit Points
  Page 294: In the “Don’t Add Together” section, 
  replace “from different sources” with “and already 
  have some.” This change removes confusion regard-
  ing whether or not temporary hit points ever stack.
  ✦ Don’t Add Together: If you get temporary hit 
  points and already have some, use the higher value 
  as your temporary hit point total instead of adding 
  the values together.
  Death Saving Throw
  Page 295: Remove “expressed as a negative number” 
  in the last sentence.
   
  Death Saving Throw: When you are dying, you 
  need to make a saving throw at the end of your turn 
  each round. The result of your saving throw deter-
  mines how close you are to death.
   
   
  Lower than 10: You slip one step closer to death. 
  If you get this result three times before you take a 
  rest, you die.
   
   
  10–19: No change.
   
   
  20 or higher: Spend a healing surge. When you 
  do so, you are considered to have 0 hit points, 
  and then your healing surge restores hit points 
  as normal. You are no longer dying, and you are 
  conscious but still prone. If you roll 20 or higher 
  but have no healing surges, your condition doesn’t 
  change.
  Brew Potion
  Page 301: Change the ritual’s level from 5 to 1, and 
  in the table, move Brew Potion to a position below 
  Animal Messenger and change its level to “1.”
  Level: 1 
  Component Cost: Special
  Category: Creation 
  Market Price: 75 gp
  Time: 1 hour 
  Key Skill: Arcana or Religion 
  Duration: Permanent until 
  (no check)
  consumed
  RITUALS By LEVEL
  Lvl 
  Ritual 
  Key Skill
   1 
  Animal Messenger 
  Nature
   1 
  Brew Potion 
  Arcana or Religion
   1 
  Comprehend Language 
  Arcana
   1 
  Gentle Repose 
  Heal
   1 
  Magic Mouth 
  Arcana
   1 
  Make Whole 
  Arcana
   1 
  Secret Page 
  Arcana
   1 
  Silence 
  Arcana
   1 
  Tenser’s Floating Disk 
  Arcana
   2 
  Endure Elements 
  Arcana or Nature
   2 
  Eye of Alarm 
  Arcana
   2 
  Water Walk 
  Nature
   3 
  Detect Secret Doors 
  Arcana
   4 
  Arcane Lock 
  Arcana
   4 
  Enchant Magic Item 
  Arcana
   4 
  Hand of Fate 
  Religion
   4 
  Knock 
  Arcana
   4 
  Travelers’ Feast 
  Nature
   5 
  Hallucinatory Item 
  Arcana
   5 
  Magic Circle 
  Arcana
  
  View Object
  Page 314: On the Focus line at the end of the ritual, 
  replace “1,000” with “5,000.” The focus costs of the 
  ritual disagree. At the top of the ritual, it says “5,000” 
  and at the bottom it say “1,000.”
   
  Focus: A mirror or a crystal ball worth at least 5,000 
  gp. The focus conveys what you see and hear.
  
  Dungeon Master’s 
  guiDe
  Old Updates
  Blocked Vision
  Page 37: Replace the second and third paragraphs 
  with the following text.
  Blocked vision provides an opportunity for char-
  acters or creatures to make Stealth checks to try to 
  become hidden. Simply being out of sight doesn’t 
  make a character or a creature hidden. Beyond the 
  lowest character levels, surprise is rare without some 
  attempt at stealth. Creatures that want to achieve sur-
  prise in heavy fog or similar conditions must make an 
  effort to be quiet and stay out of sight, making Stealth 
  checks.
  Actions the Rules Don’t Cover
  Page 42: Replace the “Other Checks” paragraph 
  with the following text.
  Other Checks: If the action is related to a skill 
  (Acrobatics and Athletics cover a lot of the stunts 
  characters try in combat), use that check. If it is not 
  an obvious skill or attack roll, use an ability check. 
  Consult the Difficulty Class and Damage by Level 
  table below, and set the DC according to whether you 
  think the task should be easy, hard, or somewhere in 
  between. A quick rule of thumb is to start with a DC 
  of 5 (easy), 10 (moderate), or 15 (hard) and add one-
  half the character’s level.
  Page 42: Replace the second paragraph of the 
  “Example” section with the following text.
  This sort of action is exactly the kind of thinking you 
  want to encourage, so you pick a moderate DC: The 
  table says DC 14. If she makes that check, she gets a 
  hold on the chandelier and swings to the ogre.
  Difficulty Class and Damage By 
  Level
  Page 42: Replace the first four columns with the 
  table with the following table. Also, below the table, 
  remove both footnotes.
   
  Difficulty Class (DC) Values
  Level 
  Easy 
  Moderate Hard
  1st–3rd 
  5 
  10 
  15
  4th–6th 
  7 
  12 
  17
  7th–9th 
  8 
  14 
  19
  10th–12th 
  10 
  16 
  21
  13th–15th 
  11 
  18 
  23
  16th–18th 
  13 
  20 
  25
  19th–21st 
  14 
  22 
  27
  22nd–24th 
  16 
  24 
  29
  25th–27th 
  17 
  26 
  31
  28th–30th 
  19 
  28 
  33
  Mount and Rider
  Page 46: In the “Opportunity Attacks” paragraph, 
  change “If you provoke an opportunity attack by 
  making a ranged attack . . .” to “If you provoke an 
  opportunity attack by making a ranged or an area 
  attack . . .”
  ✦ Opportunity Attacks: If your mount’s move-
  ment provokes an opportunity attack, the attacker 
  chooses to target either you or your mount. If you 
  provoke an opportunity attack by making a ranged 
  or an area attack, the attacker must target you.
  Example Diseases
  Page 49–50: Under Mummy Rot, replace the 
  Endurance line with “Endurance improve DC 15 + 
  two-thirds mummy’s level, maintain DC 10 + two-
  thirds mummy’s level, worsen DC 9 + two-third’s 
  mummy’s level or lower.”
  Endurance improve DC 15 + two‑thirds mummy’s level, 
  maintain DC 10 + two‑thirds mummy’s level, worsen DC 9 
  + two‑thirds mummy’s level or lower
  Under Blinding Sickness, replace the Endurance line 
  with “Endurance improve DC 20, maintain DC 15, 
  worsen DC 14 or lower.”
  Endurance improve DC 20, maintain DC 15, worsen DC 14 
  or lower
  Under Cackle Fever, replace the Endurance line with 
  “Endurance improve DC 22, maintain DC 17, worsen 
  DC 16 or lower”
  Endurance improve DC 22, maintain DC 17, worsen DC 16 
  or lower
  Under Shakes, replace the Endurance line with 
  “Endurance improve DC 23, maintain DC 18, worsen 
  DC 17 or lower”
  Endurance improve DC 23, maintain DC 18, worsen DC 17 
  or lower
  Under Mindfire, replace the Endurance line with 
  “Endurance improve DC 25, maintain DC 20, 
  worsen DC 19 or lower”
  Endurance improve DC 25, maintain DC 20, worsen DC 19 
  or lower
  Under Hellfever, replace the Endurance line with 
  “Endurance improve DC 28, maintain DC 23, 
  worsen DC 22 or lower”
  Endurance improve DC 28, maintain DC 23, worsen DC 22 
  or lower
  Under Slimy Doom, replace the Endurance line 
  with “Endurance improve DC 30, maintain DC 25, 
  worsen DC 24 or lower”
  Endurance improve DC 30, maintain DC 25, worsen DC 24 
  or lower
  
  Skill Check Difficulty Class
  Page 61: In the table, change the DCs as follows:
  Party Level 
  Easy 
  Moderate 
  Hard 
  1st–3rd 
  5 
  10 
  15
  4th–6th 
  7 
  12 
  17
  7th–9th 
  8 
  14 
  19
  10th–12th 
  10 
  16 
  21
  13th–15th 
  11 
  18 
  23
  16th–18th 
  13 
  20 
  25
  19th–21st 
  14 
  22 
  27
  22nd–24th 
  16 
  24 
  29
  25th–27th 
  17 
  26 
  31
  28th–30th 
  19 
  28 
  33
  Obscured Terrain
  Page 61–62: Replace the text in the shaded box with 
  the following text.
  OBSCURED TERRAIN
  ✦ Lightly Obscured: Squares of dim light, foliage, 
  fog, smoke, heavy falling snow, or rain are lightly 
  obscured.
   
   
  Concealment: A target in a lightly obscured 
  space has concealment.
  ✦ Heavily Obscured: Squares of heavy foliage, heavy 
  fog, or heavy smoke are heavily obscured.
   
   
  Concealment: A target in a heavily obscured 
  space but adjacent to you has concealment.
   
   
  Total Concealment: A target in a heavily 
  obscured space and not adjacent to you has  
  total concealment.
  ✦ Totally Obscured: Squares of darkness are totally 
  obscured.
   
   
  Total Concealment: A target in a totally 
  obscured space has total concealment.
  Step 2: Level and Complexity
  Page 72–73: In the table, replace all values in the 
  Failures column with “3”
   
  In the second sentence of the third paragraph, 
  remove “, and how many failures end the challenge.”
   
  Replace the sixth paragraph of the section.
   
  Remove the seventh paragraph.
   
  The following text replaces the section.
  What level is the challenge? What is the challenge’s 
  complexity?
   
  Choose a grade of complexity, from 1 to 5 (1 being 
  simple, 5 being complex). 
  SKILL CHALLENGE COMPLExITy
  Complexity 
  Successes 
  Failures
   
  1 
  4 
  3
   
  2 
  6 
  3
   
  3 
  8 
  3
   
  4 
  10 
  3
   
  5 
  12 
  3
  Level and complexity determine how hard the chal-
  lenge is for your characters to overcome. The skill 
  challenge’s level determines the DC of the skill 
  checks involved, while the grade of complexity deter-
  mines how many successes the characters need to 
  overcome the challenge. The more complex a chal-
  lenge, the more skill checks are required, and the 
  greater number of successes needed to overcome it.
   
  Set the complexity based on how significant you 
  want the challenge to be. If you expect it to carry 
  the same weight as a combat encounter, a complex-
  ity of 5 makes sense. A challenge of that complexity 
  takes somewhere between 12 and 18 total checks to 
  complete, and the characters should earn as much 
  experience for succeeding as they would for a combat 
  encounter of the same level (it’s the same as taking 
  on five monsters of the challenge’s level). For quicker, 
  less significant challenges, or for challenges that work 
  as part of a combat encounter, set the complexity 
  lower. (Figure that each complexity is the equivalent 
  of that number of monsters of the challenge’s level.)
   
  For an easier or a harder challenge, use DCs from 
  the row that corresponds to a lower or a higher level, 
  and assign the challenge’s level as the midpoint of 
  that level range. For example, if designing an easier 
  challenge for an 8th-level party, you could use the 
  DCs from the “Level 4–6” row. That would adjust the 
  challenge’s level to 5th. 
   
  If you use easy DCs, reduce the level of the chal-
  lenge by one. If you use hard DCs, increase the level 
  of the challenge by two. You can also adjust the level 
  of the challenge by reducing the number of failures 
  needed to end the challenge. Cut the number of 
  failures needed in half, and increase the level of the 
  challenge by two. (You can also mix DCs in the same 
  challenge, as described on page 74.)
  Step 3: Skills
  Page 73: In the first sentence of the fourth para-
  graph, replace “When a player’s turn comes up in a 
  skill challenge” with “When a player participates in a 
  skill challenge.”
   
  When a player participates in a skill challenge, let 
  that player’s character use any skill the player wants. 
  As long as the player or you can come up with a way 
  to let this secondary skill play a part in the challenge, 
  go for it. If a player wants to use a skill you didn’t 
  identify as a primary skill in the challenge, however, 
  then the DC for using that secondary skill is usually 
  moderate or hard. The use of the skill might win the 
  day in unexpected ways, but the risk is greater as 
  well. In addition, a secondary skill can never be used 
  by a single character more than once in a challenge.
  
  Running a Skill Challenge
  Page 74: Remove the second and the third para-
  graphs so that the section reads as follows.
  Begin by describing the situation and defining the 
  challenge. Running the challenge itself is not all 
  that different from running a combat encounter (see 
  Chapter 3). You describe the environment, listen 
  to the players’ responses, let them make their skill 
  checks, and narrate the results. The skill challenge 
  description outlines the skills that are useful for the 
  challenge and the results of using them. 
   
  Sometimes, a player tells you, “I want to make a 
  Diplomacy check to convince the duke that helping 
  us is in his best interest.” That’s great—the player has 
  told you what she’s doing and what skill she’s using to 
  do it. Other times, a player will say, “I want to make a 
  Diplomacy check.” In such a case, prompt the player 
  to give more information about how the character is 
  using that skill. Sometimes, characters do the oppo-
  site: “I want to scare the duke into helping us.” It’s 
  up to you, then, to decide which skill the character is 
  using and call for the appropriate check.
   
  You can also make use of the “DM’s best friend” 
  rule to reward particularly creative uses of skills (or 
  penalize the opposite) by giving a character a +2 
  bonus or –2 penalty to the check. Then, depending on 
  the success or failure of the check, describe the con-
  sequences, and go on to the next action. 
  Group Skill Checks
  Page 75: Add the following paragraph after the exist-
  ing text.
   
  On checks that aren’t described as group checks, 
  consider limiting the number of characters who can 
  assist another character’s skill check to one or two. 
  The goal of a skill challenge isn’t for the entire party 
  to line up behind one expert but for the entire group 
  to contribute in different and meaningful ways.
  Reward Clever Ideas
  Page 75: In the fourth sentence of the first para-
  graph, replace “let them make a roll using the skill 
  but at a hard DC” with “let them make a roll using 
  the skill at an appropriate DC (usually moderate or 
  hard).”
   
  Thinking players are engaged players. In skill 
  challenges, players will come up with uses for skills 
  that you didn’t expect to play a role. Try not to say 
  no. Instead, let them make a roll using the skill at an 
  appropriate DC (usually moderate or hard), or make 
  the skill good for only one success. This encourages 
  players to think about the challenge in more depth 
  and engages more players by making more skills 
  useful.
  The Negotiation
  Page 76: On the Complexity line, replace “before 4 
  failures” with “before 3 failures.”
   
  Complexity: 3 (requires 8 successes before 3 
  failures).
  Example in Play
  Page 76–77: Remove the”Examples in Play” header 
  and the paragraph that follows.
   
  Remove “Round 1” 
   
  Remove the last paragraph, which begins, “At the 
  end of the round....”
  Urban Chase
  Page 78: On the Complexity line, replace “before 6 
  failures” with “before 3 failures.”
   
  Complexity: 5 (requires 12 successes before 3 
  failures).
  The Interrogation
  Page 79: On the Complexity line, replace “before 2 
  failures” with “before 3 failures”
   
  Complexity: 1 (requires 4 successes before 3 
  failures).
  Discovering Secret Lore
  Page 80: On the Complexity line, replace “before 4 
  failures” with “before 3 failures”
   
  Complexity: 3 (requires 8 successes before 3 
  failures).
  The “Get a Clue” Check
  Page 81: In the second sentence of the sidebar, 
  replace “leaning toward the hard DCs” with “using 
  moderate DCs.”
  One way to appease the frustrated player who thinks his 
  high‑Intelligence character should be able to solve puzzles 
  he can’t is to allow the player to roll Intelligence checks 
  or various skill checks to help solve the puzzle. With a 
  successful check (use the Difficulty Class and Damage 
  by Level table, page 42, using moderate DCs), give the 
  player a hint—a small part of the puzzle, one right move, 
  or a clue toward a new way of thinking about the puzzle. 
  Magic Crossbow Turret
  Page 88: On the trap’s Hit line, replace “2d8 + 3” 
  with “1d8 + 3.” The trap was doing too much damage.
  Attack 
  Standard Action 
  Ranged 10
  Targets: Each crossbow attacks one intruder. It magically 
  distinguishes intruders from natives of the dungeon.
  Attack: +8 vs. AC
  Hit: 1d8 + 3 damage.
  
  Doomspore
  Page 88: Replace “XP 350” with “XP 150” and 
  “Upgrade to Elite (700 XP)” to “Upgrade to Elite (300 
  XP)”
  Doomspore	
  Level 3 Obstacle 
  Hazard 
  XP 150
  Pendulum Scythes
  Page 88: In the third bullet of the Countermeasures 
  section, replace “2 failures” with “3 failures.” This 
  change syncs up this trap with previous updates to 
  skill challenges.
  ✦ A character can engage in a skill challenge to deactivate 
  the control panel. DC 22 Thievery. Complexity 1 (4 
  successes before 3 failures). Success disables the trap. 
  Failure causes 1d4 + 1 blades to attack each round.
  Flame Jet
  Page 90: In the second bullet of the Countermea-
  sures section, replace “2 failures” with “3 failures.” 
  This change syncs up this trap with previous updates 
  to skill challenges.
  ✦ A character can engage in a skill challenge to deactivate 
  the control panel. DC 28 Thievery. Complexity 1 (4 
  successes before 3 failures). Success disables the trap. 
  Failure causes the control panel to explode (close blast 
  3, 3d8 + 4 damage to all creatures in blast) and the trap 
  remains active.
  Soul Gem
  Page 93: In the first bullet of the Countermeasures 
  section, replace “2 failures” with “3 failures.” This 
  change syncs up this trap with previous updates to 
  skill challenges.
  ✦ A character can engage in a skill challenge to detach the 
  soul gem from its socket and thereby disable it. DC 37 
  Thievery. Complexity 1 (4 successes before 3 failures). 
  Success detaches the gem and disables the trap. Failure 
  causes the gem to explode (close burst 8, 4d10 + 5 radiant 
  damage and stunned (save ends) to all creatures in burst) .
  Difficulty
  Page 104: The following changes are necessary to 
  sync up the “Difficulty” section on page 104 with the 
  “Encounter Components” section on page 56.
   
  In the second sentence of the second paragraph, 
  replace “four levels above them” with “three levels 
  above them.”
   
  In the first sentence of the third paragraph, 
  replace “two to three” with “one to two.”
   
  In the first sentence of the fourth paragraph, 
  replace “two to three” with “two to four,” and replace 
  “five to seven” with “up to five.”
   
  The majority of the encounters in an adventure 
  should be moderate difficulty—challenging but not 
  overwhelming, falling right about the party’s level or 
  one higher. Monsters in a standard encounter might 
  range from three levels below the characters to about 
  three levels above them. These encounters should 
  make up the bulk of your adventure.
   
  Easy encounters are one to two levels below the 
  party, and might include monsters as many as four 
  levels lower than the party. These encounters let the 
  characters feel powerful. If you build an encounter 
  using monsters that were a serious threat to the char-
  acters six or seven levels ago, you’ll remind them of 
  how much they’ve grown in power and capabilities 
  since the last time they fought those monsters. You 
  might include an easy encounter about once per char-
  acter level—don’t overdo it.
   
  Hard encounters are two to four levels above the 
  party, and can include monsters that are up to five 
  levels above the characters. These encounters really 
  test the characters’ resources, and might force them 
  to take an extended rest at the end. They also bring 
  a greater feeling of accomplishment, though, so 
  make sure to include about one such encounter per 
  character level. However, be careful of using high-
  level soldiers and brutes in these encounters. Soldier 
  monsters get really hard to hit when they’re five levels 
  above the party, and brutes can do too much damage 
  at that level. 
  The Invulnerable Coat of Arnd
  Page 170: Add the “Healing” keyword to the item’s 
  encounter power.
  Power (Encounter ✦ Healing): Minor Action. You can spend 
  a healing surge.
  Creating New Elites
  Page 185: Remove “plus twice its Constitution score” 
  from Adjust Hit Points.
  2. Adjust Hit Points. An elite monster has hit points 
  equal to twice the hit points of the standard monster. 
  Warlord NPC
  Page 188: On the Weapon Proficiency line, replace 
  “military ranged” with “simple ranged.”
  Weapon Proficiency Simple melee, military melee, 
  simple ranged
  Barstomun Strongbeard
  Page 200: Replace the dodge and throw attack 
  power with the following text.
  Dodge and Throw (immediate reaction, when an enemy misses 
  Barstomun with a melee attack; encounter)
   
  +7 vs. Fortitude; slide the target 1 square and knock it prone.
  
  Monster Manual
  New Updates
  Blade Spider
  Page 246: In the spider’s combined attack power, 
  replace “at-will” with “encounter.” In addition, add 
  the following line to the end of the power’s text. “If 
  the claw attack hits, instead of its normal effect, the 
  attack deals ongoing 10 poison damage (save ends).” 
  This change limits the power of this trait when used 
  by player characters.
  M Combined Attack (while mounted by a friendly rider of 10th 
  level or higher; encounter) ✦ Mount, Poison
   
  When the blade spider’s rider makes a melee attack, the blade 
  spider makes a claw attack as a free action against the same 
  target. If the claw attack hits, instead of its normal effect, the 
  attack deals ongoing 10 poison damage (save ends).
  Old Updates
  Action
  Page 7: In the first sentence of the Sustain definition, 
  replace “start of its next turn” with “end of its next 
  turn.” Otherwise, the monster cannot ever sustain its 
  power because the duration ends before it can spend 
  the necessary action.
  Sustain: The monster can sustain the power’s effect 
  until the end of its next turn, usually as a standard or 
  minor action. If the power requires an attack roll, the 
  attack must succeed before the monster can sustain 
  the power.
  Effect
  Page 7: Replace the third paragraph with the follow-
  ing text.
   
  Some powers deal damage that combines two 
  or more damage types. Resistance doesn’t reduce 
  damage unless the target has resistance to each type 
  of damage from the attack, and then only the weakest 
  of the resistances applies.
  Angel of Battle
  Page 14: Replace “HP 296” with “HP 148” and 
  “Bloodied 148” with “Bloodied 74.”
  HP 148; Bloodied 74
  Cave Bear
  Page 29: Replace the claw damage: “1d8 + 5 
  damage” with “2d8 + 5 damage.”
   
  Replace the cave bear frenzy damage: “1d8 + 5 
  damage” with “2d8 + 5 damage.”
  m Claw (standard; at‑will)
   
  +10 vs. AC; 2d8 + 5 damage.
  C Cave Bear Frenzy (standard; recharge ⚄ ⚅ )
  	
  Close burst 1; targets enemies; +10 vs. AC; 2d8 + 5 damage.
  Eye of Flame
  Page 32: Replace “HP 240” with “HP 204.”
  HP 204; Bloodied 102; see also fiery burst
  Feymire Crocodile
  Page 45: Replace the swallow, with the following text. 
  M Swallow (standard; at‑will)
   
  The feymire crocodile tries to swallow a bloodied Medium or 
  smaller creature it is grabbing: +15 vs. Fortitude; the target is 
  swallowed. The swallowed target is inside the feymire crocodile 
  and is dazed and restrained until it is no longer swallowed. 
  The swallowed target has line of sight and line of effect only 
  to the feymire crocodile, and no creature has line of sight or 
  line of effect to the swallowed target. The only attacks the 
  swallowed target can make are basic attacks. At the start of 
  each of the feymire crocodile’s turns, the swallowed target takes 
  10 damage. When the feymire crocodile dies, the target is no 
  longer swallowed and can escape as a move action, appearing 
  in the feymire crocodile’s former space.
  Cyclops Battleweaver
  Page 48: In the evil eye power, replace the attack’s 
  text with the following text: “Ranged 20; the target 
  takes a –2 penalty to speed until the end of the 
  encounter or until the cyclops battleweaver uses evil 
  eye on a different target.” This change adds a duration 
  to the effect.
  R Evil Eye (minor; at‑will)
   
  Ranged 20; the target takes a –2 penalty to speed until the end 
  of the encounter or until the cyclops battleweaver uses evil eye 
  on a different target.
  Evistro
  Page 54: Replace the claws damage: “1d8 + 5 
  damage” with “1d12 + 5 damage.”
  m Claws (standard; at‑will)
   
  +9 vs. AC; 1d12 + 5 damage.
  Mezzodemon
  Page 58: Replace “Large” with “Medium” on the 
  second line of the statistics block.
  Mezzodemon	
  Level	11	Soldier
  Medium elemental humanoid (demon) 
  XP 600
  
  Imp
  Page 63: Add “Reach 0” to both of the creature’s 
  attacks.
  m Bite (standard; at‑will)
  	
  Reach 0; +7 vs. AC; 1d6 + 1 damage.
  M Tail Sting (standard; recharges when the imp uses vanish) ✦ 
  Poison
   
  Reach 0; +8 vs. AC; 1d8 + 3 damage, and the imp makes a 
  secondary attack against the same target. Secondary Attack: +5 
  vs. Fortitude; the target takes ongoing 5 poison damage and a 
  –2 penalty to Will defense (save ends both).
  Ancient Blue Dragon
  Page 79: In the dragon’s wingclap attack, replace 
  “This attack doesn’t provoke opportunity attacks” 
  with “This movement does not provoke opportunity 
  attacks.”
  M Wingclap (move; recharge ⚄ ⚅ ) ✦ Thunder
  	
  The dragon flies up to 12 squares and attacks with its wings at 
  the end of its move: reach 4; +34 vs. Fortitude; 3d10 + 8 thunder 
  damage. This movement doesn’t provoke opportunity attacks.
  Needlefang Drake Swarm
  Page 90: In the swarm of teeth power, replace “1d10 + 
  4” with “1d6 + 2” and “2d10 + 4” with “2d6 + 2.” In 
  the pull down power, add “1/round” after “minor” and 
  replace “+7 vs. Fortitude” with “+3 vs. Fortitude.” This 
  change adjusts the power level of the creatures.
  m Swarm of Teeth (standard; at‑will)
   
  +8 vs. AC; 1d6 + 2 damage, or 2d6 + 2 damage against a prone 
  target.
  M Pull Down (minor 1/round; at‑will)
   
  +3 vs. Fortitude; the target is knocked prone. 
  Pseudodragon
  Page 91: Replace “Tiny” with “Small” for the crea-
  ture’s size.
  Pseudodragon	
  Level	3	Lurker
  Small natural beast (reptile) 
  XP 150
  Drow Warrior
  Page 94: Replace the rapier attack’s “(X2)” with “and 
  the drow warrior makes a secondary attack against 
  the same target. Secondary Attack: +13 vs. Fortitude; 
  see drow poison for the effect.”
  m Rapier (standard; at‑will) ✦ Poison, Weapon
   
  +14 vs. AC; 1d8 + 4 damage, and the drow warrior makes a 
  secondary attack against the same target. Secondary Attack: +13 
  vs. Fortitude; see drow poison for the effect.
  Efreet Cinderlord
  Page 98: In the efreet’s fan the flames attack, delete 
  “Area burst 2 centered on target;.”
  R Fan the Flames (standard; at‑will) ✦ Fire
   
  Ranged 20; affects only a target taking ongoing fire damage; 
  automatic hit; the target takes 3d6 fire damage, and the efreet 
  makes a secondary attack against all creatures adjacent to the 
  target. Secondary Attack: +17 vs. Reflex; 2d6 fire damage. 
  Miss: Half damage.
  Efreet Pyresinger
  Page 99: In the sheets of flame power, replace the 
  attack’s text with the following text: “Area burst 3 
  within 20; the burst creates a zone of roaring flame 
  that lasts until the end of the encounter. Any creature 
  that enters the zone or starts its turn there takes 10 
  ﬁre damage. The zone blocks line of sight. “
  A Sheets of Flame (standard; recharge ⚃ ⚄ ⚅ ) ✦ Fire
   
  Area burst 3 within 20; the burst creates a zone of roaring flame 
  that lasts until the end of the encounter. Any creature that 
  enters the zone or starts its turn there takes 10 fire damage. 
  The zone blocks line of sight.
  Efreet Karadjin
  Page 100: Replace the attack bonus of scimitar of 
  horrendous flame: “+27” with “+35.”
  m Scimitar of Horrendous Flame (standard; at‑will) ✦ Fire, 
  Weapon
   
  Reach 2; +35 vs. AC; 2d10 + 9 damage (crit 6d10 + 29) plus 
  1d10 fire damage, and the target takes ongoing 15 fire damage 
  and is immobilized (save ends both). Aftereffect: Ongoing 15 fire 
  damage (save ends). Saving throws against this power take a –2 
  penalty.
  Ettercap Fang Guard
  Page 107: In the ettercap’s web reaper ability, replace 
  “restrained and immobilized” with “restrained or 
  immobilized.”
  Web Reaper
   
  The ettercap fang guard gains a +2 bonus to attack rolls and 
  deals an extra 2 damage against restrained or immobilized 
  creatures.
  Death Giant
  Page 120: Replace the greataxe damage: “2d6 + 9 
  damage (crit 6d6 + 21)” with “4d6 + 9 damage (crit 
  12d6 + 33).”
  m Greataxe (standard; at‑will) ✦ Weapon
   
  Reach 2; +25 vs. AC; 4d6 + 9 damage (crit 12d6 + 33).
  Hill Giant
  Page 121: Replace the greatclub damage: “1d10 + 5 
  damage” with “2d10 + 7 damage.”
  m Greatclub (standard; at‑will) ✦ Weapon
   
  Reach 2; +15 vs. AC; 2d10 + 7 damage.
  
  Githyanki Warrior
  Page 128: In the githyanki’s telekinetic grasp attack, 
  delete “sustain minor;.”
  R Telekinetic Grasp (standard; encounter)
   
  Ranged 5; Medium or smaller target; +15 vs. Fortitude; the 
  target is immobilized (save ends).
  Githzerai Mindmage
  Page 131: In the githzerai’s accurate mind ability, 
  replace “total cover” with “superior cover.”
  Accurate Mind
   
  The githzerai mindmage’s ranged attacks ignore cover and 
  concealment (but not superior cover or total concealment).
  Gnome Arcanist
  Page 134: In aura of illusion, delete “and can hide in 
  the aura.”
  Aura of Illusion (Illusion) aura 5; the gnome arcanist and all 
  allies in the aura gain concealment.
  Goblin Underboss
  Page 138: Add “Saving Throws +2” and “Actions 
  Points 1”
  Initiative +4 
  Senses Perception +8; low‑light vision
  HP 110; Bloodied 55
  AC 18; Fortitude 17, Reflex 15, Will 16; see also survival instinct
  Saving Throws +2
  Speed 5; see also superior goblin tactics
  Action Points 1
  Night Hag
  Page 151: In the night hag’s statistics block, replace 
  “no save” in the wave of sleep power with “save ends.”
  C Wave of Sleep (standard; recharge ⚅ ) ✦ Psychic, Sleep
   
  Close blast 5; +17 vs. Will; 1d8 + 3 psychic damage, and the 
  target is dazed (save ends). First Failed Saving Throw: The target 
  falls unconscious (save ends).
  Kobold
  Page 167–169: In the second line of all the kobold 
  statistics blocks, add the reptile keyword.
  Small natural humanoid (reptile)
  Filth Fever
  Page 180: Replace Endurance stable DC 16, improve 
  21” with “Endurance improve DC 16, maintain DC 
  11, worsen DC 10 or lower.”
  Endurance improve DC 16, maintain DC 11, worsen DC 10 or lower
  Moon Frenzy
  Page 181: Replace “Endurance stable DC 20, 
  improve 24” with “Endurance improve DC 19, main-
  tain DC 14, worsen DC 13 or lower.”
  Endurance improve DC 19, maintain DC 14, worsen DC 13 or lower
  Medusa Shroud of Zehir
  Page 187: In the short sword attack, replace “+15” 
  with “+23.” The former attack value was too low.
  m Short Sword (standard; at‑will) ✦ Acid, Poison, Weapon
   
  +23 vs. AC; 1d6 + 7 damage, and the target takes ongoing 10 
  acid and poison damage (save ends).
  Mind Flayers
  Page 188: In the third line of both mind flayer sta-
  tistics blocks, add “darkvision” after the Perception 
  bonus.
  Initiative +16 
  Senses Perception +14; darkvision
  Initiative +12 
  Senses Perception +18; darkvision
  Mummy Rot (Mummy Guardian)
  Page 192: Replace “Endurance stable DC 20, 
  improve 24” with “Endurance improve DC 20, main-
  tain DC 15, worsen DC 14 or lower.”
  Endurance improve DC 20, maintain DC 15, worsen DC 14 or lower
  Mummy Rot (Mummy Lord)
  Page 192: Replace “Endurance stable DC 22, 
  improve 26” with “Endurance improve DC 23, main-
  tain DC 18, worsen DC 17 or lower.”
  Endurance improve DC 23, maintain DC 18, worsen DC 17 or lower
  Mummy Rot (Giant Mummy)
  Page 192: Replace “Endurance stable DC 33, 
  improve 37” with “Endurance improve DC 29, main-
  tain DC 24, worsen DC 23 or lower.”
  Endurance improve DC 29, maintain DC 24, worsen DC 23 or lower
  Bone Naga
  Page 194: In the death rattle aura, add “until the start 
  of their next turns” to the end of the sentence. The 
  update to the aura description required a duration to 
  be added to this aura.
  Death Rattle (Necrotic) aura 2; enemies that start their turns in 
  the aura are dazed until the start of their next turns.
  
