TEXT: Adventurer’s vAult
  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 table below. 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.
  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.
  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
  Rules Update 08/2012
  Page 1 of 140
  
  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).
  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.
  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 cur-
  rent 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.
  Addergrease Armor
  Page 39: In the item’s power, replace “or 29” with “or 
  28.”
  Armor of Durability
  Page 40: The granted bonus to surge value is now an 
  item bonus.
  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.”
  Displacer Armor
  Page 44: In the last sentence of the item’s power, 
  replace “end of the encounter” with “end of your next 
  turn.” This update limits the potency of this armor 
  on defenders and melee characters, who would effec-
  tively gain a high, untyped defense bonus for the 
  duration of an encounter.
  Flickersight Armor
  Page 45: In the item’s power, add “or 27” after “Level 
  22.”
  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.”
  Robe of Bloodwalking 
  Page 49: Remove the Healing keyword from the 
  item’s power.
  Rules Update 08/2012
  Page 2 of 140
  
  Robe of Contingency 
  Page 49: Add the Healing keyword to the item’s 
  power.
  Robe of Defying Storms  
  Page 49: In the item’s property, replace “Level 25 or 
  30” with “Level 24 or 29.”
  Shared Suffering Armor  
  Page 51: At the end of the second sentence of the 
  power, add “(save ends).”
  Skeletal Armor   
  Page 52: In the item’s property, replace “Level 23 or 
  28” with “Level 24 or 29.”
  Spiritlink Armor
  Page 53: In the item’s property, replace “Level 24” 
  with “Level 25,” and replace “Level 29” with “Level 
  30.”
  Stalker’s Armor
  Page 53: Replace the item’s property. This change 
  prevents the property from being recursive.
  Veteran’s Armor  
  Page 55: Remove the item’s power. 
  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.”
  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.
  Bloodiron Weapon
  Page 65: In the weapon’s updated property, replace 
  “deal the extra critical hit damage to the target again 
  at the start of your next turn” with “the target of the 
  attack takes 1d10 damage per enhancement bonus 
  of this weapon at the start of your next turn.” This 
  update clarifies that you gain only the magic weap-
  on’s extra critical dice on this damage and that it does 
  not include any bonuses or damage from the high crit 
  weapon property.
  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 miti-
  gate the use of saving throw penalties to lock down 
  enemies for the duration of an encounter. 
  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.”
  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.
  Jagged Weapon  
  Page 71: On the Critical line, add “(save ends)” after 
  “Ongoing 10 damage” and “Ongoing 20 damage.”
  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.
  Pact Hammer 
  Page 74: Remove the second property.
  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.
  Subtle Weapon
  Page 79: Replace the item’s Property entry with 
  “Whenever you make a damage roll with this weapon 
  against an enemy granting combat advantage to you, 
  you gain an item bonus to the damage roll against 
  that enemy. The item bonus equals this weapon’s 
  enhancement bonus.” This update reflects the weap-
  on’s original intent and brings it in line with other 
  items’ damage bonuses.
  Swiftshot Weapon  
  Page 79: In the item’s power, replace “Encounter” 
  with “Daily.”
  Rules Update 08/2012
  Page 3 of 140
  
  Tigerclaw Gauntlets  
  Page 80: In the item’s power, replace “Encounter” 
  with “Daily.”
  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 
  primary attack while the weapon is being wielded as 
  an offhand, thus preventing abuse of the power.
  Symbol of Mortality
  Page 89: In the Level 24 or 29 line, replace “2d4” 
  with “3d4” and “2d8” with “3d8.”
  Symbol of the Warpriest 
  Page 90: In the item’s property, replace “Each time 
  you hit” with “Once per round when you hit.”
  Orb of Impenetrable Escape 
  Page 94: Replace “Critical: +1d6 damage per plus” 
  with “Critical: None.”
  Orb of Mental Dominion  
  Page 95: Replace “Critical: +1d6 psychic damage per 
  plus” with “Critical: None.”
  Orb of Ultimate Imposition
  Page 96: Replace the item’s power. This change helps 
  mitigate stacking of penalties to saving throws on a 
  creature.
  Quickcurse Rod
  Page 99: In the item’s updated power, replace “Place 
  your Warlock’s Curse on any target in sight” with 
  the following text: “Trigger: You hit a creature with 
  a power using this rod. Effect: You place your War-
  lock’s Curse on a different creature you can see.” 
  This change ensures that low-level versions of the 
  item aren’t used with Quickdraw or a similar feat to 
  curse every enemy on the battlefield. Also, as a note 
  of clarity, because the user is not using the Warlock’s 
  Curse class feature for the curse, it does not count 
  toward the normal restriction of one curse per round.
  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 the Infernal 
  Page 101: In the item’s power, replace “Encounter” 
  with “Daily.”
  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.
  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.
  Staff of Missile Mastery
  Page 106: Replace the Property entry with the fol-
  lowing text: “When you use magic missile with this 
  implement, you gain an item bonus to the damage 
  equal to the staff’s enhancement bonus.” This update 
  syncs up this item with the new magic missile text.
  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.
  Master’s Wand of Magic Missile
  Page 110: In the Property entry, replace “hit” with 
  “damage.” This update syncs up this item with the 
  new magic missile text.
  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.”
  Flame Bracers
  Page 117: The bracers’ property no longer requires 
  the attack to be a melee attack, and the bracers’ 
  power no longer requires the attack to be a weapon 
  attack or that you must make the attack before the 
  end of your next round.
  Manticore Shield  
  Page 118: In the item’s power text, replace “Dexter-
  ity” with “Strength.”
  Rules Update 08/2012
  Page 4 of 140
  
  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.
  Impenetrable Barding
  Page 123: Replace the item’s property. This change 
  allows the barding to scale appropriately to monster 
  damage.
  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.
  Giant Gloves
  Page 133: In the item’s power, replace “Encounter” 
  with “Daily.”
  Gloves of Eldritch Admixture 
  Page 134: In the item’s power, replace “At-Will” with 
  “Encounter.”
  Gloves of Storing
  Page 134: This item’s property has been reformatted 
  into two at-will powers using a minor action each.
  Gloves of the Healer
  Page 135: In the Property entry, replace “that has 
  the healing keyword” with “that lets one or more 
  creatures spend a healing surge to regain hit points. 
  This change limits the potency of surgeless healing, 
  such as with astral seal.
  Vampiric Gauntlets 
  Page 137: In the item’s power, replace “Encounter” 
  with “Daily.”
  Coif of Mindiron  
  Page 140: In the item’s power text, remove “Stan-
  dard Action.”
  Crown of Infernal Legacy
  Page 140: Replace the item with the following item. 
  This update syncs up this text with the revision to 
  infernal wrath.
  Phrenic Crown
  Page 144: Replace the item’s property. This change 
  helps mitigate stacking of penalties to saving throws 
  on a creature.
  Telepathy Circlet   
  Page 145: In the item’s price, replace “25,000” with 
  “625,000.”
  Abyssal Adornment 
  Page 148: In the item’s power, replace “Level 24 or 
  29” with “Level 23 or 28.”
  Amulet of the Unbroken
  Page 149: Add a +6 enhancement bonus to the item. 
  This change corrects a typo.
  Choker of Eloquence 
  Page 150: In the item’s cost/level entry, add 1 to 
  each of the listed enhancement bonuses.
  Cloak of Distortion
  Page 151: Replace the item’s property. This change 
  keeps the property better in line with character 
  defense expectations.
  Gorget of Reciprocity
  Page 152: Add a +6 enhancement bonus to the item. 
  This change corrects a typo.
  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.
  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.
  Sorrowsworn Ring
  Page 162: In the item’s Power, replace “Immedi-
  ate Reaction” with “Free Action.” In addition, in the 
  second sentence of the power replace “That creature 
  dies and you” with “You.” The first change allows the 
  power to work more effectively, since as an immedi-
  ate reaction, the power would be unusable during 
  your turn. The second change prevents strange rules 
  interactions with monsters that might drop to 0 hit 
  points multiple times during combat.
  Rules Update 08/2012
  Page 5 of 140
  
  Girdle of the Dragon
  Page 165: On the Property line, replace “+2” with 
  “+1.”
  Girdle of the Umber Hulk 
  Page 165: On the Property line, replace “+2” with 
  “+1.”
  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.
  Totemic Belt
  Page 167: Replace “minor action” with “free action.” 
  This change makes the power usable.
  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.
  Golden Spade
  Page 172: In the item’s power, replace burst with 
  blast.
  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.
  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.”
  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.
  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.
  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 (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 (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 (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 (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 (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.
  Rules Update 08/2012
  Page 6 of 140
  
  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 (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 (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 (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.
  Gem of Valor
  Page 191: In the item’s power, replace the text in the 
  “20” entry with the following text: “You gain an extra 
  standard action that you must spend before the end 
  of your next turn.” This change limits recursive action 
  point usage and is part of a general effort to limit 
  the power of builds that focus on gaining numerous 
  actions during a turn.
  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. 
  Enchanting Items
  Page 198: The Enchant Magic Item cannot be used 
  to change a magic item into a different magic item. 
  For instance, the example in the text is incorrect; 
  you cannot turn a +1 longsword into a +1 flaming 
  longsword. You can still use the ritual to upgrade an 
  item into a higher-level version of itself, as noted in 
  the new version of the ritual.
  Item rArIty ChAnges
  Common Items
  Absence Amulet
  Adamantine Rod
  Antivenom
  Armor of Resistance
  Barbed Baldric
  Belt of Resilience
  Boots of Equilibrium
  Bowl of Purity
  Bridle of Conjuration
  Brooch of Vitality
  Butterfly Sandals
  Cap of Water Breathing
  Cincture of the Dragon Spirit
  Cold Iron Bracers
  Contortionist’s Cord
  Crown of Eyes
  Crown of the World Tree
  Crystal Ball of Spying
  Darkleaf Shield
  Dynamic Weapon
  Endless Canteen
  Feybread Biscuit
  Footpad’s Friend
  Forceful Weapon
  Friend’s Gift
  Gauntlets of blinding strikes
  Gloves of the Bounty Hunter
  Goliath’s Belt
  Guardian’s Collar
  Helm of Opportunity
  Herbal Poultice
  Horseshoes of Speed
  Immovable Shaft
  Impenetrable Barding
  Invulnerable Case
  Lamp of Discerning
  Lancing Gloves
  Lens of Reading
  Life Charm
  Muleback Harness
  Overreaching Weapon
  Pact Hammer
  Paired Weapon
  Pelaurum Armor
  Periapt of Recovery
  Phylactery of Divinity
  Polyglot Gem
  Potion of Resistance
  Potion of Spirit
  Rules Update 08/2012
  Page 7 of 140
  
  Common Items continued
  Potion of Vigor
  Pouch of Platinum
  Prime Shot Weapon
  Reinforcing Belt
  Retribution Weapon
  Rod of Brutality
  Rogue’s Belt
  Saddle of Strength
  Sail of Winds
  Sandals of Precise Stepping
  Silent Tool
  Slick Armor
  Starlight Goggles
  Stonemeal Biscuit
  Striking Staff
  Stylus of the Translator
  Sure Shot Gloves
  Swimtide Harness
  Tactician’s Armor
  Tumbler’s Shoes
  Unguent of Darkvision
  Vicious Rod
  Vision Sand
  Watchful Ruby Eye
  Weapon of Healing
  Wildleaf Armor
  Wrestler’s Gloves
  Rare Items
  Boots of Teleportation
  Headband of Intellect
  Opal Ring of Remembrance
  Ring of the Dragonborn Emperor
  Rules Update 08/2012
  Page 8 of 140
  
  Adventurer’s vAult 2
  Healer’s Armor
  Page 9: In the Property entry, add “that lets a crea-
  ture spend a healing surge to regain hit points” after 
  “healing power.” This change limits the potency of 
  surgeless healing, such as with astral seal.
  Hero’s Armor
  Page 9: The armor now works with any armor, not 
  just chain. The healing keyword was also removed.
  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.
  Scale of the Serpent
  Page 12: In the item’s power, replace “Immediate 
  Reaction” with “Immediate Interrupt.” As an imme-
  diate reaction, the power would not allow you to 
  prevent the dazed or stunned conditions.
  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.
  Great Hunger Weapon
  Page 18: In the first sentence of the weapon’s prop-
  erty, remove “scores.” The word was a typo.
  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.
  Lightning Arrow
  Page 27: In the item’s property, remove “and is dazed 
  until the end of its next turn.” The item’s effect was 
  too good based on its cost. This change brings the 
  item in line with expectations.
  Symbol of Divine Light
  Page 29: Replace the Property entry with the follow-
  ing text: “The damage rolls of radiant powers you use 
  through this implement gain an item bonus equal to 
  the implement’s enhancement bonus against crea-
  tures that have radiant vulnerability.” This update 
  prevents multiple symbols of divine light from stacking 
  adversely.
  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.
  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.
  Frozen Tome
  Page 41: In the first sentence of the item’s powers, 
  replace “utility power” with “daily attack power.” This 
  update reflects the item’s original intent: versatility. 
  The power should not allow a character to swap an 
  encounter utility power for a daily attack power.
  Gossamer Tome
  Page 42: In the first sentence of the item’s powers, 
  replace “utility power” with “daily attack power.” This 
  update reflects the item’s original intent: versatility. 
  The power should not allow a character to swap an 
  encounter utility power for a daily attack power.
  Mordenkainen’s Tome
  Page 42: In the first sentence of the item’s powers, 
  replace “utility power” with “daily attack power.” This 
  update reflects the item’s original intent: versatility. 
  The power should not allow a character to swap an 
  encounter utility power for a daily attack power.
  Toxic Tome
  Page 43: In the first sentence of the item’s powers, 
  replace “utility power” with “daily attack power.” This 
  update reflects the item’s original intent: versatility. 
  The power should not allow a character to swap an 
  encounter utility power for a daily attack power.
  Rules Update 08/2012
  Page 9 of 140
  
  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.
  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.
  Shield of Ultimate Protection
  Page 55: The item’s power grants a power bonus to 
  defenses.
  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 gaining 
  multiple actions that can then be used to make 
  numerous attacks during a turn.
  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 
  diamond 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 
  provide unlimited healing.
  Item Sets
  Page 92: Add the following text at the end of the 
  second paragraph: “A character can benefit from only 
  one individual item set and one group item set at a 
  time. If a character possesses items from multiple 
  item sets, that character must choose which individ-
  ual item set and which group item set benefits him or 
  her at the end of each extended rest.” 
   