  Ogre Savage
  Page 199: Replace the greatclub damage: “1d10 + 5 
  damage” with “2d10 + 5 damage.”
  m Greatclub (standard; at‑will) ✦ Weapon
   
  Reach 2; +11 vs. AC; 2d10 + 5 damage.
  Oni Night Haunter
  Page 200: Replace “(no save)” in hypnotic breath 
  with “(save ends).
  C Hypnotic Breath (standard; recharges when first bloodied) ✦ 
  Charm, Sleep
   
  Close blast 5; +11 vs. Will; the target is dazed (save ends). First 
  Failed Saving Throw: The target falls unconscious (save ends).
  Gelatinous Cube
  Page 202: Replace the slam damage: “1d6 + 2 
  damage” with “2d6 + 2 damage.”
  m Slam (standard; at‑will)
   
  +10 vs. Fortitude; 2d6 + 2 damage, and the target is 
  immobilized (save ends).
  Add the melee attack symbol to engulf.
  M Engulf (standard; at‑will) ✦ Acid
   
  The gelatinous cube attacks one or two Medium or smaller 
  targets; +8 vs. Reflex (automatically hits an immobilized 
  creature). On a hit, the target is grabbed and pulled into the 
  cube’s space; the target is dazed and takes ongoing 10 acid 
  damage until it escapes the grab. A creature that escapes the 
  grab shifts to a square of its choosing adjacent to the cube. The 
  cube can move normally while creatures are engulfed within it.
  Aspect of Orcus
  Page 208: Replace skull mace damage: “1d10 + 10 
  damage” with “2d10 + 5 damage.”
  m Skull Mace (standard; at‑will) ✦ Necrotic, Weapon
   
  Reach 2; +27 vs. AC; 2d10 + 5 damage, and the target is 
  weakened (save ends).
  Filth Fever
  Page 211: Replace “Endurance stable DC 16, 
  improve 21” with “Endurance improve DC 16, main-
  tain DC 11, worsen DC 10 or lower.”
  Endurance improve DC 16, maintain DC 11, worsen DC 10 or lower
  Purple Worm
  Page 214: Replace the swallow attack text with the 
  following text.
  M Swallow (standard; at‑will)
   
  The purple worm tries to swallow a bloodied Medium or smaller 
  creature it is grabbing: +21 vs. Fortitude; the target is swallowed. 
  The swallowed target is inside the purple worm and is dazed and 
  restrained until it is no longer swallowed. The swallowed target 
  has line of sight and line of effect only to the purple worm, and no 
  creature has line of sight or line of effect to the swallowed target. 
  The only attacks the swallowed target can make are basic attacks. 
  At the start of each of the purple worm’s turns, the swallowed 
  target takes 10 damage plus 10 acid damage. When the purple 
  worm dies, the target is no longer swallowed and can escape as a 
  move action, appearing in the purple worm’s former space.
  Elder Purple Worm
  Page 214: Replace the swallow attack text with the 
  following:
  M Swallow (standard; at‑will)
   
  The elder purple worm tries to swallow a bloodied Large or 
  smaller creature it is grabbing: +29 vs. Fortitude; the target 
  is swallowed. The swallowed target is inside the elder purple 
  worm and is dazed and restrained until it is no longer swallowed. 
  The swallowed target has line of sight and line of effect only 
  to the elder purple worm, and no creature has line of sight or 
  line of effect to the swallowed target. The only attacks the 
  swallowed target can make are basic attacks. At the start of each 
  of the elder purple worm’s turns, the swallowed target takes 
  20 damage plus 20 acid damage. When the elder purple worm 
  dies, the target is no longer swallowed and can escape as a move 
  action, appearing in the elder purple worm’s former space.
  Filth Fever
  Page 219: Replace “Endurance stable DC 16, 
  improve 21” with “Endurance improve DC 16, main-
  tain DC 11, worsen DC 10 or lower.”
  Endurance improve DC 16, maintain DC 11, worsen DC 10 or lower
  Stormclaw Scorpion
  Page 229: In the reactive sting power, replace 
  “immediate reaction” with “immediate interrupt.” 
  The escape action allows a character to shift as part 
  of his or her escape, so one could escape the reach of 
  this attack before the scorpion could make it.
  M Reactive Sting (immediate interrupt, when an enemy grabbed 
  by the scorpion escapes; at‑will)
   
  The stormclaw scorpion makes a sting attack against the 
  enemy.
  Hellstinger Scorpion
  Page 229: In the reactive sting power, replace 
  “immediate reaction” with “immediate interrupt.” 
  The escape action allows a character to shift as part 
  of his or her escape, so one could escape the reach of 
  this attack before the scorpion could make it.
  M Reactive Sting (immediate interrupt, when an enemy grabbed 
  by the scorpion escapes; at‑will)
   
  The hellstinger scorpion makes a hellish sting attack against the 
  enemy.
  
  Shadar-kai Chainfighter
  Page 230: In the Hit Points line, replace “Bloodied 
  39” with “Bloodied 34.” The former value is incorrct.
  HP 68; Bloodied 34
  Shadar-kai Gloomblade
  Page 230: In veil of shadows, replace the first 
  sentence with “The shadar-kai gloomblade turns 
  invisible until the end of his turn and moves his 
  speed.”
  Veil of Shadows (move; at‑will) ✦ Illusion
   
  The shadar‑kai gloomblade turns invisible until the end of his 
  turn and moves up to his speed. The gloomblade cannot use this 
  power while bloodied.
  Replace “shadowmail” in the Equipment line with 
  “chainmail.”
  Equipment chainmail, greatsword
  Shadar-kai Warrior
  Page 231: Replace “shadowmail” in the Equipment 
  line with “chainmail.”
  Equipment chainmail, 2 katars
  Chaos Phage
  Page 239: Replace “Endurance stable DC 26, 
  improve 31” with “Endurance improve DC 25, main-
  tain DC 20, worsen DC 19 or lower.”
  Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower
  Shadowraven Swarm
  Page 243: Replace the third line of the statistics 
  block with the following:
  Initiative +20 
  Senses Perception +14; darkvision
  Troglodyte Warrior
  Page 252: Replace “Large” with “Medium” on the 
  second line of the statistics block.
  Medium natural humanoid (reptile) 
  XP 175
  Yuan-Ti Malison Sharp-Eye 
  Tactics
  Page 269: Replace the second sentence with “Its 
  chameleon defense helps it remain hidden during an 
  encounter.”
  A malison sharp-eye uses ranged attacks in prefer-
  ence to all other attacks. Its chameleon defense helps it 
  remain hidden during an encounter.
  Yuan-ti Abomination
  Page 270: In the grasping coils power, add “Reach 
  2;” before “+18 vs. Reflex.” The creature cannot pull 
  when it can only attack adjacent enemies, so the 
  attack is intended to have reach.
  M Grasping Coils (minor 1/round; at‑will)
  Reach 2; +18 vs. Reflex; the target is pulled 1 square and grabbed 
  (until escape). The yuan‑ti abomination can grab only one 
  creature at a time.
  Aura
  Page 280: Remove “and effects imposed by an aura 
  last until the end of the affected creatures’ next turn 
  unless otherwise stated” from the first paragraph.
  Aura: An aura is a continuous effect that affects all 
  squares within the listed range of the originating 
  creature’s space. An aura does not affect the 
  originating creature unless the text specifies 
  otherwise. 
  
  Forgotten realMs 
  CaMpaign guiDe
  Old Updates
  Sancossug
  Page 21: Replace the Hit Point line with “HP 184; 
  Bloodied 92.”
  Remove “within 10” from fire cloud, blinding cloud, 
  and stinging cloud.
  Blazing Rorn the Fury
  Page 243: In the statistics block of Blazing Rorn the 
  Fury, replace “Solo Primordial” with “Solo Brute.”
  Sharn
  Page 266: On the sharn’s Alignment line, replace 
  “Chaotic evil” with “Unaligned.”
  
  Dungeon Master’s 
  sCreen
  Old Updates
  Minor Actions table
  “Ready or stow a shield” should be in the Standard 
  Actions table. 
  Target DCs table
  Replace the table with the following table: 
  TARGeT DCS 
  DMG 42
  Level 
  Easy 
  Moderate Hard
  1st–3rd 
  5 
  10 
  15
  4th–6th 
  7 
  12 
  17
  7th–9th 
  8 
  14 
  19
  10th–12th 
  10 
  16 
  21
  13th–15th 
  11 
  18 
  23
  16th–18th 
  13 
  20 
  25
  19th–21st 
  14 
  22 
  27
  22nd–24th 
  16 
  24 
  29
  25th–27th 
  17 
  26 
  31
  28th–30th 
  19 
  28 
  33
  Also, delete “Skill checks: Increase DCs by 5” below 
  the table.
  DCs for Commonly Used Skills 
  table
  Replace “Let a character use a healing surge” with 
  “Let a character use his or her second wind.”
  Combat Advantage table
  Delete “Unaware of you (page 188).”
  Conditions table
  Add the following text to the prone condition: “You 
  can’t move from your space, although you can tele-
  port, crawl, or be forced to move by a pull, a push, or 
  a slide”
  Conditions table
  Delete “other than free actions” from the surprised 
  condition.
  Healing a Dying Character 
  table
  Replace the second sentence of the Regain Hit Points 
  line with “If the healing effect requires you to spend a 
  healing surge but you have none left, you are restored 
  to 1 hit point.”
  
  aDventurer’s vault
  New Updates
  Urgosh
  Page 10: In the weapon’s description, replace “d8” 
  with “d6.” This revision syncs up the description with 
  previous updates to double weapons.
   
  Urgrosh: Originally of dwarven make, this 
  weapon has a heavy axe head at one end (dealing d12 
  damage) and a sharp spear point at the base of the 
  haft (dealing d6 damage).
  Cunning Weapon
  Page 67: Replace the first sentence of the item’s prop-
  erty with the following text: “When your attack with 
  this weapon delivers an effect that a save can end, 
  the target of the effect takes a –2 penalty to the first 
  saving throw it makes against the effect.” This saving 
  throw limitation is part of a larger effort to mitigate 
  the use of saving throw penalties to lock down ene-
  mies for the duration of an encounter. 
  Cunning Weapon 
  Level 8+
  Finely crafted and ornately etched, this weapon makes its target 
  succumb more easily to adverse conditions.
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Lvl 18 +4 
  85,000 gp
  Weapon: Any melee
  Enhancement: Attack rolls and damage rolls
  Critical: +1d8 damage per plus
  Property: When your attack with this weapon delivers an 
  effect that a save can end, the target of the effect takes a 
  –2 penalty to the first saving throw it makes against the 
  effect.
   Level 18 or 23: –3 penalty to the saving throw.
   Level 28: –4 penalty to the saving throw.
  Grasping Weapon
  Page 70: In the item’s power, add “1 square” after 
  “Pull the target.” This revision limits the potency and 
  oddity of putting this enchantment on spears that are 
  heavy thrown weapons.
  Grasping Weapon 
  Level 6+
  This malleable weapon not only strikes at enemies but also 
  grasps and holds them in place.
  Lvl 6 
  +2 
  1,800 gp 
  Lvl 21 +5 
  225,000 gp
  Lvl 11 +3 
  9,000 gp 
  Lvl 26 +6 1,125,000 gp
  Lvl 16 +4 
  45,000 gp
  Weapon: Polearm, Spear
  Enhancement: Attack rolls and damage rolls
  Critical: None
  Property: You can use this weapon to grab targets, adding 
  the weapon’s enhancement bonus to your grab attack. You 
  can still use this weapon to attack a target you’ve grabbed 
  with it.
  Power (Encounter): Free Action. Use this power when 
  you hit with the weapon. Pull the target 1 square into an 
   unoccupied space adjacent to you. The target is grabbed 
  (until escape).
  Staff of Ruin
  Page 107: Replace the item’s property with the fol-
  lowing text: “Whenever you make an attack using 
  this staff, you gain an item bonus to the attack’s 
  damage rolls equal to the staff’s enhancement 
  bonus.” This change clarifies that the staff’s prop-
  erty isn’t intended to work with the Dual Implement 
  Spellcaster feat.
  Staff of Ruin 
  Level 3+
  This gnarled, jagged staff fits the hand of any wizard seeking to 
  devastate her opponent.
  Lvl 3 
  +1 
  680 gp 
  Lvl 18 +4 
  85,000 gp
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Implement (Staff)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d10 damage per plus
  Property: Whenever you make an attack using this staff, you 
  gain an item bonus to the attack’s damage rolls equal to 
  the staff’s enhancement bonus.
  Boots of Eagerness
  Page 126: In the power, replace “Free Action” with 
  “Minor Action.” In addition, replace “an additional” 
  with “a” in the power’s text. The item is intended to 
  grant a move action, not a minor action. Some attack 
  powers require only minor actions to use. This revi-
  sion limits characters from using this item to acquire 
  extra minor actions that can be used to make numer-
  ous attacks during a turn.
  Boots of Eagerness 
  Level 9
  Your feet feel peppy in these handsome brocade boots. 
  Item Slot: Feet 
  4,200 gp
  Power (Encounter): Minor Action. Use this power during 
  your turn to take a move action. 
  Ring of Fey Travel
  Page 158: In the item’s power, delete “If you’ve 
  reached at least one milestone today, this power lasts 
  until the end of your next turn.” This sentence is 
  unrelated to the power’s effect.
  Ring of Fey Travel 
  Level 22
  Wearing this shimmering feywood ring, you move with other-
  worldly speed, seemingly out of phase at times.
  Item Slot: Ring 
  325,000 gp
  Property: Gain a +1 item bonus to speed while wearing 
  light armor or no armor.
  Power (Daily ✦ Teleportation): Minor Action. Teleport 
  your speed.
  
  NEW RITUALS
  Salve of Power
  Page 176: In the first sentence of the item’s power, 
  replace “daily power of 5th level or lower” with 
  “encounter attack power.”
  Salve of Power 
  Level 10
  This stoneware jar periodically renews a potent unguent that 
  can restore a character’s power.
  Wondrous Item 5,000 gp
  Power (Daily): Minor Action. When salve of power is 
   applied to a creature, the target can expend one healing 
  surge to regain the use of one encounter attack power 
  (instead of regaining hit points). If the target has no heal‑
  ing surges remaining, it cannot benefit from the salve.
  Solitaire (Aquamarine)
  Page 177: In the item’s power, replace “Encounter” 
  with “Daily.” This revision limits the strength of 
  the solitaire by preventing characters from making 
  repeated use of the solitaire through the day.
  Solitaire (Aquamarine) 
  Level 16
  This jagged blue-green crystal lets you intensify your attacks 
  against your foes.
  Wondrous Item 45,000 gp
  Power (Daily): Free Action. Use this power when you score 
  a critical hit on your turn. Make a basic attack against the 
  same target struck by your critical hit.
  Special: You cannot use more than one solitaire in an 
  encounter.
  Solitaire (Cerulean)
  Page 177: In the item’s power, replace “Encounter” 
  with “Daily.” This revision limits the strength of 
  the solitaire by preventing characters from making 
  repeated use of the solitaire through the day.
  Solitaire (Cerulean) 
  Level 21
  This rough blue crystal grants you the ability to shake off linger-
  ing effects in the thick of combat.
  Wondrous Item 225,000 gp
  Power (Daily): Free Action. Use this power when you score 
  a critical hit on your turn. Roll a saving throw against 
  each effect on you that a save can end.
  Special: You cannot use more than one solitaire in an 
  encounter.
  Solitaire (Cinnabar)
  Page 177: In the item’s power, replace “Encounter” 
  with “Daily.” This revision limits the strength of 
  the solitaire by preventing characters from making 
  repeated use of the solitaire through the day.
  Solitaire (Cinnabar) 
  Level 6
  This jagged red crystal boosts your resilience when you hit your 
  foes hard.
  Wondrous Item 1,800 gp
  Power (Daily): Free Action. Use this power when you score 
  a critical hit on your turn. Roll a saving throw against an 
  effect that a save can end.
  Special: You cannot use more than one solitaire in an 
  encounter.
  Solitaire (Citrine)
  Page 177: In the item’s power, replace “Encounter” 
  with “Daily.” This revision limits the strength of 
  the solitaire by preventing characters from making 
  repeated use of the solitaire through the day.
  Solitaire (Citrine) 
  Level 11
  This irregular yellow crystal channels healing power to you in 
  battle.
  Wondrous Item 9,000 gp
  Power (Daily ✦ Healing): Free Action. Use this power 
  when you score a critical hit on your turn. You spend a 
  healing surge.
  Special: You cannot use more than one solitaire in an 
  encounter.
  Solitaire (Violet)
  Page 178: In the item’s power, replace “Encounter” 
  with “Daily.” In addition, delete the last sentence of 
  the power. This revision limits the strength of the sol-
  itaire by preventing characters from making repeated 
  use of the solitaire through the day. It also prevents 
  a character from taking advantage of the power to 
  make numerous attacks during a round.
  Solitaire (Violet) 
  Level 26
  This jagged purple crystal lets you follow up on a successful 
  attack.
  Wondrous Item 
  1,125,000 gp
  Power (Daily): Free Action. Use this power when you score 
  a critical hit on your turn. Gain 1 action point, which you 
  must spend before the end of your turn.
  Special: You cannot use more than one solitaire in an 
  encounter.
  Potion of Clarity
  Page 188: Replace the item’s power with the fol-
  lowing power. This change helps limit characters 
  from purchasing inexpensive versions of this potion 
  at higher level and then using them frequently on 
  their at-will powers or high-level encounter or daily 
  powers.
  
  Potion of Clarity 
  Level 5+
  This cool cyan liquid hones your physical and mental acuity at 
  a critical moment.
  Lvl 5 
  50 gp 
  Lvl 20 
  5,000 gp
  Lvl 10 
  200 gp 
  Lvl 25 
  25,000 gp
  Lvl 15 
  1,000 gp 
  Lvl 30 
  125,000 gp
  Potion
  Power (Consumable): Minor Action. When you drink this 
  potion, you must spend a daily magic item use. Once, 
  before the end of the encounter, when you make an at‑
  tack roll with an encounter or a daily attack power of 5th 
  level or lower, you can reroll the attack roll but must use 
  the second result.
   Level 10: 10th level or lower.
   Level 15: 15th level or lower.
   Level 20: 20th level or lower.
   Level 25: 25th level or lower.
   Level 30: 30th level or lower.
  Old Updates
  Weapons
  Page 8: Add the following property. This change 
  allows wielders of certain double weapons to benefit 
  from select feats and features.
  Stout: A weapon that has the stout property can be 
  treated as a two-handed weapon.
  Double Weapons
  Page 9: Replace the Double Weapons table with the 
  following table. These changes clarify that certain 
  weapon properties are intended to apply only to spe-
  cific ends of weapons. The changes also expand the 
  description of two-handed weapons and bring them 
  in line with attack and damage expectations.
  Double Weapons
  Page 10: Replace the Double Weapons sidebar with 
  the following sidebar.
  Double Weapons
  Double weapons share the following traits.
   
  ✦ You must wield a double weapon in two hands to 
  use it.
   
  ✦ A Small character cannot wield a double weapon 
  unless the weapon has the small property.
   
  ✦ Wielding a double weapon is like wielding a weapon 
  in each hand. In the table, the first line of the double 
  weapon’s entry describes the end of the weapon wielded 
  in your main hand. The indented line describes the weap‑
  on’s other end, wielded in your off‑hand. The two ends of 
  a double weapon can have different proficiency bonuses, 
  damage, properties, and weapon groups. The weight and 
  price entries represent the total for the weapon, rather 
  than only one side.
   
  ✦ When adding an enchantment that requires a par‑
  ticular weapon type, at least one end of the weapon must 
  match the requirement. For example, an urgrosh could 
  gain the vorpal enchantment, even though only one end 
  meets the requirement of “heavy blade or axe.”
   
  ✦ An enchanted double weapon gains all benefits of 
  the enchantment on each end (even if one end would 
  not normally qualify for the enchantment). This does not 
  increase the frequency of use of any power possessed by 
  the item; if you wield a double weapon with a daily power 
  you can still only activate that power once per day.
  Giant Lizard, Riding
  Page 12: Replace “at-will” with “encounter” in the 
  combined attack power. This change brings the power 
  in line with our damage expectations.
  Combined Attack (while mounted by a friendly rider of 6th level 
  or higher; encounter) ✦ Mount
   
  When the giant lizard’s rider makes a melee attack against 
  a target, the lizard can make a claw attack against the same 
  target.
  Double Weapons
  Weapon 
  Prof. 
  Damage 
  Range 
  Price 
  Weight 
  Group 
  Properties
  Double axe 
  +2 
  1d10 
  — 
  40 gp 
  15 lb. 
  Axe 
  Stout
   —Secondary end 
  +2 
  1d10 
   
   
   
  Axe 
  Off-hand
  Double flail 
  +2 
  1d8 
  — 
  30 gp 
  11 lb. 
  Flail 
  Defensive, stout
   —Secondary end 
  +2 
  1d8 
   
   
   
  Flail 
  Off-hand
  Double sword 
  +3 
  1d6 
  — 
  40 gp 
  9 lb. 
  Light blade 
  Defensive, off-hand
   —Secondary end 
  +3 
  1d6 
   
   
   
  Light blade 
  Off-hand
  Urgrosh 
  +2 
  1d12 
  — 
  10 gp 
  8 lb. 
  Axe 
  Defensive, stout
   —Secondary end 
  +2 
  1d6 
   
   
   
  Spear 
  Off-hand
  
  NEW RITUALS
  Stop
  Page 17: Replace the movement paragraph of the 
  stop action text with the following text. This change 
  prevents a character from using the stop action to 
  accelerate.
  STOP
  ✦ Action: Move
  ✦ Movement: The vehicle stops and remains in its 
  current position.
  ✦ Direction: The vehicle’s heading marker remains in 
  place. If and when the vehicle moves again, it must 
  initially move in this direction.
  Blastpatch
  Page 26: In the item’s power under the firepatch and 
  shockpatch entry, delete “, and the target is immo-
  bilized until the beginning of its next turn.” This 
  change equalizes the patches and brings them within 
  damage and condition output expectations.
   Firepatch—2d8 fire damage.
   Shockpatch—1d8 lightning damage, and the target grants 
  combat advantage until the end of its next turn.
  Addergrease Armor
  Page 39: In the item’s power, replace “or 29” with “or 
  28.”
  Addergrease Armor 
  Level 3+
  The worn leather of this armor gleams with toxic grease.
  Lvl 3 
  +1 
  680 gp 
  Lvl 18 +4 
  85,000 gp
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Armor: Leather, Hide
  Enhancement: AC
  Power (Daily ✦ Poison): Immediate Reaction. Use this 
  power when an enemy misses you with a melee attack. 
  The attacker takes ongoing 5 poison damage (save ends), 
  and you shift a number of squares equal to this item’s 
  enhancement bonus.
   Level 13 or 18: Ongoing 10 poison.
   Level 23 or 28: Ongoing 15 poison.
  Mounts Table
  Page 11: In the “Horse, Riding” entry, replace “8” with “10” and in the “Horse, Warhorse” entry, replace “200” 
  with “680.”
  MOUNTS
  Mount 
  Price (gp) 
  Speed1 
  Per Hour1 
  Per Day1 
  Normal (lb.) 
  Heavy (lb.) 
  Push/Drag (lb.)
  Blade spiderMM 
  13,000 
  6 
  3 miles 
  30 miles 
  250 
  500 
  1,250
  Camel 
  75 
  9 
  4-1/2 miles 
  45 miles 
  237 
  475 
  1,187
  Dire boarMM 
  1,800 
  8 
  4 miles 
  40 miles 
  237 
  475 
  1,187
  Elephant 
  3,400 
  8 
  4 miles 
  40 miles 
  312 
  625 
  1,562
  Giant ant 
  1,800 
  9 
  4-1/2 miles 
  45 miles 
  237 
  475 
  1,187
  Giant lizard, draft 
  200 
  7 
  3-1/2 miles 
  35 miles 
  237 
  475 
  1,187
  Giant lizard, riding 
  1,800 
  9 
  4-1/2 miles 
  45 miles 
  250 
  500 
  1,250
  GriffonMM 
  9,000 
  fly 10 
  5 miles 
  50 miles 
  250 
  500 
  1,250
  Griffon, rimefireMM 
  525,000 
  fly 10 
  5 miles 
  50 miles 
  300 
  600 
  1,500
  HippogriffMM 
  4,200 
  fly 10 
  5 miles 
  50 miles 
  237 
  475 
  1,187
  Hippogriff dreadmountMM 4,200 
  fly 10 
  5 miles 
  50 miles 
  262 
  525 
  1,312
  Horse, celestial chargerMM 13,000 
  8 
  4 miles 
  40 miles 
  287 
  575 
  1,437
  Horse, ridingMM 
  75 
  10 
  4 miles 
  40 miles 
  237 
  475 
  1,187
  Horse, sea 
  1,800 
  swim 10 5 miles 
  50 miles 
  225 
  450 
  1,125
  Horse, skeletal 
  17,000 
  10 
  5 miles 
  50 miles 
  250 
  500 
  1,250
  Horse, warhorseMM 
  680 
  8 
  4 miles 
  40 miles 
  262 
  525 
  1,312
  ManticoreMM 
  45,000 
  fly 8 
  4 miles 
  40 miles 
  262 
  525 
  1,312
  NightmareMM 
  25,000 
  fly 10 
  5 miles 
  50 miles 
  287 
  575 
  1,437
  Rage drakeMM 
  2,600 
  8 
  4 miles 
  40 miles 
  237 
  475 
  1,187
  Rhinoceros 
  2,600 
  6 
  3 miles 
  30 miles 
  262 
  525 
  1,312
  Shark, dire 
  21,000 
  swim 11 5-1/2 miles 
  55 miles 
  210 
  420 
  1,050
  Shark, riding 
  3,400 
  swim 11 5-1/2 miles 
  55 miles 
  190 
  380 
  950
  Trihorn behemoth 
  21,000 
  6 
  3 miles 
  30 miles 
  325 
  650 
  1,625
  Wolf, direMM 
  1,000 
  8 
  4 miles 
  40 miles 
  237 
  475 
  1,187
  WyvernMM 
  21,000 
  fly 8 
  4 miles 
  40 miles 
  300 
  600 
  1,500
  MM This monster’s statistics can be found in the Monster Manual.
  1 A flying mount ignores distance multipliers for difficult terrain. Distances for an aquatic mount assume it is traveling in 
  water. 
  
  Bonegrim Armor
  Page 42: In the item’s property, replace “Level 18” 
  with “Level 19,” replace “Level 23” with “Level 24,” 
  and replace “Level 28” with “Level 29.”
  Bonegrim Armor 
  Level 14+
  Forelimb bones adorn your arms and legs, rib cages are 
  stretched across your chest, and a skull sits atop your head like 
  a helmet.
  Lvl 14 +3 
  21,000 gp 
  Lvl 24 +5 
  525,000 gp
  Lvl 19 +4 
  105,000 gp 
  Lvl 29 +6 2,625,000 gp
  Armor: Plate
  Enhancement: AC
  Property: Gain a +2 item bonus to Intimidate checks and 
  resist 5 necrotic and resist 5 poison.
   Level 19: Resist 10 necrotic and resist 10 poison. You no 
  longer require food.
   Level 24: Resist 15 necrotic and resist 15 poison. You no 
  longer require food.
   Level 29: Resist 15 necrotic and resist 15 poison. You no 
  longer require food, and you can remain awake during an 
  extended rest.
  Cursed: Removing the armor from a living creature requires 
  a Remove Affliction ritual with a penalty to the Heal check 
  equal to the armor’s level.
  Flickersight Armor
  Page 45: In the item’s power, add “or 27” after “Level 
  22.”
  Flickersight Armor 
  Level 12+
  Your body becomes indistinct and hazy to onlookers who must 
  now squint to see you clearly.
  Lvl 12 +3 
  13,000 gp 
  Lvl 22 +5 
  325,000 gp
  Lvl 17 +4 
  65,000 gp 
  Lvl 27 +6 1,625,000 gp
  Armor: Cloth, Leather, Hide
  Enhancement: AC
  Property: You can treat dim light as bright light within 5 
  squares of you.
  Power (Daily): Minor Action. Until the end of your next 
  turn, you gain concealment against enemies farther than 
  5 squares away from you.
   Level 22 or 27: Concealment lasts until the end of 
  encounter.
  Laughing Death Armor 
  Page 47: In the item’s property, replace “Level 13 or 
  18” with “Level 14 or 19,” and replace “Level 23 or 
  28” with “Level 24 or 29.”
  In the item’s power, replace “Encounter” with “Daily.”
  Laughing Death Armor 
  Level 9+
  The wearer of this armor scoffs at necrotic powers and can un-
  leash a blast of withering black energy upon adversaries.
  Lvl 9 
  +2 
  4,200 gp 
  Lvl 24 +5 
  525,000 gp
  Lvl 14 +3 
  21,000 gp 
  Lvl 29 +6 2,625,000 gp
  Lvl 19 +4 
  105,000 gp
  Armor: Cloth, Leather, Hide
  Enhancement: AC
  Property: Resist 5 necrotic.
   Level 14 or 19: Resist 10 necrotic.
   Level 24 or 29: Resist 15 necrotic.
  Power (Daily ✦ Necrotic): Immediate Reaction. Use this 
  power when struck by a melee attack. The attacker takes 
  1d6 necrotic damage per plus of the armor and also 
  takes a –2 penalty to Fortitude defense until the end of 
  your next turn.
  Robe of Bloodwalking 
  Page 49: Remove the Healing keyword from the 
  item’s power.
  Robe of Bloodwalking 
  Level 17+
  This cloth armor rewards you for destroying your foes.
  Lvl 17 +4 
  65,000 gp 
  Lvl 27 +6 1,625,000 gp
  Lvl 22 +5 
  325,000 gp
  Armor: Cloth
  Enhancement: AC
  Power (Encounter ✦ Teleportation): Free  Action. Use this 
  power when you reduce a target within 10 squares of 
  you to 0 or fewer hit points. Teleport to any square the 
  target occupied.
  Robe of Contingency 
  Page 49: Add the Healing keyword to the item’s 
  power.
  Robe of Contingency 
  Level 4+
  Stitched with thread from the Feywild, this robe is favored by 
  many wizards for its ability to escape a bind.
  Lvl 4 
  +1 
  840 gp 
  Lvl 19 +4 
  105,000 gp
  Lvl 9 
  +2 
  4,200 gp 
  Lvl 24 +5 
  525,000 gp
  Lvl 14 +3 
  21,000 gp 
  Lvl 29 +6 2,625,000 gp
  Armor: Cloth
  Enhancement: AC
  Power (Daily ✦ Healing, Teleportation): Immediate 
  Reaction. Use this power while you are bloodied and 
  when an attack damages you. Teleport 6 squares, and 
  you can spend a healing surge.
  
  Robe of Defying Storms  
  Page 49: In the item’s property, replace “Level 25 or 
  30” with “Level 24 or 29.”
  Robe of Defying Storms 
  Level 14+
  Embroidered patterns on these robes resemble clouds and great, 
  slashing bursts of lightning. You gain both protection from 
  storms and the ability to call upon their power.
  Lvl 14 +3 
  21,000 gp 
  Lvl 24 +5 
  525,000 gp
  Lvl 19 +4 
  105,000 gp 
  Lvl 29 +6 2,625,000 gp
  Armor: Cloth
  Enhancement: AC
  Property: Resist 10 lightning and resist 10 thunder.
   Level 24 or 29: Resist 15 lightning and resist 15 thunder.
  Power (Daily ✦ Healing): Immediate Interrupt. Use this 
  power when you would take lightning or thunder dam‑
  age. You take no lightning or thunder  damage, you gain a 
  +1 power bonus to attack rolls until the end of your next 
  turn, and you can spend a healing surge.
  Shared Suffering Armor  
  Page 51: At the end of the second sentence of the 
  power, add “(save ends).”
  Shared Suffering Armor 
  Level 5+
  When enemies deal ongoing damage, this armor lets you de-
  liver ongoing damage upon them as well.
  Lvl 5 
  +1 
  1,000 gp 
  Lvl 20 +4 
  125,000 gp
  Lvl 10 +2 
  5,000 gp 
  Lvl 25 +5 
  625,000 gp
  Lvl 15 +3 
  25,000 gp 
  Lvl 30 +6 3,125,000 gp
  Armor: Any
  Enhancement: AC
  Power (Encounter): Immediate Reaction. Use this power 
  when an attack gives you ongoing damage. The attacker 
  gains an equal amount of untyped ongoing damage (save 
  ends.
  Skeletal Armor   
  Page 52: In the item’s property, replace “Level 23 or 
  28” with “Level 24 or 29.”
  Skeletal Armor 
  Level 19+
  Encased in bones, the wearer of this armor presents a terrible 
  image of an undead creature, gaining similar resistances and 
  making any undead hesitant to attack.
  Lvl 19 +4 
  105,000 gp 
  Lvl 29 +6 2,625,000 gp
  Lvl 24 +5 
  525,000 gp
  Armor: Chain, Plate, Scale
  Enhancement: AC
  Property: Resist 10 necrotic.
   Level 24 or 29: Resist 15 necrotic.
  Power (Daily): Minor Action. Close burst 5; targets un‑
  dead; the attack is this item’s level + enhancement bonus 
  vs. Will; the target cannot attack you (save ends).
  Spiritlink Armor
  Page 53: In the item’s property, replace “Level 24” 
  with “Level 25,” and replace “Level 29” with “Level 
  30.”
  Spiritlink Armor 
  Level 15+
  This armor absorbs both light and dark energy, and it can even 
  transform that destructive energy into healing.
  Lvl 15 +3 
  25,000 gp 
  Lvl 25 +5 
  625,000 gp
  Lvl 20 +4 
  125,000 gp 
  Lvl 30 +6 3,125,000 gp
  Armor: Chain
  Enhancement: AC
  Property: Resist 5 necrotic and resist 5 radiant.
   Level 25: Resist 10 necrotic and resist 10 radiant.
   Level 30: Resist 15 necrotic and resist 15 radiant.
  Power (Daily ✦ Healing): Immediate Interrupt. When an 
  ally within 5 squares of you is hit by an attack dealing 
  necrotic or radiant damage, the ally gains immunity to 
  the necrotic and/or radiant damage from that attack. The 
  ally can spend a healing surge and regain additional hit 
  points equal to twice the armor’s enhancement bonus.
  Stalker’s Armor
  Page 53: Replace the item’s property. This change 
  prevents the property from being recursive.
  Stalker’s Armor 
  Level 18+
  Shadowfell and Feywild energies blend to make this armor the 
  ultimate hunter’s apparel.
  Lvl 18 +4 
  85,000 gp 
  Lvl 28 +6 2,125,000 gp
  Lvl 23 +5 
  425,000 gp
  Armor: Leather, Hide
  Enhancement: AC
  Property: Whenever you have concealment at the start of 
  your turn from a source other than this armor, you remain 
  concealed until the start of your next turn.
  Veteran’s Armor  
  Page 55: Remove the item’s power. 
  Veteran’s Armor 
  Level 2 +
  Battered and worn, this unassuming armor helps you get the 
  most out of your experiences.
  Lvl 2 
  +1 
  520 gp 
  Lvl 17 +4 
  65,000 gp
  Lvl 7 
  +2 
  2,600 gp 
  Lvl 22 +5 
  325,000 gp
  Lvl 12 +3 
  13,000 gp 
  Lvl 27 +6 1,625,000 gp
  Armor: Any
  Enhancement: AC
  Property: When you spend an action point, you gain a +1 
  item bonus to all attack rolls and defenses until the end of 
  your next turn.
  
  Whiteflame Armor  
  Page 55: In the item’s property, replace “Level 14 or 
  19” with “Level 13 or 18,” and replace “Level 24 or 
  29” with “Level 23 or 28.”
  Whiteflame Armor 
  Level 3+
  This armor absorbs light and can be converted to protect 
  against other effects.
  Lvl 3 
  +1 
  680 gp 
  Lvl 18 +4 
  85,000 gp
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Armor: Chain, Scale, Plate
  Enhancement: AC
  Property: Resist 5 radiant.
   Level 13 or 18: Resist 10 radiant.
   Level 23 or 28: Resist 15 radiant.
  Power (Daily): Minor Action. Change the type of resist 
  this armor grants to resist fire, resist lightning, or resist 
   thunder until the end of the encounter.
  Bloodclaw Weapon
  Page 65: In the item’s power, replace “at-will” with 
  “encounter,” replace “before making a melee attack 
  on your turn” with “when you hit with this weapon,” 
  and delete “If you hit” in the last sentence. This 
  change brings this item in line with damage output 
  expectations.
  Bloodclaw Weapon 
  Level 2+
  The hilt of this weapon digs into its wielder’s hand, drawing 
  blood while inflicting a more grievous wound upon an enemy.
  Lvl 2 
  +1 
  520 gp 
  Lvl 17 +4 
  65,000 gp
  Lvl 7 
  +2 
  2,600 gp 
  Lvl 22 +5 
  325,000 gp
  Lvl 12 +3 
  13,000 gp 
  Lvl 27 +6 1,625,000 gp
  Weapon: Any melee
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Power (Encounter): Free Action. Use this power when you 
  hit with this weapon. You take damage up to a maximum 
  of the weapon’s enhancement bonus (a +3 weapon deals 
  up to 3 damage to its wielder). This damage cannot be 
  reduced or prevented in any way. Increase the damage 
  your target takes by double the amount of damage you 
  took, triple if you are wielding the weapon in two hands.
  Bloodiron Weapon
  Page 65: In the item’s property, replace “deal extra 
  critical damage” with “score a critical hit.” This 
  change prevents the property from being recursive.
  Bloodiron Weapon 
  Level 13+
  Forged from iron tainted with the ichor of devils, this weapon is 
  cruel.
  Lvl 13 +3 
  17,000 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 18 +4 
  85,000 gp 
  Lvl 28 +6 2,125,000 gp
  Weapon: Any
  Enhancement: Attack rolls and damage rolls
  Critical: +1d10 damage per plus
  Property: When you score a critical hit with this weapon, 
  deal the extra critical hit damage to the target again at the 
  start of your next turn.
  Deathstalker Weapon  
  Page 67: In the item’s power, replace “Level 12 or 17” 
  with “Level 14 or 19,” and replace “Level 22 or 27” 
  with “Level 24 or 29.”
  Deathstalker Weapon 
  Level 4+
  This weapon leaves a wound that is black and withered, which 
  continues to plague an enemy long after the attack was made.
  Lvl 4 
  +1 
  840 gp 
  Lvl 19 +4 
  105,000 gp
  Lvl 9 
  +2 
  4,200 gp 
  Lvl 24 +5 
  525,000 gp
  Lvl 14 +3 
  21,000 gp 
  Lvl 29 +6 2,625,000 gp
  Weapon: Any
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 necrotic damage per plus
  Power (Daily ✦ Necrotic): Free Action. Use this power 
  when you hit with the weapon. The target takes ongoing 
  5 necrotic damage (save ends). Saves made to end this 
  effect take a –2 penalty.
   Level 14 or 19: Ongoing 10 necrotic.
   Level 24 or 29: Ongoing 15 necrotic.
  Jagged Weapon  
  Page 71: On the Critical line, add “(save ends)” after 
  “Ongoing 10 damage” and “Ongoing 20 damage.”
  Jagged Weapon 
  Level 12+
  This weapon is pitted, scarred, and unadorned, but it deals 
  grievous wounds.
  Lvl 12 +3 
  13,000 gp 
  Lvl 22 +5 
  325,000 gp
  Lvl 17 +4 
  65,000 gp 
  Lvl 27 +6 1,625,000 gp
  Weapon: Axe, Heavy Blade, Light Blade
  Enhancement: Attack rolls and damage rolls
  Critical: Ongoing 10 damage (save ends)
   Level 22 and 27: Ongoing 20 damage (save ends)
  Property: This weapon scores critical hits on a 19 or 20.
  Mage’s Weapon
  Page 72: In the item’s power, replace both instances 
  of “encounter power” with “encounter attack power.” 
  This change keeps hybrid classes from swapping 
  encounter utility powers for encounter attack powers.
  Mage’s Weapon 
  Level 2+
  Some spellcasters choose this blade for its ability to convert a 
  spell’s power into accuracy in melee.
  Lvl 2 
  +1 
  520 gp 
  Lvl 17 +4 
  65,000 gp
  Lvl 7 
  +2 
  2,600 gp 
  Lvl 22 +5 
  325,000 gp
  Lvl 12 +3 
  13,000 gp 
  Lvl 27 +6 1,625,000 gp
  Weapon: Heavy Blade, Light Blade
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Property: Anyone proficient with simple weapons or the 
  dagger is proficient with this weapon.
  Power (Encounter): Minor Action. You can expend an 
  arcane encounter attack power to regain the use of a 
  martial encounter attack power you know of up to the 
  same level.
  
  Pact Hammer 
  Page 74: Remove the second property.
  Pact Hammer 
  Level 2+
  This dark steel hammer is the prized possession of any dwarven 
  warlock who wishes to wield weapon and magic with equal 
  effectiveness.
  Lvl 2 
  +1 
  520 gp 
  Lvl 17 +4 
  65,000 gp
  Lvl 7 
  +2 
  2,600 gp 
  Lvl 22 +5 
  325,000 gp
  Lvl 12 +3 
  13,000 gp 
  Lvl 27 +6 1,625,000 gp
  Weapon: Hammer
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Property: If you are a dwarf, this hammer functions as a 
  warlock implement for you (but do not apply the weapon’s 
  proficiency bonus to attack rolls for warlock powers).
  Reckless Weapon
  Page 76: In the item’s power, replace “at-will” with 
  “encounter.” This change ensures that characters 
  making multiple attacks using this weapon are not 
  exceeding damage expectations.
  Reckless Weapon 
  Level 3+
  Some fighters favor force over accuracy—this weapon is for 
  them.
  Lvl 3 
  +1 
  680 gp 
  Lvl 18 +4 
  85,000 gp
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Weapon: Any melee except reach weapons
  Enhancement: Attack rolls and damage rolls
  Critical: +1d8 damage per plus
  Power (Encounter): Free Action. Use this power before 
   making a melee attack against an adjacent target. You 
  gain a power bonus to that attack’s damage roll equal to 
  twice this weapon’s enhancement bonus. You take a –2 
  penalty to AC until the end of your next turn.
  Swiftshot Weapon  
  Page 79: In the item’s power, replace “Encounter” 
  with “Daily.”
  Swiftshot Weapon 
  Level 3+
  This weapon reloads and fires faster than any other crossbow.
  Lvl 3 
  +1 
  680 gp 
  Lvl 18 +4 
  85,000 gp
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Weapon: Crossbow
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Property: Loading this crossbow is a free action.
  Power (Daily): Minor Action. Make a ranged basic attack 
  with this weapon.
  Tigerclaw Gauntlets  
  Page 80: In the item’s power, replace “Encounter” 
  with “Daily.”
  Tigerclaw Gauntlets 
  Level 8+
  These gauntlets, which imbue you with the power of a pouncing 
  tiger, have a sharp talon extending outward from each.
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Lvl 18 +4 
  85,000 gp
  Weapon: Spiked gauntlets
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Property: Gain a +2 item bonus to your speed when 
  charging.
  Power (Daily): Standard Action. Make a charge  attack. At 
  the end of your charge, make two melee basic attack rolls 
  against one target using this weapon. If you hit with both, 
  deal an extra 1d6 damage.
   Level 13 and 18: +2d6 damage.
   Level 23 and 28: +3d6 damage.
  Vengeful Weapon
  Page 81: In the second sentence of the item’s power, 
  add “with this weapon” after “on damage rolls.” This 
  change prevents the power from being used for a pri-
  mary attack while the weapon is being wielded as an 
  offhand, thus preventing abuse of the power.
  Vengeful Weapon 
  Level 5+
  When an ally’s life is on the line, the wielder of this weapon 
  becomes a deadly adversary.
  Lvl 5 
  +1 
  1,000 gp 
  Lvl 20 +4 
  125,000 gp
  Lvl 10 +2 
  5,000 gp 
  Lvl 25 +5 
  625,000 gp
  Lvl 15 +3 
  25,000 gp 
  Lvl 30 +6 3,125,000 gp
  Weapon: Any melee
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Power (Encounter): Free Action. Use this power when an 
  attack hits a bloodied ally within 10 squares of you. Gain 
  a +2 power bonus to attack rolls and +1d10 on damage 
  rolls with this weapon against the attacker until the end 
  of your next turn.
   Level 15 or 20: +2d10 damage.
   Level 25 or 30: +3d10 damage.
  Symbol of Mortality
  Page 89: In the Level 24 or 29 line, replace “2d4” 
  with “3d4” and “2d8” with “3d8.”
  Symbol of Mortality 
  Level 4+
  This symbol is a potent tool against undead and immortals.
  Lvl 4 
  +1 
  840 gp 
  Lvl 19 +4 
  105,000 gp
  Lvl 9 
  +2 
  4,200 gp 
  Lvl 24 +5 
  525,000 gp
  Lvl 14 +3 
  21,000 gp 
  Lvl 29 +6 2,625,000 gp
  Implement (Holy Symbol)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus, or +1d10 damage per plus 
  against undead or immortal creatures.
  Power (Daily): Minor Action. Your next attack with this 
  holy symbol deals an extra 1d4 damage. If the creature 
  has the immortal origin or the undead keyword, the crea‑
  ture takes an extra 1d8 damage instead.
   Level 14 or 19: An extra 2d4 damage or an extra 2d8 
  damage if the target has the immortal origin or undead 
  keyword.
   Level 24 or 29: An extra 3d4 damage or an extra 3d8 
  damage if the target has the immortal origin or undead 
  keyword.
  
  Symbol of the Warpriest 
  Page 90: In the item’s property, replace “Each time 
  you hit” with “Once per round when you hit.”
  Symbol of the Warpriest 
  Level 15+
  This symbol lets you turn your advantage in battle into a bol-
  stering effect for your allies.
  Lvl 15 +3 
  25,000 gp 
  Lvl 25 +5 
  625,000 gp
  Lvl 20 +4 
  125,000 gp 
  Lvl 30 +6 3,125,000 gp
  Implement (Holy Symbol)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Property: Once per round when you hit with an attack using 
  this holy symbol, one conscious ally within 5 squares of 
  you regains hit points equal to the symbol’s enhancement 
  bonus.
  Orb of Impenetrable Escape 
  Page 94: Replace “Critical: +1d6 damage per plus” 
  with “Critical: None.”
  Orb of Impenetrable Escape 
  Level 6+
  This murky orb reflects the visage of your enemy suffering from 
  an ongoing barrage of conditions and afflictions.
  Lvl 6 
  +2 
  1,800 gp 
  Lvl 21 +5 
  225,000 gp
  Lvl 11 +3 
  9,000 gp 
  Lvl 26 +6 1,125,000 gp
  Lvl 16 +4 
  45,000 gp
  Implement (Orb)
  Enhancement: Attack rolls and damage rolls
  Critical: None
  Power (Daily): Free Action. Use this power when a 
   creature makes a save against one of your powers. It 
   rerolls its saving throw and must take the new result.
  Orb of Mental Dominion  
  Page 95: Replace “Critical: +1d6 psychic damage per 
  plus” with “Critical: None.”
  Orb of Mental Dominion 
  Level 6+
  A spellcaster channeling his mind through this orb gains mental 
  prowess over foes, forcing them to relive the effects of a spell.
  Lvl 6 
  +2 
  1,800 gp 
  Lvl 21 +5 
  225,000 gp
  Lvl 11 +3 
  9,000 gp 
  Lvl 26 +6 1,125,000 gp
  Lvl 16 +4 
  45,000 gp
  Implement (Orb)
  Enhancement: Attack rolls and damage rolls
  Critical: None
  Power (Daily): Free Action. Use this power when an attack 
  with this orb succeeds against the target’s Will defense. 
  When the target makes a saving throw against an effect 
  from that attack, the target must roll twice and take the 
  lower result.
  Orb of Ultimate Imposition
  Page 96: Replace the item’s power. This change helps 
  mitigate stacking of penalties to saving throws on a 
  creature.
  Orb of Ultimate Imposition 
  Level 3+
  The will of this orb’s wielder imposes great force on an enemy, 
  crippling his power.
  Lvl 3 
  +1 
  680 gp 
  Lvl 18 +4 
  85,000 gp
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Implement (Orb)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Power (Daily): Free Action. Use this power when you use 
  your Orb of Imposition class feature on a creature hit by 
  an attack made through this implement. Increase your 
  Orb of Imposition saving throw penalty by 2.
  Quickcurse Rod
  Page 99: In the item’s property, replace “a Warlock’s 
  Curse” with “your Warlock’s Curse.” This change pre-
  vents an invoker from putting a Warlock’s Curse on a 
  creature.
  Quickcurse Rod 
  Level 2+
  With this rod, you can curse any creature you can see, and more 
  quickly than usual.
  Lvl 2 
  +1 
  520 gp 
  Lvl 17 +4 
  65,000 gp
  Lvl 7 
  +2 
  2,600 gp 
  Lvl 22 +5 
  325,000 gp
  Lvl 12 +3 
  13,000 gp 
  Lvl 27 +6 1,625,000 gp
  Implement (Rod)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Power (Encounter): Free Action. Place your Warlock’s 
  Curse on any target in sight.
  Rod of Feythorns
  Page 100: In the item’s property, replace “Level 18 
  or 23” with “Level 17 or 22,” and replace “Level 28” 
  with “Level 27.”
  Rod of Feythorns 
  Level 7+
  Formed of a stalk and strange root bulb, this rod seems to weep 
  steaming toxic liquid in battle. It magically poisons even those 
  foes normally immune.
  Lvl 7 
  +2 
  2,600 gp 
  Lvl 22 +5 
  325,000 gp
  Lvl 12 +3 
  13,000 gp 
  Lvl 27 +6 1,625,000 gp
  Lvl 17 +4 
  65,000 gp
  Implement (Rod)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d8 poison damage per plus
  Property: When you place a Warlock’s Curse upon a target, 
  that target loses resist poison (save ends).
   Level 17 or 22: Vulnerable 10 poison.
   Level 27: Vulnerable 15 poison.
  
  Rod of the Infernal 
  Page 101: In the item’s power, replace “Encounter” 
  with “Daily.”
  Rod of the Infernal 
  Level 8+
  This rod enhances one’s ability to draw life from enemies using 
  the infernal pact.
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Lvl 18 +4 
  85,000 gp
  Implement (Rod)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus, or +1d10 damage per plus 
  with powers of the infernal pact.
  Property: When you trigger your infernal pact boon, you can 
  add the enhancement bonus of the rod to the number of 
  temporary hit points gained.
  Power (Daily): Minor Action. Gain temporary hit points 
  equal to your level + your Intelligence modifier.
  Earthroot Staff
  Page 104: Replace the item’s property with the fol-
  lowing text. This change helps mitigate stacking of 
  penalties to saving throws on a creature.
  Earthroot Staff 
  Level 3+
  This staff is as light as wood, but it seems to be made of earth 
  and stone with a fine crystal atop it. It can bind your enemies to 
  the earth and protect you against the same.
  Lvl 3 
  +1 
  680 gp 
  Lvl 18 +4 
  85,000 gp
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Implement (Staff)
  Enhancement: Attack rolls and damage rolls
  Critical: The target is restrained until the end of your next 
  turn.
  Property: Any target you immobilize, petrify, slow, or 
  restrain through an attack using this implement takes a 
  ‑2 penalty to the first saving throw it makes against that 
  condition.
  Mnemonic Staff
  Page 104: In the item’s power, add “and you can only 
  swap a utility power for another utility power or a 
  daily power for another daily power” to the last sen-
  tence.” This change prevents a character from using 
  the staff to swap utility powers for attack powers.
  Mnemonic Staff 
  Level 2+
  The glyphs carved into this staff suggest its ability to recall mun-
  dane and magical secrets.
  Lvl 2 
  +1 
  520 gp 
  Lvl 17 +4 
  65,000 gp
  Lvl 7 
  +2 
  2,600 gp 
  Lvl 22 +5 
  325,000 gp
  Lvl 12 +3 
  13,000 gp 
  Lvl 27 +6 1,625,000 gp
  Implement (Staff)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Property: Gain a +2 item bonus to any monster knowledge 
  skill check.
  Power (Daily): Minor Action. Swap a power you’ve 
   prepared for another power in your spellbook of equal or 
  lower level. Each power must also be of equal or lower 
  level than the level of the staff, and you can only swap a 
  utility power for another utility power or a daily power 
  for another daily power.
  Battleforged Shield 
  Page 114: In the Level 14 line, replace “2d8 hit 
  points” with “Additional hit points equal to healing 
  surge value + 2d8.”
   
  In the Level 24 line, replace “3d8 hit points” with 
  “Additional hit points equal to healing surge value + 
  3d8.”
  Battleforged Shield 
  Level 4+
  Covered in Dwarven and Draconic runes, this shield aids badly 
  wounded allies.
  Lvl 4 
  840 gp 
  Lvl 24 
  525,000 gp
  Lvl 14 
  21,000 gp
  Item Slot: Arms
  Shield: Heavy
  Power (Daily ✦ Healing): Free Action. Use this power 
  when an ally adjacent to you regains hit points. That ally 
  regains additional hit points as though it had spent a 
  healing surge.
   Level 14: Additional hit points equal to healing surge 
  value +2d8 hit points.
   Level 24: Additional hit points equal to healing surge 
  value +3d8 hit points.
  Manticore Shield  
  Page 118: In the item’s power text, replace “Dexter-
  ity” with “Strength.”
  Manticore Shield 
  Level 8+
  Emblazoned with the emblem of a snarling manticore, this 
  shield releases a volley of needles at your command. 
  Lvl 8 
  3,400 gp 
  Lvl 28 
  2,125,000 gp
  Lvl 18 
  85,000 gp
  Item Slot: Arms
  Shield: Any
  Power (Daily): Standard Action. Make an attack: Area 
  burst 1 within 10 squares; Strength + 2 vs. AC; on a hit, 
  the target takes 1d8 + Strength modifier damage. 
   Level 18: Strength + 4 vs. AC; 2d8 + Strength modifier 
  damage.
   Level 28: Strength + 6 vs. AC; 3d10 + Strength modifier 
  damage.
  
  Storm Shield
  Page 121: In the item’s property on the Level 28 line, 
  replace “Resist 10 lightning and resist 10 thunder” 
  with “Resist 15 lightning and resist 15 thunder.” This 
  change corrects a typo.
  Storm Shield 
  Level 8+
  Shifting clouds play across the surface of this shield as it pro-
  tects you from stormlike effects and then unleashes them on 
  your foes. 
  Lvl 8 
  3,400 gp 
  Lvl 28 
  2,125,000 gp
  Lvl 18 
  85,000 gp
  Item Slot: Arms
  Shield: Any
  Property: Gain resist 5 lightning and resist 5 thunder.
   Level 18: Resist 10 lightning and resist 10 thunder.
   Level 28: Resist 15 lightning and resist 15 thunder.
  Power (Daily ✦ Lightning, Thunder): Immediate  Reaction. 
  Use this power when you are hit by a melee attack. 
  Deal 2d6 lightning and thunder damage to the attacker. 
  (The attacker must have resistance or immunity to both 
   damage types to reduce or ignore this damage.)
   Level 18: 4d6 lightning and thunder damage.
   Level 28: 6d6 lightning and thunder damage.
  Impenetrable Barding
  Page 123: Replace the item’s property. This change 
  allows the barding to scale appropriately to monster 
  damage.
  Impenetrable Barding 
  Level 1+
  Through this barding, your heroism imparts a protective aura 
  upon your mount that protects it.
  Lvl 1 
  360 gp 
  Lvl 21 
  225,000 gp
  Lvl 11 
  9,000 gp
  Item Slot: Mount (apply to barding)
  Property: While ridden, the mount gains resist 5 to all 
  damage.
   Level 11: Resist 10.
   Level 21: Resist 15.
  Giant Gloves
  Page 133: In the item’s power, replace “Encounter” 
  with “Daily.”
  Giant Gloves 
  Level 13
  Though they make your hands appear larger, these thick leather 
  wraps fit comfortably and give you an impressive grip.
  Item Slot: Hands 17,000 gp
  Property: Gain a +3 item bonus to grab attack rolls.
  Power (Daily): Standard Action. While you have a creature 
  of your size category or smaller grabbed, you can end 
  the grab by throwing the creature, causing it to slide 6 
  squares. You can throw the creature at a target provided 
  the thrown creature ends its forced movement in a 
  space adjacent to the target. In this case, make an attack 
  against the target: Dexterity + 4 vs. Reflex; on a hit, the 
  thrown creature and the target each take 2d8 + Strength 
  modifier damage and are knocked prone.
  Gloves of Eldritch Admixture 
  Page 134: In the item’s power, replace “At-Will” with 
  “Encounter.”
  Gloves of Eldritch Admixture 
  Level 8+
  You funnel the energy granted by your pact through these 
  gloves, amplifying your power.
  Lvl 8 
  3,400 gp 
  Lvl 28 
  2,125,000 gp
  Lvl 18 
  85,000 gp
  Item Slot: Hands
  Prerequisite: Warlock
  Property: When you deal extra damage as a result of your 
  Warlock’s Curse, you can choose that damage to be acid, 
  cold, or fire (or leave it untyped).
  Power (Encounter, 5 Charges/Day ✦ Acid, Cold, or Fire): 
  Free Action. The next attack you make this turn deals 
  extra damage depending on how many charges you 
  spend: 1 charge, 1d6 damage; 2 charges, 2d6 damage; 
  5 charges, 3d6 damage. This extra damage can be acid, 
  cold, or fire damage. 
   Level 18: 1 charge, 1d8 damage; 2 charges, 2d8 damage; 
  3 charges, 3d8 damage.
   Level 28: 1 charge, 1d10 damage; 2 charges, 2d10 
   damage; 5 charges, 3d10 damage.
  Vampiric Gauntlets 
  Page 137: In the item’s power, replace “Encounter” 
  with “Daily.”
  Vampiric Gauntlets 
  Level 16
  These dark gauntlets pulse with necrotic energy and appear to 
  draw in the light around them. 
  Item Slot: Hands 45,000 gp
  Power (Daily ✦ Healing, Necrotic): Standard Action. Make 
  a melee attack: Dexterity + 4 vs. Reflex; on a hit, the 
  target takes necrotic damage equal to your  healing surge 
  value, and you regain hit points equal to that amount.
  Coif of Mindiron  
  Page 140: In the item’s power text, remove “Stan-
  dard Action.”
  Coif of Mindiron 
  Level 8+
  Your head and mind is guarded by this glistening mail hood.
  Lvl 8 
  3,400 gp 
  Lvl 28 
  2,125,000 gp
  Lvl 18 
  85,000 gp
  Item Slot: Head
  Power (Encounter): Immediate Interrupt. Use this power 
  when you would be dazed by an attack that targets your 
  Will defense. You are not dazed by the attack.
   Level 18: Use this power when you would be dazed or 
  stunned by an attack that targets your Will defense. You 
  are not dazed or stunned by the attack.
   Level 28: Use this power when you would be dazed, 
  dominated, or stunned by an attack that targets your Will 
  defense. You are not dazed, dominated, or stunned by the 
  attack.
  