  In addition, after the first sentence of the fourth 
  paragraph, add the following sentence: “A character 
  that has a weapon or an implement that is part of 
  an item set must be proficient with that weapon or 
  implement to have it qualify as part of an item set.”
  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.
  Resplendent Circlet
  Page 104: Append “until the end of your next turn” 
  to the item’s encounter power. The power now grants 
  your ally combat advantage for one round.
  Panther Slippers
  Page 106: Delete the Enhancement line.
  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.
  Champion’s Symbol
  Page 113: Replace the text in the Critical entry, 
  with the following text “The target makes a melee 
  basic attack as a free action against an enemy of your 
  choice. If no enemy is within range for the target to 
  attack, the target is dazed until the end of your next 
  turn.” The dominated condition is too powerful, given 
  the potential frequency of critical hits. This update 
  simulates the effect without denying the creature its 
  turn.
  Ring of the Radiant Storm
  Page 115: In the item’s power, add “every target” to 
  the end of the Trigger entry. This revision ensures 
  that the power works correctly with close or area 
  attacks, in which you might both miss and hit targets.
  Spark Slippers
  Page 115: Append “as an immediate reaction” to the 
  item’s property. 
  Rules Update 08/2012
  Page 10 of 140
  
  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. 
  Blood of the Akarot
  Page 136: In the Target entry, replace “Each” with 
  “One.” In the Effect entry, replace “Each” with “The.” 
  This update prevents this power from supplying too 
  much healing.
  Voice of the Akarot
  Page 136: In the Keywords entry, add “(Special) 
  after “Daily.” In addition, add the following Special 
  entry to the power: “Special: This power can be used 
  only once per day by you and your allies. Once any 
  of you use it, the group does not regain the use of the 
  power until the person who used it takes an extended 
  rest.” These changes limit the potential for this power 
  to shut down multiple encounters.
  Item rArIty ChAnges
  Common Items
  Acrobat’s Harness
  Aftershock Weapon
  Alchemy Gloves
  Baldric of Shielding
  Battle Spirit Weapon
  Bed of Rapid Rest
  Blessed Book
  Brilliant Scrying Basin
  Cask of Liquid Gold
  Cat’s-Eye Headband
  Deepfarer’s Pouch
  Earth-Wrought Hammer
  Entrapping Weapon
  Feast Table
  Gauntlets of Arcane Might
  Gauntlets of Brutality
  Gorgonblood Mortar
  Grizzly Gauntlets
  Guardian’s Call
  Healer’s Armor
  Intensifying Weapon
  Ioun-Blessed Symbol
  Ioun’s Parchment
  Kemstone Armor
  Lifesaving Brooch
  Magic Drawbridge
  Many-Fingered Gloves
  Moon Armor
  Potion Bandolier
  Ravenclaw Warblade
  Razordark Bracers
  Rhythm Blade
  Riding Boots
  Shadowdancer’s Gloves
  Shepherd’s Arms
  Shiftstone
  Silence-Warded Room
  Staff of Divinity
  Staff of Sleep and Charm
  Sun Globe
  Supremely Vicious Weapon
  Totemic Spear
  Totemic Warclub
  Verdant Staff
  Warding Blade
  Window of Escape
  Woundstitch Powder
  Rare Items
  Fortune Stones (all)
  Immurements (all)
  Master’s Blade
  Ring of Free Time
  Rules Update 08/2012
  Page 11 of 140
  
  ArCAne Power
  Clockwork Precision
  Page 8: Revise the Effect entry. This update syncs up 
  the feat with the revised aid attack, aid defense, and 
  aid another rules.
  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.
  Wail of Anguish
  Page 11: Delete “1d10 + ” on the Hit entry. The 
  power’s previous effect yielded too much damage.
  Mantle of Unity
  Page 11: Append “, not including any temporary 
  bonuses or penalties” to the end of the first sentence 
  in the Effect entry.
  Wall of Sound
  Page 13: Insert the following sentence after the 
  fourth sentence of the Effect entry. “A creature can 
  take this damage only once per turn.”
  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.
  Serene Will
  Page 23: At the end of the first sentence of the 
  feature, add “and must use the second result.” This 
  update prevents a character from rerolling the attack 
  over and over again.
  Blazing Starfall
  Page 28: In the second sentence of the Cosmic 
  Magic entry, change “Whenever” to “The first time 
  each turn that”.
  Lightning Strike
  Page 28: In the Hit entry, replace “a creature of your 
  choice” with “an enemy of your choice.” This ensures 
  that the power’s Hit entry syncs up with the Storm 
  Magic entry, which refers to the enemy. It also pre-
  vents a character from using the effect to trigger some 
  of its allies’ feats and other benefits.
  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.
  Azure Talons
  Page 37: On the Dragon Magic line, replace “Dex-
  terity” with “Strength.” Dragon magic is based on 
  Strength, not Dexterity.
  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.
  Cloak of Winter Storm
  Page 39: Append the following sentence to the Effect 
  entry.  “An enemy can take this damage only once per 
  turn.”
  Lightning Field
  Lightning Fury paragon path, page 46: Append 
  “An enemy can take this damage only once per turn.” 
  to the 16th-level feature.
  Ensnaring Swordmage
  Page 50: On the Suggested At-Will Powers line, 
  replace “foesnare†” with “luring strike” and replace 
  “stalker’s strike” with “lightning lure.” The foesnare 
  power does not reflect the intent of the build, and 
  stalker’s strike is not a swordmage power.
  Rules Update 08/2012
  Page 12 of 140
  
  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.
  Fist of Force
  Page 57: Above the Attack line, add “Target: One 
  creature.” The target line is absent from the power.
  Assault of Fiery Cuts
  Page 58: Delete implement keyword. The power 
  deals [W] damage and should thus have only the 
  weapon keyword.
  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.
  Steel Tempest
  Page 62: Append the following sentence to the Hit 
  entry. “An enemy can take this damage only once per 
  turn.”
  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.
  Vestige of Ugar
  Page 77: Insert the following sentence after the 
  second sentence of the Effect entry. “A creature can 
  take this damage only once per turn.”
  Feast of Souls
  Page 79: Add “(a creature can take this damage only 
  once per turn)” to the end of the third sentence in the 
  Effect entry.
  Transcendent Dance
  Page 80: On the Effect line, replace “Dexterity” with 
  “Intelligence.” Dexterity is not supported by warlock 
  builds.
  Plague of Frogs
  Page 81: Add “(a creature can take this damage only 
  once per turn)” to the end of the third sentence in the 
  Effect entry.
  Stellar Debris
  Page 93: Add “or Charisma” after “Constitution” in 
  both the Attack entry and the Hit entry.
  Shooting Star
  Page 93: Add “Constitution or” before “Charisma” in 
  both the Attack entry and the Hit entry.
  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.”
  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.
  Grasping Shadows
  Page 102: On the Hit line, replace “2d8” with “1d8.” 
  Append the following sentence to the Effect entry. “A 
  creature can take this damage only once per turn.”
  Grease
  Page 102: At the end of the power’s Miss line, add 
  “This movement does not trigger this power’s attack.”
  Orbmaster’s Incendiary 
  Detonation
  Page 102: Append the following sentence to the 
  Effect entry. “An enemy can take this damage only 
  once per turn.”
  Phantasmal Terrain
  Page 103: On the range line, replace “Area burst 3” 
  with “Area burst 2.”
  Phantom Chasm
  Page 103: The power’s range was reduced from 20 
  squares to 10 squares. The power now creates a zone 
  that knocks enemies prone, deals half damage on 
  a miss and also knocks the target prone on a miss 
  instead of immobilizing. 
  Acid Mire
  Page 104: Add “(a creature can take this damage 
  only once per turn)” to the end of the third sentence 
  in the Effect entry.
  Rules Update 08/2012
  Page 13 of 140
  
  Maze of Mirrors
  Page 104: The power now has slows the target on a 
  miss, and the attack penalty is limited to –4.
  Phantasmal Assailant
  Page 105: On the Effect line, delete “you and.”
  Visions of Avarice
  Page 105: The power was rewritten, and is repro-
  duced below for clarity.
  Visions of Avarice 
  Wizard Attack 5
  The illusion of a fabulous treasure appears out of thin air. Your en-
  emies throw aside caution to seize it.
  Daily ✦ Arcane, Illusion, Implement, Zone
  standard Action 
  Area burst 5 within 10 squares
  Effect: The burst creates a zone in its origin square. The 
  zone lasts until the end of your next turn. You then make 
  the primary attack.
  Primary target: Each enemy in the burst
  Primary Attack: Intelligence vs. Will
  Hit: You pull the primary target up to 4 squares toward the 
  zone. If the primary target is then in the zone or adjacent 
  to it, the primary target is immobilized (save ends).
  sustain Minor: The zone persists until the end of your next 
  turn, and you make the secondary attack.
   secondary Attack Close burst 5 centered on the zone
   secondary target: Each enemy in the burst
   Attack: Intelligence vs. Will
   Hit: You pull the secondary target up to 4 squares toward 
  the zone.
  Wizard’s Escape
  Page 105: In the power’s Usage entry, replace 
  “Encounter” with “Daily.” This update changes the 
  usage to reflect the versatility and potency of this util- 
  ity power.
  Illusory Wall
  Page 107: Add the “Implement” keyword to the 
  power, and 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 originally lacked a duration.
  Mass Resistance
  Page 107: The amount of resistance is longer based 
  on half level.
  Earth Brute
  Page 108: In the second paragraph of the Hit entry, 
  replace “enters a square” with “willingly enters a 
  square.” This change prevents a character from 
  bouncing an enemy back and forth between two of 
  these conjurations to deal infinite damage
  Mirror Sphere
  Page 108: In the second sentence of the Hit entry, 
  replace “If the” with “The first time the.” This change 
  ensures that the target is not suffering the effects of 
  its close or area attack multiple times each time it 
  uses the power.
   
  The power now has a miss effect that causes the 
  target to also deal half its next attack’s damage to 
  itself.
  Stonewrack
  Page 109: Append the following sentence to the 
  Effect entry. “A creature can take this damage only 
  once per turn.”
  Phantom Mask
  Page 109: The Insight check now has a base DC of 
  15 instead of 20.
  Furnace of Sand
  Page 110: Append the following sentence to the 
  Effect entry. “A creature can take this damage only 
  once per turn.”
  Phantasmal Horror
  Page 110: The power now has an effect on a miss. 
  The bonus to damage rolls is now static.
  Hit: The target is stunned until the end of your next turn. 
  While the target is stunned by this power, you gain a +4 
  power bonus to damage rolls against it.
  Miss: The target is dazed until the end of your next turn.
  Deceptive Shadows
  Page 112: The damage type was changed to psychic 
  and the psychic keyword was added. The damage 
  dice were changed to d8s. An Effect entry was added. 
  The entry includes the effect formerly in Hit entry.
  Hit: 3d8 + Intelligence modifier psychic damage.
  Effect: Until the end of your next turn, each target cannot 
  see any creatures that are not adjacent to it.
  Bubbling Acid
  Page 113: Insert the following sentence after the 
  second sentence of the Effect entry. “A creature can 
  take this damage only once per turn.”
  Rules Update 08/2012
  Page 14 of 140
  
  Phantom Reality
  Page 114: An Effect entry was added, and the effect 
  was changed. The duration of the effect is now until 
  the end of the encounter.
  Hit: The target is subjected to a phantom reality until the 
  end of the encounter.
  Miss: The target is subjected to a phantom reality until the 
  end of its next turn.
  Effect: While the target is subjected to the phantom real-
  ity, it must make a saving throw whenever it uses an 
  attack power. If the saving throw fails, you can either 
  force the target to attack one creature instead of another 
  or change the location of the attack power’s area of 
  effect, if any. Either change must be valid for the power, 
  and you cannot force the target to attack itself. In addi-
  tion, whenever the target ends a move, you can slide it 
  up to 4 squares as a free action.
  Sequestering Force
  Page 114: An Effect entry was added. The entry 
  includes text formerly in Hit entry.  
  Hit: 4d6 + Intelligence modifier force damage.
  Effect: The burst creates a zone that lasts until the end of 
  your next turn. No creature can leave the zone by any 
  means, including forced movement and teleportation.
  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.
  Wall of Winter
  Page 119: Insert the following sentence after the 
  fourth sentence of the Effect entry. “A creature can 
  take this damage only once per turn.”
  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.
  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.
  Enlarge Spell
  Page 125: In the first sentence of the Benefit 
  entry, replace “an arcane” with “a wizard at-will or 
  encounter.” This change ensures that the feat is not 
  interacting adversely with arcane strikers and is not 
  overly empowering a wizard’s low-damage, high-
  control daily attacks.
  Infernal Clamor
  Page 128: In the Benefit entry, replace “the enemy 
  that hit you” with “the triggering enemy before the 
  end of that enemy’s next turn.” This update syncs up 
  this text with the revision to infernal wrath.
  Wrathful Magic
  Page 130: In the second sentence of the Benefit 
  entry, delete “since your last turn.” This update syncs 
  up this text with the revision to infernal wrath.
  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.
  Ruthless Spellfury
  Page 135: Replace the Benefit line with the follow-
  ing text: “Once per turn when you score a critical 
  hit with a sorcerer at-will attack power, you can use 
  a free action to make a ranged basic attack that is a 
  sorcerer power.” This revision limits the potency of 
  this feat when used in conjunction with close and 
  area attacks, ensuring that a character doesn’t make a 
  disproportionate number of attacks.
  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.
  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.
  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.
  Rules Update 08/2012
  Page 15 of 140
  
  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.
  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.
  Familiar Modes
  Page 137: At the end of the first paragraph in the 
  Passive Mode entry, add “If your familiar is not in your 
  space when you switch it to passive mode, it appears in 
  your space.” This update clarifies what happens when 
  you switch your familiar from active mode to passive 
  mode while it is not in your space.
  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.
  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.
  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 triggers 
  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.
  Turnabout
  Page 147: Replace the feature’s text with the following 
  text. The feature was revised for balance.
   
  Turnabout (21st level): When you roll initiative at 
  the start of an encounter, you designate one creature 
  within your line of sight as the target of your Turn-
  about 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 immediate 
  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 following 
  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 tempo-
  rary hit points equal to the damage that reduced you 
  to 0 hit points or fewer.
  Magic’s Master
  Page 148: Add the following text to the end of the 
  feature: “The ritual you perform cannot directly affect 
  an enemy. For example, you could perform Raise Dead 
  and revive an ally who could then rejoin the fight. 
  However, you could not perform Imprisonment, which 
  directly affects an enemy.” This change ensures that 
  the rituals being used in combat are not being used 
  to shut down monsters or eliminate enemies (such as 
  through the use of Imprisonment).
  Magic Items: Tomes
  Page 151: Add the following sentence after the first 
  to paragraphs introducing tomes. “You can purchase a 
  nonmagical tome for 7 gp.”
  Whispers of the Edifice
  Page 158: In the third sentence of the ritual’s descrip-
  tion, 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.
  Rules Update 08/2012
  Page 16 of 140
  
  dArk sun CAmPAIgn 
  guIde
  Draining Poison
  Page 39: Add the reliable keyword.
  Insidious Poison
  Page 39: Add the reliable keyword.
  Poetic Flourish
  Page 40: Change the first Effect entry’s last sentence: 
  “Until the stance ends, you can use the following 
  utility power.”
  Spirit of Athas
  Page 46: Change the Effect entry’s first sentence: 
  “You conjure a spirit of Athas that lasts until the end 
  of the encounter.”
  Principle of the Razor
  Page 53: “Target: One creature”.
  Adept’s Insight
  Page 113: Add the augmentable keyword.
  Defiling Alacrity
  Page 64: Delete “as a free action” from the first sen-
  tence of the Effect entry.
  Enemies to Ashes
  Page 64: Delete “as a free action” from the first sen-
  tence of the Effect entry.
  Vital Spell
  Page 68: Delete “as a free action” from the first sen-
  tence of the Effect entry.
  Guardian Dash
  Page 69: Delete the weapon keyword.
  Goading Maneuver
  Page 87: In the last sentence, change “In addition” to 
  “Then”.
  Cloudburst
  Page 93: Add the spirit keyword.
  Avangion Rising
  Page 98: Change the feature to, “Whenever you or 
  an ally you can see drops to 0 hit points or fewer, 
  you can use an immediate interrupt to lose a healing 
  surge and heal that character. He or she regains hit 
  points equal to your surge value + your highest ability 
  modifier.”
  Kalidnay Pairs Practice
  [Arena Fighting]
  Page 110: In the feat’s Powers entry, replace “pre-
  patory strike” with “preparatory shot” and “strike and 
  fade” with “fading strike.”
  Nibenay’s Glory Practice
  [Arena Fighting]
  Page 111: In the feat’s Powers entry, replace “slash 
  and sting” with “marauder’s rush.”
  Yaramite Giantslayer Practice 
  [Arena Fighting]
  Page 113: In the feat’s Powers entry, replace “preda-
  tor’s strike” with “predator strike.”
  Defiling Adept
  Page 113: Replace the first sentence with, “When 
  you use arcane defiling, the rerolled attack can score 
  a critical hit on a roll of 19-20.”
  Gauntlet Axe
  Page 121: Delete the second sentence from the 
  description. This weapon can no longer be used as a 
  light shield.”
  Sun Balm
  Page 123: Add the following to the end of the 
  description: “One pound of sun balm lasts for one 
  week.”
  Totem of the Flensing Sands
  Page 127: Change the Effect entry to read, “You 
  create a zone in a burst 5 centered on your ally within 
  10 squares of you that lasts until the end of your next 
  turn. You teleport the ally 6 squares. Each creature 
  that starts its turn in the zone takes 5 damage and is 
  slowed until the end of its turn.”
  Amulet of Psychic Interference
  Page 128: In the item’s power, replace “Level 10 or 
  15” with “Level 15 or 20.”
  Rules Update 08/2012
  Page 17 of 140
  