  Phrenic Crown
  Page 144: Replace the item’s property. This change 
  helps mitigate stacking of penalties to saving throws 
  on a creature.
  Phrenic Crown 
  Level 7+
  This pink coral coronet is eerily reminiscent of brain matter, yet 
  is still bewitching.
  Lvl 7 
  2,600 gp 
  Lvl 27 
  1,625,000 gp
  Lvl 17 
  65,000 gp
  Item Slot: Head
  Property: Whenever you attack a creature’s Will defense, 
  the target of that attack takes a –1 penalty to the first 
  saving throw it makes against an effect imposed by that 
  attack.
   Level 17: –2 penalty.
   Level 27: –3 penalty.
  Telepathy Circlet   
  Page 145: In the item’s price, replace “25,000” with 
  “625,000.”
  Telepathy Circlet 
  Level 25
  A boon to leaders and liars, this mithral band allows you to 
  communicate without speaking, and extract the thoughts of 
  another.
  Item Slot: Head 
  625,000 gp
  Property: Gain a +2 item bonus to Insight checks. Also, you 
  can speak telepathically to any creature you can see. Those 
  willing to communicate with you can send thoughts back 
  to you, allowing two‑way communication. This telepathic 
  communication fulfills class feature or power requirements 
  that a target be able to hear you.
  Power (Daily ✦ Psychic): Standard Action. Make an 
   attack: Ranged 5; Charisma Modifier + 6 vs. Will; on a 
  hit, the target is dazed (save ends). Aftereffect: The target 
  is dazed (save ends).
  Abyssal Adornment 
  Page 148: In the item’s power, replace “Level 24 or 
  29” with “Level 23 or 28.”
  Abyssal Adornment 
  Level 13+
  Made of charred and twisted black metal, this heavy chain 
  broods with bridled hate.
  Lvl 13 +3 
  17,000 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 18 +4 
  85,000 gp 
  Lvl 28 +6 2,125,000 gp
  Item Slot: Neck
  Enhancement: Fortitude, Reflex, and Will
  Power (Daily): Immediate Interrupt. Use this power when 
  you are hit by an attack that would deal acid, cold, fire, 
  lightning, or thunder damage. Gain resist 20 against that 
  damage type until the end of your next turn.
   Level 23 or 28: Resist 30.
  Amulet of the Unbroken
  Page 149: Add a +6 enhancement bonus to the item. 
  This change corrects a typo.
  Amulet of the Unbroken 
  Level 29
   Encrusted with vibrant rubies that flash when it is used, this 
  magnificent amulet proves that some heroes never say die.
  Lvl 29 
  +6 
  2,625,000 gp
  Item Slot: Neck
  Enhancement: Fortitude, Reflex, and Will
  Power (Daily ✦ Healing): Immediate Interrupt. Use this 
  power when you would be reduced to 0 or fewer hit 
  points. Expend any number of healing surges and regain 
  hit points as normal for each surge spent.
  Choker of Eloquence 
  Page 150: In the item’s cost/level entry, add 1 to each 
  of the listed enhancement bonuses.
  Choker of Eloquence 
  Level 8+
  This damask neck wrap quickens the tongue and finds favor 
  with diplomats and aristocrats.
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Lvl 18 +4 
  85,000 gp
  Item Slot: Neck
  Enhancement: Fortitude, Reflex, and Will
  Property: Gain an item bonus to Bluff and Diplomacy 
  checks equal to the item’s enhancement bonus.
  Power (Daily): Free Action. Use this power after you roll 
  a Bluff or Diplomacy check. Reroll that check, using the 
  second result even if it’s lower.
  Cloak of Distortion
  Page 151: Replace the item’s property. This change 
  keeps the property better in line with character 
  defense expectations.
  Cloak of Distortion 
  Level 4+
  This cloak roils about you like the rippling air of a scorching 
  desert.
  Lvl 4 
  +1 
  840 gp 
  Lvl 19 +4 
  105,000 gp
  Lvl 9 
  +2 
  4,200 gp 
  Lvl 24 +5 
  525,000 gp
  Lvl 14 +3 
  21,000 gp 
  Lvl 29 +6 2,625,000 gp
  Item Slot: Neck
  Enhancement: Fortitude, Reflex, and Will
  Property: You gain an item bonus to all defenses against 
  ranged attacks from more than 5 squares away equal to 
  this item’s enhancement bonus.
  Gorget of Reciprocity
  Page 152: Add a +6 enhancement bonus to the item. 
  This change corrects a typo.
  Gorget of Reciprocity 
  Level 30
  Runic symbols meaning “an eye for an eye” adorn this decora-
  tive platinum neck armor.
  Lvl 30 
  +6 
  3,125,000 gp
  Item Slot: Neck
  Enhancement: Fortitude, Reflex, and Will
  Power (Daily): Immediate Reaction. Use this power when 
  you are hit by an attack. The attacker is also hit by the 
   attack (no attack roll required); the damage roll and 
   effects are identical to the attack against you.
  
  Ritualist’s Ring
  Page 162: At the end of the second paragraph of the 
  item’s power, add “for non-Creation rituals.” This 
  change keeps the ring from adversely affecting the 
  game’s economy.
  Ritualist’s Ring 
  Level 24
  This engraved mahogany ring allows you to cast rituals more 
  quickly and easily.
  Item Slot: Ring 
  525,000 gp
  Property: Gain a +2 item bonus to checks to perform rituals.
  Power (Daily): Free Action. Reduce by half the time neces‑
  sary to perform a ritual.
   If you’ve reached at least one milestone today, also 
   reduce the component cost by half for non‑Creation 
  rituals.
  Girdle of the Dragon
  Page 165: On the Property line, replace “+2” with 
  “+1.”
  Girdle of the Dragon 
  Level 16+
  The translucent visage of a young dragon surrounds your body 
  as you unleash the draconic spirit embodied in this magic item.
  Lvl 16 
  45,000 gp 
  Lvl 26 
  1,125,000 gp
  Item Slot: Waist
  Property: Gain a +1 bonus to Fortitude defense.
  Power (Daily): Standard Action. Make two attack rolls: 
  Melee 1; Strength + 3 vs. AC; on a hit, the target takes 
  3d6 + Strength modifier damage. If both attacks hit the 
  same target, the target is grabbed (until escape).
   Level 26: Strength + 6 vs. AC, 3d10 + Strength modifier 
  damage.
  Girdle of the Umber Hulk 
  Page 165: On the Property line, replace “+2” with 
  “+1.”
  Girdle of the Umber Hulk 
  Level 15+
  This belt, cut from the carapace of an umber hulk, grants you 
  the power to tunnel through the ground.
  Lvl 15 
  25,000 gp 
  Lvl 25 
  625,000 gp
  Item Slot: Waist
  Property: Gain a +1 bonus to Fortitude defense.
  Power (Daily): Minor Action. Gain a burrow speed equal 
  to half your speed. You cannot dig through solid rock or 
  shift while burrowing. Sustain minor.
   Level 25: Gain a burrow speed equal to your speed. You 
  can dig through solid rock at half your burrow speed.
  Healer’s Sash
  Page 166: Delete the property, at-will power, and 
  encounter power, and replace them with the follow-
  ing daily power. The item’s former text provided too 
  much healing, supplanting the leader role, especially 
  when multiple characters in a group possessed the 
  item.
  Power (Daily ✦ Healing): Minor Action. You or an ally within 
  5 squares spends a healing surge but regains no hit points. 
  You or one ally within 5 squares then regains hit points as 
  though he or she had spent a healing surge.
   Level 21: The ranges of the effect increase from 5 squares 
  to 10 squares. Also, when you use this item’s power, one 
  additional ally within 10 squares of you can regain hit 
  points as though he or she had spent a healing surge.
  Healer’s Sash 
  Level 11+
  With this white homespun wrap, you can keep your allies going 
  long after they have exhausted their healing resources.
  Lvl 11 
  9,000 gp 
  Lvl 21 
  225,000 gp
  Item Slot: Waist
  Power (Daily ✦ Healing): Minor Action. You or an ally 
  within 5 squares spends a healing surge but regains no 
  hit points. You or one ally within 5 squares then regains 
  hit points as though he or she had spent a healing surge.
   Level 21: The ranges of the effect increase from 5 squares 
  to 10 squares. Also, when you use this item’s power, one 
  additional ally within 10 squares of you can regain hit 
  points as though he or she had spent a healing surge.
  Totemic Belt
  Page 167: Replace “minor action” with “free action.” 
  This change makes the power usable.
  Totemic Belt 
  Level 11
  This colorful hide belt infuses you with the ferocity of a wild 
  beast, augmenting your attacks.
  Item Slot: Waist 9,000 gp
  Power (Daily): Free Action. Use this power when 
  you charge. Gain a +1 power bonus to all Strength, 
   Constitution, and Dexterity attack rolls and the 
   subsequent damage rolls until the end of the encounter.
  Diamond Scabbard
  Page 170: In the item’s power, replace “within the 
  past 24 hours” with “for the full duration of your last 
  extended rest.” This change prevents a character from 
  shuffling his or her weapon in different scabbards to 
  gain the benefit of each.
  Diamond Scabbard 
  Level 25
  A blade drawn from this diamond-studded scabbard is granted 
  an incomparable magical edge.
  Wondrous Item 
  625,000 gp
  Property: This scabbard resizes to fit any light blade or 
  heavy blade. You can draw a weapon from this scabbard as 
  part of the same action used to make an attack with that 
  weapon.
  Power (Encounter): Free Action. Use this power when you 
  attack with the weapon most recently sheathed in the 
  scabbard. Gain a +5 power bonus to the next damage 
  roll you make with that weapon before the end of your 
  next turn.
   The weapon must have been sheathed in the scabbard 
  for the full duration of your extended rest to gain this 
  power.
  
  Golden Spade
  Page 172: In the item’s power, replace burst with 
  blast.
  Golden Spade 
  Level 14
  This magic shovel instantly clears away a section of earth, ice, 
  or sand to create a deep trench.
  Wondrous Item 21,000 gp
  Power (Daily): Standard Action. Plunge the golden spade 
  into the ground to create a pit that fills squares in a close 
  blast 2, 3, or 4 (your choice). The pit is 2 squares deep. 
  The pit can only form in an area of earth, ice, or sand. 
  Any creature on the ground whose space is entirely 
   within the bounds of the pit falls into the pit unless it 
  makes a saving throw to catch itself (see Falling, PH 284).
  Ruby Scabbard
  Page 176: In the item’s power, replace “within the 
  past 24 hours” with “for the full duration of your last 
  extended rest.” This change prevents a character from 
  shuffling his or her weapon in different scabbards to 
  gain the benefit of each.
  Ruby Scabbard 
  Level 5
  Blood-red rubies adorn this scabbard, their magic granting your 
  blade an extra edge.
  Wondrous Item 
  1,000 gp
  Property: This scabbard resizes to fit any light blade or 
  heavy blade. You can draw a weapon from this scabbard as 
  part of the same action used to make an attack with that 
  weapon.
  Power (Encounter): Free Action. Use this power when you 
  attack with the weapon most recently sheathed in the 
  scabbard. Gain a +1 power bonus to the next damage 
  roll you make with that weapon before the end of your 
  next turn.
   The weapon must have been sheathed in the scabbard 
  for the full duration of your extended rest to gain this 
  power.
  Sapphire Scabbard
  Page 176: In the item’s power, replace “within the 
  past 24 hours” with “for the full duration of your last 
  extended rest.” This change prevents a character from 
  shuffling his or her weapon in different scabbards to 
  gain the benefit of each.
  Sapphire Scabbard 
  Level 15
  This scabbard bears a matched pair of azure sapphires whose 
  magic imbues your blade with deadly sharpness.
  Wondrous Item 
  25,000 gp
  Property: This scabbard resizes to fit any light blade or 
  heavy blade. You can draw a weapon from this scabbard as 
  part of the same action used to make an attack with that 
  weapon.
  Power (Encounter): Free Action. Use this power when you 
  attack with the weapon most recently sheathed in the 
  scabbard. Gain a +3 power bonus to the next damage 
  roll you make with that weapon before the end of your 
  next turn.
   The weapon must have been sheathed in the scabbard 
  for the full duration of your extended rest to gain this 
  power.
  Scabbard of Sacred Might
  Page 177: In the item’s power, replace “within the 
  past 24 hours” with “for the full duration of your last 
  extended rest.” This change prevents a character from 
  shuffling his or her weapon in different scabbards to 
  gain the benefit of each.
  Scabbard of Sacred Might 
  Level 10
  The blade drawn from this simple leather scabbard glows with a 
  sacred radiance.
  Wondrous Item 
  5,000 gp
  Property: This scabbard resizes to fit any light blade or 
  heavy blade. You can draw a weapon from this scabbard as 
  part of the same action used to make an attack with that 
  weapon.
  Power (Encounter ✦ Radiant): Free Action. Use this 
  power when you attack with the weapon most recently 
  sheathed in the scabbard. The next attack you make 
  with that weapon before the end of your next turn deals 
   radiant damage instead of its normal damage.
   The weapon must have been sheathed in the scabbard 
  for the full duration of your extended rest to gain this 
  power.
  Reagents
  Page 192: In the first sentence of the first paragraph, 
  add “daily or encounter” before “power.” This change 
  prevents high level characters from purchasing low 
  level reagents and applying them to every use of an 
  at-will. 
  Reagents enhance the use of a daily or encounter 
  power of a specified type and level.
  
  Forgotten realMs 
  player’s guiDe
  New Updates
  Assassin Shadow
  Page 67: On the Hit line, replace Strength with 
  Intelligence. This revision syncs up the ability score 
  modifier of the power’s damage with the sword-
  mage’s primary ability score.
  Assassin Shadow 
  Umbriri Attack 11
  As you strike, shadows congeal into a solid figure at your foe’s 
  flank. The silhouette looks like you, only its features are shroud-
  ed in blackness, and its sword is made of inky gloom.
  Encounter ✦ Arcane, Conjuration, Shadow, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 2[W] + Intelligence modifier damage.
  Effect: You conjure a shadowy manifestation of yourself. 
  This conjuration can appear in any square adjacent to 
  the target. This creature can be used to set up a flanking 
  position and can make opportunity attacks (as though you 
  were making the attacks), but it can take no other actions. 
  The manifestation disappears at the end of your next turn.
  Old Updates
  Promise of the Storm
  Page 10: In the Effect line, replace the first sentence 
  with “Until the end of your next turn, you deal 1d8 
  extra damage when you hit with a thunder attack or a 
  lightning attack.”
  Swordmage Warding
  Page 26: Delete the third paragraph. As a defender, 
  the swordmage is at a serious disadvantage compared 
  to other defenders as a result of losing a significant 
  AC bonus during combat.
  While you are conscious and wielding either a light 
  blade or a heavy blade, you maintain a field of magi-
  cal force around you.
   
  This field provides a +1 bonus to AC, or a +3 bonus 
  if you are wielding a blade in one hand and have your 
  other hand free (not carrying a shield, an off-hand 
  weapon, a two-handed weapon, or anything else).
  Booming Blade
  Page 27: In the Hit line, replace “start of its turn and 
  moves away” with “start of its next turn and moves 
  away during that turn.”
  Burning Blade
  Page 28: Above the Attack line, add “Target: One 
  creature.” The Target line was missing.
  Burning Blade 
  Swordmage Attack 1
  Your fiery blade lunges toward your enemy, and its arcane 
  warmth seeks to flare again in the wounds of your foes. 
  Daily ✦ Arcane, Fire, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Intelligence vs. AC
  Hit: 2[W] + Intelligence modifier fire damage.
  Effect: Until the end of the encounter, your melee attacks 
  deal extra fire damage equal to your Strength modifier.
  Corrosive Ruin
  Page 29: On the Hit line, replace “[W]” with “d8.” 
  The power is an implement attack and should not 
  be doing [W] damage. This change helps make the 
  power clearer.
  Corrosive Ruin 
  Swordmage Attack 3
  You spin your blade in a tight circle in front of you, assailing 
  foes with a spray of flesh-melting acid.
  Encounter ✦ Acid, Arcane, Implement
  Standard Action 
  Close blast 3
  Target: Each creature in blast
  Attack: Intelligence vs. Fortitude
  Hit: 1d8 + Intelligence modifier acid damage.
  Lingering Lightning
  Page 29: On the Hit line, replace “[W]” with “d8.” 
  The power is an implement attack and should not 
  be doing [W] damage. This change helps make the 
  power clearer.
  Lingering Lightning 
  Swordmage Attack 5
  Tendrils of bluish white lightning course from your blade to 
  electrocute your enemies.
  Daily ✦ Arcane, Implement, Lightning
  Standard Action 
  Ranged 5
  Target: One, two, or three creatures
  Attack: Intelligence vs. Reflex, one attack per target
  Hit: 1d8 + Intelligence modifier damage, and ongoing 5 
  lightning damage (save ends).
  Miss: Half damage, and no ongoing damage.
  Electrified Lash
  Page 29: On the Hit line, replace “[W]” with “d8.” 
  The power is an implement attack and should not 
  be doing [W] damage. This change helps make the 
  power clearer.
  Electrified Lash 
  Swordmage Attack 7
  You point your sword into the air, and cruel talons of white 
  lightning reach out toward your foes.
  Encounter ✦ Arcane, Implement, Lightning
  Standard Action 
  Close burst 1
  
  Target: Each enemy in burst
  Attack: Intelligence vs. Fortitude
  Hit: 2d8 + Intelligence modifier lightning damage
  Free the Storm Within
  Page 31: Remove the weapon keyword.
  Bolstering Warding
  Page 31: Replace “each turn” with “your turn.”
  Bounding Lightning
  Page 33: On the Hit lines, replace “[W]” with “d8.” 
  The power is an implement attack and should not 
  be doing [W] damage. This change helps make the 
  power clearer.
  Bounding Lightning 
  Swordmage Attack 25
   As you hurl your blade, it flashes into a bolt of lightning, leap-
  ing from foe to foe before returning to your hand.
  Daily ✦ Arcane, Implement, Lightning
  Standard Action 
  Ranged 10
  Target: One creature
  Attack: Intelligence vs. Reflex
  Hit: 3d8 + Intelligence modifier lightning damage.
  Effect: If a second enemy is within 5 squares of the target, 
  make a secondary attack against that enemy.
   Secondary Attack: Intelligence vs. Reflex
   Hit: 2d8 + Intelligence modifier lightning damage.
  Effect: If a third enemy is within 5 squares of the target, 
  make a tertiary attack against that enemy.
   Tertiary Attack: Intelligence vs. Reflex
   Hit: 1d8 + Intelligence modifier lightning damage.
  Darkspiral Aura
  Page 35: From the first line of the third paragraph, 
  remove “Once per round as a free action,.”
  Spellscarred Powers
  Page 41: Add the following paragraph to the Spells-
  carred Powers introduction:
  Spellscarred learn to focus the energy of the Spell-
  plague through familiar tools. A spellscarred can use 
  his or her class’s implements, as well as implements 
  he or she can wield because of a feat, with spells-
  carred powers that have the implement keyword.
  Shyran Cataclysm
  Page 47: Replace Weapon keyword with Implement 
  keyword.
   
  In the top line of the power, add “Attack” between 
  “Anarch of Shyr” and “20.” Attack information is 
  missing from the header.
  Shyran Cataclysm 
  Anarch of Shyr Attack 20 
  You slice a rift between the planes. An elemental maelstrom 
  explodes from the rift, searing and burning all in its path.
  Daily ✦ Acid, Arcane, Cold, Fire, Lightning, Implement, 
  Thunder
  Standard Action 
  Close blast 5
  Target: Each creature in blast
  Attack: Intelligence vs. AC
  Hit: 5d8 + Intelligence modifier acid, cold, fire, lightning, 
  and thunder damage.
  Miss: Half damage. Choose one damage type for the half 
  damage: acid, cold, fire, lightning, or thunder.
  Earthsurge
  Page 52: In the Effect line, add “until the end of your 
  next turn” to the end of the second sentence.
  Tempest Burst
  Page 53: In the Attack line, add “ + 5” after 
  “Strength,” “Dexterity,” and “Constitution.”
  Elemental Fury
  Page 53: In the Attack line, add “ + 6” after 
  “Strength,” “Dexterity,” and “Constitution.” 
  Shadow Hand Attack
  Page 55: In the Hit line, add “+ Dexterity modifier” 
  to the end of the sentence.
  Argent Arrow
  Page 57: In the Special line, replace “total cover” 
  with “superior cover.”
  Spellfire Healing
  Page 64: Add the “Healing” keyword.
  Tumbling Gale
  Page 70: Add “within 10 squares” after “Area burst 
  2” in the Range line.
  Firesoul Conflragration
  Page 71: In the Hit line, add “modifier” after 
  “Strength or Constitution.”
  Renewing Dawn
  Page 73: In the Effect line, add “before the end of 
  your next turn” after “When you or one of your allies 
  spends a healing surge.”
  Channel Divinity: 
  Blessing of Silvanus
  Page 132: In the Target line, replace “One ally” with 
  “The triggering ally.”
   
  Remove the first Special line.
  Double Aegis
  Page 138: In the first sentence of the Benefit line, 
  replace “aegis of shielding power or aegis of assault 
  power” with “Swordmage Aegis power.” This feat 
  should take into account future aegises, such as the 
  one that appears in Arcane Power. 
   
  Benefit: When you use your Swordmage Aegis 
  power, you can choose to also mark a second target 
  within the burst.
  
  Total Aegis
  Page 139: In the first sentence of the Benefit line, 
  replace “aegis of shielding power or aegis of assault 
  power” with “Swordmage Aegis power.” This feat 
  should take into account future aegises, such as the 
  one that appears in Arcane Power.
  Benefit: When you use your Swordmage Aegis 
  power, you can choose to mark any number of targets 
  within burst.
  Channel Divinity: 
  Righteous Rage of Tempus
  Page 136: Replace the power’s Effect line. This 
  revision updates the Effect line to reflect damage 
  expectations and baseline for channel divinity feats. 
  This revision limits the power of builds created to 
  optimize critical hits.
  Prerequisites: Channel Divinity class feature, must 
  worship Tempus
   
  Benefit: You can invoke the power of your deity to 
  use righteous rage of Tempus.
  Channel Divinity:  
  Feat Power
   
  Righteous Rage of Tempus 
  Tempus guides your arm and lends weight to your strike.
  Encounter ✦ Divine
  Minor Action 
  Personal
  Effect: If you hit with the next weapon attack that you 
  make before the end of your next turn and it isn’t a criti‑
  cal hit, you roll the extra damage dice that you would 
  roll if you scored a critical hit and deal the result as extra 
  damage. If the attack is a critical hit, its extra damage is 
  maximized.
  Special: You must take the Righteous Rage of Tempus feat 
  to use this power.
  Improved Darkspiral Aura
  Page 138: In the first paragraph, change “1d8” to 
  “1d10.”
  In the second paragraph, delete everything before “at 
  21st level.”
  Merciless Killer
  Page 138: In the Benefit line, add “against that 
  enemy” to the end of the sentence.
  Blade Initiate
  Page 139: In the Benefit section, add “as a minor 
  action” to the end of the second sentence.
  At the end of the Benefit section, add “In addition, 
  you can use swordmage implements.”
  
  DraConoMiCon: 
  ChroMatiC Dragons
  Old Updates
  Naming
  Page 26: In the second sentence of the Naming sec-
  tion, delete mention of the sidebar. The sidebar was 
  cut from the book.
  Dragons have a long history of impressive, terrible 
  names capable of generating fear when merely 
  spoken. A dragon’s name has no intrinsic power; 
  rather, the dragon associated with a name is so fear-
  some that any listener familiar with the dragon’s 
  exploits might be stricken with associative fright. 
  Listeners shudder when they hear of the exploits 
  of Dragotha, the undead dragon. They cry out in 
  amazement to learn of the dragon Ashardalon, who 
  replaced his own heart with a demon heart. Who 
  can forget Cyan Bloodbane, who nearly destroyed 
  the ancient elven nation of Silvanesti on the world of 
  Krynn?
  Young Brown Dragon
  Page 168: Replace “HP 230; Bloodied 115” with 
  “HP 184; Bloodied 92.” The hit points do not meet 
  expectations for heroic tier monsters. It is 5x standard 
  hit points instead of 4x standard.
  HP 184; Bloodied 92; see also bloodied breath
  Adult Brown Dragon
  Page 170: Replace “HP 525; Bloodied 262” with 
  “HP 420; Bloodied 210.” The hit points do not meet 
  expectations for heroic tier monsters. It is 5x standard 
  hit points instead of 4x standard.
  HP 420; Bloodied 219; see also bloodied breath
  Young Gray Dragon
  Page 172: Replace “HP 325; Bloodied 162” with 
  “HP 260; Bloodied 130.” The hit points do not meet 
  expectations for heroic tier monsters. It is 5x standard 
  hit points instead of 4x standard.
  HP 260; Bloodied 130; see also bloodied breath
  Young Purple Dragon
  Page 175: Replace “HP 340; Bloodied 170” with 
  “HP 272; Bloodied 136.” Hit points do not meet 
  expectations for heroic tier monsters. It is 5x standard 
  hit points instead of 4x standard.
  HP 272; Bloodied 136; see also bloodied breath
  Ancient Purple Dragon
  Page 178: In the ancient purple dragon’s breath 
  weapon, replace “necrotic” with “psychic.”
  Adult Pact Dragon
  Page 191: In the adult pact dragon’s astral jaunt 
  power, remove “encounter.”
  Adult Wretch Dragon
  Page 197: In the adult wretch dragon’s bite attack, 
  add “(save ends)” after the ongoing damage.
  Winged Putrescence
  Page 205: In the winged putrescence’s claw attack, 
  replace “Large or larger” with “Large or smaller.”
  Wrack Abishai
  Page 210: In the shadow meld power, replace “at-will” 
  with “recharge 5 6.” The power makes the creatures 
  too powerful.
  Shadow Meld (standard; recharge ⚄ ⚅) ✦ Illusion
   
  The wrack abishai turns invisible and moves 6 squares. It 
  remains invisible until the end of its next turn.
  Dragonborn Fire Adept
  Page 215: In fiery denial, delete “8 squares long 
  and.” The length of the wall described in the power’s 
  effect does not match the length at the beginning of 
  the power.
  A Fiery Denial (standard; sustain minor; recharge ⚄ ⚅) ✦ 
  Conjuration, Fire
   
  Area wall 5 within 10; +18 vs. Reflex (+19 while bloodied); 2d6 
  + 7 fire damage. Miss: Half damage. This power creates a wall 
  of contiguous squares filled with arcane fire. The wall can be up 
  to 4 squares high and lasts until the end of the fire adept’s next 
  turn (sustain minor). Any creature that starts its turn adjacent to 
  the wall takes 5 fire damage. If a creature moves into the wall’s 
  space or starts its turn there, it takes 10 fire damage. Entering a 
  square occupied by the wall costs 3 extra squares of movement. 
  The wall blocks line of sight.
  Bluespawn Stormlizard
  Page 219: On the Hit Points line, replace 217 with 
  117 and replace 108 with 58.
  Squamous Spitter
  Page 230: In the spitter’s frightful cacophony aura, 
  add “that starts its turn” after “any enemy.” The 
  former text doesn’t describe when the push effect 
  occurs.
  Frightful Cacophony (Fear) aura 3; any enemy that starts its turn 
  within the aura that is taking ongoing psychic damage is pushed 
  3 squares.
  
  Squamous Spewer
  Page 231: In the spewer’s frightful cacophony aura, 
  add “that starts its turn” after “any enemy.” The 
  former text doesn’t describe when the push effect 
  occurs.
  Frightful Cacophony (Fear) aura 5; any enemy that starts its turn 
  within the aura that is taking ongoing psychic damage is pushed 
  3 squares.
  Ashardalon
  Page 232: On the HP line, replace “1,660” with 
  “1,200” and “830” with “600.” Hit points are incor-
  rect. The hit points were too high for even Monster 
  Manual guidelines. This change adjusts the monster 
  hit points based on Dungeon Master’s Guide 2 and 
  Monster Manual 2 standard.
  HP 1,200; Bloodied 600; see also bloodied breath and death burst
  Rime
  Page 242: On the HP line, replace “1,500” with 
  “1,230” and “750” with “615.” Hit points are incor-
  rect. The hit points were too high for even Monster 
  Manual guidelines. This change adjusts the monster 
  hit points based on Dungeon Master’s Guide 2 and 
  Monster Manual 2 standard.
  HP 1,230; Bloodied 615; see also bloodied breath
  Aspect of Tiamat
  Page 246: In the aspect of Tiamat’s chromatic breath 
  power, replace “4d20 + 12” with “4d10 + 12.”
  
  Martial poWer
  Old Updates
  Battlerager Vigor
  Page 6: Add “You gain the hit points only after the 
  attack is resolved” to the end of the first two para-
  graphs. This change provides clearer timing for the 
  acquisition of the temporary hit points. This update 
  ensures that a character does not gain the benefit 
  of the feature’s third paragraph on the same attack 
  granting temporary hit points to him or her.
   
  Old Update: Delete the first two paragraphs and 
  replace them with the following text. The first two 
  paragraphs of original text were removed because 
  they allowed the battlerager to gain excessive tem-
  porary hit points and thus ignore most standard 
  monster attacks and all minion attacks.
  Whenever you hit an enemy with a melee or a close 
  attack, you gain temporary hit points equal to your 
  Constitution modifier, plus any temporary hit points 
  normally granted by the power. You gain the hit 
  points only after the attack is resolved
   
  If you use an invigorating fighter attack power 
  and miss every target with it, you gain temporary hit 
  points equal to your Constitution modifier. You gain 
  the hit points only after the attack is resolved.
  Dual Strike
  Page 7: Replace the power’s Target, Attack, and Hit 
  lines. This revision updates the power’s format for 
  clarity, and it revises the Hit line to exclude “Strength 
  modifier” in damage so that the fighter is not achiev-
  ing striker level damage with this attack.
  Dual Strike 
  Fighter Attack 1
  You lash out quickly and follow up faster, delivering two small 
  wounds.
  At-Will ✦ Martial, Weapon
  Standard Action 
  Melee weapon
  Requirement: You must be wielding two melee weapons.
  Primary Target: One creature
  Primary Attack: Strength vs. AC (main weapon)
  Hit: 1[W] damage.
  Effect: Make a secondary attack.
   Secondary Target: One creature other than the primary 
  target
   Secondary Attack: Strength vs. AC (off‑hand weapon)
   Hit: 1[W] damage.
  Level 21: 2[W] damage per attack.
  Footwork Lure
  Page 7: On the Hit line, add “1 square” between 
  “target” and “into.” This change prevents a player 
  from using the power to slide an enemy throughout 
  the battlefield.
   
  Below the Hit line, add “Increase damage to 2[W] 
  + Strength modifier at 21st level.”
  Footwork Lure 
  Fighter Attack 1
  You press the attack, engaging your enemy before falling back 
  and drawing him after you.
  At-Will ✦ Martial, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 1[W] + Strength modifier damage. You can shift 1 
  square and slide the target 1 square into the space you 
  left.
  Advance Lunge
  Page 10: Add “Target: One creature” above the 
  Attack line.
  Quicksilver Stance
  Page 16: In the first sentence of the effect line, 
  replace “1 square” with “half your speed” and “2 
  squares” with “your speed.”
   
  Also in the first sentence, replace “move action” 
  with “standard action.” This change helps balance the 
  damage output of this power.
  Quicksilver Stance 
  Fighter Attack 15
  Like liquid metal, you flow wherever the gravity of battle carries 
  you.
  Daily ✦ Martial, Stance
  Minor Action 
  Personal
  Effect: Until the stance ends, you can shift half your speed 
  (or your speed if you aren’t wearing heavy armor) and 
  make a melee basic attack as a standard action. If you 
  have combat advantage against the target of the attack 
  and hit, the attack deals extra damage equal to your 
   Wisdom modifier.
  Unfailing Resources
  Page 25: In the second paragraph of the path feature, 
  replace “free action” with “minor action.” This change 
  helps mitigate the power of this path feature by pre-
  venting it from being used when it is not your turn. 
  Unfailing Resources (11th level): Your maximum 
  hit point value increases by 10.
   
  As a minor action, you can take 10 damage to save 
  automatically against an effect that a save can end. 
  You must have at least 10 hit points to use this ability, 
  and you can’t reduce this damage by any means.
  
  Line-Breaker Assault
  Page 25: On the Hit line, add “3 squares” between 
  “target” and “to.” This change prevents a player from 
  using the power to slide an enemy throughout the 
  battlefield.
  Line-Breaker Assault 
  Dreadnought Attack 20
  Your hammering strike knocks your foe where you want it and 
  leaves it staggering.
  Daily ✦ Martial, Reliable, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength vs. Fortitude
  Hit: 3[W] + Strength modifier damage, and you slide the 
  target 3 squares to an adjacent space. The target is dazed 
  (save ends).
  Effect: You gain resist 5 to all damage until the start of your 
  next turn.
  Spitting-Cobra Stance
  Page 47: In the Effect line, replace “opportunity 
  action” with “immediate reaction.” As previously 
  written, a party that keeps withdrawing from 
  enemies and toward the ranger each turn allows 
  the ranger to continuously attack every enemy. This 
  change helps balance the damage output of this 
  power.
  Spitting-Cobra Stance 
  Ranger Attack 5
  You stand ready to launch a quick attack against any foe that 
  menaces you.
  Daily ✦ Martial, Stance, Weapon
  Minor Action 
  Personal
  Effect: Until the stance ends, you can make a ranged ba‑
  sic attack as an immediate reaction against any enemy 
  within 5 squares of you that moves closer to you.
  Feral Diversion
  Page 61: In the Hit line, replace “Strength modi-
  fier” with “beast’s Strength modifier” and “Dexterity 
  modifier” with “beast’s Dexterity modifier.”
  Twin-Soul Strike
  Page 61: In the second Hit line, replace “Strength 
  modifier” with “beast’s Strength modifier” and “Dex-
  terity modifier” with “beast’s Dexterity modifier.”
  Ride the Giant Down
  Page 62: In the last sentence of the Effect line, add “1 
  square” between “you” and “to.” This change prevents 
  a monster from using the power to slide an enemy 
  throughout the battlefield.
    If the target hits you with a melee attack, it can slide 
  you 1 square to a square adjacent to its space unless you 
  succeed on a saving throw.
  Wanderer’s Action
  Page 64: Replace the path feature’s text with the fol-
  lowing: “When you spend an action point to take an 
  extra action, you can also take a move action before 
  or after that action.” This path feature combined with 
  the Warmaster epic destiny allows a character to 
  take an infinite number of move actions. This change 
  closes this loophole.
  Wanderer’s Action (11th Level): When you spend 
  an action point to take an extra action, you can also 
  take a move action before or after that action.
  Bleed Away
  Page 66: In the Effect line, add “(save ends)” after 
  “ongoing 10 damage.”
  Ruthless Ruffian
  Page 73: In the first sentence of the Ruthless Ruffian 
  class feature, add “or rogue paragon path power” after 
  “rogue power.”
  Downward Spiral
  Page 76: Add the Weapon keyword.
  Brisk Stride
  Page 79: The power is an encounter power and 
  should have a red stripe, not a black stripe.
  Escape Artist’s Gambit
  Page 82: Add “Target: One creature” above the 
  Attack line.
  Bladed Fusillade
  Page 92: In the Keywords line, replace “Encounter” 
  with “Daily.”
  Thick As Thieves
  Page 93: Add “against the flanked creature” after “to 
  melee damage rolls.”
  Hammer Formation
  Page 103: In the Hit line, add “weapon” before 
  “attack.”
  Guileful Switch
  Page 107: Replace “Minor Action” with “Free 
  Action.” Add the following line above the Effect line: 
  “Requirement: You must use this power during your 
  turn before you take any other actions.” This revision 
  updates the action type and adds a requirement. This 
  revision prevents a character from using this power 
  to gain extra actions by switching with an ally after 
  expending a move and a standard action during his 
  or her turn.
  
  Guileful Switch 
  Warlord Utility 6
  You spring a trap on your opponents, surprising them with your 
  clever stratagem.
  Encounter ✦ Martial
  Free Action 
  Personal
  Requirement: You must use this power during your turn 
  before you take any other actions.
  Effect: You and one ally you can see switch places in the 
  initiative order. Your turn ends when you use this power, 
  and the ally takes his or her next turn immediately, even 
  if he or she has already acted during this round. You then 
  act when your ally would have acted.
  Deadly Returns
  Page 107: Next to the Action line, add “Melee 
  weapon” range.
  Dwarf Stoneblood
  Page 133: Replace the Benefit line with the follow-
  ing: “Benefit: You gain a +2 feat bonus to the number 
  of temporary hit points you gain from using an invigo-
  rating power. The bonus increases to 4 at 11th level 
  and 6 at 21st level.” This update revises the previous 
  Benefit line to work with revised Battlerager Vigor 
  class feature.
  Prerequisites: Dwarf, fighter, Battlerager Vigor class 
  feature
   
  Benefit: You gain a +2 feat bonus to the number of 
  temporary hit points you gain from using an invigo-
  rating power. The bonus increases to 4 at 11th level 
  and 6 at 21st level.
  Improved Vigor
  Page 136: Replace the Benefit line with the follow-
  ing: “Benefit: You gain a +1 feat bonus to the number 
  of temporary hit points you gain from using an invigo-
  rating power. The bonus increases to 2 at 11th level 
  and 3 at 21st level.” This update revises the previous 
  Benefit line to work with revised Battlerager Vigor 
  class feature.
  Prerequisites: Fighter, trained in Endurance
   
  Benefit: You gain a +1 feat bonus to the number of 
  temporary hit points you gain from using an invigo-
  rating power. The bonus increases to 2 at 11th level 
  and 3 at 21st level.
  Marked Scourge
  Page 144: Replace the text on the Benefit line with 
  the following: “Once per round, you can add your 
  Wisdom modifier to your damage roll against an 
  enemy marked by you.”
  Reckless Attacker
  Page 144: Replace the first sentence of the Benefit 
  entry with the following: “The first time you score a 
  critical hit with a fighter attack power on your turn, 
  you can make a melee basic attack as a free action.” 
  Due to multiattack powers, this feat allows a charac-
  ter to deal a disproportionate amount of damage. This 
  change helps balance the damage output.
   
  Benefit: The first time you score a critical hit with 
  a fighter attack power on your turn, you can make a 
  melee basic attack as a free action. If you do so, you 
  take a –2 penalty to AC until the end of your next 
  turn.
  
  Manual oF the 
  planes
  Old Updates
  Loyal Unto Death
  Page 144: In the Attack and Hit lines, replace 
  “Strength” with “Intelligence.” The power should 
  be attacking with Intelligence, since that is a sword-
  mage’s primary ability score.
  Loyal Unto Death 
  Malec‑Keth Janissary Attack 11
  In a flash of light, you and a nearby ally vanish, reappearing 
  only after you have switched positions.
  Encounter ✦ Arcane, Teleportation, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Effect: Before the attack, you and an ally within 10 squares 
  of you swap places, teleporting into each other’s space. 
  Each enemy adjacent to you grants combat advantage to 
  you, and each enemy adjacent to the ally grants combat 
  advantage to him or her until the end of your next turn.
   Secondary Target: One enemy
   Attack: Intelligence vs. AC
   Hit: 3[W] + Intelligence modifier damage.
  Dark Acolyte of Graz’zt
  Page 133: In the dying whispers power, add “until the 
  end of the acolyte’s next turn” to the end of the line. 
  The power has no duration. The power triggers on 
  death, so although the acolyte is no longer acting, the 
  duration extends until when it would normally end 
  its next turn.
  Dying Whispers (when reduced to 0 hit points by an attack)
   
  Allies within 5 squares of the dark acolyte gain combat 
  advantage against the attacker until the end of the acolyte’s 
  next turn.
  Rod of Time Distortion
  Page 155: Replace “Implement (Orb)” with “Imple-
  ment (Rod).” The implement is intended to be used as 
  a rod, not an orb.
  Rod of Time Distortion 
  Level 3+
  This crystal rod allows you to distort time as you cast a spell, 
  depriving an enemy of the opportunity to retaliate.
  Lvl 3 
  +1 
  680 gp 
  Lvl 18 +4 
  85,000 gp
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Implement (Rod)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Power (Encounter): Free Action. Use this power when you 
  make a ranged attack using this implement. The attack 
  does not provoke an opportunity attack.
  
  open grave
  Old Updates
  Blood Elemental
  Page 17: Replace “darkvision” with “blindsight 10” 
  on the elemental’s Senses line. The elemental has 
  the blind keyword and thus had no way to detect 
  creatures.
  Initiative +11 
  Senses Perception +5; blindsight 10
  Jet Black Ioun Stone
  Page 39: In the artifact’s Satisfied power, replace 
  “Immediate Reaction” with “Free Action.” A creature 
  cannot use immediate actions during its turn, so the 
  power is rarely usable without the change.
  Power (Daily ✦ Weapon): Free Action, when you 
  successfully hit your prey with a melee attack. Requires a 
  melee weapon. Choose one of the following: target loses a 
  healing surge, target loses an action point, or target takes 
  ongoing 10 necrotic damage (save ends).
  Von Zarovich Family Sword
  Page 47: In the item’s second power, replace “Imme-
  diate Reaction” with “Free Action.” As an immediate 
  reaction, the power is almost unusable. Most of the 
  time, a creature uses the power during its turn, when 
  immediate actions cannot be used.
  Power (Daily ✦ Weapon): Free Action, when you hit with 
  the Sword. The target is weakened (save ends), and you 
  gain 20 temporary hit points.
  Crawling Gauntlet
  Page 142: In the second line of the monster stat 
  block, replace “XP 200” with “XP 38.” Current expe-
  rience amount is incorrect.
  Tiny natural animate (undead) 
  XP 38 
  Hooded Master
  Page 147: Add “Ranged 5” to the death eagle attack 
  power. The power lacked a range.
  r	Death Eagle (standard; at‑will) ✦ Necrotic
   
  Ranged 5; +20 vs. Reflex; 2d4 + 7 necrotic damage, and the 
  target is weakened until the end of the hooded master’s next 
  turn.
  Necrosphinx
  Page 167: Replace the creature’s defenses line with 
  “AC 31; Fortitude 29, Reflex 26, Will 31.” The crea-
  ture’s current defenses are too high.
  AC 31; Fortitude 29, Reflex 26, Will 31; see also sphinx’s challenge
  Paralyth
  Page 184: In the pain lash power, replace “2d6” with 
  “1d6.” The creature’s damage output is too high.
  m	Pain Lash (standard; at‑will)
   
  +16 vs. AC; 1d6 + 6 damage, and the target is slowed until the 
  end of the paralyth’s next turn.
  Infected Zombie
  Page 217: Add the following disease, which is refer-
  enced in the infected zombie template.
  Zombie Plague 
  Level 1+ Disease
  Delivered by the foul bite of an infected zombie,  
  when this disease kills its victim, it causes that 
  creature to rise as an infected zombie.
  The 
  target is 
  cured.
  <>Initial Effect The target 
  regains only half the normal 
  hit points from healing 
  effects.
  <> The target regains only half the normal number of 
  hit points from healing effects. In addition, each 
  time the afflicted creature fails to improve, it takes 
  5 necrotic damage (10 at paragon, 15 at epic) that 
  cannot be healed until the disease is removed.
  <> Final State The afflicted 
  creature dies and 
  immediately rises as an 
  infected zombie of the 
  former creature’s level.
  Attack: See the infected zombie template, page 217.
  Endurance improve DC 15 + one‑half infected zombie’s level, 
  stable DC 10 + one‑half infected zombie’s level, worsen DC 9 + 
  one‑half infected zombie’s level or lower
  
  player’s hanDbook 2
  New Updates
  Wild Shape
  Page 84: In the second paragraph of the power’s 
  Effect entry,  add the following phrase at the end of 
  the last sentence: “, except a shield.” This update clari-
  fies how you treat a shield when you use wildshape.
    You choose a specific form whenever you use wild 
  shape to change into beast form. The beast form is your 
  size, resembles a natural beast or a fey beast, and nor‑
  mally doesn’t change your game statistics or movement 
  modes. Your equipment becomes part of your beast 
  form, but you drop anything you are holding, except im‑
  plements you can use. You continue to gain the benefits 
  of the equipment you wear, except a shield. 
  Call Spirit Companion
  Page 120: Replace the second sentence of the Effect 
  entry with the following sentence: “The spirit lasts 
  until you fall unconscious, until you dismiss it as a 
  minor action, or until you use this power again.” This 
  update clarifies that you cannot have multiple spirits 
  conjured by your call spirit companion.
  Call Spirit Companion 
  Shaman Feature
  Your soul reaches out to your spirit friend, which faithfully ap-
  pears at your side.
  At-Will ✦ Conjuration, Primal
  Minor Action 
  Close burst 20
  Effect: You conjure your spirit companion in an unoccu‑
  pied square in the burst. The spirit lasts until you fall un‑
  conscious, until you dismiss it as a minor action, or until 
  you use this power again. The spirit occupies 1 square. 
  Enemies cannot move through its space, but allies can. 
  When you take a move action, you can also move the 
  spirit a number of squares equal to your speed.
    The spirit can be targeted by melee or ranged attacks, 
  although it lacks hit points. If a single melee or ranged 
  attack deals damage to the spirit equal to 10 + one‑half 
  your level or higher, the spirit disappears, and you take 
  damage equal to 5 + one‑half your level. Otherwise, the 
  spirit is unaffected by the attack.
  Guaranteed Retribution
  Page 185: In the Benefit entry, delete “feat.” This 
  change ensures that this feat continues to provide a 
  benefit despite changes to the Weapon Expertise feat.
   
  Benefit: When any enemy other than your oath of 
  enmity target hits you, you gain a +1 bonus to attack 
  rolls against your oath of enmity target until the end of 
  your next turn.
  Implement Expertise
  Page 185: In the second sentence of the Benefit 
  entry, add “feat” before “bonus to attack rolls.” This 
  change revises an earlier update and provides a more 
  elegant solution to problems with stacking bonuses. 
  This revision allows feats that offer small bonuses to 
  provide untyped bonuses (Guaranteed Retribution, 
  for example), and it means that feats like Draconic 
  Spellcaster can provide greater benefit to players that 
  design their characters toward specific builds. Note 
  that this update intentionally makes certain feats 
  (which will not be updated) obsolete.
  Benefit: Choose a type of implement. You gain a +1 
  feat bonus to attack rolls with any implement power 
  you use through that type of implement. The bonus 
  increases to +2 at 15th level and +3 at 25th level.
  Weapon Expertise
  Page 190: In the second sentence of the Benefit 
  entry, add “feat” before “bonus to attack rolls.” This 
  change revises an earlier update and provides a more 
  elegant solution to problems with stacking bonuses. 
  This revision allows feats that offer small bonuses to 
  provide untyped bonuses (Guaranteed Retribution, 
  for example), and it means that feats like Draconic 
  Spellcaster can provide greater benefit to players that 
  design their characters toward specific builds. Note 
  that this update intentionally makes certain feats 
  (which will not be updated) obsolete.
   
  Benefit: Choose a weapon group. You gain a +1 
  feat bonus to attack rolls with any weapon power 
  you use with a weapon from that group. The bonus 
  increases to +2 at 15th level and +3 at 25th level.
  Spirit Talker
  Page 196: Replace the third paragraph in the Benefit 
  entry with the following text: “Choose a Companion 
  Spirit option. You gain the at-will shaman power asso-
  ciated that option, such as spirit’s shield or spirit’s fang.” 
  This change allows characters to use this shaman 
  multiclass feat to select options from Primal Power, 
  such as spirit’s prey or world speaker’s command.
  Flute of the Dancing Satyr
  Page 210: In the item’s power, replace “Encounter” 
  with “Daily.” This item is very powerful at higher 
  levels when multiple copies can be easily purchased. 
  The encounter usage allows multiple characters to 
  possess and use the item during combat.
  Flute of the Dancing Satyr 
  Level 6
  Carved from wood and inscribed with arcane glyphs, this flute 
  can play a tune of speed and elegance.
  Wondrous Item 
  1,800 gp
  Power (Daily): Move Action. You shift 2 squares, and each 
  ally within 5 squares of your destination space can shift 1 
  square as a free action.
  
  Old Updates
  Accurate Action
  Page 29: Replace the path feature’s text with the fol-
  lowing: “When you spend an action point to make 
  an attack, you can roll twice for one of that attack’s 
  attack rolls and use either result.” This change pre-
  vents the path feature from applying to multiple 
  attack rolls on attacks that target a group of enemies.
  Accurate Action (11th level): When you spend an 
  action point to make an attack, you can roll twice for 
  one of that attack’s attack rolls and use either result.
  Armor of Faith
  Page 33: Replace the second sentence with the fol-
  lowing: “While you are wearing cloth armor or no 
  armor and aren’t using a shield, you gain a +3 bonus 
  to AC.” This change reflects the feature’s design 
  intent. Avengers are not supposed to gain the benefit 
  of this feature while wearing leather or hide.
  While you are wearing cloth armor or no armor and 
  aren’t using a shield, you gain a +3 bonus to AC.
  Oath of Consuming Light
  Page 37: On the Hit line, add “modifier” between 
  “Wisdom” and “radiant.”
  Oath of Consuming Light 
  Avenger Attack 5
  You place a burning mark of divine radiance on your foe as you 
  swear an oath to destroy this creature. With every wound you 
  inflict on the creature, the burning mark erupts in searing light.
  Daily ✦ Divine, Implement, Radiant
  Standard Action 
  Ranged 10
  Target: One creature
  Attack: Wisdom vs. Reflex
  Hit: 2d10 + Wisdom modifier radiant damage. Whenever 
  you hit the target with a divine power, the target takes 
  1d6 extra radiant damage (save ends).
   Aftereffect: Whenever you hit the target with a divine power, 
  the target takes 1d4 extra radiant damage (save ends).
  Miss: Half damage. Whenever you hit the target with a 
  divine power, the target takes 1d4 extra radiant damage 
  (save ends).
  Twin Step
  Page 42: Add the Teleportation keyword. The power 
  includes teleportation but lacked the keyword.
  Twin Step 
  Avenger Utility 22
  You appear next to a foe, launch a devastating assault, and then 
  disappear beyond its reach.
  Encounter ✦ Divine, Teleportation
  Move Action 
  Personal
  Effect: You teleport 8 squares. As the last action of your 
  turn, you can teleport 8 squares as a free action.
  Rage Strike
  Page 50: Between 19th level and 25th level, add the 
  following: “20th level 
  7[W] + Strength modi-
  fier.” Some paragon paths provide rage powers, so 
  this change allows a barbarian to swap those powers 
  when using rage strike.
  Rage Strike 
  Barbarian Feature
  You channel your primal rage into a devastating attack.
  Daily (Special) ✦ Primal, Weapon
  Standard Action 
  Melee weapon
  Requirement: You must be raging and have at least one 
  unused barbarian rage power.
  Target: One creature
  Attack: Strength vs. AC. To make this attack, you expend an 
  unused barbarian rage power.
  Hit: You deal damage based on the level of the rage power 
  you expend:
    
  1st level 
  3[W] + Strength modifier
    5th level 
  4[W] + Strength modifier
    
  9th level 
  5[W] + Strength modifier
    15th level 
  6[W] + Strength modifier
    19th level 
  7[W] + Strength modifier
    20th level 
  7[W] + Strength modifier
    25th level 
  8[W] + Strength modifier
    29th level 
  9[W] + Strength modifier
  Miss: Half damage.
  Special: You can use this power twice per day.
  Devastating Strike
  Page 50: On the Requirement line, replace “a 
  two-handed weapon” with “a melee weapon in two 
  hands.” This change allows Small characters to use 
  this power by wielding versatile weapons.
  Devastating Strike 
  Barbarian Attack 1
  You strike with awesome power, more concerned with offensive 
  strength than defensive posturing.
  At-Will ✦ Primal, Weapon
  Standard Action 
  Melee weapon
  Requirement: You must be wielding a melee weapon in two 
  hands.
  Target: One creature
  Attack: Strength vs. AC
  Hit: 1[W] + 1d8 + Strength modifier damage.
   Level 11: 1[W] + 2d8 + Strength modifier damage.
   Level 21: 2[W] + 3d8 + Strength modifier damage.
  Effect: Until the start of your next turn, any attacker gains 
  a +2 bonus to attack rolls against you. If you are raging, 
  attackers do not gain this bonus.
  
  Howling Strike
  Page 50: On the Requirement line, replace “a 
  two-handed weapon” with “a melee weapon in two 
  hands.” This change allows Small characters to use 
  this power by wielding versatile weapons.
  Howling Strike 
  Barbarian Attack 1
  With a blood-freezing scream, you throw yourself into the fray.
  At-Will ✦ Primal, Weapon
  Standard Action 
  Melee weapon
  Requirement: You must be wielding a melee weapon in two 
  hands.
  Target: One creature
  Attack: Strength vs. AC
  Hit: 1[W] + 1d6 + Strength modifier damage.
   Level 11: 1[W] + 2d6 + Strength modifier damage.
   Level 21: 2[W] + 3d6 + Strength modifier damage.
  Special: When charging, you can use this power in place 
  of a melee basic attack. If you are raging, you can move 2 
  extra squares as part of the charge.
  Recuperating Strike
  Page 51: On the Requirement line, replace “a two-
  handed weapon” with “a melee weapon in two 
  hands.” This change allows Small characters to use 
  this power by wielding versatile weapons.
  Recuperating Strike 
  Barbarian Attack 1
  Nothing restores your will to fight more than slamming your 
  weapon into a foe. Each crushing swing gives you more will to 
  press on.
  At-Will ✦ Primal, Weapon
  Standard Action 
  Melee weapon
  Requirement: You must be wielding a melee weapon in two 
  hands.
  Target: One creature
  Attack: Strength vs. AC
  Hit: 1[W] + Strength modifier damage, and you gain 
  temporary hit points equal to your Constitution modifier. 
  If you are raging, the number of temporary hit points you 
  gain equals 5 + your Constitution modifier.
   Level 11: 1[W] + 1d6 + Strength modifier damage.
   Level 21: 2[W] + 2d6 + Strength modifier damage.
  Storm of Blades
  Page 56: Delete the last two sentences of the Hit line. 
  Add the following text at the end of the Attack line: 
  .” Repeat the attack until you miss or until you make 
  three attacks. As soon as an attack misses, this power 
  ends.”
  Storm of Blades 
  Barbarian Attack 13
  You lift your weapon again and again, each blow’s impact fuel-
  ing the next swing.
  Encounter ✦ Primal, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC. Repeat the attack until you miss or 
  until you make three attacks. As soon as an attack misses, 
  this power ends.
  Hit: 1[W] + Strength modifier damage.
  Hurricane of Blades
  Page 60: On the hit line, replace “1[W]” with “2[W].”
  On the Effect line, replace “five more times” with 
  “three more times.” This change helps balance the 
  damage output of this power.
  Hurricane of Blades 
  Barbarian Attack 27
  You become a tempest of steel, ripping through your foes in a 
  horrific display of carnage.
  Encounter ✦ Primal, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 2[W] + Strength modifier damage.
  Effect: Make the attack three more times against the same 
  target or different ones.
  Song of Storms
  Page 73: On the Hit line, delete the second sentence 
  and add a line below the Hit line that reads “Effect: 
  If the attack hits at least once, each ally in the blast 
  deals 1d6 extra lightning damage whenever he or she 
  hits before the end of your next turn.” The power’s 
  former wording meant that allies would be dealing 
  1d6 extra damage per enemy that was hit, which was 
  not the intent.
  Song of Storms 
  Bard Attack 13
  With a sonorous hum, you summon lightning, blasting your 
  foes with it and imbuing your allies’ attacks with its power.
  Encounter ✦ Arcane, Implement, Lightning
  Standard Action 
  Close blast 5
  Target: Each enemy in blast
  Attack: Charisma vs. Reflex
  Hit: 2d6 + Charisma modifier lightning damage.
  Effect: If the attack hits at least once, each ally in the blast 
  deals 1d6 extra lightning damage whenever he or she 
  hits before the end of your next turn.
  Call of the Beast
  Page 84: On the Target line, replace “creature” with 
  “enemy.” This prevents a weird situation from occur-
  ring, in which an ally you hit with this attack is forced 
  to attack you during its next turn.
  Call of the Beast 
  Druid Attack 1
  You draw forth the savagery that dwells in every creature, com-
  pelling your enemies to fight without forethought or plan.
  At-Will ✦ Charm, Implement, Primal, Psychic
  Standard Action 
  Area burst 1 within 10 squares
  Target: Each enemy in burst
  Attack: Wisdom vs. Will
  Hit: The target can’t gain combat advantage until the end 
  of your next turn. In addition, on its next turn the target 
  takes psychic damage equal to 5 + your Wisdom modi‑
  fier when it makes any attack that doesn’t include your 
  ally nearest to it as a target.
   Level 21: 10 + Wisdom modifier psychic damage.
  
  Primal Bear
  Page 92: Delete the “Healing” keyword.
  Primal Bear 
  Druid Attack 19
  You transform into a dire bear, grabbing your foes and squeez-
  ing the life from their bodies.
  Daily ✦ Beast Form, Implement, Primal
  Standard Action 
  Melee touch
  Target: One creature
  Attack: Wisdom vs. Fortitude
  Hit: 3d10 + Wisdom modifier damage, and you grab the 
  target. Until the grab ends, the target takes 10 damage at 
  the start of your turn.
  Miss: Half damage, and you grab the target.
  Effect: Until the end of the encounter, while you are in 
  beast form, you gain a +2 bonus to AC and Fortitude.
  Blood Debt
  Page 110: On the Hit line, add “modifier” between 
  “Wisdom” and “radiant.”
  Blood Debt 
  Invoker Attack 17
  Each wound your foe deals adds to its mounting debt of blood 
  and invites your allies’ retribution.
  Encounter ✦ Divine, Implement, Radiant
  Standard Action 
  Ranged 10
  Target: One creature
  Attack: Wisdom vs. Will
  Hit: 3d10 + Wisdom modifier radiant damage. Until the 
  end of your next turn, each creature that the target at‑
  tacks gains a +2 bonus to its next attack roll against the 
  target.
   Covenant of Wrath: The bonus to the attack roll equals 1 
  + your Constitution modifier.
  Warding Thunder
  Page 117: On the Effect line, replace the last sen-
  tence with the following text. This change prevents 
  the attack from being recursive.
  If any enemy attacks that ally, you can make the fol-
  lowing attack against each enemy within the zone as 
  a free action:  
  Attack: Wisdom vs. Fortitude
   
  Hit: 5d6 + Wisdom modifier thunder damage.
  Warding Thunder Hammer of Vengeance Attack 20
  You surround yourself and your allies with a ward of thunder, 
  which batters your enemies. One of your allies carries your 
  mark of protection, so if your foes attack that ally, the ward 
  erupts in thunder again.
  Daily ✦ Divine, Implement, Thunder, Zone
  Standard Action 
  Area burst 2 within 10 squares
  Target: Each enemy in burst
  Attack: Wisdom vs. Fortitude
  Hit: 5d6 + Wisdom modifier thunder damage.
  Effect: The burst creates a zone of warding thunder that 
  lasts until the end of your next turn. Choose an ally when 
  the zone is created. If any enemy attacks that ally, you can 
  make the following attack against each enemy within the 
  zone as a free action:  Attack: Wisdom vs. Fortitude
   Hit: 5d6 + Wisdom modifier thunder damage.
  Sustain Minor: The zone persists.
  Spirit of Elder Wisdom
  Page 131: In the second sentence of the power’s Hit 
  line, replace “misses” with “doesn’t hit.” Current text 
  doesn’t take into account attacks that target multiple 
  creatures, meaning a character that misses with one 
  attack out of five on an area burst power does not 
  expend it.
  Spirit of Elder Wisdom 
  Shaman Attack 27
  A spirit elder clad in robes and bearing a staff appears next to 
  your foe. Lightning arcs from the spirit’s hands to shock that foe. 
  The spirit lends counsel to your allies, ensuring that their efforts 
  are not wasted.
  Encounter ✦ Implement, Lightning, Primal
  Standard Action 
  Ranged 10
  Target: One creature
  Attack: Wisdom vs. Will
  Hit: 3d8 + Wisdom modifier lightning damage, and the 
  target is dazed until the end of your next turn. Any ally 
  adjacent to your spirit companion who doesn’t hit with 
  an encounter attack power before the end of your next 
  turn does not expend the use of that power.
  Chains of Fire
  Page 143: Add the Teleportation keyword. In the 
  second sentence of the Hit line, replace “slide” with 
  “teleport.” The power didn’t specify how far you can 
  slide the target. Instead of allowing a character to 
  slide the target an inordinate distance, the power is 
  being changed to teleportation to emulate the effect.
  Chains of Fire 
  Sorcerer Attack 13
  Fiery serpents wrap around your foes and drag them together, 
  holding them close.
  Encounter ✦ Arcane, Fire, Implement, Teleportation
  Standard Action 
  Ranged 10
  Target: One or two creatures
  Attack: Charisma vs. Reflex
  Hit: 2d8 + Charisma modifier fire damage. If you hit two 
  targets with this power, you teleport one of them to a 
  space that must be adjacent to the other, and until the 
  end of your next turn, the two targets take 1d10 fire 
  damage the first time they are more than 3 squares 
  apart.
  
  Form of the Frenzied Wolverine
  Page 159: Above the Hit line, add “Attack: Strength 
  vs. AC.” The information was missing.
  Form of the Frenzied Wolverine Warden Attack 9
  You strike wounded foes with particular ferocity. When the time 
  is right, you make a brutal attack against your chosen foe, open-
  ing a bleeding wound.
  Daily ✦ Polymorph, Primal
  Minor Action 
  Personal
  Effect: You assume the guardian form of the frenzied wol‑
  verine until the end of the encounter. While you are in 
  this form, you gain a +2 bonus to attack rolls against any 
  enemy that is bloodied or taking ongoing damage. In ad‑
  dition, you can use your second wind as a minor action.
    Once during this encounter, you can make the follow‑
  ing weapon attack while you are in this form.
   Standard Action 
  Melee weapon
   Target: One creature
   Attack: Strength vs. AC
   Hit: 1[W] + Strength modifier damage, and ongoing 5 
  damage (save ends).
   Miss: Half damage, and ongoing 2 damage (save ends).
  Lorekeeper’s Cunning
  Page 173: In the second paragraph of the destiny fea-
  ture, add “non-Creation” before the first occurrence 
  of “ritual.” This change keeps the ring from adversely 
  affecting the game’s economy.
  Lorekeeper’s Cunning (24th level): When you are 
  making a skill check for any ritual, you can roll twice 
  and use either result.
   
  You can double the time it takes to perform a non-
  Creation ritual to reduce the component cost of that 
  ritual by half.
   
  In addition, whenever you score a critical hit 
  against a creature whose origin is within the purview 
  of one of your trained skills, you gain a +2 bonus to 
  attack rolls against that creature until the end of your 
  next turn. 
  Improved Armor of Faith
  Page 185: In the Prerequisite line, change “armor of 
  faith power” to “Armor of Faith class feature.”
   
  Also, replace the first sentence with the following: 
  “While you are wearing cloth armor or no armor and 
  aren’t using a shield, you gain a +1 bonus to AC.” This 
  change syncs the feat up with the revised Armor of 
  Faith text.
   