  Book of vIle 
  dArkness
  The Book of Vile 
  Darkness: Player’s Book
  Infernal Slave
  Page 16: In the theme’s level 10 feature, replace 
  “Whenever you drop below 1 hit point, . . .” with “The 
  first time you drop below 1 hit point each turn, . . .”
  Demonic Hordes
  Page 25: Replace each instance of “Intelligence” in 
  the power with “Intelligence or Charisma.”
  Betrayal of Body
  Page 30: Append the following sentence to the feat: 
  “You can use this benefit only once per round.”
  Vecna’s Final Command
  Page 32: In the power’s Effect entry, add “as a free 
  action” after “makes a basic attack.”
  The Book of Vile 
  Darkness: Player’s Book
  Forgotten Soul [terrain]
  Page 28: Replace the sentence that begins “On a 
  failed saving throw . . .”: “On a failed saving throw, 
  the creature is immobilized until the start of its next 
  turn, and it takes 5 psychic damage per tier.”
  Last updated 4/2012
  Rules Update 08/2012
  Page 18 of 140
  
  dArk sun CreAture 
  CAtAlog
  Aarakocra Diver
  Page 10: Change this creature’s bloodied hp to 33.
  Belgoi Craven
  Page 16: Add Common to this creature’s languages.
  Belgoi Stalker
  Page 16: Reduce this creature’s defenses by 5.
  Braxat Raider
  Page 19: Greatclub sweep now targets “(creatures in 
  the burst)”.
  Zombie Cactus
  Page 22: Add “Saving Throws +2; Action Points 1” 
  to this creature’s stat block.
  Hunter Cactus
  Page 23: Delete the close icon from psychic 
  feedback.
  Cloud Ray Pup
  Page 27: Delete the close icon from dream resurgence.
  Earth Drake
  Page 37: Replace “Attack:” with “Effect:” in immov-
  able stone.
  Dwarf Sunpriest
  Page 41: Delete the close icon from sun blessing.
  Dwarf War Chief
  Page 41: Add “+10 vs. AC” after “(triggering enemy);” 
  in brutal club’s Attack entry, and move the rest of that 
  power’s Attack entry to a new Hit entry. 
  Elf Raid Leader
  Page 45: Focus on the pain has an Effect entry, not a 
  Hit entry.
  Floating Mantle Polyp
  Page 47: Psychic scream should be no action.
  Gaj Mindhunter
  Page 48: Defeating this creature grants 700 XP, not 
  1,750 XP.
  Beast Titan
  Page 53: Vengeful bite should be no action.
  Goliath Enforcer
  Page 58: Add Giant to this creature’s languages. In 
  push through, add “1 square” after “pushes the target”.
  Halfling Headhunter
  Page 61: In harrying attack, replace all instances of 
  “dagger” with “kukri”.
  Human Wasteland Raider
  Page 64: Replace the barbed spear text with the 
  following:
  Requirement: The raider must not have a creature grabbed.
  Attack: Melee 1 (one creature); +7 vs. AC
  Hit: 1d8 + 5 damage, and the target is grabbed (escape DC 
  13).
  Mekillot Dirk
  Page 75: Tongue chomp should pull a target “up to 3 
  squares to a square adjacent to the dirk.”
  Psurlon Warworm
  Page 81: Increase this creature’s Stealth bonus and 
  Thievery bonus by 5.
  Psurlon Mindworm
  Page 81: Increase this creature’s Stealth bonus and 
  Thievery bonus by 1.
  Silk Wyrm Elder
  Page 85: Shadow form should grant a +5 bonus 
  to Stealth checks. Feed’s attack line should read: 
  “Attack: Melee 2 (one immobilized creature); +17 vs. 
  Fortitude”
  Silt Horror
  Page 87: Add the Attached trait to the sweeping ten-
  tacle. “The sweeping tentacle can be no more than 20 
  squares away from a silt horror.”
  Tarek Raider
  Page 93: Bone heartpick should be +8 vs. AC.
  Tembo
  Page 94: Unspeakable violation should increase the 
  killing presence aura’s damage until the end of the 
  tembo’s next turn.
  Oath Wight
  Page 99: This creature should have HP 140; Blood-
  ied 70.
  Rules Update 08/2012
  Page 19 of 140
  
  Abalach-Re
  Page 102: Morphic soulburn gives a penalty to Forti-
  tude, Reflex, and Will, not or.
  Jossi
  Page 111: This creature should have low-light vision.
  High Consort
  Page 117: Change the reference to “courtesan” in 
  arcane defiling to “consort”.
  Silt Shark
  Page 125: Change this creature’s bloodied value to 
  64.
  Shake it Off
  Page 127: Remove “that a save can end” from the 
  Trigger entry.
  Ravaging Fury
  Page 132: Delete “free action”.
  Rules Update 08/2012
  Page 20 of 140
  
  demonomICon
  Archdegog Kaugothim
  Page 91: Add “Saving Throws +2; Action Points 1” 
  above the Traits section.
  Wasting Plague
  Page 135: In the Endurance entry, replace “DC 10” 
  with “DC 41.”
  Endurance improve DC 41, maintain DC 36, worsen DC 35 
  or lower
  Rutterkin
  Page 141: In the rutterkin’s bone barbs power, add 
  “(one creature)” between “Ranged 5” and “; +11 vs. 
  AC.”
  Attack: Ranged 5 (one creature); +11 vs. AC
  Shaadee
  Page 145: In the shaadee’s withering burst power, 
  replace the area burst icon with the close burst icon.
  C Withering Burst (necrotic) ✦ Encounter
  Rules Update 08/2012
  Page 21 of 140
  
  dIvIne Power
  Day’s First Light
  Page 7: Add “Target: One creature” above the Attack 
  line. The power had no Attack line.
  Inexorable Summons
  Page 11: Append the following sentence to the Effect 
  entry. “An enemy can take this damage only once per 
  turn.”
  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.
  Weaving Blades
  Page 13: Append the following sentence to the Hit 
  entry. “An enemy can take this damage only once per 
  turn.”
  Temple of Brilliance
  Page 13: In the last sentence of the Effect entry, 
  add “other than the target” after “Any enemy.” This 
  change ensures that the effect does not blind the 
  target.
  Battle Blessing
  Page 14: Append “if it’s a weapon attack, or 1d8 
  extra damage if it is not a weapon attack” to the end 
  of the Effect entry. 
  Threatening Strike
  Page 17: In the second sentence of the power’s Hit 
  entry, replace “moves” with “moves willingly” and 
  replace “you can teleport” with “you can use an 
  opportunity action to teleport.” This update prevents 
  a character from making a series of recursive attacks 
  using the power.
  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.
  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.
  Slayer’s Ascendancy
  Page 24: In the Hit entry, replace 4[W] with 3[W]. 
  In the second sentence of the Effect entry, add 
  “against your oath of enmity target” between “melee 
  basic attack” and “once per round.” This revision 
  brings the power in line with expected damage 
  output.
  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.
  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.
  Spirit of Healing
  Page 34: In the third sentence of the power’s 
  updated Effect entry, replace “regains hit points equal 
  to twice your Wisdom modifier” with “regains hit 
  points equal to your Wisdom modifier.” This change 
  limits the potency of surgeless healing.
  Dismissal
  Page 36: Delete the teleportation keyword.
  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.
  Heal
  Page 40: The power now targets you or one ally 
  instead of just one ally.
  Astral Flood
  Page 45: In the power’s Radiant entry in the Hit 
  entry, add “until the end of your next turn” to the end 
  of the sentence. The effect lacked a duration.
  Compassionate Blessing
  Page 47: In the first sentence of the updated Com-
  passionate Blessing path feature, replace “restore 
  hit points with “let an ally spend a healing surge 
  to regain hit points using.” This change limits the 
  potency of surgeless healing, such as that from astral 
  seal.
  Rules Update 08/2012
  Page 22 of 140
  
  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.
  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.
  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.
  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.
  Invoked Devastation
  Page 69: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  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.
  Uncanny Insight
  Page 74: Change the color bar and usage on this 
  power. It becomes a daily power. As an encounter 
  power, this power upsets the action economy. This 
  change is part of a general effort to limit the power of 
  builds that focus on gaining numerous actions during 
  a round.
  Ray of Reprisal
  Page 88: Add “modifier” between “Charisma” and 
  “radiant” on the Hit line. The word was incorrectly 
  left out of the power.
  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.
  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.
  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.
  Martyr’s Strike
  Scion of Sacrifice paragon path, page 104: 
  Change the feature’s last sentence to read, “When an 
  attack reduces you to 0 hit points or fewer, you can 
  use an at-will attack power as a free action before 
  falling unconscious.”
  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.
  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.
  Rules Update 08/2012
  Page 23 of 140
  
  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.
  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.
  Defensive Healing Word
  Page 131: In the Benefit entry, add “before the end 
  of your next turn” to the end of the last sentence. This 
  revision gives the defense bonus a duration.
  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.
  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.
  Healer’s Implement
  Page 135: In the Benefit entry of the feat, replace 
  “grant healing” with “let a creature spend a healing 
  surge to regain hit points.” This change limits the 
  potency of surgeless healing, such as with astral seal.
  Infernal Blessing
  Page 135: In the Benefit entry, replace “an enemy 
  that hit you since your last turn” with “the target of 
  the power before the end of that ally’s next turn.” This 
  update syncs up this text with the revision to infernal 
  wrath.
  Mark of the Infernal
  Page 135: Replace the Benefit entry with the fol-
  lowing entry. This update syncs up this text with the 
  revision to infernal wrath.
  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.
   
  Add “healing word or” after “When you use” in the 
  first sentence. This change clarifies that this feat is 
  intended to apply to healing word, even though it no 
  longer has the divine keyword.
  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. 
  Beatific Healer
  Page 140: In the Benefit entry replace “use a divine 
  healing power,” with “let an ally spend a healing 
  surge to regain hit points using a divine healing 
  power.” This change limits the potency of surgeless 
  healing, such as with astral seal.
   
  Add “use healing word or” after “When you” in the 
  first sentence. This change clarifies that this feat is 
  intended to apply to healing word, even though it no 
  longer has the divine keyword.
  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.
  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.”
  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.
  Rules Update 08/2012
  Page 24 of 140
  
  Exalted Angel
  Page 154: In this epic destiny’s level 21 feature, 
  change “You are immune to fear attacks” to “You are 
  immune to fear.”
  Rules Update 08/2012
  Page 25 of 140
  
  drAConomICon: 
  ChromAtIC drAgons
  Naming
  Page 26: In the second sentence of the Naming 
  section, 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.
  Rules Update 08/2012
  Page 26 of 140
  
  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.
  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.”
  Rules Update 08/2012
  Page 27 of 140
  
  drAConomICon: 
  metAllIC drAgons
  Goblin Cursespewer
  Page 88: In the cursespewer’s HP and Bloodied 
  entries, replace “68” with “34” and “34” with “17.”
  HP 34; Bloodied 17
  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) ✦ 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) ✦ 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) ✦ 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.
  Rules Update 08/2012
  Page 28 of 140
  
  drAgon mAgAzIne
  Some of these changes might also affect Dragon 
  Annual.
  Dragon 364
  Weapon of Myrdroon’s Shard
  Page 24: Add the lightning keyword to the at-will 
  power, and change the second sentence to read, 
  “Push the target 2 squares, and then the target and 
  each creature adjacent to the target takes 1d8 light-
  ning damage.”
  Armbow
  Page 34: Change rarity to Common.
  Delver’s Light
  Page 35: Change rarity to Common.
  Dragon 365
  Cannith Goggles
  Page 15: Change the item’s level to 11. Change the 
  power’s first sentence to, “Expend an arcane encoun-
  ter attack power or daily attack power.”
  Reparation Apparatus
  Page 15: Change Property to: “Property: When you 
  use a power that allows a construct to spend a healing 
  surge to regain hit points, that creature regains an 
  additional 2d6 hit points. When you use an encoun-
  ter power or a daily power to grant temporary hit 
  points to a construct ally, that creature gains an addi-
  tional 2d6 temporary hit points.”
  Taunting Press
  Page 23: The Effect line should read “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.
  Divine Tilt
  Page 24: Add the implement keyword.
  Dragonborn Zeal
  Page 28: Replace “Immediate Reaction” with 
  “Immediate Interrupt”.
  Homing Weapon
  Page 55: Change the item to read, “Property: Your 
  attacks with this weapon ignore partial concealment. 
  Power (Daily): Free Action. The next attack you make 
  with this weapon ignores partial cover.”
  Rimewrought Armor
  Page 55: Change its rarity to common.
  Relentless Weapon
  Page 56: Change its rarity to common. Delete the 
  property, and replace the Critical entry with the fol-
  lowing: “Critical: 1d6 damage per plus, and the target 
  is knocked prone.”
  Orb of Fiery Condemnation
  Page 57: Change this item to a level 2+ Uncommon. 
  The ongoing damage dealt by its daily power is 5 fire 
  at levels 2 and 7, 10 fire at levels 12 and 17, and 15 
  fire at levels 22 and 27.
  Orb of Temporal Dissonance
  Page 57: Change the item’s power to the following: 
  “Power (Daily) No Action, Close burst 10. Trigger: 
  You roll initiative. Effect: You and each ally in the 
  burst can reroll initiative and choose either result.”
  Staff of Expansion
  Page 58: Change the item’s power to the following: 
  ”Power (Daily) Minor Action. The next burst or blast 
  attack you make using this staff before the end of 
  your next turn can also target 1 creature adjacent to 
  the burst or blast. Level 12 and 17: 2 creatures adja-
  cent to the burst or blast. Level 22 and 27: 3 creatures 
  adjacent to the burst or blast.”
  Staff of Verdant Growth
  Page 58: Delete the paralysis keyword from the 
  item’s power.
  Flask of the Dragon’s Breath
  Page 60: Replace the item’s text with the following: 
  “Property: Once per day, you can drink this elixir as 
  a minor action. When you do, you can use the fol-
  lowing power once before the end of the encounter. 
  Power (Daily ✦ Fire): Minor Action. Attack: Close 
  blast 3 (creatures in the blast): Level +5 vs. Reflex. 
  Hit: 1d6 + Constitution modifier fire damage.” 
  Stance of Legend
  Page 71: Replace the Effect entry with the follow-
  ing: “Effect: You assume the stance of legend. Until 
  the stance ends, you gain a +2 bonus to attack rolls, 
  skill checks, ability checks, and saving throws. You 
  can end this stance at any time during your turn as a 
  free action. When you end the stance, you may either 
  end all conditions currently affecting you that a save 
  can end, or regain hit points as if you spent a healing 
  surge.”
  Legendary Action
  Page 71: Change to “The first time you score a criti-
  cal hit on your turn during an encounter, you can 
  take an extra standard action as a free action.”
  Rules Update 08/2012
  Page 29 of 140
  
  Dragon 366
  Shadowslayer (Watcher of the Night 
  feature)
  Page 16: This class feature now reads, “While you 
  have any concealment, you can deal your Sneak 
  Attack damage when you make an opportunity attack 
  against a target granting combat advantage, even if 
  you miss. 
  Arcane Blade
  Page 16: The elemental keywords have been 
  replaced with “Varies”, and the power now allows 
  you to choose the damage type for the attack instead 
  of modifying later attacks. The power is reproduced 
  below for clarity.
  Arcane Blade Watcher of the night Attack 11
  You snatch arcane power from the Feywild, wreathing your dagger in 
  energy.
  Encounter ✦ Arcane, Martial, Weapon ; Varies
  standard Action 
  Melee weapon
  Requirement: You must be wielding a light blade.
  target: One creature
  special: Choose cold, fire, lightning, or thunder whenever 
  you use this power. Your choice determines the power’s 
  damage type.
  Attack: Dexterity vs. Reflex
  Hit: 3[W] + Dexterity modifier damage.
  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”.
  Twofold Pact
  Page 20: In the second sentence, replace “both 
  pacts” with “that pact.” This change ensures that a 
  warlock hybrid isn’t using this feat to gain the at-will 
  power and pact boon of both his or her original pact 
  and the new pact.
  Visage of Zhudun
  Page 22: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  Caiphon’s Guidance
  Page 24: Replace the feature’s text with the follow-
  ing 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 radiant or fear powers (as opposed to powers that 
  have both keywords), but it should not apply to other 
  class’ powers. 
  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.”
  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
  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 fol-
  lowing text. This change revises the claws to have the 
  off-hand property,
  “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. ”
  Rules Update 08/2012
  Page 30 of 140
  
  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 crea-
  ture other than the target of your cleave” to the end of 
  the first sentence. The goal of this feat was to distrib-
  ute 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 para-
  graphs 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-specific 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”. Change the second sentence of the Benefit 
  entry to read, “When you make a weapon attack with 
  your bola and hit, you can forgo dealing damage to 
  the target to immobilize it until the end of your next 
  turn.”
  Net Training
  Page 66: In the brackets after “Multiclass,” add “Net”. 
  Change the second sentence of the Benefit entry to 
  read, “When you make a weapon attack with your net 
  and hit, the target is also slowed until the end of your 
  next turn.”
  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.
  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 Hand-
  book 3 clarifications to implements and weapons.
  Dragon 371
  Lost Kin Background
  Page 6-7: Change the Suggested Skills to “Any skill”.
  Undead Ward
  Page 9: Append the following sentence to the Benefit 
  entry. “A creature can take this damage only once per 
  turn.”
  Ghost Touched, Radiant Soul, Raven 
  Queen Devotee, Shadow Soul, Undead 
  Hunter, Zombie Veteran
  Page 9-10: Delete the “[Heritage]” tag from these 
  feats.
  Raven Queen Devotee
  Page 9: In the enfeebling strike section, remove “to all 
  enemies” from the entry.
  Mistress Ferrranifer
  Page 13: Add the undead subtype.
  Circlet of the Urbane
  Page 27: This item’s power is now an immediate 
  interrupt. Change the rest to “Trigger: You are hit by 
  an attack with the charm, fear, illusion, or psychic 
  keyword. Effect: You take half damage from the trig-
  gering attack. If the attack has an effect that a saving 
  throw can end, make a saving throw against the 
  effect.”
  Lasher Zombie
  Page 49: Burrowing entrails should have a reach of 2.
  Rules Update 08/2012
  Page 31 of 140
  
  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.” 
  Append the following sentence to the Effect entry. 
  “An enemy can take this damage only once per turn.”
  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.”
  Lingering Cold
  Page 45: In the second sentence of the feature, 
  replace “–5” with “–2.” In addition, in the third sen-
  tence 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 dura-
  tion 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 effectively kill any creature.
  Dragon 373
  Fey Death
  Page 10: Change “as an immediate reaction” to “as a 
  free action.”.
  Dragon 374
  White Lotus Master Riposte
  Page 21: Replace the feat’s Benefit entry with the 
  following text: “If you hit an enemy with an arcane 
  at-will attack power and the enemy then attacks 
  you before the start of your next turn, you can use 
  an immediate reaction to repeat the at-will attack 
  against that enemy alone, but only if the enemy is 
  not marked by you.” This change prevents a catch-22 
  with swordmage marking. It also allows a character 
  to target only the attacker if he or she uses a close 
  or area at-will arcane power. In other words, even if 
  other creatures are in the area of effect of a close or 
  an area attack, the power targets only the triggering 
  enemy.
  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.
  Winter Winds
  Page 64: Replace “When” with “Once per turn, 
  when.” This update revises the feature to prevent 
  misuse with features that allow multiple teleports 
  during a turn.
  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.
  Rules Update 08/2012
  Page 32 of 140
  
  Dragon 375
  Soulshock Field
  Page 12: Add “(an enemy can take this damage only 
  once per turn)” to the end of the third sentence in the 
  Effect entry.
  Dragon 376
  Windrise Ports Regional Benefit
  Page 48: In the background’s text, replace the first 
  sentence with the following text: “You add one addi-
  tional skill to your list of class skills when you select 
  this background.” This change brings the background 
  in line with other backgrounds and helps limit exces-
  sive multiclassing.
  Dragon 377
  Bloodbond Swarm
  Page 37: Insert the following sentence after the 
  second sentence in the Effect entry. “An enemy can 
  take this damage only once per turn.”
  Dragon 379
  Wall of Shadows
  Page 24: Add “(a creature can take this damage only 
  once per turn)” to the end of the third sentence in the 
  Effect entry.
  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.
  Inspiring Aid
  Page 29: Replace the feat’s Benefit entry.
   
  Benefit: Whenever you or an ally who can hear 
  you and who has line of sight to you takes the aid 
  another, aid attack, or aid defense action, the bonus 
  granted to the target equals +4 instead of +2. This 
  effect replaces the normal +2 bonus to the attack 
  roll. An ally can benefit from this feat only once per 
  attack.
  Dragon 381
  Inspiring Aid
  Page 29: Replace the feat’s Benefit entry.
   
  Benefit: Whenever you or an ally who can hear 
  you and who has line of sight to you takes the aid 
  another, aid attack, or aid defense action, the bonus 
  granted to the target equals +4 instead of +2. This 
  effect replaces the normal +2 bonus to the attack 
  roll. An ally can benefit from this feat only once per 
  attack.
  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 ben-
  efits, such as the power’s effect and its ability to target 
  only enemies. This revision makes other wizard 
  powers more competitive choices when compared to 
  this power.
  Charm of Misplaced Wrath
  Page 66: The power’s Hit entry was replaced with a 
  new Hit entry and Effect entry.
  Hit: You slide the target up to 3 squares. The target is then 
  dazed until the end of your next turn.
  Effect: The target makes a basic attack against a creature of 
  your choice as a free action. The basic attack gains a +2 
  power bonus to the damage roll.
  Spectral Image
  Page 66: Perception was removed as a way to see 
  through the illusion.
  Effect: The illusion of a creature or an object up to Medium 
  size appears in an unoccupied square within range. It can 
  make sounds and can move within its square, but it can-
  not leave it. Each of its defenses is 10. The illusion lasts 
  until the end of the encounter, until an attack hits it, or 
  until a creature touches it or moves through it.
    An Insight check (DC 15 + one-half your level + your 
  Intelligence modifier) allows a creature to determine that 
  the image is an illusion.
  Charm of the Defender
  Page 66: The power now slides the target on a miss. 
  The target is no longer limited to making one attack.
  Hit: You slide the target up to 3 squares, and it is immobi-
  lized until the end of your next turn. Also until the end of 
  your next turn, when an enemy starts its turn adjacent to 
  the target, the target makes a melee basic attack against 
  that enemy as a free action. The target gains a power 
  bonus to the attack roll and the damage roll equal to 
  your implement’s enhancement bonus.
  Miss: You slide the target up to 3 squares.
  Rules Update 08/2012
  Page 33 of 140
  
  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.
  Dragon 382
  More Toys for Asssassins
  Page 31: In the second sentence of the second para-
  graph, delete “or if you die.” In addition, at the end 
  of the third paragraph, add “or you are dead.” This 
  section describes how if an assassin dies, he or she 
  loses ki focus attunement. This rule means that an 
  assassin that has an epic destiny or some other ability 
  to return to life during combat comes back without 
  an enhancement bonus. This change ensures that the 
  assassin is still effective in battle after returning to 
  life.
  Dragon 383
  Vestige of the Onyx Queen
  Page 41: Add the implement keyword.
  Covering Volley
  Page 50: Append the following sentence to the Hit 
  entry. “A creature can take this damage only once per 
  turn.”
  Corrosive Mist
  Page 53: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  Forester’s Axe
  Page 68: This item’s power riders increase at level 12 
  or 17 and level 22 or 27.
  Dragon 385
  Uncovered Hatred
  Page 33,35: Delete shade form as a prerequisite for 
  this feat.
  Soul Furnace
  Page 37: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  Dragon 388
  Untouchable Shade feat
  Page 31: Replace Benefit entry with, “When you use 
  shadow step, until the end of your next turn you take 
  only half damage from the attacks of enemies subject 
  to one or more of your shrouds.”
  Feast of Destruction
  Page 36: Insert the following sentence after the 
  second sentence in the Effect entry. “A creature can 
  take this damage only once per turn.”
  Furious Immolation
  Page 37: Add “(a creature can take this damage only 
  once per turn)” to the end of the second sentence in 
  the Effect entry.
  Dragon 389
  Fallen Needle
  Page 39: At level 21, this power deals 2d10 + Dexter-
  ity modifier damage.
  Persistent Arrow
  Page 42: Add “(a creature can take this damage only 
  once per turn)” to the end of the third sentence in the 
  Effect entry.
  Steel Forest
  Page 42: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  Arrows of Misfortune
  Page 43: Add “(a creature can take this damage only 
  once per turn)” to the end of the third sentence in the 
  Effect entry.
  Swarming Bulwark
  Page 48: Insert the following sentence after the 
  fourth sentence in the Effect entry. “A creature can 
  take this damage only once per turn.”
  Dragon 393
  Call Celestial Steed
  Page 31: This power was erroneously printed with a 
  level.
  Rules Update 08/2012
  Page 34 of 140
  
  Dragon 395
  Channel Divinity: Vecna
  Command Undead: Add the channel divinity 
  keyword. Change “your primary ability modifier” in 
  the Hit entry to “your Wisdom modifier”. Add a new 
  sentence after the first sentence in the “Hit” entry: “At 
  the end of the move, the target makes a basic attack as 
  a free action against a creature of your choice.” Cut the 
  final sentence of the “Hit” entry, along with the entries 
  for levels 11 and 21 Finally, add the Special entry 
  common to channel divinity powers. This power has 
  been reproduced below for clarity.
  Command undead 
  Feat Attack
  You compel an undead creature to become your slave for a time.
  Encounter ✦ Channel Divinity, Divine, Implement, shadow
  standard Action 
  Close burst 5 (10 at 21st level)
  target: One undead creature in the burst
  Attack: Wisdom vs. Will
  Hit: You slide the target up to a number of squares equal to 
  3 + your Wisdom modifier. The target then makes a basic 
  attack as a free action against a creature of your choice. 
  The target then becomes immobilized until the end of 
  your next turn.
  Miss: The target is dazed until the end of your next turn.
  special: You can use only one channel divinity power per 
  encounter.
  Vecna’s Final Command: This is an attack power, 
  not a utility power, and it should have the Special 
  entry common to channel divinity powers (“You can 
  use only one channel divinity power per encounter.”)
  Primal Spirits of Athas
  Curse of the Oba: This boon’s rarity is now 
  uncommon.
  Earth Grasp Rage: Change the damage to 1[W] + 
  Strength modifier. Change “against prone targets” in 
  the Effect entry to “against immobilized, restrained, or 
  prone targets.”
  Verdant Presence: The attack granted by this bless-
  ing’s power should be a minor action once per round, 
  and the attack should be the blessing’s level +5 vs. 
  Reflex.
  Dragon 396
  Bazaar of the Bizarre: The 
  Beast of Talgora
  Blade of the Stalking Predator: Add level 19, 24, 
  and 29 versions of this item, and change the power’s 
  attack to be “weapon’s level + 3 vs. Reflex.”
  Razortail: Add level 17, 22, and 27 versions of this 
  item, and increase the ongoing damage from the 
  encounter power to 15 for the epic tier versions.
  Totem of the Dancing Leaf: Add level 20, 25, and 
  30 versions of this item, and increase the resistance 
  gained from the power by 5 for the epic tier versions.
  Dragon 399
  Heroes of Tome and Temple
  Ordained Priest: The level 5 and 10 feature grant 
  power bonuses, not untyped bonuses.
  Seer: The level 5 feature grants a power bonus. When 
  sustaining clairvoyance, the user retains darkvision. 
  Targets of cast fortune can have the power used on 
  them only once before taking an extended rest.
  Heroes of Nature and Lore
  Optional Powers: Append the following paragraph 
  to this subsection: “You can use retraining to replace 
  a class power with an optional theme power or vice 
  versa, exchanging one power for another power of 
  the same type (at-will attack, encounter attack, daily 
  attack, or utility). The new power must be of the same 
  level as the old power or lower. You can also replace an 
  optional theme power with a different optional power 
  of the same theme, as long as the new power is the 
  same type and is of the same level or lower.”
  Changing Themes: Change the final two sentences 
  of this section to read, “f you have any optional powers 
  from your current theme or any feats that require it, 
  you must first retrain those feats or powers to choices 
  that don’t have the theme as a prerequisite. When 
  you do lose a theme, you lose all the features that it 
  granted to you, including any items provided by those 
  features.”
  Animal Master: Animal minions grant no XP. 
  Their defenses scale with their master’s level. Each 
  animal minion’s base AC is 14, and their base non-AC 
  defenses are reduced by 1. The dog’s Reflex is reduced 
  by 3. You can replace your animal minion after one 
  week, instead of one month.
  Order Adept: The level 5 and 10 features now grant 
  power bonuses, and the level 10 feature now grants a 
  +1 power bonus to Will.
  Order Adept: Argent Rain: Add “(a creature can 
  take this damage only once per turn)” to the end of the 
  second sentence in the Effect entry.
  Rules Update 08/2012
  Page 35 of 140
  