  Prerequisite: Avenger, Armor of Faith class 
  feature
   
  Benefit: While you are wearing cloth armor or no 
  armor and aren’t using a shield, you gain a +1 bonus 
  to AC. The bonus increases to +2 at 11th level and +3 
  at 21st level.
  Strength of Valor
  Page 189: On the Benefit line, replace “your next 
  turn” with “his or her next turn.” This change ensures 
  that the duration of the effect doesn’t expire before 
  the ally has the chance to take advantage of it.
   
  Benefit: When you grant an ally temporary hit 
  points with your Virtue of Valor, that ally also gains 
  a +2 bonus to the next damage roll he or she makes 
  before the end of his or her next turn next turn.
  Agile Opportunist
  Page 190: On the Benefit line, replace “opportunity 
  action” with “immediate reaction.” This change is 
  necessary to prevent characters from making an inor-
  dinate number of basic attacks.
   
  Benefit: When you are pulled, pushed, or slid into 
  a square adjacent to an enemy, you can use an imme-
  diate reaction to make a melee basic attack against 
  that enemy.
  
  arCane poWer
  New Updates
  Vigorous Cadence
  Page 9: In the Effect entry, replace “whenever” 
  with “the first time.” In addition, add “during each 
  of its turns” after “attack roll.” This power’s effect is 
  over-powered against solos and elites, because those 
  creatures are making many more attacks each round 
  compared to normal creatures.
  Vigorous Cadence 
  Bard Attack 5
  Your chant inspires health and valor. With each of your enemy’s 
  attacks, an ally’s wounds are mended.
  Daily ✦ Arcane, Healing, Implement
  Standard Action 
  Ranged 10
  Target: One creature
  Attack: Charisma vs. Fortitude
  Hit: 2d6 + Charisma modifier damage.
  Miss: Half damage.
  Effect: Until the end of the encounter, the first time the 
  target makes an attack roll during each of its turns, 
  your ally nearest to it regains hit points equal to your 
  Charisma modifier.
  Ensnaring Swordmage
  Page 50: In the Suggested At-Will Powers entry, 
  replace “stalker’s strike” with “lightning lure.” The text is 
  incorrect. Stalker’s strike is not a swordmage power.
   
  Suggested At-Will Powers: luring strike, lightning 
  lure
  Draconic Spellcaster
  Page 125: In the first sentence of the Benefit entry, 
  add “and damage rolls” after “attack rolls.” This 
  change ensures that this feat continues to provide a 
  benefit despite changes to the Weapon Expertise and 
  Implement Expertise feats.
   
  Benefit: You gain a +1 feat bonus to attack rolls 
  and damage rolls when you use an arcane power that 
  deals the same damage type as your breath weapon. 
  The bonus increases to +2 at 15th level and to +3 at 
  25th level.
  Old Updates
  Trickery’s Reward
  Page 18: In the Trigger and Target lines, replace 
  “misses” with “hits.” This change makes the trigger 
  and target lines agree with the power’s effect.
  Trickery’s Reward 
  Cunning Prevaricator Utility 12
  With words of cunning wisdom, you guide your ally’s defenses, 
  foiling your enemies’ attack one way or another. 
  Encounter ✦ Arcane, Healing
  Immediate Interrupt 
  Close burst 10
  Trigger: An attack hits an ally within 10 squares of you
  Target: The ally that was hit by the triggering attack
  Effect: The target gains a bonus to all defenses that the 
  triggering attack targets equal to your Intelligence modi‑
  fier. If the triggering attack misses, the target gains the 
  bonus to those defenses until the end of your next turn. If 
  the triggering attack hits, the target regains hit points as 
  if he or she had spent a healing surge.
  Spark Form
  Page 32: Replace all the power’s text below its key-
  words. The power’s former text has a target other 
  than you, and thus it is not a personal power.
  Standard Action 
  Melee 1
  Effect: You shift your speed + 2. During the shift, you can 
  move through enemies’ spaces. When you leave any 
  creature’s space, make the following attack against that 
  creature. Whenever you use this power, you can make 
  the attack against a creature only once.
   Target: One creature
   Attack: Charisma vs. Reflex
   Hit: 1d6 + Charisma modifier lightning damage.
  Bounding Bolt
  Page 33: On the Hit and Miss lines, replace “Intel-
  ligence modifier” with “Charisma modifier.” The 
  ability scores used for attack and damage did not 
  agree.
  Bounding Bolt 
  Sorcerer Attack 9
  Your sparkling flourish produces a bolt of lightning that strikes 
  your foe and then flies to nearby creatures.
  Daily ✦ Arcane, Implement, Lightning
  Standard Action 
  Ranged 10
  Primary Target: One creature
  Primary Attack: Charisma vs. Reflex
  Hit: 2d8 + Charisma modifier lightning damage, and ongo‑
  ing 5 lightning damage (save ends).
   First Failed Saving Throw: Choose a secondary target.
   Secondary Target: One creature within 5 squares of you
   Effect: The secondary target takes ongoing 5 lightning 
  damage (save ends).
   First Failed Saving Throw: Choose a tertiary target.
   Tertiary Target: One creature within 5 squares of the 
  secondary target.
   Effect: The tertiary target takes ongoing 5 lightning dam‑
  age (save ends).
  Miss: 2d8 + Charisma modifier lightning damage.
  
  Azure Talons
  Page 37: On the Dragon Magic line, replace “Dex-
  terity” with “Strength.” Dragon magic is based on 
  Strength, not Dexterity.
  Azure Talons 
  Sorcerer Attack 17
  Blue claws of lightning materialize around you and slash at foes 
  that remain too close.
  Encounter ✦ Arcane, Implement, Lightning
  Standard Action 
  Close burst 2
  Target: Each enemy in burst
  Attack: Charisma vs. Reflex
  Hit: 3d8 + Charisma modifier lightning damage. If the tar‑
  get ends its next turn within 2 squares of you, it takes 5 
  lightning damage.
   Dragon Magic: If the target ends its next turn within 2 
  squares of you, it takes lightning damage equal to 5 + your 
  Strength modifier.
  Thunderstroke
  Page 37: On the Hit line, replace the second sen-
  tence with the following: “If the target is in the burst’s 
  origin square, it takes 3d8 extra lightning damage.” 
  As previously written, the creature at the center 
  of the burst was taking the damage every time the 
  attack hit another creature in the burst, which was 
  not the intent.
  Thunderstroke 
  Sorcerer Attack 17
  A stroke of lightning strikes your foe from overhead, followed by 
  a concussive boom.
  Encounter ✦ Arcane, Implement, Lightning, Thunder
  Standard Action 
  Area burst 1 within 20 squares
  Target: Each creature in burst
  Attack: Charisma vs. Reflex
  Hit: 2d8 + Charisma modifier thunder damage. If the 
  target is in the burst’s origin square, it takes 3d8 extra 
  lightning damage.
   Storm Magic: A target hit by this power is also knocked 
  prone.
  Ensnaring Swordmage
  Page 50: On the Suggested At-Will Powers line, 
  replace “foesnare†” with “luring strike.” The foesnare 
  power does not reflect the intent of the build.
   
  Suggested At-Will Powers: luring strike, stalker’s 
  strike*
  Unicorn’s Touch
  Page 55: The power should be a daily power. Replace 
  “Encounter” with “Daily” on the keyword line. The 
  power should have been daily due to the healing it 
  provides.
  Unicorn’s Touch 
  Swordmage Utility 6
  Your blade briefly adopts the appearance of a unicorn horn, 
  sending out a focused pulse of curative energy.
  Daily ✦ Arcane, Healing
  Minor Action 
  Close burst 1
  Target: You or one ally in burst
  Effect: The target either rolls a saving throw or regains hit 
  points equal to 5 + your Constitution modifier.
  Fist of Force
  Page 57: Above the Attack line, add “Target: One 
  creature.” The target line is absent from the power.
  Fist of Force 
  Swordmage Attack 13
  Your foe might be expecting a strike of the sword, but instead it 
  gets a force-empowered fist in the face.
  Encounter ✦ Arcane, Force, Implement
  Standard Action 
  Melee 1
  Target: One creature
  Attack: Intelligence vs. Fortitude
  Hit: 2d10 + Intelligence modifier force damage.
   Aegis of Assault: The attack deals extra damage equal to 
  your Strength modifier.
  Effect: You push the target a number of squares equal to 
  your Strength modifier and knock it prone.
  Assault of Fiery Cuts
  Page 58: Delete implement keyword. The power 
  deals [W] damage and should thus have only the 
  weapon keyword.
  Assault of Fiery Cuts 
  Swordmage Attack 15
  Your blade moves in a blur as you assail your foe with cuts. 
  Then, from those cuts, you summon flames to engulf your foe.
  Daily ✦ Arcane, Fire, Weapon
  Standard Action 
  Melee weapon
  Primary Target: One creature
  Primary Attack: Intelligence vs. Fortitude
  Hit: 2[W] + Intelligence modifier damage.
  Effect: Make a secondary attack that is an area burst 3 
  implement attack centered on the primary target. The 
  secondary attack does not provoke opportunity attacks.
   Secondary Target: Each enemy in burst
   Secondary Attack: Intelligence vs. Reflex
   Hit: 1d6 + Intelligence modifier fire damage.
  Oni’s Gift
  Page 61: On the Effect line, replace “start” with 
  “end.” There is no way to sustain the power unless it 
  lasts until the end of your next turn.
  Oni’s Gift 
  Swordmage Utility 22
  Like the oni of children’s fairy tales, you can disappear from 
  view until you are ready to strike.
  Daily ✦ Arcane, Illusion
  Minor Action 
  Personal
  Effect: You are invisible until the end of your next turn or 
  until you attack.
  Sustain Minor: You stay invisible or, if you are no longer 
  invisible because you attacked, you become invisible again.
  
  Mirrorblade Army
  Page 63: At the end of the third paragraph in the 
  effect line, add “Otherwise, the conjurations last until 
  the end of your next turn.” The conjurations lack a 
  duration.
  Mirrorblade Army 
  Swordmage Attack 29
  From your image reflected in your blade, you conjure an army of 
  duplicates to help assault your foes anywhere on the battlefield.
  Daily ✦ Arcane, Conjuration
  Standard Action 
  Ranged 10
  Effect: You conjure a number of mirror images of yourself 
  equal to your Constitution modifier (minimum 1) within 
  range. Each mirror image occupies 1 square. Enemies 
  cannot move through an image’s space, but allies can.
    
  You can make attacks, including opportunity attacks, as 
  though you occupied the same space as a mirror image. A 
  mirror image still provokes opportunity attacks as normal 
  for using a ranged or an area attack.
    
  A mirror image can be targeted by attacks. It has the 
  same defenses, resistances, and immunities as you. A 
  mirror image has 1 hit point, and a missed attack never 
  damages it. A mirror image reduced to 0 hit points is 
  destroyed. Otherwise, the conjurations last until the end of 
  your next turn.
  Sustain Minor: The effect persists.
  Transcendent Dance
  Page 80: On the Effect line, replace “Dexterity” with 
  “Intelligence.” Dexterity is not supported by warlock 
  builds.
  Transcendent Dance 
  Warlock Utility 10
  For a moment, your mind and body are in harmony, and you 
  achieve the pinnacle of grace and speed.
  Daily ✦ Arcane
  Minor Action 
  Personal
  Effect: Until the end of the encounter, you gain a bonus to 
  speed and saving throws equal to your Intelligence modi‑
  fier (minimum 1).
  Eldritch Storm
  Page 95: Add the following second sentence to the 
  path feature: “If you do so, your eldritch blast gains 
  the lightning keyword for the attack.”
   
  eldritch Storm (11th level): You can choose to 
  have your eldritch blast deal lightning damage. If you 
  do so, your eldritch blast gains the lightning keyword 
  for the attack.
  Storm Pillar
  Page 101: In the third sentence of the Effect line, 
  add “on its turn” after “adjacent to the pillar.” The 
  intent is that the pillar provides a controlling effect on 
  the battlefield, and this prevents it from being used in 
  conjunction with forced movement to deal a dispro-
  portionate amount of damage.
  Storm Pillar 
  Wizard Attack 1
  A crackling column of lightning appears amid your enemies, 
  lashing out at any who move near it.
  At-Will ✦ Arcane, Conjuration, Implement, Lightning
  Standard Action  
   Ranged 10
  Effect: You conjure a pillar of crackling energy in an unoc‑
  cupied square within range. The pillar occupies 1 square 
  and lasts until the end of your next turn. Each enemy 
  that moves into a square adjacent to the pillar on its turn 
  takes 1d6 + your Intelligence modifier lightning damage.
   Level 21: 2d6 + Intelligence modifier lightning damage.
  Grasping Shadows
  Page 102: On the Hit line, replace “2d8” with “1d8.”
  Grease
  Page 102: At the end of the power’s Miss line, add 
  “This movement does not trigger this power’s attack.”
  Grease 
  Wizard Attack 1
  Slippery oil floods the ground under your foes, sending them 
  tumbling to the ground.
  Daily ✦ Arcane, Implement, Zone
  Standard Action  
   Area burst 2 within 10 squares
  Effect: The burst creates a zone of slick grease that covers 
  all horizontal surfaces until the end of the encounter. The 
  zone is difficult terrain. You can make the following attack, 
  using a square within the zone as the origin square.
   Free Action 
  Close burst 1
   Trigger: A creature enters the zone
   Target: The triggering creature in burst
   Attack: Intelligence vs. Reflex
   Hit: You knock the target prone.
   Miss: You slide the target 2 squares. This movement does 
  not trigger this power’s attack.
  Phantasmal Terrain
  Page 103: On the range line, replace “Area burst 3” 
  with “Area burst 2.”
  Phantasmal Assailant
  Page 105: On the Effect line, delete “you and.”
  
  Visions of Avarice
  Page 105: On the Sustain Minor line, remove the 
  second sentence. The sustain line is problematic 
  because it is unclear whether you are spending an 
  additional minor action to make the attack, or you get 
  to attack as part of the sustain.
  Visions of Avarice 
  Wizard Attack 5
  The illusion of a fabulous treasure appears out of thin air. Your 
  enemies throw aside caution to seize it.
  Daily ✦ Arcane, Illusion, Implement, Zone
  Standard Action  
   Area 1 square within 10 squares
  Effect: The power’s area becomes a zone of illusory 
  treasure that lasts until the end of your next turn. Once 
  per turn, you can make the following attack, using the 
  zone as the origin square.
   Minor Action  
  Close burst 5
   Target: Each enemy in burst
   Attack: Intelligence vs. Will
   Hit: The zone pulls the target 3 squares. A target that ends 
  this movement within the zone or adjacent to the zone is 
  immobilized (save ends).
  Sustain Minor: The zone persists.
  Illusory Wall
  Page 107: Add the “Implement” keyword to the 
  power.
   
  The power should be a daily utility power, not an 
  encounter utility. Replace the “encounter” usage with 
  “daily.”
   
  At the end of the second sentence on the Effect 
  line, add “, and it lasts until the end of your next 
  turn.” The wall lacks a duration.
  Illusory Wall 
  Wizard Utility 10
  A seemingly solid wall materializes before your foes, dividing 
  the battlefield with your convincing illusion.
  Daily ✦ Arcane, Illusion, Implement
  Standard Action 
  Area wall 8 within 20 squares
  Effect: You create the illusion of a contiguous wall of solid 
  material (stone or metal, for example). The wall can be 
  up to 4 squares high, and it lasts until the end of your 
  next turn. The wall blocks line of sight for all enemies 
  (but not your allies). Whenever an enemy moves adja‑
  cent to the wall, you can make an Intelligence vs. Will 
  attack against that enemy. If the attack hits, the enemy 
  cannot move through the wall on its current turn, but 
  it can try again on later turns. If the attack misses, the 
  wall no longer blocks line of sight or movement for that 
  creature.
  Sustain Minor: The wall persists.
  Planar Gateway
  Page 117: In the power’s attack component, replace 
  “Free Action” with “Opportunity Action.”
   
  In the Trigger line, replace “in the planar gateway” 
  with “adjacent to the planar gateway.”
   
  These changes prevent a character from using the 
  power’s sliding effect to repeatedly trigger the attack 
  on the same creature.
  Planar Gateway 
  Bonded Summoner Attack 11
  You create a rift between the planes, drawing raw power 
  through it that tumbles your enemies about like skittles.
  Encounter ✦ Arcane, Conjuration, Implement
  Standard Action 
  Ranged 10
  Effect: You conjure a planar gateway that occupies 1 
  square within range and lasts until the end of your 
  next turn. You can make the following attack, using the 
  gateway’s square as the origin square.
   Opportunity Action 
  Close burst 1
   Trigger: A creature starts its turn adjacent to the planar 
  gateway or enters a square adjacent to the planar gateway
   Target: The triggering creature in burst
   Attack: Intelligence vs. Reflex
   Hit: 3d6 + Intelligence modifier damage, and you slide the 
  target 3 squares.
  Arcane Implement Proficiency
  Page 124: In the first sentence of the first paragraph 
  of the Benefit line, remove “other than your own.” 
  The former text was too limiting for multiclassing 
  arcane characters.
   
  Benefit: Choose a kind of implement associated 
  with any arcane class. You can use that kind of imple-
  ment with your arcane powers.
   
  If that implement is also a weapon, you do not add 
  the weapon’s proficiency bonus to attack rolls made 
  while you wield it as an implement.
  Quickened Spellcasting
  Page 135: Add “that you know and” after “arcane 
  at-will attack power” on the Benefit line. The feat’s 
  current text allows you to pick any power, including 
  one from a different class or one from your class that 
  you don’t actually have.
   
  Benefit: Choose an arcane at-will attack power 
  that you know and that is used as a standard action. 
  Once per encounter, you can use that power as a 
  minor action.
  Bardic Ritualist
  Page 136: Add the following line: “In addition, you 
  can wield bard implements.” The multiclass feat 
  should provide proficiency with the relevant class’ 
  implement.
   
  Benefit: You gain training in the Arcana skill.
   
  You gain the bard’s Bardic Training class feature.
   
  In addition, you can wield bard implements.
  
  Heart of the Blade
  Page 136: Add the following line: “In addition, you 
  can wield swordmage implements.” The multiclass 
  feat should provide proficiency with the relevant 
  class’ implement.
   
  Benefit: You gain training in the Athletics skill or 
  the Endurance skill.
   
  You gain the sword mage’s Swordbond class 
  feature.
   
  In addition, you can wield swordmage 
  implements.
  Learned Spellcaster
  Page 136: Add the following line: “In addition, you 
  can wield wizard implements.” The multiclass feat 
  should provide proficiency with the relevant class’ 
  implement.
   
  Benefit: You gain training in the Arcana skill, the 
  Nature skill, or the Religion skill.
   
  You gain the wizard’s Ritual Casting class feature.
   
  In addition, you can wield wizard implements.
  Soul of Sorcery
  Page 136: Add the following line: “In addition, you 
  can wield sorcerer implements.” The multiclass feat 
  should provide proficiency with the relevant class’ 
  implement.
   Benefit: Choose acid, cold, fire, force, lightning, 
  necrotic, poison, psychic, radiant, or thunder. You 
  gain resist 5 to that damage type.
   In addition, you can wield sorcerer implements.”
  Student of Malediction
  Page 136: Add the following line: “In addition, you 
  can wield warlock implements.” The multiclass feat 
  should provide proficiency with the relevant class’ 
  implement.
   
  Benefit: Once per encounter, you can use the 
  Warlock’s Curse class feature. The curse ends the 
  first time you deal the extra damage from War-
  lock’s Curse.
   
  In addition, you can wield warlock implements.
  Book Imp
  Page 140: In the Constant Benefits section, replace 
  “You can read and speak Infernal” with “You can 
  read and speak Supernal.” Infernal is not a language 
  in D&D 4th edition.
  Constant Benefits
   
  You gain a +2 bonus to Arcana checks and History checks.
   
  You can read and speak Supernal.
   
  You gain resist fire 5. If you already have resist fire, increase 
  your resistance by 2.
  Spider
  Page 141: In the Constant Benefits section, replace 
  “Climb checks” with “Athletics checks to climb.” A 
  “climb check” is not a type of check you can make.
  Constant Benefits
   
  You gain a +2 bonus to Athletics checks to climb.
   
  Enemies take a –1 penalty to saving throws against your arcane 
  powers that immobilize or slow them.
  Archlich
  Page 143: In the second sentence of the Archlich’s 
  Phylactery feature, replace “drop to 0 hits points or 
  fewer” with “die.” The intent is that the feature trig-
  gers when you die. The former text forced a character 
  to be removed from the battlefield despite the fact 
  that allies might be able to heal him or her.
  Archlich’s Phylactery (21st level): You create 
  a magical receptacle that contains your life force. 
  When you die, you and your possessions crumble to 
  dust. A day later, you reappear alive with maximum 
  hit points in a space adjacent to your phylactery, with 
  all your possessions.
  Turnabout
  Page 147: Replace the feature’s text with the follow-
  ing text. The feature was revised for balance.
   
  Turnabout (21st level): When you roll initia-
  tive at the start of an encounter, you designate one 
  creature within your line of sight as the target of your 
  Turnabout feature until the end of the encounter. 
  Once during the encounter, when the target’s attack 
  places an effect that a save can end on one of your 
  allies within your line of sight, you can use an imme-
  diate reaction to place the same effect on the target 
  until the end of the target’s next turn.
  Balanced Sum
  Page 147: Replace the feature’s text with the follow-
  ing text. The feature was revised for balance.
   
  Balanced Sum (24th level): Once per day when 
  an enemy’s attack drops you to 0 hit points or fewer, 
  you regain hit points equal to your healing surge 
  value after taking the damage. In addition, you 
  gain temporary hit points equal to the damage that 
  reduced you to 0 hit points or fewer.
  Magic Items: Tomes
  Page 151: Add the following sentence after the first 
  to paragraphs introducing tomes. Nonmagical tomes 
  are not provided with a price.
   
  You can purchase a nonmagical tome for 7 gp. A 
  nonmagical tome confers no special benefit.
  
  Whispers of the Edifice
  Page 158: In the third sentence of the ritual’s 
  description, replace “four times your level in square 
  feet” with “your level in squares on a side.” The 
  former text applies to an area that is too small to be of 
  any use.
  You ask questions of and receive verbal answers from a 
  single room or area. Your Arcana check result determines 
  the number of questions you can ask. The room or area 
  can be no larger than your level in squares on a side. The 
  room knows what has happened inside it for its entire 
  existence, but it is incapable of making any judgments or 
  analysis.
  
  Monster Manual 2
  Old Updates
  Angel of Retrieval
  Page 8: Add “10” after “Blindsight” on the angel’s 
  senses line. The blindsight lacked a range.
  Initiative +20 
  Senses Perception +22; blindsight 10
  Angel of Light
  Page 9: In the death burst power, add “; 10 radiant 
  damage” after “Fortitude.” This adds the missing 
  damage expression to the power.
  C Death Burst (when the angel of light drops to 0 hit points) ✦ 
  Radiant
   
  The angel of light explodes in a burst of radiant light: close burst 
  10; targets enemies; +26 vs. Fortitude; 10 radiant damage. 
  Effect: Angels in the burst gain 10 temporary hit points.
  Earth Archon Seismic Striker
  Page 14: In the archon’s combat superiority ability, 
  the duration of the immobilized condition should be 
  “until the end of the seismic striker’s next turn.” The 
  ability lacked a duration.
  Combat Superiority
   
  An earth archon seismic striker gains a +5 bonus to opportunity 
  attack rolls and immobilizes a creature that it hits with an 
  opportunity attack until the end of the seismic striker’s next 
  turn.
  Behir
  Page 22: In the devour power, replace “Sustain 
  Minor” with “Sustain Free” and replace “takes 15 
  damage” with “takes 10 damage.” This change 
  ensures that the behir need not spend each of its 
  single standard actions granted by lightning reflexes to 
  sustain devour.
  M Devour (standard; recharges when no creature is affected by this 
  power)
   
  Reach 3; +19 vs. Reflex; 2d8 + 6 damage, and a Medium or 
  smaller target is swallowed. A swallowed target is grabbed 
  and restrained. A swallowed creature has line of sight and line 
  of effect only to the behir, and no creature has line of sight or 
  line of effect to it. A creature that escapes the grab is no longer 
  swallowed and appears in a space adjacent to the behir. A behir 
  can move normally while it has a target grabbed in this way. 
  When the behir dies, the target can escape as a move action, 
  appearing in the behir’s former space. Sustain Free: The behir 
  sustains the grab, and the target takes 10 damage.
  Behir Stormsteed
  Page 23: In the second line of the statistics block, 
  add “(mount)” after “Huge natural magical beast.” 
  Keyword was missing.
  Behir	Stormsteed	
  Level	24	Soldier
  Huge natural magical beast (mount) 
  XP 6,050
  Primordial Colossus
  Page 37: Replace the close attack icon for colossal 
  slam with a normal close attack icon. The icon is an 
  error.
  C Colossal Slam (standard; at‑will) ✦ Acid, Cold, Fire, Lightning, 
  Thunder
   
  Close blast 3; +29 vs. AC; 3d10 + 14 damage, and the 
  primordial colossus can make a secondary attack. Secondary 
  Attack: close blast 3;+28 vs. Fortitude; 3d8 acid, cold, fire, 
  lightning, and thunder damage, and the target is knocked prone.
  Drakkoths
  Page 90-91: In the size entry of all three drakkoths, 
  replace “Medium” with “Large.” These creatures were 
  intended to be Large size.
  Drakkoth	Ambusher	
  Level	13	Skirmisher
  Large natural humanoid (reptile) 
  XP 800
  Drakkoth	Rager	
  Level	15	Elite	Brute
  Large natural humanoid (reptile) 
  XP 2,400
  Drakkoth	Venomshot	
  Level	16	Artillery
  Large natural humanoid (reptile) 
  XP 1,400
  Eladrin Arcane Archer
  Page 96: In the scorching arrows power, replace the 
  attack text with the following: “The eladrin arcane 
  archer makes the following attack twice: ranged 
  20/40; +10 vs. AC or Reflex (whichever is lower); 
  1d10 damage plus 1d6 fire damage.” The power’s 
  former text was recursive, and this change corrects 
  the problem.
  r Scorching Arrows (standard; at‑will) ✦ Fire, Weapon
   
  The eladrin arcane archer makes the following attack twice: 
  ranged 20/40; +10 vs. AC or Reflex (whichever is lower); 1d10 
  damage plus 1d6 fire damage.
  Stone Giant Runecarver
  Page 125: In the runecarver’s rune of stony sleep 
  power, the penalty to saving throws caused by the 
  zone should last “until the end of the runecarver’s 
  next turn.” The effect lacked a duration.
  A	Rune of Stony Sleep (standard; recharge ⚅) ✦ Zone
   
  Area burst 1 within 10; +21 vs. Fortitude; 2d8 + 6 damage, and 
  the target is slowed (save ends). First Failed Saving Throw: The 
  target is petrified instead of slowed (save ends). Effect: The burst 
  creates a zone of magical runes that lasts until the end of the 
  encounter. Each enemy that starts its turn within the zone takes 
  a –2 penalty to saving throws against slowed and immobilized 
  until the end of the runecarver’s next turn.
  
  Wereboar
  Page 158: In the Hit Points line, replace “Bloodied 
  33” with “Bloodied 30.” The bloodied amount is 
  incorrect.
  HP 61; Bloodied 30; see also bloodied resilience and death strike
  Slaughterstone Slicer
  Page 187: In bloodied bladestorm, replace the attack’s 
  text with the following: “The slaughterstone slicer 
  uses whirling bladestorm.” The former text was incor-
  rect because whirling bladestorm is not a recharge 
  power.
  C Bloodied Bladestorm (free, when first bloodied; encounter)
   
  The slaughterstone slicer uses whirling bladestorm.
  Herald of Hadar
  Page 196: In the hungry claws power, replace the 
  attack’s text with the following: “The herald of Hadar 
  makes the following attack twice: +18 vs. AC; 1d10 
  + 5 damage.” The power’s former text was recursive, 
  and this change corrects the problem.
  m Hungry Claws (standard; at‑will)
   
  The herald of Hadar makes the following attack twice: +18 vs. 
  AC; 1d10 + 5 damage.
  Troglodyte Deepscourge
  Page 200: In debilitating ray, add “+14 vs. Fortitude;” 
  after “Ranged 10;”. The power lacked an attack value.
  R Debilitating Ray (standard; at‑will) ✦ Implement
   
  Ranged 10; +14 vs. Fortitude; 1d8 + 4 damage, and if the target 
  is within a troglodyte stench aura, it is weakened until the end of 
  its next turn.
  Ambush Vine
  Page 204: Replace “XP 1,400” with “XP 2,800.” The 
  experience value was incorrect.
  Ambush	Vine	
  Level	16	Elite	Controller
  Large fey beast (plant) 
  XP 2,800
  Son of the Spirit Wolf
  Page 211: In the son of the spirit wolf’s terrible rush 
  power, replace the melee icon with the close icon. 
  The power is intended to be a close power.
  C Terrible Rush (free; usable only after the son of the spirit wolf 
  makes a charge attack; encounter) ✦ Cold 
   
  Close burst 2; +29 vs. Fortitude; 2d10 cold damage, and the 
  target is knocked prone. 
  Witherling Horned Terror
  Page 213: In the witherling horned terror’s rampag-
  ing charge power, remove the second Effect line. The 
  extra Effect line is an error that should not have been 
  printed.
  M Rampaging Charge (standard; recharge ⚄ ⚅)
   
  The witherling horned terror charges and makes the following 
  attack in place of a melee basic attack:  +11 vs. AC; 2d6 + 5 
  damage. Effect: Make a secondary attack against a different 
  target. Secondary Attack: Reach 2; +11 vs. AC; 2d6 + 5 damage.
  Wood Woad
  Page 214: In the wood woad’s nature’s mystery power, 
  replace “(a free action on the target’s turn)” with “as a 
  minor action. As a free action, there is no limit to or 
  penalty for the number of skill check a character can 
  attempt.
  C Nature’s Mystery (minor; encounter) ✦ Charm
   
  Close burst 2; targets one creature; no attack roll; the target 
  takes a –2 penalty to attack rolls, all defenses, and saving throws 
  (save ends). In addition, the target takes a –5 penalty to saving 
  throws against this effect unless it succeeds on a DC 20 Nature 
  check as a minor action.
  
  eberron player’s 
  guiDe
  New Updates
  Mror Stalwart
  Page 92: In the Benefit entry, delete “feat.” This 
  change ensures that this feat continues to provide a 
  benefit despite changes to the Weapon Expertise feat.
   