  Wizard’s Apprentice: The level 10 feature’s bonus 
  has been increased to +3, and it is now a power bonus.
  Heroes of Virtue
  Guardian: The Trigger entry in guardian’s counter 
  should read, “An ally within 2 squares of you is hit by 
  an attack and you are not included in the attack.”
  Hospitaler: This theme is now named Knight 
  Hospitaler, and shield of devotion now uses Wisdom or 
  Charisma.
  Dragon 402
  Making race Count
  “Spellbooks and Racial Utility Powers,” page 2:
  Delete the entire subsection.
  Dragon 404
  Fringes of Kara-Tur
  Sohei Flair power: This power should be renamed 
  sohei flurry.
  Optional Attack Powers: Replace these three 
  powers with the following set.
  sohei Advance 
  sohei Attack 3
  Centering yourself as you move, you draw your weapon and rush to 
  engage your enemies.
  Encounter ✦ Divine, Weapon
  standard Action 
  Melee weapon
  Effect: You can draw a weapon before making the attack.
  target: One creature
  Attack: Highest ability modifier vs. AC
  Hit: 2[W] + highest ability modifier damage.
  special: When charging, you can use this power in place of a 
  melee basic attack. If you have actions remaining, you can 
  use your sohei flurry power after the charge, but if you do, 
  you grant combat advantage until the end of your next turn.
  sohei Rush 
  sohei Attack 13
  You attack without consideration for your own safety, trusting in the 
  power of the divine to see you through the fight.
  Encounter ✦ Divine, Weapon
  standard Action 
  Melee weapon
  Effect: You can draw a weapon before making the attack.
  target: One creature
  Attack: Highest ability modifier vs. AC
  Hit: 3[W] + highest ability modifier damage.
  special: When charging, you can use this power in place of a 
  melee basic attack. If you have actions remaining, you can 
  use your sohei flurry power after the charge, but if you do, 
  you grant combat advantage until the end of your next turn.
  sohei supremacy 
  sohei Attack 23
  More than one foe faces your attack, which you bring to bear with a 
  swiftness granted by unshakable focus and the power of faith.
  Encounter ✦ Divine, Weapon
  standard Action 
  Melee weapon
  Effect: You can draw a weapon before making the attack.
  target: One or two creatures
  Attack: Highest ability modifier vs. AC
  Hit: 3[W] + highest ability modifier damage.
  special: When charging, you can use this power in place of a 
  melee basic attack. If you have actions remaining, you can 
  use your sohei flurry power after the charge, but if you do, 
  you grant combat advantage until the end of your next turn.
  Monk Basics
  Piercing Palm feat: Append the following to the 
  Benefit entry. “You can use your monk unarmed strike 
  with melee or close rogue powers and rogue paragon 
  path powers that require the use of a light blade.”
  Class Acts: Assassin
  Kusari-gama: The primary end of this weapon now 
  deals 1d10 damage, instead of 1d8.
  Dragon 405
  Heroes of the Moonshaes
  Callidyr Dragoon: This theme’s starting feature 
  should refer to military weapons, not martial weapons.
  Dragon 408
  Making Race Count
  Baleful Glance, page 3: Change the Target entry 
  to read, “One enemy you can see in the burst that is 
  affected by your dragonfear.”
  Hellfire Shroud, page 5: In the Effect entry, replace 
  the first sentence with, “Until the end of your next 
  turn, you gain a +2 power bonus to all defenses.”
  Treasures of the Elemental 
  Chaos
  Babau Gauntlets, page 2: The first sentence of this 
  item’s property should begin with, “Once per turn.”
  Dragon 410
  Eye on Dark Sun: Vaults of the 
  Father and Master
  Tectuktitlay’s Narrows trap, page 2: In the harpoon 
  attack, add “(Opportunity Action)” after “Attack.”
  Rules Update 08/2012
  Page 36 of 140
  
  Dragon 411
  Quests for Humanity
  The Sovereign Will, page 5: Remove “or an Intimi-
  date” from the second sentence of the Effect entry.
  Winning Races: Kenku
  Mimicry racial ability, page 2: Change the first 
  sentence to read, “You can imitate sounds and voices 
  you have heard, even sounds that cannot normally be 
  made by humanoids.”
  Improved Flock Tactics, page 4: Change the final 
  sentence of this benefit to read, “When you use your 
  flock tactics power to take the aid attack action, your 
  ally also gains combat advantage on his or her next 
  attack against the chosen enemy.”
  Winning Races: Thri-Kreen
  Thri-Kreen Shooter, page 3: Remove the light cross-
  bow prerequisite.
  Mantis Dodge, page 5: Change the Trigger entry 
  to read, “You take damage from an area attack or a 
  ranged attack against AC or Reflex.” The Effect entry 
  should read, “You take only half damage from the 
  triggering attack. After the attack is resolved, you can 
  jump up to half your speed. This movement does not 
  provoke opportunity attacks.”
  Dragon 412
  Character Themes: the Mariner
  Sea Legs, page 2: Replace the sea legs power with the 
  following text. “In addition, once per round when you 
  make an Acrobatics check to balance or hop down, 
  you can roll twice and use the higher result.”
  Dragon 413
  Character Themes: Scourges of 
  Lolth
  Blood for Spiders, page 4: Add “to” between “or” and 
  “your spiderling familiar” in the Target entry.
  Character Themes: Against the 
  Matriarchs
  Sorcere Adept level 10 feature, page 7: Change the 
  second sentence of the Benefit entry to the following: 
  “In addition, once per day, you can perform an Arcana 
  or Dungeoneering ritual of 10th level or lower in one-
  tenth the normal time.”
   dungeon mAgAzIne
  Some of these changes might also affect Dungeon 
  Annual.
  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.
  Dungeon 191
  “Monster Manual Update: Wights,” page 3: In this 
  creature’s soul-draining longsword power, change “until 
  the end of its next turn” to “until the end of the wight’s 
  next turn.”
  Dungeon 193
  “Shards of Selûne,” page 1: Change the level range 
  in the first section to 3-5.
  Dungeon 196
  “Reflections of Ruin,” page 4: This encounter fea-
  tures 4 foulspawn wretches, not 7.
  “Monster Manual Update: Choker”, page 2: The 
  cavern choker’s choking tentacle power now deals 1d8 + 
  2 damage, and ongoing 5 damage while grabbed. The 
  feygrove choker’s choking tentacle power now deals 2d8 
  + 2 damage, and ongoing 10 damage while grabbed.
  Dungeon 197
  “Steading of the Hill Giant Chief,” page 9: The 
  stone giant emissary’s stone burst power has a range of 
  area burst 1 within 10.
  “Steading of the Hill Giant Chief,” page 23: The 
  stone giant mine overseer’s stone burst power has a 
  range of area burst 1 within 10.
  Rules Update 08/2012
  Page 37 of 140
  
  Dungeon 198
  “Backdrop: Suzail,” Map Key: Add the following 
  entries to the map key:
  60. Skatterhawk warehouse & dock
  61. Shipyards
  62. The Basin
  63. The Market
  64. Field-Gates
  65. Fields of the Dead (cemetery; off map to the west)
  66. The Golden Goblin (tavern)
  67. The Leaning Post (inn)
  68. Trueshield Trading Priakos yards
  “Backdrop: Suzail,” Year Corrections, page 5: 
  Replace “Year of the Dark Daughter” with “Year of 
  Deep Water Drifting” and replace “Year of the Strik-
  ing Falcon” with “Year of the Serpent.”
  Dungeon 199
  Glacial Rift of the Frost Giant 
  Jarl
  Axe of the Glacial Rift, page 12: Delete the Trigger 
  entry from the daily utility power.
  Remorhaz, page 15: Add “(Immediate Reaction)” to  
  the Trigger entry of enraged heat.
  Dungeon 200
  Blood Money
  Page 23: In the human noble stat block, cut low-light 
  vision.
  Dungeon 201
  Ecology of the Vegepygmy
  Shrieker, page 6: Change this creature’s initiative 
  modifier to +3.
  Rules Update 08/2012
  Page 38 of 140
  
  dungeon delve
  Item Rarity Changes
  Rare Items
  Bloody Maul of Kord
  Rules Update 08/2012
  Page 39 of 140
  
  dungeon mAster’s 
  guIde
  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.
  Listening Through a Door
  Page 37: Replace this table with the table below. Easy 
  and Hard DCs are defined on page 42.
  Perception DC* 
  sounds the PCs Hear
  Monster’s stealth  
  Monsters moving quietly 
  check +5  
   
  around the room
  5 
   
   
  Battle in progress, or agitated  
   
   
   
  or dramatic conversation**
  Easy +5  
   
  normal conversation or ritual  
   
   
   
  casting**
  Easy +5  
   
  Doors opening or closing (and  
   
   
   
  similar sounds)
  Hard +5  
   
  Quiet conversation,
   
   
   
  whispers*
  Hard +10 
   
  Battle preparations (weapons  
   
   
   
  being drawn, and so on)
  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  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
  Mounts
  Page 46: In the shaded text, delete “, and no smaller 
  than Large size” in the first bullet and delete the 
  “Saddles” entry. These rules unnecessarily complicate 
  and limit the mount rules.
  Mount and Rider
  Page 46: Replace the shaded text with the following 
  text.
  Mount and Rider
  A mount and rider follow these rules while the rider is 
  mounted.
  ✦	 space: The rider and mount both occupy the mount’s 
  space. However, the origin squares of the rider’s 
  powers and other effects do not change to the 
  mount’s size. Whenever the rider uses an effect that 
  has an origin square (such as a melee, a ranged, an 
  area, or a close power), the rider first picks where 
  that square is located in the mount’s space, and 
  the effect uses that origin square. For example, if a 
  Medium rider uses a close burst attack power, the 
  rider chooses a single square within the mount’s 
  space, and the burst emanates from that square. This 
  rule means that if the burst targets each creature 
  within it, rather than each enemy, it can hit the 
  mount.
  Rules Update 08/2012
  Page 40 of 140
  
  ✦	 targeting the Mount and Rider: Even though the 
  mount and rider occupy the same space, they are still 
  separate creatures and are targeted separately. For 
  example, an attack that targets only one creature can 
  target either the mount or the rider, not both. In con-
  trast, area and burst attacks can affect both mount 
  and rider, since the two are in the same space.
  ✦	 Mount Benefits: Many mounts offer special attacks 
  or benefits they can use or grant to their riders. 
  These abilities range from flat bonuses, such as an 
  AC bonus to the rider, to special attacks that the 
  mount can use. The Monster Manual details the ben-
  efits that many creatures grant if the rider meets a 
  minimum level and has the Mounted Combat feat. If 
  the rider doesn’t meet a mount’s prerequisites, he or 
  she can ride it but doesn’t gain the mount’s special 
  benefits.
  ✦	 Provoking opportunity Attacks: If the mount’s 
  movement provokes an opportunity attack, the 
  attacker chooses to target either the mount or the 
  rider, since the two of them move together. However, 
  if the mount or the rider provokes an opportunity 
  attack by using a ranged or an area power, the 
  attacker must target whichever one of them pro-
  voked the opportunity attack.
  ✦	 Forced Movement: If the mount is pulled, pushed, 
  or slid, the rider moves with it. If the rider is pulled, 
  pushed, or slid and the mount isn’t, the rider can 
  have the two of them move together. Otherwise, the 
  rider is dismounted and falls prone in the destination 
  space of the forced movement.
  ✦	 teleportation: If either the mount or the rider is 
  teleported, the other does not teleport with it. If the 
  mount is teleported without the rider, the rider is 
  dismounted and falls prone.
  Mounts in Combat
  Page 46: Replace the shaded text with the following 
  text.
  Mounts in Combat
  A mount and rider follow these rules while the rider is 
  mounted.
  ✦	 Mount (Move Action): The rider mounts a creature 
  adjacent to it and enters its space.
  ✦	 Dismount (Move Action): The rider dismounts, 
  moving from the mount’s space to a square adjacent 
  to it.
  ✦	 Initiative: The mount and rider act on the rider’s 
  initiative count, even if the mount had a different ini-
  tiative before the rider mounted it. The two continue 
  to act on the same initiative count after the rider 
  dismounts. A monster and its mount have separate 
  turns, whereas an adventurer and his or her mount 
  have a single turn. 
  ✦	 Actions (Adventurers only): An adventurer and his 
  or her mount have one combined set of actions: a 
  standard action, a move action, and a minor action. 
  The player chooses how the two creatures use the 
  actions on the adventurer’s turn. Most commonly, 
  the mount takes a move action to walk or fly, and 
  the adventurer takes a standard action to attack. 
  The adventurer and the mount also share a single 
  immediate action each round and a single opportu-
  nity action each turn. If the adventurer dismounts, 
  the two still share one set of actions on that turn, but 
  have separate sets of actions thereafter.
  ✦	 Mount Attacks: The mount takes a –2 penalty to 
  attack rolls unless the rider has the Mounted Combat 
  feat. While not being ridden, a typical mount (such 
  as a riding horse) rarely attacks on its own, unless 
  it has been trained for battle, is defending itself, or 
  feels unusually protective of its rider. Left to its own 
  devices, a typical mount avoids combat.
  ✦	 Charging: When the rider charges, the rider and 
  mount move up to the mount’s speed and then the 
  rider makes the charge attack. When the mount 
  charges, it follows the normal rules for a charge.
  ✦	 squeezing: When the mount squeezes, the rider is 
  also considered to be squeezing. 
  ✦	 Falling Prone: If the mount falls prone, the rider is 
  dismounted and falls prone in an unoccupied space 
  of the rider’s choice adjacent to the now-prone 
  mount. However, if the mount is flying when it falls 
  prone, it instead falls and the rider isn’t dismounted 
  unless the mount lands and falls prone itself. 
   
  A rider who is knocked prone can immediately 
  make a saving throw. On a roll lower than 10, the 
  rider is dismounted and falls prone in an unoccupied 
  space of the rider’s choice adjacent to the mount. On 
  a roll of 10 or higher, the rider is neither dismounted 
  nor knocked prone. 
   
  A rider who voluntarily drops prone falls prone in 
  an unoccupied space of the rider’s choice adjacent to 
  the mount.
  The Fly Action
  Page 47: The following text replaces “The Fly Action” 
  section. These rules clarify how flight works and 
  remove “fly” as an action. The revisions also expunge 
  “crash” in favor of “fall.” See “Falling,” page 284 of 
  the Player’s Handbook.
  Rules Update 08/2012
  Page 41 of 140
  
  Flight
  Some creatures have the innate ability to fly, whereas 
  others gain the ability through powers, magic items, 
  and the like. The rules for flight in the DUNGEONS 
  & DRAGONS game stress abstraction and simplicity 
  over simulation. In real life, a flying creature’s ability 
  to turn, the speed it must maintain to stay aloft, and 
  other factors put a strict limit on flight. In the game, 
  flying creatures face far fewer limitations.
  Flight
  Flight follows the basic movement rules, with the fol-
  lowing clarifications.
  ✦	 Fly speed: To fly, a creature takes the walk, run, or 
  charge action but uses its fly speed in place of its 
  walking speed. A creature that has a fly speed can 
  also shift and take other move actions, as appropri-
  ate, while flying.
  ✦	 Moving up and Down: While flying, a creature can 
  move straight up, straight down, or diagonally up or 
  down. There is no additional cost for moving up or 
  down.
  ✦	 Falling Prone: If a creature falls prone while it is 
  flying, it falls. This means a flying creature falls when 
  it becomes unconscious or suffers any other effect 
  that knocks it prone. The creature isn’t actually prone 
  until it lands and takes falling damage. 
  ✦	 Remaining in the Air: A flying creature does not 
  need to take any particular action to remain aloft; the 
  creature is assumed to be flying as it fights, moves, 
  and takes other actions. However, a flying creature 
  falls the instant it is stunned, unless it can hover. 
  ✦	 Landing: If a creature flies to a surface it can hold 
  onto or rest on, the creature can land safely.
  ✦	 terrain: Terrain on the ground does not affect a 
  flying creature if the terrain isn’t tall enough to reach 
  it. Because of this rule, flying creatures can easily 
  bypass typical difficult terrain, such as a patch of 
  ice on the ground. Aerial terrain can affect flying 
  creatures.
  Crashing
  Page 48: The following text replaces the shaded text 
  in the “Crashing” section. These rules clarify how 
  flight works. The revisions also expunge “crash” in 
  favor of “fall.” See “Falling,” page 284 of the Player’s 
  Handbook.
  ✦	 Falling while Flying: If a creature falls while it is 
  flying, it descends the full distance of the fall but is 
  likely to take less damage than a creature that can’t 
  fly. Subtract the creature’s fly speed (in feet) from the 
  distance of the fall, then figure out falling damage. If 
  the difference is 0 or less, the creature lands without 
  taking damage from the fall. For example, if a red 
  dragon falls when it is 40 feet in the air, subtract its 
  fly speed of 8 (8 squares = 40 feet) from its altitude. 
  The difference is 0, so the dragon lands safely and is 
  not prone. 
   