  Benefit: At the start of your turn, you gain a +1 
  bonus to attack rolls using axes and hammers until 
  you move.
  Old Updates
  Magic Weapon
  Page 47: On the Hit line, add “power” before the 
  second occurrence of “bonus.” The discrepancy in 
  the bonus types makes the bonuses more difficult to 
  track. The change also limits damage bonus stacking.
  Magic Weapon 
  Artificer Attack 1
  Your attack issues a burst of magical energy that enhances the 
  weapons of allies close to you.
  At-Will ✦ Arcane, Weapon
  Standard Action 
  Melee or Ranged weapon
  Target: One creature
  Attack: Intelligence + 1 vs. AC
  Hit: 1[W] + Intelligence modifier damage, and each ally 
  adjacent to you gains a +1 power bonus to attack rolls 
  and a power bonus to damage rolls equal to your Con‑
  stitution or your Wisdom modifier until the end of your 
  next turn.
   Level 21: 2[W] + Intelligence modifier damage, and a +2 
  power bonus to attack rolls.
  Bolster Armor
  Page 48: Add “until the end of the encounter” to 
  the end of the first sentence. The power lacked a 
  duration.
  Bolster Armor 
  Artificer Utility 2
  You touch some armor, causing it to glow as you enhance its 
  defenses.
  Daily ✦ Arcane
  Minor Action 
  Melee touch
  Target: You or one ally
  Effect: The target gains a +1 power bonus to AC until the 
  end of the encounter. When hit by an attack, the target 
  can end this bonus as a free action to gain a +4 bonus to 
  AC against that attack.
  Brittle-Skin Missile
  Page 51: Beneath the Hit line, add “Miss: Half 
  damage, and the target is slowed (save ends).” The 
  power was supposed to have miss effect.
  Brittle-Skin Missile 
  Artificer Attack 9
  Your rune-scribed projectile calcifies flesh and causes your foe 
  to falter.
  Daily ✦ Arcane, Weapon
  Standard Action 
  Ranged weapon
  Target: One creature
  Attack: Intelligence vs. AC
  Hit: 2[W] + Intelligence modifier damage, and the target 
  is slowed and gains vulnerable 5 to melee attacks (save 
  ends both).
  Miss: Half damage, and the target is slowed (save ends).
  Brutal Enchantment
  Page 59: Change the last sentence of the path feature 
  to: “If the weapon is already brutal, this has no effect.” 
  This prevents brutal weapons from being augmented 
  to deal infinite damage.
  Brutal enchantment (11th level): Whenever one 
  of your artificer or battle engineer powers grants 
  an ally a bonus to weapon damage rolls, that ally’s 
  weapon also becomes brutal 1 until the bonus ends. 
  If the weapon is already brutal, this has no effect.
  Fleeting Dweomer
  Page 59: This power should be a daily power. The 
  power was intended to be a daily power. It is too pow-
  erful as an encounter power.
  Fleeting Dweomer 
  Battle Engineer Utility 12
  You infuse a weapon with a brief yet powerful enchantment.
  Daily ✦ Arcane
  Minor Action 
  Close burst 5
  Target: One weapon or implement in burst
  Effect: You infuse the target with arcane energy. Choose a 
  damage type: acid, cold, fire, force, lightning, or thunder. 
  The target deals extra damage of this type equal to your 
  Intelligence modifier until the end of the encounter. Until 
  the end of the encounter, whenever the target’s wielder 
  scores a critical hit with the weapon, the target of the 
  attack gains 10 ongoing damage of the damage type you 
  chose (save ends).
  Potent Restorables
  Page 92: In the first sentence of the Benefit line, add 
  “artificer” before “healing powers.” The power is not 
  intended to be combined with other leader classes 
  through multiclassing or hybrid classing.
   
  Benefit: Your artificer healing powers restore 2 
  extra hit points. The extra hit points increase to 3 at 
  6th level, to 4 at 11th level, to 5 at 16th level, to 6 at 
  21st level, and to 7 at 26th level.
  Shapeshifting Contortionist
  Page 89: In the table’s Prerequisite column, replace 
  “Doppelganger” with “Changeling.” Doppelganger 
  refers to the monster race, and changeling refers to 
  the player race.
  Shapeshifting Contortionist 
  Changeling
  
  Shapeshifting Contortionist
  Page 92: In the feat’s Prerequisite line, replace “Dop-
  pelganger” with “Changeling.” Doppelganger refers to 
  the monster race, and changeling refers to the player 
  race.
   
  Prerequisite: Changeling
  Fluid Anatomy
  Page 94: In the table’s Prerequisite column, replace 
  “doppelganger” with “changeling.” Doppelganger 
  refers to the monster race, and changeling refers to 
  the player race.
  Fluid Anatomy 
  Changeling
  Fluid Anatomy
  Page 94: In the feat’s Prerequisite line, replace “dop-
  pelganger” with “changeling.” Doppelganger refers to 
  the monster race, and changeling refers to the player 
  race.
   
  Prerequisite: 21st level, changeling
  Reinforcing Healing
  Page 94: In the Benefit line, add “using an artificer 
  power” after “restore hit points to an ally.” The power 
  is not intended to be combined with other leader 
  classes through multiclassing or hybrid classing.
   
  Benefit: Whenever you restore hit points to an 
  ally using an artificer power, that ally gains a +2 
  bonus to all defenses until the end of your next turn.
  Double Weapons
  Page 95: Apply the following change to the Double 
  Weapons table. These changes clarify that certain 
  weapon properties are intended to apply only to spe-
  cific ends of weapons. The changes also expand the 
  description of two-handed weapons and bring them 
  in line with attack and damage expectations.
   
  Also, the Stout keyword is defined as follows: A 
  weapon that has the stout property can be treated as 
  a two-handed weapon.
  Talenta Sharrash
  Page 95: Add the “small” property to the weapon. 
  The weapon has explanatory text that should have 
  been represented by the small property. Adding the 
  property ensures that feats, powers, and so forth 
  apply to the weapon as well.
  High crit, small
  Warforged Components
  Page 113: In the last sentence of the first para-
  graph, delete “and takes five minutes.” In its place, 
  add the following sentence: “Affixing or removing 
  an embedded component takes 5 minutes.” The text 
  was unclear whether attached components take a 
  minor action or 5 minutes, and it didn’t discuss what 
  embedded components require.
  While you are conscious, an affixed warforged 
  component can be removed from you only if you are 
  willing to have it removed. While you are uncon-
  scious, a component can be removed by anyone. 
  Affixing or removing an attached component is a 
  minor action. Affixing or removing an embedded 
  component takes 5 minutes.
  Double Weapons
  Page 95: This sidebar helps explain double weapons.
  Double Weapons
  Double weapons share the following traits.
   
  ✦ You must wield a double weapon in two hands to 
  use it.
   
  ✦ A Small character cannot wield a double weapon 
  unless the weapon has the small property.
   
  ✦ Wielding a double weapon is like wielding a weapon 
  in each hand. In the table, the first line of the double 
  weapon’s entry describes the end of the weapon wielded 
  in your main hand. The indented line describes the weap‑
  on’s other end, wielded in your off‑hand. The two ends of 
  a double weapon can have different proficiency bonuses, 
  damage, properties, and weapon groups. The weight and 
  price entries represent the total for the weapon, rather 
  than only one side.
   
  ✦ When adding an enchantment that requires a par‑
  ticular weapon type, at least one end of the weapon must 
  match the requirement. For example, an urgrosh could 
  gain the vorpal enchantment, even though only one end 
  meets the requirement of “heavy blade or axe.”
   
  ✦ An enchanted double weapon gains all benefits of 
  the enchantment on each end (even if one end would 
  not normally qualify for the enchantment). This does not 
  increase the frequency of use of any power possessed by 
  the item; if you wield a double weapon with a daily power 
  you can still only activate that power once per day.
  Double Weapons
  Weapon 
  Prof. 
  Damage Range 
  Price 
  Weight 
  Group 
  Properties
  Double scimitar 
  +2 
  1d6 
  — 
  40 gp 
  15 lb. 
  Heavy blade 
  Defensive, high crit, stout
   
  —Secondary end 
  +2 
  1d6 
  Heavy blade 
  High crit, off-hand
  Zulaat  
  +2 
  2d4 
  — 
  30 gp 
  12 lb. 
  Heavy blade 
  Defensive, stout
   
  —Secondary end 
  +2 
  2d4 
  Heavy blade 
  Off-hand
  
  Component Traits
  Page 113: Delete the last line of the Implement sec-
  tion. The staff is a one-handed implement. It can be 
  embedded in one hand and used an implement, but it 
  cannot be used as a weapon because a quarterstaff is 
  a two-handed weapon.
  
  eberron CaMpaign 
  guiDe
  Old Updates
  Storm Front Cultist
  Page 221: In the cultist’s rapier power, replace “+20” 
  with “+13.” In its storm strike power, replace “+16” 
  with “+11.” The attack value is too high.
  m Rapier (standard; at‑will) ✦ Weapon
   
  +13 vs. AC; 1d8 + 7 damage.
  R Storm Strike (standard; at‑will) ✦ Implement, Lightning
   
  Ranged 5; +11 vs. Fortitude; 1d8 + 7 lightning damage, and the 
  cultist slides the target 1 square.
  
  aDventurer’s vault 2
  New Updates
  Spiked Jacket
  Page 13: Replace the Trigger entry with the follow-
  ing text: “Requirement: You must be grabbed.” The 
  power is a standard action and should be used during 
  your turn, not as a response to becoming grabbed.
  Spiked Jacket  
  Level 3+
  Hidden razor-sharp spikes spring out from the elbows, shoul-
  ders, and sides of this jacket when something grabs you.
  Lvl 3 
  +1 
  680 gp 
  Lvl 18 +4 
  85,000 gp
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Armor: Leather, hide
  Enhancement: AC
  Power (Daily): Standard Action. Requirement: You must be 
  grabbed. Effect: You escape the grab, and the enemy that 
  was grabbing you takes 1d6 damage per plus.
  Ankhmon’s Bracers
  Page 53: Add “Once per encounter, ” at the begin-
  ning of the item’s property. The former benefit 
  occurred too frequently and thus dealt too much 
  damage and restored too many hit points. The issue 
  was especially problematic on multi-target attacks.
  Ankhmon’s Bracers 
  Level 19
  These platinum bracers are engraved with a symbol of an eye 
  wreathed in flames.
  Item Slot: Arms 
  105,000 gp
  Property: Once per encounter when you hit an enemy that 
  is granting combat advantage to you with an arcane attack 
  power, the attack deals 1d10 extra damage against the 
  enemy. You also regain a number of hit points equal to the 
  extra damage roll result.
  Timeless Locket
  Page 69: In the power, add “, which you cannot use 
  to make an attack” to end. This change is intended 
  to limit the power of builds that capitalize on gain-
  ing multiple actions that can then be used to make 
  numerous attacks during a turn.
  Timeless Locket 
  Level 14+
  This golden locket helps you make the most out of each moment.
  Lvl 14 +3 
  21,000 gp  
  Lvl 24 +5 
  525,000 gp
  Lvl 19 +4 
  105,000 gp  
  Lvl 29 +6 2,625,000 gp
  Item Slot: Neck
  Enhancement: Fortitude, Reflex, and Will
  Property: You gain an item bonus to initiative checks equal 
  to the locket’s enhancement bonus.
  Power (Daily): Minor Action. You take a standard action, 
  which you cannot use to make an attack.
  Diamond Cincture
  Page 75: In the item’s power, add “you can spend a 
  healing surge and” before “one diamond on the belt.” 
  Replace the second sentence with “Each time a dia-
  mond cracks, the belt’s item bonus is reduced by 1.” 
  This change limits the healing power of this item and 
  prevents characters from stockpiling cinctures to pro-
  vide unlimited healing.
  Diamond Cincture 
  Level 10+
  The diamonds on this platinum band grant great fortitude, 
  which you can sacrifice for health.
  Lvl 10 
  5,000 gp 
  Lvl 30 
  3,125,000 gp
  Lvl 20 
  125,000 gp
  Item Slot: Waist
  Property: This belt holds one diamond and you gain a +1 
  item bonus to Fortitude.
   Level 20: Two diamonds, +2 item bonus to Fortitude.
   Level 30: Three diamonds, +3 item bonus to Fortitude.
  Power (At-Will ✦ Healing): Minor Action. When you use 
  this power, you can spend a healing surge and one dia‑
  mond on the belt cracks and darkens, becoming worth‑
  less. Each time a diamond cracks, the belt’s item bonus 
  is reduced by 1. If there are no diamonds on the belt, you 
  can’t use this power. After an extended rest, each dia‑
  mond destroyed by this power is restored.
  Old Updates
  Holy Radiance Armor
  Page 9: Add “until the end of the encounter” to the 
  end of the first sentence. The power’s effect lacks a 
  duration.
  Holy Radiance Armor 
  Level 15+
  This gleaming chainmail glows with the radiance of the sun.
  Lvl 15 +3 
  25,000 gp 
  Lvl 25 +5 
  625,000 gp
  Lvl 20 +4 
  125,000 gp 
  Lvl 30 +6 3,125,000 gp
  Armor: Chain
  Enhancement: AC
  Power (Daily ✦ Healing): Minor Action. You expend your 
  use of a Channel Divinity power for this encounter and 
  shed bright light 20 squares in all directions until the end 
  of the encounter. While within the light, you and each 
  ally gain regeneration 3 while bloodied and a +2 power 
  bonus to saving throws.
  
  Great Hunger Weapon
  Page 18: In the first sentence of the weapon’s prop-
  erty, remove “scores.” The word was a typo.
  Great Hunger Weapon 
  Level 3+
  This weapon’s normal low keening tones build into a great howl 
  when it engages in battle.
  Lvl 3 
  +1 
  680 gp 
  Lvl 18 +4 
  85,000 gp
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Weapon: Any melee
  Enhancement: Attack rolls and damage rolls
  Critical: +1d8 damage per plus
  Property: When you score a critical hit using this weapon, 
  the damage of the next critical hit you score with this 
  weapon increases by 1[W]. This effect is cumulative until 
  the end of the encounter.
  Power (Daily): Immediate Reaction. Trigger: An enemy ad‑
  jacent to you scores a critical hit against you. Effect: Roll 
  this weapon’s critical damage dice (including any extra 
  damage from the weapon’s property) and deal that much 
  damage to the triggering enemy.
  Guardian’s Brand
  Page 19: In the Critical line, it should instead read 
  “+1d6 fire damage per plus, or +1d10 fire damage per 
  plus while you’re in guardian form.” Without adding 
  the “per plus,” a player might interpret the former to 
  mean that you gain the stated extra damage regard-
  less of the item’s enhancement bonus, which is not 
  the intent.
  Guardian’s Brand 
  Level 3+
  This weapon burns white with hatred when it’s near a warden’s 
  marked enemy.
  Lvl 3 
  +1 
  680 gp 
  Lvl 18 +4 
  85,000 gp
  Lvl 8 
  +2 
  3,400 gp 
  Lvl 23 +5 
  425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Weapon: Any melee
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 fire damage per plus, or +1d10 fire damage 
  per plus while you’re in a guardian form
  Power (Daily ✦ Fire): Free Action. Trigger: You hit an 
  enemy with your warden’s fury power using this weapon. 
  Effect: That enemy takes ongoing fire damage equal to 5 
  + your Strength modifier.
   Level 13 or 18: Ongoing fire damage equal to 10 + your  
  Strength modifier.
   Level 23 or 28: Ongoing fire damage equal to 15 + your 
  Strength modifier.
  Torch of Misery
  Page 37: Add “before the end of your next turn” to 
  the end of the property. The effect from the property 
  lacks a duration.
  Torch of Misery 
  Level 10+
  Flames encircle the end of this black and gold wand.
  Lvl 10 +2 
  5,000 gp 
  Lvl 25 +5 
  625,000 gp
  Lvl 15 +3 
  25,000 gp 
  Lvl 30 +6 3,125,000 gp
  Lvl 20 +4 
  125,000 gp
  Implement (Rod)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 fire damage per plus
  Property: When you hit an enemy with a fire or radiant 
  attack power using this rod and deal damage to it, that 
  enemy grants combat advantage to you on your next 
  attack against it before the end of your next turn.
  Power (At-Will): Minor Action. Green flame bursts from 
  the end of the rod, illuminating the area around you like 
  a torch. You can end this effect as a free action.
  Staff of Luck and Skill
  Page 39: In the weapon’s power, replace “an attack 
  roll of 17 or higher” with “a 17–20 on the die.” The 
  former text refers to “attack roll,” meaning the sum 
  of your attack modifiers and your roll. The proposed 
  change makes it clearer that we mean your raw roll.
  Staff of Luck and Skill 
  Level 23+
  Whoever wields this blond yew staff capitalizes on both luck 
  and skill.
  Lvl 23 +5 
  425,000 gp 
  Lvl 28 +6 2,125,000 gp
  Implement (Staff)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus, and you gain a cumulative 
  +1 bonus (up to a maximum of the staff’s enhancement 
  bonus) to all defenses each time you score a critical hit 
  until the end of the encounter.
  Power (Daily): Minor Action. The first time you roll a 
  17–20 on the die with an attack power using this staff 
  before the end of the encounter, you score a critical hit 
  with that attack.
  Master’s Wand of Vicious 
  Mockery
  Page 51: In the second sentence of the item’s prop-
  erty, replace “a penalty to attack rolls equal to your 
  Intelligence modifier” with “a –2 penalty to attack 
  rolls.” Even with Intelligence being a second ability 
  score for bards, this property grants a –4 penalty to 
  attack rolls at paragon levels and a –6 at epic levels. 
  This property should not scale, because it puts mon-
  sters at an increasing disadvantage at higher level.
  Master’s Wand of Vicious Mockery 
  Level 4+
  Wielding this hackberry wand sharpens your tongue and hones 
  your wit.
  Lvl 4 
  +1 
  840 gp 
  Lvl 19 +4 
  105,000 gp
  Lvl 9 
  +2 
  4,200 gp 
  Lvl 24 +5 
  525,000 gp
  Lvl 14 +3 
  21,000 gp 
  Lvl 29 +6 2,625,000 gp
  Implement (Wand)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d8 damage per plus
  
  Property: When you hit with the vicious mockery power 
  using this wand, choose a different enemy within 2 
  squares of the target. That enemy takes a –2 penalty to 
  attack rolls until the end of your next turn.
  Power (Encounter ✦ Arcane, Charm, Implement, Psy-
  chic): Standard Action. As the bard’s vicious mockery 
  power (Player’s Handbook 2, page 69).
  Bracers of Zeal
  Page 103: Remove +2, +3, +4, +5 and +6 from the 
  upper part of the stat block. In addition, delete the 
  level 14 and 24 entries at the top and replace “Level 
  19 or 24” with “Level 19” in the power. The item is 
  an arm slot item and should not have enhancement 
  bonuses.
  Bracers of Zeal 
  Level 9+
  These golden bracers let you channel your own resiliency into a 
  punishing attack.
  Lvl 9 
  4,200 gp 
  Lvl 29 
  2,625,000 gp
  Lvl 19 105,000 gp
  Item Slot: Arms
  Power (Encounter): Free Action. Trigger: You hit an enemy 
  adjacent to you with a melee attack power, and you 
  have temporary hit points. Effect: You lose up to 5 tem‑
  porary hit points and deal that amount of extra damage 
  to that enemy.
   Level 19: Lose up to 10 temporary hit points and deal 
  that amount of damage.
   Level 29: Lose any number of temporary hit points and 
  deal that amount of damage.
  Panther Slippers
  Page 106: Delete the Enhancement line. Foot items 
  don’t provide enhancement bonuses.
  Panther Slippers 
  Level 5
  These soft, clawed shoes help you stay within striking range of 
  your prey.
  Item Slot: Feet 
  1,000 gp
  Power (Daily): Immediate Reaction. Trigger: An enemy 
  adjacent to you shifts. Effect: You shift 1 square. If you’re 
  in beast form, you instead shift 3 squares.
  Shield of Fellowship
  Page 110: Add a line to the end of the property that 
  reads “The hit points you transfer to an ally cannot be 
  transferred again in any way.” Two or more of these 
  shields can create a loop that gives characters infinite 
  temporary hit points by transferring them back and 
  forth to each other. This change prevents that abuse.
  Shield of Fellowship 
  Level 15
  Polished to a bright sheen, this shield has magic that helps you 
  share your resilience with allies.
  Item Slot: Arms 
  25,000 gp
  Shield: Any
  Property: When you gain temporary hit points, you 
  can transfer those temporary hit points + 3 additional 
  temporary hit points to an adjacent ally as a free action. 
  The hit points you transfer to an ally cannot be transferred 
  again in any way.
  Gauntlets of Magical 
  Interchange
  Page 129: Remove the Polymorph keyword from 
  the item’s power. This item creates an adverse com-
  bination with ring of many forms, which provides 
  an untyped bonus to attack rolls when you use a 
  polymorph power. Also, this keyword does not make 
  sense in the context of the polymorph keyword defi-
  nition, which only talks about a PC transforming, not 
  an item. 
  Gauntlets of Magical Interchange 
  Level 22
  These gauntlets magically extrude a variety of useful tools and 
  allow you to restore the magic of other items in the thick of 
  combat.
  Item Slot: Hands 
  325,000 gp
  Power (At-Will): Free Action. The gauntlets transform to 
  incorporate the form and function of any mundane hand‑
  held tool, as found in the equipment list of the Player’s 
  Handbook and other supplements. The tool must be one 
  normally usable by a creature of your size.
  Power (Daily): Minor Action. You use your Arcane Em‑
  powerment class feature on an item held by you or an 
  adjacent ally.
  
  Dungeon Master’s 
  guiDe 2
  New Updates
  Poison Weapon
  Page 114: In the monster theme’s power, replace 
  “+16 vs. Fortitude” with “level + 3 vs. Fortitude.” 
  Themes should have adjustable attack bonuses so 
  they are appropriate for a monster of any level.
  Poison Weapon (minor; recharge ⚅) ✦ Poison
   
  The next time this creature hits a creature with a weapon 
  attack, it makes a secondary attack against that creature. 
  Secondary Attack: level + 3 vs. Fortitude; the target takes a –2 
  penalty to attack rolls (save ends). First Failed Saving Throw: The 
  target is weakened (save ends). Second Failed Saving Throw: The 
  target is knocked unconscious (save ends; the target takes a –5 
  penalty to this saving throw).
  Correlon’s Boon of Arcane 
  Might
  Page 140: In the boon’s power, add “Free Action.” at 
  the start of the power’s text. In addition, in the last 
  sentence of the power, replace “as a daily power” with 
  “once before the end of the encounter.” The power’s 
  former text lacked a duration, meaning whenever 
  you used the effect, you retained the chosen power 
  indefinitely.
  Corellon’s Boon of Arcane Might 
  Level 3+
  Corellon brought arcane magic to the world. Mortals who please 
  him gain access to powers that otherwise take years of study to 
  master.
  Lvl 3 
  680 gp 
  Lvl 18 
  85,000 gp
  Lvl 8 
  3,400 gp 
  Lvl 23 
  425,000 gp
  Lvl 13 
  17,000 gp 
  Lvl 28 
  2,125,000 gp
  Divine Boon
  Property: Choose an at‑will power from an arcane character 
  class. You can use that power as an encounter power.
  Power (Daily): Free Action. Choose a 1st‑level encounter 
  power from an arcane class. You can use that power once 
  before the end of the encounter.
   Level 8: Choose an encounter power of 3rd level or lower.
   Level 13: Choose an encounter power of 7th level or lower.
   Level 18: Choose an encounter power of 13th level or lower.
   Level 23: Choose an encounter power of 17th level or lower.
   Level 28: Choose an encounter power of 23rd level or lower.
  Heartblood of Festergrim
  Page 144: In the item’s yellow bar, replace “Level 
  19+” with “Level 19 or 24.” In addition, delete the 
  level 29 version in the item’s cost section, and in the 
  item’s power and property, replace “Level 24 or 29” 
  with “Level 24.” The level 29 version is redundant 
  because there is no difference between the level 24 
  and level 29 versions.
  Heartblood of Festergrim 
  Level 19 or 24
  Bathing in the blood of the slayer of King Algus and ravager of 
  the forest of Lorem might not make you immune to fire, but it 
  helps.
  Lvl 19 
  105,000 gp 
  Lvl 24 
  525,000 gp
  Legendary Boon
  Property: Gain resist 10 fire.
   Level 24: Resist 15 fire.
  Power (Daily): Immediate Interrupt. Trigger: You are hit by 
  a fire attack. Effect: You and each ally within 5 squares of 
  you gain resist 20 fire until the start of your next turn.
   Level 24: Resist 30 fire.
  
  Divine poWer
  New Updates
  Holy Ardor
  Page 20: Add “and hit the target of your attack” after 
  “oath of enmity.” This change clarifies that you must 
  still hit the target to score the critical hit. You might 
  not, for example, score a critical if you roll two 2s.
   
  Holy Ardor (11th level): Whenever you make 
  two attack rolls because of your oath of enmity and 
  hit the target of your attack, you score a critical hit if 
  both dice have the same roll, except if both rolls are 
  1.
  Pacifist Healer
  Page 136: In the last sentence of the feat, replace 
  “whenever you deal damage to a bloodied enemy” 
  with “whenever you hit or miss a bloodied enemy 
  and deal damage to it.” The previous text included 
  ongoing damage and other damaging effects. This 
  correction clarifies the intent.
   
  Benefit: When you use a divine power that allows 
  a target to spend a healing surge, the target regains 
  additional hit points equal to 1d6 + your Charisma 
  modifier. The additional hit points increase to 2d6 + 
  your Charisma modifier at 11th level, and to 3d6 + 
  your Charisma modifier at 21st level.
   
  Also, whenever you hit or miss a bloodied enemy 
  and deal damage to it, you are stunned until the end 
  of your next turn.
  Fist of Heaven
  Page 141: In the Benefit entry, add “against your 
  avenger powers and your avenger paragon path 
  powers.” This saving throw limitation is part of a 
  larger effort to mitigate the use of saving throw pen-
  alties to lock down enemies for the duration of an 
  encounter.
   
  Benefit: Your oath of enmity target takes a –2 pen-
  alty to saving throws against your avenger powers 
  and your avenger paragon path powers.
  Divine Miracle
  Page 152: Replace the feature’s text with the fol-
  lowing text: “The first time you expend your last 
  remaining encounter attack power during an encoun-
  ter, you regain the use of one encounter attack power 
  of your choice.” This change is necessary to prevent 
  recursive attacks through action-granting powers, 
  such as trip up, follow-up blow, and steal time.
  Divine Miracle (30th level): The first time you 
  expend your last remaining encounter attack power 
  during an encounter, you regain the use of one 
  encounter attack power of your choice.
  Old Updates
  Day’s First Light
  Page 7: Add “Target: One creature” above the Attack 
  line. The power had no Attack line.
  Day’s First Light 
  Avenger Attack 1
  You envelop your foe in a burning shroud of light. If the foe 
  moves, the brilliance scorches it.
  Encounter ✦ Divine, Implement, Radiant
  Standard Action 
  Melee touch
  Target: One creature
  Attack: Wisdom vs. Reflex
  Hit: 1d8 + Wisdom modifier radiant damage. If the target 
  willingly moves before the start of your next turn, it takes 
  5 + your Wisdom modifier radiant damage.
  Wings of Vengeance
  Page 12: Replace “Move Action” with “Minor 
  Action.” The power is not a move action because it 
  does not let you move.
  Wings of Vengeance 
  Avenger Utility 10
  Ephemeral wings carry you across the battlefield to strike where 
  you are most needed.
  Encounter ✦ Divine
  Minor Action 
  Personal
  Effect: Until the end of your next turn, you gain a fly speed 
  of 7, and you can hover.
  Ardent Champion Path Features
  Page 20: At the end of the Ardent Action path 
  feature, add “before or after the extra action.” The 
  timing of shift was unclear. This change syncs up 
  with other shifting associated with path features.
   
  Ardent Action (11th level): When you spend 
  an action point to take an extra action, you can also 
  make a saving throw or shift a number of squares 
  equal to your Dexterity modifier before or after the 
  extra action.
  Life Transference
  Page 33: Change this power to a daily power. Mul-
  tiple clerics or multiclassed clerics in a party can use 
  this power to generate infinite free hit points.
  Life Transference 
  Cleric Utility 2
  Bruises and lacerations appear on your body as they vanish 
  from your patient.
  Daily ✦ Divine, Healing
  Standard Action 
  Melee touch
  Target: One creature
  Effect: You take damage equal to your healing surge value, 
  which can’t be reduced in any way. The target regains hit 
  points equal to twice that value.
  
  Hymn of Resurgence
  Page 33: At the end of the first sentence of the Hit 
  line, add “until the end of your next turn.” Also, in 
  the Effect line, change “burst” to “blast” to match the 
  power’s attack type. The effect lacks a duration, and 
  the mention of the burst is a typo.
  Hymn of Resurgence 
  Cleric Attack 3
  Your foes’ resolve crumbles as your hymn bestows divine vigor 
  on your allies.
  Encounter ✦ Divine, Implement
  Standard Action 
  Close blast 5
  Target: Each enemy in blast
  Attack: Wisdom vs. Fortitude
  Hit: The target takes a –2 penalty to all defenses until 
  the end of your next turn. When any ally hits the target 
  before the end of your next turn, the target is knocked 
  prone.
  Effect: Each ally in the blast can choose either to gain 5 
  temporary hit points or to make a saving throw.
  Angel’s Rescue
  Page 37: On the Attack line, replace “Wisdom” with 
  “Strength.” The power is not using the correct ability 
  score for the attack.
  Angel’s Rescue  
  Cleric Attack 13
  You invoke an angel’s name to lend strength to your attack and 
  carry your ally out of danger.
  Encounter ✦ Divine, Weapon
  Standard Action  
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 3[W] + Strength modifier damage.
  Effect: You slide an ally who is adjacent to you or to the 
  target 2 squares.
  Special: When charging, you can use this power in place of 
  a melee basic attack.
  Compassionate Healer Path 
  Features
  Page 47: In the second sentence of the Compassion-
  ate Blessing path feature, replace “the power’s target” 
  with “one of the power’s targets.” This change helps 
  limit the potency of the feature for healing powers 
  that target multiple creatures.
   
  Compassionate Blessing (11th level): When you 
  restore hit points with a healing power, you can choose 
  to take 5 damage. If you do, one of the power’s targets 
  regains 2d6 additional hit points, and you gain a +2 
  power bonus to all defenses until the end of your next 
  turn.
  Holy Emissary Path Features
  Page 48: In the Gift of Hope path feature, replace “a 
  bonus to saving throws equal to your Wisdom modi-
  fier” with “a +2 bonus to saving throws.” 
   
  In addition, in the Gift of Grace path feature, 
  replace “Wisdom” with “Charisma”
   
  These features were too powerful for a class that 
  uses Wisdom as a primary ability score.
   
  Gift of Hope (11th level): Any ally who ends his 
  or her turn adjacent to you gains a +2 bonus to saving 
  throws until the start of his or her next turn.
   