  If a creature is flying when it starts a high-alti-
  tude fall, it has one chance to halt the fall by making 
  a DC 30 Athletics check as an immediate reaction, 
  with a bonus to the check equal to the creature’s fly 
  speed. On a success, the creature falls 100 feet and 
  then stops falling. On a failure, the creature falls as 
  normal.
  ✦	 High-Altitude Falls: Some encounters take place 
  very high above the ground. In such an encounter, 
  it is possible for a creature to spend more than one 
  round falling to the ground. As a rule of thumb, a 
  creature falls up to 500 feet during its first turn of 
  falling. If it is still falling at the start of its turn, it can 
  take actions on that turn as normal, then falls up 
  to 500 feet at the end of the turn. If none of those 
  actions expressly halts a fall, the creature falls up to 
  500 feet at the end of the turn. This sequence contin-
  ues until the creature lands.
  Special Flying Rules
  Page 48: In the Special Flying Rules section, replace 
  the Altitude Limit entry and the Hover entry with 
  the following entries. These rules clarify how flight 
  works. The revisions expunge “crash” in favor of 
  “fall” and remove the requirement that a creature be 
  hovering in order to shift or take opportunity attacks 
  while flying. See “Falling,” page 284 of the Player’s 
  Handbook. 
   
  Altitude Limit: If a creature has a specified alti-
  tude limit, the creature falls at the end of its turn if it 
  is flying higher than that limit. For example, a crea-
  ture that has an altitude limit of 2 falls at the end of 
  its turn if it is flying higher than 2 squares.
   
  Hover: A creature that can hover, such as a 
  beholder, can remain in the air even when it is 
  stunned.
  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.”
  Rules Update 08/2012
  Page 42 of 140
  
  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”
  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 complexity 
  Rules Update 08/2012
  Page 43 of 140
  
  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.
  Rules Update 08/2012
  Page 44 of 140
  
   
  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.
  Doomspore
  Page 88: Replace “XP 350” with “XP 150” and 
  “Upgrade to Elite (700 XP)” to “Upgrade to Elite (300 
  XP)”
  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 
  Rules Update 08/2012
  Page 45 of 140
  
  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.
  Setting Damage
  Page 184 - 185: In Monster Manual 3 and other 
  upcoming books, we have changed the way we calcu-
  late damage for monsters, traps, and other hazards. 
  When using the new damage numbers in the table 
  to the right, choose a column based on the charac-
  ters’ level and the severity of the effect. Use the first 
  column for an effect that hurts one creature at a time, 
  and the second column for an effect that harms mul-
  tiple creatures.
   
  For brutes, the damage should be 25 percent 
  higher. For limited damage, such as damage from 
  encounter powers or recharge powers, increase the 
  value by 25 to 50 percent.
   
  Monster accuracy also underwent some changes. 
  The table below reflects the new numbers.
  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.
   
  DAMAGE By LEVEL
   Character 
  single 
  two or More
   Level 
  target 
  targets
   1 
  1d8 + 4 
  1d6 + 3
   2 
  1d8 + 5 
  1d6 + 4
   3 
  1d8 + 6 
  1d6 + 5
   4 
  2d6 + 5 
  1d8 + 5
   5 
  2d6 + 6 
  1d8 + 6
   6 
  2d6 + 7 
  1d8 + 6
   7 
  2d8 + 6 
  2d6 + 4
   8 
  2d8 + 7 
  2d6 + 5
   9 
  2d8 + 8 
  2d6 + 6
   10 
  2d8 + 9 
  2d6 + 6
   11 
  3d6 + 9 
  2d6 + 7
   12 
  3d6 + 10 
  2d8 + 6
   13 
  3d6 + 11 
  2d8 + 7
   14 
  3d6 + 12 
  2d8 + 7
   15 
  3d6 + 13 
  2d8 + 8
   16 
  3d8 + 11 
  3d6 + 8
   17 
  3d8 + 12 
  3d6 + 9
   18 
  3d8 + 13 
  3d6 + 9
   19 
  3d8 + 14 
  3d6 + 10
   20 
  3d8 + 15 
  3d6 + 11
   21 
  4d6 + 15 
  3d8 + 9
   22 
  4d6 + 16 
  3d8 + 9
   23 
  4d6 + 17 
  3d8 + 10
   24 
  4d6 + 18 
  3d8 + 11
   25 
  4d6 + 19 
  3d8 + 12
   26 
  4d8 + 16 
  4d6 + 11
   27 
  4d8 + 17 
  4d6 + 12
   28 
  4d8 + 18 
  4d6 + 13
   29 
  4d8 + 19 
  4d6 + 14
   30 
  4d8 + 20 
  4d6 + 15
  Warlord NPC
  Page 188: On the Weapon Proficiency line, replace 
  “military ranged” with “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 stAtIstICs By RoLE
   
  skirmisher 
  Brute 
  soldier 
  Lurker 
  Controller 
  Artillery 
  Initiative bonus 
  +2 
  — 
  +2 
  +4 
  — 
  —
  Hit points 
  8 + Con 
  10 + Con 
  8 + Con 
  6 + Con 
  8 + Con 
  6 + Con 
   
  + (level × 8) 
  + (level × 10) 
  + (level × 8) 
  + (level × 6) 
  + (level × 8) 
  + (level × 6)
  AC 
  Level + 14 
  Level + 12 
  Level + 16 
  Level + 14 
  Level + 14 
  Level + 12
  other defenses 
  Level + 12 
  Level + 12 
  Level + 12 
  Level + 12 
  Level + 12 
  Level + 12
  Attack vs. AC 
  Level + 5 
  Level + 5 
  Level + 5 
  Level + 5 
  Level + 5 
  Level + 5*
  Attack vs. other defenses 
  Level +3 
  Level + 3 
  Level + 3 
  Level + 3 
  Level + 3 
  Level + 3*
  *Increase accuracy by 1 or 2 for ranged or area attacks.v
  Rules Update 08/2012
  Page 46 of 140
  
  dungeon mAster’s guIde 2
  Blast Cloud
  Page 58: In the Usage paragraph, replace the second 
  sentence with the following sentence: “When a blast 
  or a burst created by a fire, force, lightning, psychic, 
  or thunder power includes a square that is adjacent 
  to one or more squares of blast cloud, the size of the 
  blast or burst increases by 1.” This update clarifies 
  what the text means by “touches a square.”
  Effect: When a blast or a burst created by a fire, 
  force, lightning, psychic, or thunder power includes a 
  square that is adjacent to one or more squares of blast 
  cloud, the size of the blast or burst increases by 1.
  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).
  Shadowflow Shield
  Page 119: Add “or 29” after “Level 19” in the item’s 
  power..
  Corellon’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.
  Pelor’s Sun Blessing
  Page 141: In the boon’s power, the level 23 saving 
  throw item bonus should equal +3, not +2.
  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.
  Rules Update 08/2012
  Page 47 of 140
  
  dungeon mAster’s kIt
  Magic Item Prices
  Pages 251-252: Replace the chart on page 252 with 
  the chart from Heroes of the Fallen Lands, page 339, 
  reprinted below. On page 251, replace the last sen-
  tence with the following: “The sale price of a magic 
  item (the amount a character gets from selling the 
  item) is one-fifth of the purchase price for common 
  items, one-half of the purchase price for uncommon 
  items, and the full purchase price for rare items.”
  Staff of Storms
  Page 262: Revert daily to Player’s Handbook version. 
  The power is reprinted here for clarity.
  “Power (Daily ✦ Lightning, thunder): Free Action. Use 
  this power when using a power that has the lightning 
  or the thunder keyword. After resolving the power, 
  deal 1d8 lightning and thunder damage to every crea-
  ture in a close blast 3.”
  MAGIC ItEM VALuEs
   
     Gold Piece 
   
   
     sale Price (gp) 
  Level      Value 
      Common 
      uncommon 
    Rare
   1 
  360 
  72 
  180 
  360
   2 
  520 
  104 
  260 
  520
   3 
  680 
  136 
  340 
  680
   4 
  840 
  168 
  420 
  840
   5 
  1,000 
  200 
  500 
  1,000
   6 
  1,800 
  360 
  900 
  1,800
   7 
  2,600 
  520 
  1,300 
  2,600
   8 
  3,400 
  680 
  1,700 
  3,400
   9 
  4,200 
  840 
  2,100 
  4,200
  10 
  5,000 
  1,000 
  2,500 
  5,000
  11 
  9,000 
  1,800 
  4,500 
  9,000
  12 
  13,000 
  2,600 
  6,500 
  13,000
  13 
  17,000 
  3,400 
  8,500 
  17,000
  14 
  21,000 
  4,200 
  10,500 
  21,000
  15 
  25,000 
  5,000 
  12,500 
  25,000
  16 
  45,000 
  9,000 
  22,500 
  45,000
  17 
  65,000 
  13,000 
  32,500 
  65,000
  18 
  85,000 
  17,000 
  42,500 
  85,000
  19 
  105,000 
  21,000 
  52,500 
  105,000
  20 
  125,000 
  25,000 
  62,500 
  125,000
  21 
  225,000 
  45,000 
  112,500 
  225,000
  22 
  325,000 
  65,000 
  162,500 
  325,000
  23 
  425,000 
  85,000 
  212,500 
  425,000
  24 
  525,000 
  105,000 
  262,500 
  525,000
  25 
  625,000 
  125,000 
  312,500 
  625,000
  26 
  1,125,000 
  225,000 
  562,500 
  1,125,000
  27 
  1,625,000 
  325,000 
  812,500 
  1,625,000
  28 
  2,125,000 
  425,000 
  1,062,500 
  2,125,000
  29 
  2,625,000 
  525,000 
  1,312,500 
  2,625,000
  30 
  3,125,000 
  625,000 
  1,562,500 
  3,125,000
  Rules Update 08/2012
  Page 48 of 140
  
  dungeon mAster’s 
  sCreen
  Minor Actions table
  “Ready or stow a shield” should be in the Standard 
  Actions 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 
  teleport, 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.”
  Rules Update 08/2012
  Page 49 of 140
  
  eBerron CAmPAIgn 
  guIde
  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.
  Rules Update 08/2012
  Page 50 of 140
  
  deAth’s reACh 
  (e1)
  Item Rarity Changes
  Rare Items
  Bloodcrystal Raven Skull
  Dawn Warrior Weapon
  Moonstone Sphere
  Rules Update 08/2012
  Page 51 of 140
  
  kIngdom of the 
  ghouls (e2)
  Item Rarity Changes
  Rare Items
  White Kingdom Boneclaw
  Rules Update 08/2012
  Page 52 of 140
  
  PrInCe of undeAth 
  (e3)
  Item Rarity Changes
  Rare Items
  Anarch Sphere
  Shard of Evil
  Rules Update 08/2012
  Page 53 of 140
  
  eBerron PlAyer’s 
  guIde
  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.
  Static Shock
  Page 47: In the Range entry, delete “or Ranged.” This 
  update clarifies the power’s range and allows it to be 
  used more effectively in melee combat.
  Bolster Armor
  Page 48: Add “until the end of the encounter” to 
  the end of the first sentence. The power lacked a 
  duration.
  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.
  Barbed Automaton
  Page 52: Insert the following sentence after the 
  fourth sentence in the Effect entry. “An enemy can be 
  attacked in this manner only once per turn.”
  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.
  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.
  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.
  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.
  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
  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.
  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.
  Rules Update 08/2012
  Page 54 of 140
  
  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.
  Rod of Deadly Casting
  Page 108: This item is now common. The critical 
  dice no longer explode, but you can reroll one extra 
  damage die per critical hit and take the second result.
  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.
  Component Traits
  Page 113: Delete the last line of the Implement 
  section. 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 quarter-
  staff is a two-handed weapon.
  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
  Rules Update 08/2012
  Page 55 of 140
  
  Item rArIty ChAnges
  Common Items
  Acidic Fire
  Adamantine Plating
  Alchemist’s Spark
  Armblade
  Armbow
  Clear-Path Mist
  Clockwork Bomb
  Delver’s Light
  Heartflow
  Horns of Balinor
  Inferno Oil
  Lodret Leaf
  Mithral Plating
  Noxious Grenade
  Panther Tears
  Psalter of Aureon
  Resonance Crystal
  Spotted Toadstool Venom
  Suppression Crystal
  Tension Wheel
  Tethercord
  Woundpatch
  Rules Update 08/2012
  Page 56 of 140
  
  forgotten reAlms 
  CAmPAIgn guIde
  Sancossug
  Page 21: Replace the Hit Point line with “HP 184; 
  Bloodied 92.” Remove “within 10” from fire cloud, 
  blinding cloud, and stinging cloud.
  Goblin Totem
  Page 56: In the item’s property, replace “an addi-
  tional” with “an item.” This change limits the damage 
  yield on the totem by ensuring it doesn’t stack with 
  item bonuses from other sources.
  Goblin totem 
  Level 2+
  This crude weapon is carved from bone, its handle wrapped in leather. 
  Holding the totem makes you feel more capable of facing even formi-
  dably sized foes.
  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
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Property: Your attacks with this weapon against a creature 
  larger than you have an item bonus to damage rolls equal 
  to the weapon’s enhancement bonus.
  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.”
  Item rArIty ChAnges
  Common Items
  Skull Totem
  Rules Update 08/2012
  Page 57 of 140
  
  forgotten reAlms 
  PlAyer’s guIde
  Drow
  Page 8: When adding up your ability score bonuses, 
  you now gain a +2 bonus to Dexterity and your choice 
  of Wisdom or Charisma.
  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.
  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.
  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. 
  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.
  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.
  Flamewall Strike
  Page 30: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  Glamor Blade
  Page 30: Replace the power’s Effect entry with the 
  text in the power below. This change clarifies that 
  you share statistics rather than the duplicate having 
  a separate set of statistics and items (most notably, 
  consumables). It also clarifies that you cannot gain 
  extra healing from effects that would target you and 
  the duplicate.
  Glamor Blade 
  swordmage Attack 9
  As you cut into your foe, the air shimmers around you for a split sec-
  ond, and then two of you stand before the enemy.
  Daily ✦ Arcane, Conjuration, Weapon
  standard Action 
  Melee weapon
  target: One creature
  Attack: Intelligence vs. AC
  Hit: 1[W] + Intelligence modifier damage.
  Effect: You conjure a duplicate of yourself on a solid surface 
  in a square adjacent to the target. The duplicate lasts until 
  the end of the encounter or until you drop to 0 hit points 
  or fewer. Enemies cannot move through the duplicate’s 
  space, but allies can. The duplicate disappears if you end 
  any turn more than 5 squares away from it.
    You and the duplicate share your statistics and actions. 
  Actions the duplicate takes come from your normal 
  allotment of actions, and it can take any actions normally 
  available to you. You can make attacks, including 
  opportunity attacks, as though you occupied the same 
  space as the duplicate. The duplicate can be targeted by 
  attacks and provokes opportunity attacks. Any effect that 
  targets you and the duplicate affects you only once.
  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.
  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 Spell-
  scarred Powers introduction:
  “Spellscarred learn to focus the energy of the 
  Spellplague 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 spellscarred powers that have the implement 
  keyword.”
  Rules Update 08/2012
  Page 58 of 140
  
  Metamorphosis of Spellflame 
  Page 46: This power now has a range of 10.
  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.
  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.
  Assassin Shadow
  Page 67: In the Attack and Hit entries, replace 
  Strength with Intelligence. This revision syncs up the 
  ability score modifier of the power’s damage with the 
  swordmage’s primary ability score.
  Tumbling Gale
  Page 70: Add “within 10 squares” after “Area burst 
  2” in the Range line.
  Firesoul Conflagration
  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. 
  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.
  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.
  Rules Update 08/2012
  Page 59 of 140
  
  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.”
  Item rArIty ChAnges
  Common Items
  Horn Totem
  Rules Update 08/2012
  Page 60 of 140
  
  heroes of the fAllen 
  lAnds
  Power Strike
  Page 132, 155: Change the action type to No Action, 
  change the range to Special, delete the Target line, 
  and replace “target” with “enemy” in the Effect entry. 
  The power has been reproduced below for clarity.
  Power strike 
  Fighter Attack
  By pushing yourself beyond your normal limits, you unleash your full 
  wrath against a foe.
  Encounter ✦ Martial, Weapon
  no Action 
  special
  trigger: You hit an enemy with a melee basic attack using a 
  weapon.
  Effect: The enemy takes 1[W] extra damage from the 
  triggering attack.
   Level 17: 2[W] extra damage.
   Level 27: 3[W] extra damage.
  Cunning Escape
  Page 181: Change the action type from an immedi-
  ate reaction to an immediate interrupt.
  Mage’s Spellbook
  Page 200: Replace the first three sentences of the 
  second paragraph with the following.
   