  Gift of Grace Action (11th level): When you 
  spend an action point to take an extra action, each 
  ally adjacent to you also gains a bonus to all defenses 
  equal to your Charisma modifier until the end of 
  your next turn.
  Rain of Blood
  Page 61: Replace “Area burst 2” with “Area burst 1.” 
  Also, on the Hit line, replace “2d6” with “1d6.” This 
  power is too powerful compared to powers of the 
  same level. This change puts the power in line with 
  design expectations.
  Rain of Blood 
  Invoker Attack 7
  Blood rains down from the sky, pelting your enemies.
  Encounter ✦ Divine, Implement
  Standard Action 
  Area burst 1 within 10 squares
  Target: Each enemy in burst
  Attack: Wisdom vs. Fortitude
  Hit: 1d6 + Wisdom modifier damage, and the target gains 
  vulnerable 5 to all damage until the end of your next 
  turn.
  Covenant of Wrath: Until the end of your next turn, each 
  ally in the burst gains a power bonus to attack rolls equal 
  to your Constitution modifier.
  Prayer of Vengeance
  Page 62: In the second sentence of the power’s Effect 
  line, replace “start” with “end.” The duration of the 
  bonus in the power’s former text meant that an ally 
  would rarely gain the benefit of the zone.
  Prayer of Vengeance  
  Invoker Utility 10
  You recite the ancient declaration of war against the primordi-
  als. Friends who hear it are filled with righteous indignation 
  against their attackers.
  Daily ✦ Divine, Zone
  Minor Action 
  Close burst 3
  Effect: The burst creates a zone of retribution that lasts 
  until the end of your next turn. When any ally within the 
  zone takes damage from an attack, that ally gains a +2 
  power bonus to attack rolls against the attacker until the 
  end of the ally’s next turn.
  Sustain Minor: The zone persists.
  
  Pennant of Heaven’s Armies
  Page 64: Remove the bonus to defenses and replace 
  “Wisdom” with “Intelligence” in the last sentence of 
  the effect. The bonus exceeds our design expecta-
  tions. As a Wisdom primary character, an invoker 
  that uses this power is providing a bonus to defenses 
  and damage rolls that dwarfs the benefits that most 
  leader classes can provide.
  Pennant of Heaven’s Armies 
  Invoker Utility 16
  A tattered white flag appears. Those who behold it find the cour-
  age they need to win the day.
  Daily ✦ Conjuration, Divine
  Standard Action 
  Ranged 10
  Effect: You conjure a shining banner in 1 square within 
  range. The banner lasts until the end of your next turn. 
  Any ally who has line of sight to the banner gains a 
  bonus to saving throws against fear effects and damage 
  rolls. The bonus equals your Intelligence modifier.
  Sustain Minor: The banner persists.
  Divine Hand Path Features
  Page 73: The Undaunted path feature should read 
  “You gain a +2 bonus to saving throws against fear 
  effects and a +2 bonus to all defenses against fear 
  attacks.” The former text isn’t clear that the bonus to 
  saving throws is against fear effects and not a general 
  bonus to saving throws.
   
  Undaunted (11th level): You gain a +2 bonus to 
  saving throws against fear effects and a +2 bonus to 
  all defenses against fear attacks.
  Ray of Reprisal
  Page 88: Add “modifier” between “Charisma” and 
  “radiant” on the Hit line. The word was incorrectly 
  left out of the power.
  Ray of Reprisal 
  Paladin Attack 9
  You direct a beam of fierce radiance against an enemy and force 
  it to feel the pain of the wounds it inflicted on your comrade.
  Daily ✦ Divine, Implement, Radiant
  Immediate Interrupt 
  Close burst 5
  Trigger: An enemy within 5 squares of you hits your ally
  Target: The triggering enemy
  Attack: Charisma vs. Fortitude
  Hit: 3d6 + Charisma modifier radiant damage.
  Miss: Half damage.
  Effect: The ally hit takes half damage from the triggering 
  enemy’s attack.
  Castigating Strike
  Page 89: On the Hit line, replace 1[W] with 3[W].
  Castigating strike was much worse than its lower level 
  counterpart, valorous strike, on page 84.
  Castigating Strike  
  Paladin Attack 13
  As you attack, you chide your foes for neglecting you and compel 
  their attention.
  Encounter ✦ Divine, Weapon
  Standard Action  
  Melee weapon
  Target: One creature
  Attack: Strength or Charisma vs. AC
  Hit: 3[W] + Strength or Charisma modifier damage, and 
  each enemy within 3 squares of you is subject to your 
  divine sanction until the end of your next turn.
  Censuring Radiance
  Page 92: On the Hit line, replace “Strength” with 
  “Charisma.” The ability scores on the Hit line and 
  Attack line didn’t match.
  Censuring Radiance  
  Paladin Attack 23
  Your weapon sears a sigil into your foe that hinders its attacks 
  against your companions.
  Encounter ✦ Divine, Radiant, Weapon
  Standard Action  
  Melee weapon
  Target: One creature
  Attack: Charisma vs. Fortitude
  Hit: 3[W] + Charisma modifier radiant damage. Until the 
  end of your next turn, whenever the target makes an 
  attack that doesn’t include you as a target, the target is 
  weakened for that attack.
  Harsh Verdict
  Page 93: On the Hit line, replace “Strength” with 
  “Charisma.” The ability score on the Hit line didn’t 
  match the one on the Attack lines.
  Harsh Verdict 
  Paladin Attack 25
  You judge one of your enemies in the name of your god, and 
  none of its companions can hide from your wrath.
  Daily ✦ Divine, Radiant, Weapon
  Standard Action 
  Melee weapon
  Primary Target: One creature
  Primary Attack: Charisma vs. Will
  Hit: 3[W] + Charisma modifier damage.
  Miss: Half damage.
  Effect: Make a secondary attack that is a close burst 1 cen‑
  tered on the primary target.
   Secondary Target: The primary target and each enemy in 
  burst
   Secondary Attack: Charisma vs. Will
   Hit: The secondary target takes ongoing 10 radiant 
  damage and cannot benefit from concealment or total 
  concealment (save ends both).
  
  Power of Destruction
  Page 111: In the first sentence of the second para-
  graph of the Benefit line, replace “you gain a +2 bonus 
  to the damage roll” to “you deal 2 extra damage.” 
  In the subsequent sentence, replace “bonus” with 
  “extra damage” and remove the “+” symbols. This 
  text needed to be changed to extra damage because 
  the feat provides a benefit to grasping shards, which 
  doesn’t have a damage roll until level 21.
   
  Benefit: You gain a +2 feat bonus to Intimidate 
  checks.
   
  When you use a power associated with this feat 
  and hit an unbloodied enemy with it, you deal 2 extra 
  damage. The extra damage increases to 3 at 11th 
  level and 4 at 21st level.
  Power of Poison
  Page 117: In the second sentence of the second para-
  graph of the Benefit line, replace “you gain a +2 bonus 
  to the damage roll” to “you deal 2 extra damage.” 
  In the subsequent sentence, replace “bonus” with 
  “extra damage” and remove the “+” symbols. This 
  text needed to be changed to extra damage because 
  the feat provides a benefit to grasping shards, which 
  doesn’t have a damage roll until level 21.
   
  Benefit: You gain a +2 feat bonus to Bluff checks.
   
  When you use a power associated with this feat, 
  you can choose to change its damage type to poison 
  (the power gains the poison keyword and loses the 
  keywords of its former damage types). If you do so, 
  you deal 2 extra damage. The extra damage increases 
  to 3 at 11th level and 4 at 21st level.
  Power of Undeath
  Page 121: In the third sentence of the second para-
  graph of the Benefit, replace “you gain a +2 bonus 
  to the damage roll” to “you deal 2 extra damage.” 
  In the subsequent sentence, replace “bonus” with 
  “extra damage” and remove the “+” symbols. This 
  text needed to be changed to extra damage because 
  the feat provides a benefit to grasping shards, which 
  doesn’t have a damage roll until level 21.
   
  Benefit: You gain a +2 feat bonus to Religion 
  checks.
   
  When you use a power associated with this feat 
  and hit a bloodied enemy with it, you deal 2 extra 
  damage. The extra damage increases to 3 at 11th 
  level and 4 at 21st level.
  Solar Enemy
  Page 120: In the feat’s power, add “until the end of 
  your next turn” to the beginning of the Effect line. 
  The effect lacked a duration.
  Channel Divinity: Solar Enemy 
  Feat Power
  The divine sunlight playing across your enemies is a sign of the 
  radiance to come.
  Encounter ✦ Divine
  Minor Action 
  Close burst 2
  Target: Each enemy in burst
  Effect: Until the end of your next turn, each target gains 
  vulnerable 5 radiant, or its vulnerability to radiant dam‑
  age increases by 5.
  Devoted Paladin
  Page 131: Remove “When you select this feat,” from 
  the second paragraph of the Benefit line. A person 
  can abusive the former text to let them gain a healing 
  surge every time they “select” the feat. Thus, when a 
  character retrains out of it, the healing surge remains, 
  and when that character “selects” the feat again at 
  next level, he or she gains another healing surge.
   
  Benefit: When you use your lay on hands on an 
  ally, that ally regains additional hit points equal to 
  your Charisma modifier.
   
  Your number of healing surges increases by one.
  Call of Virtue
  Pages 133, 136, 139, 140, 142: All mention of the 
  “call of virtue” power on the noted pages should be 
  changed to “virtue’s touch.” This corrects the discrep-
  ancy in names.
  Honored Foe
  Page 139: Replace “When a creature marked by 
  you” with “When a creature marked by your divine 
  challenge or divine sanction.” This prevents abuse by 
  defenders who might multiclass into paladin to gain 
  this feat. 
   
  Benefit: When a creature marked by your divine 
  challenge or divine sanction damages you, you gain tem-
  porary hit points equal to your Wisdom modifier.
  Hero of Faith
  Page 144: Replace the second sentence of the second 
  paragraph with the following text. This change is nec-
  essary to limit the power of this feat.
  “The effect lasts until you hit the target or until the 
  target drops to 0 hit points. You cannot switch the 
  target or extend the duration of the power in any 
  way.”
   
  Benefit: You gain training in one skill from the 
  avenger’s class skills list.
   
  Once per encounter, you can use the oath of enmity 
  power. The effect lasts until you hit the target or until 
  the target drops to 0 hit points. You cannot switch the 
  target or extend the duration of the power in any way.
   
  In addition, you can wield avenger implements.
  
  priMal poWer
  New Updates
  Certain Savagery
  Page 27: Replace the second sentence of the feature 
  with the following text: “If you miss every target, you 
  don’t expend rage strike. In addition, when you miss 
  with rage strike, you don’t deal half damage.” This 
  change takes into account the Explosive Rage feat, 
  which makes rage strike a close attack.
   
  Certain Savagery (11th level): You don’t need 
  to be raging to use rage strike. If you miss every target, 
  you don’t expend rage strike. In addition, when you 
  miss with rage strike, you don’t deal half damage.
  Creeping Doom
  Page 50: Add “but you” after “Any creature” in the 
  Effect entry. Without this qualification, it is difficult 
  for the druid to avoid harming him- or herself with 
  the power’s zone.
  Creeping Doom 
  Druid Attack 25
  At your command, biting and stinging vermin spill forth to con-
  sume your enemies.
  Daily ✦ Implement, Primal, Zone
  Standard Action 
  Close burst 1
  Effect: The burst creates a zone of vermin that lasts until 
  the end of your next turn. Any creature but you that 
  starts its turn within the zone takes 10 damage and 
  grants combat advantage until the start of its next turn. 
  As a move action, you can move the zone 3 squares. 
  When the zone appears, make the following attack. As a 
  standard action, you can repeat the attack.
   Target: Each creature within the zone or adjacent to it
   Attack: Wisdom vs. Reflex
   Hit: 2d8 + Wisdom modifier damage, and the target is 
  dazed until the end of your next turn.
  Sustain Minor: The zone persists, and you can increase its 
  size by 1 to a maximum of burst 5.
  World Speaker’s Command
  Page 65: Above the Attack entry, add a Target entry 
  that reads “Target: The triggering enemy.” The power 
  lacks a Target entry.
  World Speaker’s Command  
  Shaman Feature
  The voices and growls of primal spirits cascade on your foe, 
  stopping it in its tracks.
  At-Will ✦ Implement, Primal, Spirit
  Opportunity Action 
  Melee spirit 1
  Trigger: An enemy leaves a square adjacent to your spirit 
  companion without shifting
  Target: The triggering enemy
  Attack: Wisdom vs. Will
  Hit: The target stops moving and must use a different ac‑
  tion to resume moving.
  Eagle Summons the Fire
  Page 82: Replace the class feature with the follow-
  ing text: “You can determine line of sight and line of 
  effect for ranged attacks and area attacks from your 
  spirit companion.” The feature’s original text was 
  too difficult to interpret. This revision represents the 
  intent.
   
  eagle Summons the Fire (11th level): You can 
  determine line of sight and line of effect for ranged 
  attacks and area attacks from your spirit companion.
  Spring’s Dawning
  Page 85: Delete the second sentence of the Hit entry. 
  Add an Effect entry below the Hit entry that reads: 
  “Effect: The first time you hit a target when you use 
  this power, each ally can make a saving throw with 
  a +2 power bonus.” The power’s intent is to grant a 
  saving throw to each ally once. As a close attack, the 
  effect on the Hit entry might trigger multiple times. 
  This change ensures that the effect occurs only once 
  each time you use the power.
  Spring’s Dawning 
  Warrior of Spring Attack 11
  The light of spring erupts from the spirit world, searing your 
  foes and providing a beacon of hope to your allies.
  Encounter ✦ Implement, Primal, Radiant, Spirit
  Standard Action 
  Close burst spirit 1
  Target: Each enemy in burst
  Attack: Wisdom vs. Will
  Hit: 3d6 + Wisdom modifier radiant damage.
  Effect: The first time you hit a target when you use this 
  power, each ally can make a saving throw with a +2 
  power bonus.
  Form of the Thunderstorm
  Page 106: In the nested attack power below the 
  Effect entry, add “Standard Action” as the action 
  type and add “Melee weapon” as the attack type and 
  range. This information is missing from the power’s 
  original text.
    Once during this encounter, you can make the follow‑
  ing weapon attack while you are in this form.
   Standard Action 
  Melee weapon
   Target: One creature
   Attack: Strength vs. Reflex
   Hit: 3[W] + Strength modifier thunder damage, and you 
  push the target 5 squares. Until the end of your next turn, 
  the target is stunned, and the target and each enemy 
  adjacent to it are marked.
  Hide Armor Expertise
  Page 137: Replace the feat’s Benefit entry with the 
  following text: “While wearing hide armor, you can 
  gain a +2 bonus to AC instead of using your Dexterity 
  or Intelligence modifier to determine your AC.”
   
  Benefit: While wearing hide armor, you can gain 
  a +2 bonus to AC instead of using your Dexterity or 
  Intelligence modifier to determine your AC.
  
  Explosive Rage Strike
  Page 143: Replace the second sentence of the Ben-
  efit entry with the following sentence: “If you do so, 
  the power becomes a close burst 1 that targets each 
  enemy that you can see in the burst.” This change 
  clarifies how changing rage strike into a close burst 
  affects the power’s Target entry.
   
  Benefit: When you use rage strike, you can reduce 
  the damage it deals by 2[W]. If you do so, the power 
  becomes a close burst 1 that targets each enemy that 
  you can see in the burst.
  Guardian’s Pounce
  Page 153: In the Effect entry, add “until the end of 
  your next turn” to the end of the last sentence. The 
  effect lacks a duration.
  Guardian’s Pounce 
  Perfect Guardian Utility 26
  You leap forward to absorb an attack meant for your friend.
  Encounter ✦ Primal
  Immediate Interrupt 
  Personal
  Trigger: A melee or a ranged attack hits an ally within 5 
  squares of you
  Effect: You shift a number of squares equal to twice your 
  speed to a square adjacent to the creature that made the 
  triggering attack. The attack hits you instead, and you 
  mark the creature that made it until the end of your next 
  turn.
  Old Updates
  Targeted Assault
  Page 68: On the Benefit line, replace “any crea-
  ture marking you” with “any creature that has you 
  marked.” The benefit is incorrect. This change repre-
  sent the feat’s intent.
   
  Benefit: You gain a +2 bonus to attack rolls 
  against any creature any creature that has you 
  marked.
  
  Power Cards
  Player’s Handbook 
  Heroes:  Arcane Heroes 1 
  Eldritch Strike
  Add the following sentence to the bottom of the 
  Special section: “You can choose this power instead 
  of eldritch blast as the power associated with your 
  Eldritch Blast class feature.” The change is neces-
  sary because there is currently no easy way to easily 
  acquire this power as a warlock.
  Player’s Handbook 
  Heroes:  Arcane Heroes 2 
  Chilling Cloud
  On the Hit line, add “cold” between “modifier” and 
  “damage.” The power should be doing cold damage.
  Player’s Handbook 2: 
  Druid Power Cards
  Barkskin
  In the Action box, replace “Standard” with “Minor.” 
  This syncs it up with the power in Player’s Handbook 2.
  
  draConomiCon: 
  metalliC dragons
  New Updates
  Wing Flurry
  Page 162: Replace the power’s melee icon (M) with 
  the close attack icon (C). The melee icon is incorrect.
  C Wing Flurry (immediate reaction, when an enemy misses the 
  dragon with a melee or close attack; at-will)
   
  Close burst 2; +14 vs. Fortitude; 1d8 + 6 damage, and the 
  dragon pushes the target 2 squares.
  Adult Orium Dragon
  Page 170: In the frightful presence power, replace 
  “+15 vs. Will” with “+18 vs. Will.” The power’s attack 
  bonus is low and inconsistent with the other orium 
  dragons’ attack bonuses.
  C Frightful Presence (standard; encounter) F Fear
   
  Close burst 5; targets enemies; +18 vs. Will; the target is 
  stunned until the end of the dragon’s next turn. Aftereffect: The 
  target takes a –2 penalty to attack rolls (save ends).
  Elder Orium Dragon
  Page 171: In the frightful presence power, replace 
  “+19 vs. Will” with “+25 vs. Will.” The power’s attack 
  bonus is low and inconsistent with the other orium 
  dragons’ attack bonuses.
  C Frightful Presence (standard; encounter) F Fear
   
  Close burst 10; targets enemies; +25 vs. Will; the target is 
  stunned until the end of the dragon’s next turn. Aftereffect: The 
  target takes a –2 penalty to attack rolls (save ends).
  Ancient Orium Dragon
  Page 171: In the frightful presence power, replace 
  “+18 vs. Will” with “+33 vs. Will.” The power’s attack 
  bonus is low and inconsistent with the other orium 
  dragons’ attack bonuses.
  C Frightful Presence (standard; encounter) F Fear
   
  Close burst 10; targets enemies; +33 vs. Will; the target is 
  stunned until the end of the dragon’s next turn. Aftereffect: The 
  target takes a –2 penalty to attack rolls (save ends).
  Mercury Dragon Wyrmling 
  Lore
  Page 180: Add “Nature” before “DC 12” on the first 
  line of the paragraph. The check lacks an associated 
  skill.
   
  Nature DC 12: A mercury dragon wyrmling’s 
  lair has many small tunnels and narrow passageways 
  filled with noxious gases from deep underground.
  Silvara
  Page 214: In the Saving Throw entry, replace “+2” 
  with “+5.” The +2 bonus is a typo.
  Initiative +19 
  Senses Perception +23; darkvision
  HP 908; Bloodied 454; see also bloodied breath
  AC 40; Fortitude 37, Reflex 36, Will 36
  Resist 30 cold
  Saving Throws +5
  Speed 8, fly 8 (hover), overland flight 15
  Action Points 2
  Encounters with the Old Man
  Page 205: In the first sentence of the fifth paragraph 
  of the section, replace “against Bahamut while he” 
  with “in which Bahamut.” The original text is con-
  fusing, because it discusses a fight against Bahamut. 
  The rest of the paragraph addresses XP awards while 
  Bahamut is fighting alongside the characters. This 
  change clarifies the intent.
  Although a fight in which Bahamut is at the charac-
  ters’ side is a good tactical test, it’s not worth the full 
  XP award for an encounter ten levels higher. 
  The Old Man with the Canaries
  Page 206: In the Bahamut’s blessing power, add “until 
  the end of the target’s next turn” to the end of the 
  power. The effect lacks a duration.
  Bahamut’s Blessing (standard; at-will) 
   
  Ranged 30; two targets; each target gains a +10 bonus to attack 
  rolls, a +10 bonus to skill checks, and a +10 bonus to damage 
  rolls until the end of the target’s next turn.
  
  Plane Below
  New Updates
  Entropic Shift
  Page 157: In the power, replace “+20 vs. Will” with 
  “+27 vs. Will.” The attack bonus is too low.
  C Entropic Shift (move; at-will) F Teleportation
   
  Close burst 10; targets two creatures in burst; +27 vs. Will 
  (no attack roll required against an ally); Skirnex teleports the 
  targets, swapping their positions.
  
  Player’s HandBook 
  races: dragonBorn
  New Updates
  Bloodletting Weapon
  Page 26: Add 1 to the level 14 and the level 19 
  enhancement bonuses in the item’s price section. The 
  enhancement bonuses are too low.
  Bloodletting Weapon 
  Level 14+
  The jagged blade of this oversized sword can inflict a truly hor-
  rible wound.
  Lvl 14 
  +3 
  21,000 gp 
  Lvl 24 
  +5 
  525,000 gp
  Lvl 19 
  +4 105,000 gp 
  Lvl 29 
  +6 2,625,000 gp
  Weapon: Heavy blade
  Enhancement: Attack rolls and damage rolls
  Critical: Ongoing 10 damage (save ends)
   Level 24 and 29: Ongoing 20 damage (save ends)
  Property: Whenever you use a weapon power that deals 
  ongoing damage or score a critical hit with this weapon, 
  the target takes a –4 penalty to the first saving throw 
  against that ongoing damage.
   Level 24 and 29: –6 penalty.
  Arkhosian Scepter
  Page 27: In the item’s power, replace “Level 25 or 
  30” with “Level 22 or 27.” The power’s level enhance-
  ments do not match the levels of the implement’s 
  enhancement bonuses.
  Arkhosian Scepter 
  Level 12+
  This silver scepter has a dragon’s head carved at one end. Its 
  magic focuses and enhances the power of your dragon breath.
  Lvl 12 
  +3 
  13,000 gp 
  Lvl 22 
  +5 
  325,000 gp
  Lvl 17 
  +4 
  65,000 gp 
  Lvl 27 
  +6 1,625,000 gp
  Implement (Rod)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Property: You can apply the enhancement bonus of this 
  item to the attack rolls and damage rolls of your dragon 
  breath power, even if you can’t normally use rods as 
  implements.
  Power (Daily): Free Action. Use this power as you use your 
  dragon breath power. Your dragon breath becomes an 
  area burst 1 within 10 squares for this attack.
   Level 22 or 27: Area burst 2.
  
  dragon Magazine
  New Updates
  Some of these changes also affect Dragon Annual.
  Dragon 366
  Caiphon’s Guidance, Page 24
  Replace the feature’s text with the following text
  “Your fear or radiant warlock powers and student of 
  Caiphon powers score critical hits on rolls of 18–20.” 
  The expanded critical range should apply to radi-
  ant or fear powers (as opposed to powers that have 
  both keywords), but it should not apply to other class’ 
  powers. This limits players from taking the paragon 
  just to gain the generous critical range.
  Dragon 367
  Flickering Shroud, Page 38
  In the Benefit entry, delete “saving throws.” The text 
  is incorrect.
  Claw Fighter, Page 54
  Replace the feat’s Benefit text with the following text, 
  incorporating the December changes. This change 
  revises the claws to have the off-hand property, syn-
  chronizing it with the monk and resolving issues with 
  how it is possible to wield two non-off-hand weapons. 
  However, this change does fix issues with the sword-
  mage, which requires a hand free to gain the benefit 
  of its aegis. As the text stands, a gnoll with this feat 
  cannot gain the +3 benefit of the aegis because it is 
  considered to always have a weapon in each hand.
  “When you make a weapon attack, you can use your 
  claw, which is a weapon in the light blade weapon 
  group. This weapon has the off-hand weapon prop-
  erty and a +3 proficiency bonus, and it deals 1d6 
  damage. While you aren’t holding anything, you are 
  considered have this weapon in each hand. You can 
  enchant and disenchant your claws. When you disen-
  chant your claws, they do not turn to dust. ”
  Dragon 369
  Hell’s Implement, Page 55
  In the Benefit entry, replace the text with “You can 
  use a polearm as a warlock implement.” This change 
  synchronizes this feat with Player’s Handbook 3 clarifi-
  cations to implements and weapons.
  Dragon 372
  Lingering Cold, Page 45
  In the second sentence of the feature, replace “–5” 
  with “–2.” In addition, in the third sentence of the 
  feature, replace “vulnerable cold 15” with “vulnerable 
  10 cold.” Both changes reduce the strength of this 
  feature. The saving throw limitation is part of a larger 
  effort to mitigate the use of saving throw penalties to 
  lock down enemies for the duration of an encounter. 
  The vulnerability adjustment prevents high damage 
  yield with frost weapon and similar damage-changing 
  effects.
  Frozen in Ice, Page 45
  Inside the parentheses at the end of the feature, 
  replace the text with “save ends.” This change reduces 
  the feature’s strength, preventing the ability to effec-
  tively kill any creature.
  Dragon 380
  Extra Corrupt Manifestation, Page 20
  In the second sentences of the Benefit entry and 
  Special entry, replace “corrupt manifestation” with 
  “elemental manifestation.” This change allows a 
  character with the feat to switch between corrupt and 
  noncorrupt manifestations.
  Dragon 381
  Winged Horde, Page 66
  In the Hit and Level 21 entries, delete “+ Intelligence 
  modifier.” This change reduces the strength of the 
  power to compensate for its other benefits, such as 
  the power’s effect and its ability to target only ene-
  mies. This revision makes other wizard powers more 
  competitive choices when compared to this power.
  Frost of Letherna, Page 71
  In the power’s Effect, add “until the end of its next 
  turn” to the end of the second sentence, and delete 
  the last sentence. This change reduces the power’s 
  strength and prevents the immobilization from being 
  recursive.
  Dice of Auspicious Fortune, Page 83
  In the item’s encounter power, replace the Effect 
  line with the following text: “When you make an 
  attack, instead of making an attack roll, you can use 
  one of the results stored in the dice. Using the result 
  removes the stored result from the dice.” This change 
  limits the item’s strength by removing the ability to 
  reroll and to know whether or not an attack will hit.
  Old Updates
  Dragon 365
  Taunting Press, page 23
  The Effect line should read “You slide the target 3 
  squares to a square adjacent to you.” This change pre-
  vents a player from using the power to slide an enemy 
  throughout the battlefield.
  Dragonborn Zeal page 28
  Replace “Immediate Reaction” with “Immediate 
  Interrupt”.
  
  Dragon 366
  Sacrifice to Caiphon, page 20
  In the first sentence of the Benefit line, add “warlock” 
  before “encounter power”.
  Student of the Athanaeum, page 20
  In the Benefit line, add “warlock” before “daily 
  power”.
  Starborn, page 25
  In the first sentence of the destiny feature, replace 
  “radiant fire damage” with “radiant damage and fire 
  damage”.
  Starburst, page 25
  Replace “radiant fire damage” with “radiant and fire 
  damage”.
  Dragon 367
  Alluring Lights, page 41
  In the Hit line, replace “dazed” with “immobilized”.
  Claw Fighter, page 54
  Replace the last sentence in the feat’s Benefit section 
  with the following: “You can enchant and disenchant 
  your claws. When you disenchant your claws, they 
  do not turn to dust.” The former text prevented the 
  claws from scaling, thereby rendering them useless at 
  higher levels.
  Icy Sweep, page 57
  On the Hit line, the slide should read “and you slide 
  the target 3 squares to a square adjacent to you.” This 
  change prevents a player from using the power to 
  slide an enemy throughout the battlefield.
  Dragon 368
  Staff Fighting, page 58
  In the feat’s Benefit section, replace the second line 
  with the following: “As a double weapon, both ends of 
  the weapon deal 1d8 damage. The primary end gains 
  the defensive and stout properties, and the secondary 
  end gains the off-hand property.” This change revises 
  this feat to work with the new double weapon rules.
  Binding Style, page 59
  In the dual strike entry, add “secondary” in front of 
  “target.” This change is necessary to make this benefit 
  make sense with revised dual strike language.
  Deft Hurler Style, page 60
  In the cleave entry, add “against one creature other 
  than the target of your cleave” to the end of the 
  first sentence. The goal of this feat was to distribute 
  damage, but the previous text allows a character to 
  make the attack against the target of the cleave, thus 
  focusing damage.
  Starlight Duelist Style, page 61
  In the dual strike entry, replace “the target” with 
  “either target.” This change is necessary to make this 
  benefit make sense with revised dual strike language.
  Weapon Mastery Feats, page 65-66
  Replace the second and third paragraphs with the 
  following: “Weapon mastery feats are multiclass feats 
  based around a single weapon. Each initial multiclass 
  feat—such as Bola Training—is considered a class-spe-
  cific multiclass feat, with the named weapon acting 
  as the specific class. As with other class-specific 
  multiclass feats, once you take one, you can’t take 
  one for a different class (or weapon, or style) unless 
  another rule another rule allows you to do so.”
  Bola Training, page 66
  In the brackets after “Multiclass,” add “Bola”.
  Net Training, page 66
  In the brackets after “Multiclass,” add “Net”.
  Whip Training, page 67
  In the brackets after “Multiclass,” add “Whip”.
  Dragon 369
  Caging Glaive, page 54
  The Effect line should read “Before the attack, slide 
  the target 3 squares to a square adjacent to you.” This 
  change prevents a player from using the power to 
  slide an enemy throughout the battlefield.
  Dragon 372
  Spiked Chain Training, page 11
  In the brackets after “Multiclass,” add “Spiked 
  Chain”.
   
  In the feat’s Benefit section, replace the second two 
  lines with the following: “You can treat the spiked 
  chain as a double weapon. As a double weapon, each 
  end of the spiked chain is a light blade and deals 2d4 
  damage. The primary end gains the stout property, 
  and the secondary end gains the off-hand property.” 
  This change revises this feat to work with the new 
  double weapon rules.
  Doomcaller’s Promise, page 14
  On the Hit line and Miss line, delete “and the target 
  suffers the effects of the Rattling keyword until the 
  end of the encounter.”
  Grasp of the Grave, page 24
  In the second sentence of the Effect line, remove “and 
  is dazed until the end of your next turn.” The previ-
  ous power’s effect was overpowered.
  Immortal Curse, page 43
  
  Replace the feature’s Effect text with the following: 
  Once per round, when you score a critical hit against 
  the target of your immortal curse, you gain an extra 
  standard action. You must use the standard action 
  to attack the target of your immortal curse, and you 
  must use the action before the end of your next turn.
  Dragon 374
  Orc Darkblade, page 36
  Replace the text of the elusive target power with the 
  following:
  “The orc darkblade swaps positions with a creature 
  adjacent to it other than the triggering attacker. The 
  darkblade gains superior cover against the trigger-
  ing attack, and it gains combat advantage against the 
  creature it swapped positions with until the end of its 
  next turn.”
  Deva Disincarnate, page 52
  Add “Ranged 10” to the beginning the disincarnate’s 
  spirit roots power. The power lacked a range.
  Power of Creation, page 92
  In the powers associated with the feat, replace “sacred 
  flame” with “righteous brand.” The text is inconsistent 
  with Divine Power, which uses righteous brand.
  
  dungeon Magazine
  New Updates
  Dungeon 160
  Longsword of Summer (called also Weapon of 
  Summer), Page 96
  Replace the text on the Property line with the follow-
  ing text: “You gain a +3 item bonus to damage rolls 
  made with this weapon. This bonus damage is fire 
  damage.” This change brings the weapon in line with 
  damage expectations.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/Errata/2010-03 Updates.pdf