  Find your level on the Spells Prepared per Day 
  table. The row corresponding to your level indicates 
  how many encounter attack powers, daily attack 
  powers, and utility powers you are allowed to prepare 
  each day. You cannot prepare more than one encoun-
  ter attack power, daily attack power, or utility power 
  of any given level on the same day.”
  Fountain of Flame
  Page 207: Append the following sentence to the 
  Effect entry. “An enemy can take this damage only 
  once per turn.”
  Shield of Deflection
  Page 349: Add “Prerequisite: Any” above the “Item 
  Slot: Arms” line.
  Total Concealment
  Page 363: Change the second instance of “attacker” 
  to “target.”
  Rules Update 08/2012
  Page 61 of 140
  
  PlAyer’s oPtIon: 
  heroes of the 
  elementAl ChAos
  Stormshard Weapon
  Page 153: Append the following sentence to the 
  property. “A creature can be slid in this way only once 
  per turn.”
  Rules Update 08/2012
  Page 62 of 140
  
  PlAyer’s oPtIon: 
  heroes of the feywIld
  Master of Stories
  Page 129: Change the third sentence of the Benefit 
  to read, “The aura’s healing benefit can be used only 
  once per day.”
  Rules Update 08/2012
  Page 63 of 140
  
  heroes of the 
  forgotten kIngdoms
  Radiant Storm
  Page 139: Append the following sentence to the 
  Effect entry. “An enemy can take this damage only 
  once per turn.”
  Power Strike
  Page 182: Change the action type to No Action, 
  change the range to Special, delete the Target line, 
  and replace “target” with “enemy” in the Effect entry. 
  The power has been reproduced below for clarity.
  Power strike 
  Ranger Attack
  By pushing yourself beyond your normal limits, you unleash your full 
  wrath against a foe.
  Encounter ✦ Martial, Weapon
  no Action 
  special
  trigger: You hit an enemy with a melee basic attack using a 
  weapon.
  Effect: The enemy takes 1[W] extra damage from the 
  triggering attack.
   Level 17: 2[W] extra damage.
   Level 27: 3[W] extra damage.
  Resolute Scout
  Page 196: Delete this entry from the Scout Epic Tier 
  table. Its inclusion was an error.
  Total Concealment
  Page 363: Change the second instance of “attacker” 
  to “target.”
  Rules Update 08/2012
  Page 64 of 140
  
  heroes of shAdow
  Servant of Vice
  Page 38: Delete the level from this power.
  Blackguard
  “Level 15 Daily Power,” page 42: Replace the 
  Benefit entry with the following text.
  “Benefit: You gain a new paladin daily attack power 
  of your level or lower.”
  Ravenous Shadows
  Page 44 : Add “(a creature can take this damage only 
  once per turn)” to the end of the third sentence in the 
  Effect entry.
  Draining Void
  Page 75: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  Echoing Dirge
  Page 76: This power is level 1.
  Shadow Warp
  Page 76: This power is level 1.
  Flesh Rend
  Page 93: Add the implement keyword.
  Spirit Flay
  Page 93: Add the implement keyword.
  Cordon of Bones
  Page 101: Append the following sentence to the 
  Effect entry. “A creature can take this damage only 
  once per turn.”
  Shadow Beast
  Page 102: Add the following to the creature’s stat 
  block above its standard action.
  Insubstantial
  The beast takes half damage from any damage source, except 
  those that deal radiant damage.
  Blackening Pyre
  Page 104: Append the following sentence to the 
  Effect entry. “A creature can take this damage only 
  once per turn.”
  Shadow Wraith
  Page 106: Add the following to the creature’s stat 
  block above its fateful death aura.
  Insubstantial
  The wraith takes half damage from any damage source, 
  except those that deal radiant damage.
  Blazing Death Storm
  Page 108: Append the following sentence to the 
  Effect entry. “A creature can take this damage only 
  once per turn.”
  Dark Reaping
  Page 116: Add “or Charisma” after “Constitution” in 
  the Effect entry.
  Reshape Battlefield
  Page 141: Append the following sentence to final 
  bullet point of the Effect entry. “A creature can take 
  this damage only once per turn.”
  Item rArIty ChAnges
  Common Items
  Magic Ki Focus
  Rules Update 08/2012
  Page 65 of 140
  
  the slAyIng stone 
  (hs1)
  Item Rarity Changes
  Rare Items
  Slaying Stone of Kiris Dahn
  Rules Update 08/2012
  Page 66 of 140
  
  Into the unknown: 
  the dungeon survIvAl 
  hAndBook
  Alien Insight
  Page 17: Replace entries 2 and 3 of the Effect text 
  with the following: “2. You gain a +2 power bonus 
  to all defenses until the end of the encounter. 3. You 
  gain a +2 power bonus to the number of squares you 
  can push, pull, or slide creatures with attacks and 
  effects until the end of the encounter.”
  Dispel the Darkness
  Page 53: Add “Constitution or” before “Charisma” in 
  the Attack and Hit lines.
  Rules Update 08/2012
  Page 67 of 140
  
  mAnuAl of the 
  PlAnes
  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 advan-
  tage 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.
  Gauntlets of the Blood War
  Page 156: In the Item Slot entry, replace “Arms” with 
  “Hands.” In addition, replace the “Arms Slot Items” 
  section header and table with the following text. The 
  item was incorrectly labeled.
  Hand Slot Items
  Gauntlets and gloves exist across the planes, each 
  crafted with unique enchantments representative of 
  their origin.
  HAnD sLot ItEMs
  Lvl 
  name 
  Price (gp)
  16 
  Gauntlets of the blood war 45,000
  26 
  Gauntlets of the blood war 1,125,000
  Gauntlets of the Blood War 
  Level 16+
  These gauntlets are perpetually stained with blood and were originally 
  crafted by elementals to help slay immortals.
  Lvl 16 
  45,000 gp 
  Lvl 26 
  1,125,000 gp
  Item slot: Hands
  Property: You gain a +3 item bonus to damage rolls against 
  creatures that have the immortal origin.
   Level 26: +5 item bonus.
  Power (Daily): Free Action. Use this power when you hit 
  a creature with the immortal origin. The creature takes 
  ongoing 10 damage (save ends). 
   Level 26: Ongoing 15 damage (save ends).
  Rules Update 08/2012
  Page 68 of 140
  
  mArtIAl Power
  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 power to distribute the 
  damage between two targets.
  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.
  Buffeting Torque
  Page 17: Append the following sentence to the Hit 
  entry. “An enemy can take this damage only once per 
  turn.”
  Earthquake Smash
  Page 20: Add the invigorating keyword.
  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.
  Rules Update 08/2012
  Page 69 of 140
  
  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 men-
  aces 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.
  Eruption of Steel
  Page 58: In the Primary Attack entry, delete “, two 
  attacks.” In the Hit entry, add “(main weapon) + 
  2[W] (off-hand weapon)” after “2[W].” Also in the Hit 
  entry and Miss entry, delete “per attack.” This update 
  brings the power’s damage in line with other powers 
  of the same level.
  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.”
  Sharpshooter
  Page 67: In the level 11 Opportunity Fire feature, 
  change the text to say, “When an adjacent creature 
  provokes an opportunity attack from you while you 
  are wielding a bow or loaded crossbow, you can make 
  a ranged basic attack against the provoking crea-
  ture as an opportunity action. This attack does not 
  provoke opportunity attacks.”
  Bolstering Stride
  Page 70: The power now lets you move speed + 2 
  instead of just your speed.
  Effect: You move up to your speed + 2 squares, ending in 
  a square adjacent to an ally. You then gain temporary hit 
  points equal to 2d8 + your Constitution modifier.
  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.
  Rules Update 08/2012
  Page 70 of 140
  
  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.”
  Gloom Wrath
  Page 99: Replace the feature with the following text: 
  “When you use infernal wrath, you gain combat advan-
  tage against the target of the power until the end of 
  your next turn.” This update syncs up this text with 
  the revision to infernal wrath.
   
  Gloom Wrath (16th level): When you use infer-
  nal wrath, you gain combat advantage against the 
  target of the power until the end of your next turn.
  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.
  War of Attrition
  Page 108: In the power’s Inspiring Presence entry, 
  add “to damage rolls” between “bonus” and “equals.” 
  This update keeps the bonus to attack rolls in line 
  with expectations at higher level, when a character’s 
  Charisma modifier is very high.
  War of Attrition 
  Warlord Attack 7
  Little by little, your allies turn the tide against the enemy.
  Encounter ✦ Martial, Weapon
  standard Action 
  Melee weapon
  target: One creature
  Attack: Strength vs. AC
  Hit: 2[W] + Strength modifier damage. Until the start 
  of your next turn, any ally who can see you gains a +1 
  power bonus to attack rolls and damage rolls with basic 
  attacks and at-will powers.
   Inspiring Presence: The bonus to damage rolls equals your 
  Charisma modifier.
  Quickening Order
  Page 113: In the Action Type entry, replace “No 
  Action” with “Free Action.” In the item’s Effect entry, 
  add “power” before each occurrence of bonus. In 
  addition, delete “attack rolls and.” The former text 
  granted too much accuracy, which, when combined 
  with a high initiative bonus, yielded too much PC 
  damage. The change in action type prevents a sleep-
  ing or otherwise unconscious warlord from using the 
  power.
  Quickening order 
  Warlord utility 22
  You aim to win the fight before your foes can respond.
  Daily ✦ Martial
  Free Action 
  Close burst 10
  trigger: You and your allies make initiative checks at the 
  beginning of an encounter
  targets: You and each ally in burst
  Effect: Each target gains a power bonus to the initiative 
  check equal to your Intelligence modifier, and during 
  each target’s first turn, he or she gains a power bonus to 
  damage rolls equal to your Intelligence modifier.
  Path of the Storm
  Page 118: Replace the attack type and range with 
  “Personal.” Replace the last sentence of the Effect 
  entry with “Each of the attacks must target a different 
  creature.” In addition, delete the weapon keyword. 
  This change limits the potency of this power for char-
  acters with high Charisma and brings it in line with 
  other level 20 daily attack powers.
  Rules Update 08/2012
  Page 71 of 140
  
  Smite of Devil’s Luck
  Page 125: Delete the last sentence in the Hit entry. 
  This change is part of a general effort to limit the 
  power of builds that focus on gaining numerous 
  actions during a turn.
  Beast Protector
  Page 132: In the first sentence of this feat, change “if 
  an enemy” to “if an adjacent enemy.”
  Cunning Ambusher
  Page 133: Replace the Benefit entry with the fol-
  lowing text: “If you use infernal wrath when you have 
  combat advantage against the target, you gain a bonus 
  to the damage roll equal to your Dexterity modifier.” 
  This update syncs up this text with the revision to 
  infernal wrath.
   
  Benefit: If you use infernal wrath when you have 
  combat advantage against the target, you gain a bonus 
  to the damage roll equal to your Dexterity modifier.
  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.
  Lingering Wrath
  Page 137: In the Benefit entry, replace “the bonuses 
  from infernal wrath” with “a +1 bonus to attack rolls.” 
  This update syncs up this text with the revision to 
  infernal wrath.
   
  Benefit: When you use the infernal wrath racial 
  power against an enemy marked by you, you gain a 
  +1 bonus to attack rolls against that enemy until it is 
  no longer marked by you.
  Rattling Wrath
  Page 138: Replace the Benefit entry with the fol-
  lowing text: “When you use your infernal wrath racial 
  power, any rattling powers you use against the target 
  before the end of your next turn apply a –4 penalty to 
  the target’s attack rolls instead of a –2 penalty.” This 
  update syncs up this text with the revision to infernal 
  wrath.
   
  Benefit: When you use your infernal wrath racial 
  power, any rattling powers you use against the target 
  before the end of your next turn apply a –4 penalty to 
  the target’s attack rolls instead of a –2 penalty.
  Two-Fisted Shooter
  Page 140: Change the Benefit entry’s last sentence to 
  say, “When you score a critical hit and have a loaded 
  hand crossbow in your off hand, you can make 
  a ranged basic attack with that weapon as a free 
  action.”
  Unbalancing Wrath
  Page 140: Replace the Benefit entry with the fol-
  lowing text: “The target of your infernal wrath grants 
  combat advantage to your allies until the end of the 
  target’s next turn.” This update syncs up this text with 
  the revision to infernal wrath.
   
  Benefit: The target of your infernal wrath grants 
  combat advantage to your allies until the end of the 
  target’s next turn.
  Fey Charge
  Page 143: In the first sentence of the Benefit entry, 
  replace “use” with “expend.” This change clarifies 
  that a character who has Fey Charge is not actually 
  using fey step when making the charge and thus does 
  not gain the benefit of features or feats like Eladrin 
  Swordmage Advance or Fey Gambit. Instead, the 
  power is treated as a resource that is traded for the 
  ability to teleport as part of the charge.
  Rules Update 08/2012
  Page 72 of 140
  
  Fiendish Defender
  Page 143: Replace the Benefit entry with the follow-
  ing text: “Your infernal wrath can also be triggered 
  by an enemy marked by you that hits an ally with 
  an attack that doesn’t include you as a target.” This 
  update syncs up this text with the revision to infernal 
  wrath.
   
  Benefit: Your infernal wrath can also be triggered 
  by an enemy marked by you that hits an ally with an 
  attack that doesn’t include you as a target.
  Infernal Sneak Attack
  Page 144: Replace the Benefit entry with the follow-
  ing text: “When you deal your Sneak Attack damage, 
  you can expend your infernal wrath to deal 1d6 extra 
  fire damage for each die of Sneak Attack damage you 
  deal.” This update syncs up this text with the revision 
  to infernal wrath.
   
  Benefit: When you deal your Sneak Attack 
  damage, you can expend your infernal wrath to deal 
  1d6 extra fire damage for each die of Sneak Attack 
  damage you deal.
  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.
  Roundabout Charge
  Page 144: Replace the feat’s Benefit entry with the 
  text below. This update revises the feat to work with 
  the new charge rules.
   
  Benefit: When you charge, each square of your 
  movement need not bring you closer to the target of 
  your charge, but you must start the charge at least 3 
  squares away from the target.
  Warlord’s Formation
  Page 144: In the Benefit entry, replace the first sen-
  tence with the following sentence: “When you use the 
  aid another, aid attack, or aid defense action, you can 
  target up to two allies with that action.” Delete the 
  second sentence. This update syncs up the feat with 
  the revised aid attack, aid defense, and aid another 
  rules.
  Wrathful Hunter
  Page 145: In the Benefit entry, replace “(instead of 
  +1)” with “made before the end of your next turn.” 
  This update syncs up this text with the revision to 
  infernal wrath.
   
  Benefit: If you use your infernal wrath racial power 
  against your quarry, you gain a +3 power bonus to 
  your next attack against the target made before the 
  end of your next turn.
  Infernal Warrior
  Page 147: In the Benefit entry, delete “as a free 
  action.” This update syncs up this text with the revi-
  sion to infernal wrath.
   
  Benefit: When an enemy scores a critical hit 
  against you, you can use your infernal wrath racial 
  power against that enemy, even if you have already 
  used the power this encounter.
  Rending Tempest
  Page 148: Replace the feat’s Benefit entry with the 
  text below. The feat’s former text was confusing, 
  requiring a user to attack with two weapons simul-
  taneously to trigger the benefit. This change reflects 
  the feat’s intent.
   
  Benefit: During your turn, when you hit a target 
  with a melee attack using a power that requires 
  the use of two weapons, the target takes 1[W] extra 
  damage (off-hand weapon) when you hit it with any 
  other melee attacks until the end of that turn.
  Legendary Tactical Action
  Page 155: Delete the last sentence of the feature. 
  This change is part of a general effort to limit the 
  power of builds that focus on gaining numerous 
  actions during a turn.
   
  Legendary Tactical Action (24th level): Any 
  ally can spend an action point possessed by you or 
  by any other ally whom he or she can see once per 
  encounter.
  Rules Update 08/2012
  Page 73 of 140
  
  mArtIAl Power 2
  Brawler Style
  Page 6: In the Brawler Style section, add “or grab-
  bing a creature” after “is free” in the first sentence. 
  This change reflects the feature’s original intent, 
  which is to supplement the brawling fighter’s defenses 
  because it cannot benefit from a normal shield. This 
  revision also prevents the brawling fighter’s defenses 
  from going up and down from round to round.
  Brawler Style
  Page 6: Replace the second paragraph of the Brawler 
  Style section with the following text. In addition, 
  delete the third paragraph. This change ensures that 
  a character benefitting from this class feature isn’t 
  gaining an enhancement bonus to attack rolls from 
  another source, such as the monk’s ki focus.
   
  “In addition, you gain a +2 enhancement bonus to 
  the attack rolls of unarmed attacks and a +2 bonus to 
  the attack rolls of grab attacks and attacks to move a 
  creature you’re grabbing. These bonuses increase to 
  +4 at 11th level and +6 at 21st level.”
  Crushing Foot
  Page 11: In the Hit entry, add “on its turn” after 
  “cannot move.” This update clarifies the duration of 
  the target’s inability to move after you hit it each time.
  Dervish’s Challenge
  Page 11: In the Action Type entry, replace “Minor” 
  with “Standard.” Replace the range with “Melee 
  weapon.” The action type and range were incorrect.
  Kulkor Arms Master
  Page 25: In the Smite the Fallen feature, change 
  the text to say, “Once per round, when you knock 
  an enemy prone with a melee attack, you can deal 
  damage to the target equal to half your level as a free 
  action.”
  Steel Challenge
  Page 28: Add the following sentence at the end of 
  the feature’s current text: “The mark lasts until the 
  end of the enemy’s next turn.” The marked condition 
  lacked a duration.
  Throw and Stab
  Page 33: In the Flavor Text entry, delete “it or.” 
  Replace the Effect entry with the following text: “You 
  move up to your speed and make a melee basic attack 
  against a creature other than the target.” The power 
  yielded too much damage against a single target.
  Snarling Wolf Stance
  Page 36: In the first sentence of the Effect entry, 
  replace “opportunity action” with “immediate reac-
  tion.” As an opportunity action, this power lets you 
  attack and then shift out of range, potentially negat-
  ing the triggering attack.
  Cunning Sneak
  Page 56: In the second paragraph of the feature, 
  replace “a move action” with “your movement.” This 
  change updates the feature to reflect recent revisions 
  in the Stealth rules. 
  Hobble
  Page 61: Delete the Reliable keyword. The power 
  already has an Effect entry and does not need the 
  keyword for balance.
  Kiss of Death
  Page 71: In the second sentence of the Effect entry, 
  replace “a free action” with “an opportunity action.” 
  This change prevents a character’s attack as a result 
  of this power from being recursive.
  Insightful Presence
  Page 82: At the end of the feature, replace “end of 
  your next turn” with “start of his or her next turn.” 
  This fix ensures that a character gains the benefit of 
  the feature for a full round.
  Intuitive Strike
  Page 83: In the Hit entry, replace “a bonus to the 
  attack roll equal to 1 + your Wisdom or Charisma 
  modifier instead of the normal +2 bonus” with “a 
  +2 power bonus to the attack roll.” At higher level, 
  the previous Hit entry’s text virtually guarantees 
  a hit when used by a warlord build that has a high 
  Wisdom or Charisma. This change brings the bonus 
  to attack rolls in line with expectations for at-will 
  attack powers.
  Create a Target
  Page 85: In the last sentence of the Hit entry, replace 
  “as a free action” with “as an opportunity action.” This 
  change limits chains of attacks that use forced move-
  ment to kill an enemy in a single turn.
  Band of Fellows
  Page 90: Remove the reliable keyword.
  Resourceful Triumph
  Page 95: In the Hit entry, replace “your turn” with 
  “its turn.” The power’s previous duration prevents the 
  stunned condition from affecting the target for the 
  intended duration.
  Rules Update 08/2012
  Page 74 of 140
  
  Black Hood Student
  Page 112: In the Associated At-Will Powers entry, 
  replace “furious smash” with “wolf pack tactics.” Furious 
  smash does not gain a benefit from the feat because it 
  does not have a damage roll.
  Leaf Runner Sneak
  Page 119: The reference in the Powers entry to 
  hammer shot (PH 112) should instead be to fell the 
  strong (MP2 69).
  Steel Vanguard Captain
  Page 130: In the table, replace phalanx assault with 
  fierce reply, and change the source and page number 
  to “MP2 88.” Phalanx assault requires the use of 
  a shield, meaning it cannot be used with this feat 
  because this feat applies only when wielding two-
  handed weapons.
  Armored Warlord
  Page 131: In the Prerequisite entry, add “, pro-
  ficiency with chainmail” to the end of the list of 
  prerequisites. This update prevents a hybrid warlord 
  from bypassing other armor requirements and pre-
  vents the archer warlord from too easily regaining 
  the proficiency it was supposed to forgo as part of its 
  Archer Warlord class feature.
  Brawler Guard
  Page 131: At the end of the feat’s Benefit entry, add 
  “or grabbing a creature.” This change reflects the 
  feat’s original intent, which is to supplement the 
  brawling fighter’s defenses because it cannot benefit 
  from a normal shield. This revision also prevents the 
  brawling fighter’s defenses from going up and down 
  from round to round.
  Explosive Leader
  Page 133: In the Prerequisite entry, replace “earth-
  shock, firepulse, or promise of storm” with “earthshock 
  or firepulse.” In the Benefit entry, replace the first 
  comma with “or” and delete “, or promise of storm.” 
  Promise of storm is not an attack power, so you cannot 
  hit an enemy with it.
  Martial Ploy
  Page 137: Replace the first sentence of the feat’s 
  Benefit entry. This update syncs up the feat with the 
  revised aid attack, aid defense, and aid another rules.
  Warforged Superiority
  Page 140: In the Benefit entry, delete “granted by 
  Combat Superiority.” Combat Superiority does not 
  grant opportunity attacks, so the text is meaningless. 
  Combat Superiority remains a prerequisite of the 
  feat, though.
  Warpath Leader
  Page 140: Add “until the end of that turn” to the end 
  of the Benefit entry. This update adds a duration to 
  the feat’s bonus.
  Improved Battlefield Shift
  Page 143: In the Benefit entry, replace “battlefield 
  shift” with “battlefront shift.” The name of the power 
  is incorrect.
  Shift the Field
  Page 145: In the Benefit entry, replace “battlefield 
  shift” with “battlefront shift.” The name of the power 
  is incorrect.
  Versatile Rogue
  Page 145: In the Prerequisite entry, add “Rogue 
  Tactics class feature” after “rogue.” This update 
  changes the feat to reflect the original intent. The feat 
  is not intended to give multiclassing characters access 
  to Rogue Tactics.
  Sign of Challenge
  Page 159: In the power’s Usage entry, replace 
  “Encounter” with “Daily.” Also, at the end of the 
  Effect entry, add “These benefits last until the end of 
  the encounter.” This update gives the power a dura-
  tion and brings it in line with other level 30 features.
  Rules Update 08/2012
  Page 75 of 140
  
  monster mAnuAl
  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 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 swal-
  lowed 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).
  Rules Update 08/2012
  Page 76 of 140
  
  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 prne 
  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 adja-
  cent 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).
  Rules Update 08/2012
  Page 77 of 140
  
  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”
  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.”
  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.”
  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.
  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.”
  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.”
  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.”
  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.
  Rules Update 08/2012
  Page 78 of 140
  
  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.”
  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 swal-
  lowed 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 swal-
  lowed. 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 swal-
  lowed 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 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.”
  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.”
  Shadar-kai Warrior
  Page 231: Replace “shadowmail” in the Equipment 
  line with “chainmail.”
  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.”
  Shadowraven Swarm
  Page 243: Replace the third line of the statistics 
  block with the following:
  Rules Update 08/2012
  Page 79 of 140
  
  Initiative +20 
  senses Perception +14; darkvision
  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).
  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. 
  Replace the third paragraph of the aura section with 
  the following text. This change removes the rule that 
  prevents stacking in damage auras, ensuring that 
  monsters are achieving correct damage output.
  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.
   
   If auras overlap and impose penalties to the 
  same roll or game statistic, a creature affected 
  by the overlapping auras is subjected to the 
  worst penalty; the penalties are not cumulative. 
  For instance, if a creature is affected by three 
  overlapping auras that each impose a –2 penalty to 
  attack rolls, the creature takes a –2 penalty, not a 
  –6 penalty.
  Rules Update 08/2012
  Page 80 of 140
  
  monster mAnuAl 2
  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 opportu-
  nity 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.
  Page 22: In the creature’s lightning breath power, 
  add “until the end of the target’s next turn” after “the 
  target is dazed.” In addition, in the power’s usage, 
  replace “recharge 5 6” with “recharge 6.” This change 
  gives the power a duration and allows the power’s 
  recharge to compensate for the creature having mul-
  tiple turns.
  C Lightning Breath (standard; recharge ⚅) ✦ Lightning
  Close blast 5; +17 vs. Reflex; 3d10 + 6 lightning damage and 
  the target is dazed until the end of the target’s next turn. Miss: 
  Half 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, Light-
  ning, thunder
  Close blast 3; +29 vs. AC; 3d10 + 14 damage, and the primor-
  dial 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.
  Rules Update 08/2012
  Page 81 of 140
  
  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.
  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.
  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 follow-
  ing attack in place of a melee basic attack:  +11 vs. AC; 2d6 
  + 5 damage. Effect: Make a secondary attack against a dif-
  ferent 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.
  Aura
  Page 216: Replace the third paragraph of the section 
  with the following text. This change removes the rule 
  that prevents stacking in damage auras, ensuring that 
  monsters are achieving correct damage output.
   
  If auras overlap and impose penalties to the same 
  roll or game statistic, a creature affected by the over-
  lapping auras is subjected to the worst penalty; the 
  penalties are not cumulative. For instance, if a crea-
  ture is affected by three overlapping auras that each 
  impose a –2 penalty to attack rolls, the creature takes 
  a –2 penalty, not a –6 penalty.
  Rules Update 08/2012
  Page 82 of 140
  
  monster mAnuAl 3
  Cloaker Lord
  Page 35: Delete the psychic keyword from the hyp-
  notic moan power.
  Adult Volcanic Dragon
  Page 72: In the dragon’s claw power, replace “89” 
  with “8.”
  Hit: 2d8 + 5 damage, and the target loses all fire resistance 
  until the end of the dragon’s next turn.
  Su Ambusher
  Page 189: In the su ambusher’s grasping claws power, 
  replace “Death” with “Encounter.”
  Grasping Claws ✦ Encounter
  Trigger: The ambusher drops to 0 hit points.
  Effect (Immediate Interrupt): The ambusher uses claw.
  Rules Update 08/2012
  Page 83 of 140
  
  monster vAult
  Carrion Crawler Scuttler
  Page 32: Change “stunned” in both bite and tentacles 
  to “dazed”.
  Death Knight
  Page 42: Add “soulsword” to the end of the Equip-
  ment entry.
  Death Knight Blackguard
  Page 43: Add “soulsword” to the end of the Equip-
  ment entry.
  Balor
  Page 49: Death burst should have a usage of 
  Encounter.
  Bough Dryad
  Page 93: Add the close attack icon to boon of life. This 
  power should have a usage of Encounter.
  Nabassu Gargoyle
  Page 125: In stone form, add the following as a new 
  second sentence: “While in this form, the gargoyle 
  cannot take actions except to end the effect.”
  Abyssal Ghoul
  Page 128: Dead blood should have a usage of 
  Encounter.
  Abyssal Ghoul Hungerer
  Page 129: Increase all defenses by 7. Final values AC 
  34, Fort 31, Ref 30, Will 28. Dead blood should have a 
  usage of Encounter.
  Deathpledged Gnoll
  Page 144: Claws of Yeenoghu should have a usage of 
  Encounter.
  Stone Golem
  Page 162: Death burst should have a usage of 
  Encounter.
  Moldering Mummy
  Page 213: Final curse should have a usage of 
  Encounter.
  Ochre Jelly
  Page 220: This creature’s blindsight has a range of 
  10.
  Battletested Orc
  Page 225: Savage demise should have a usage of 
  Encounter.
  Orc Archer
  Page 226: Savage demise should have a usage of 
  Encounter.
  Orc Savage
  Page 226: Savage demise should have a usage of 
  Encounter.
  Orc Reaper
  Page 227: Savage demise should have a usage of 
  Encounter.
  Orc Pummeler
  Page 228: Savage demise should have a usage of 
  Encounter.
  Orc Rampager
  Page 228: Savage demise should have a usage of 
  Encounter.
  Orc Storm Shaman
  Page 228: Savage demise should have a usage of 
  Encounter.
  Wind-Claw Owlbear
  Page 237: Change beak snap’s target to be  “(one crea-
  ture stunned by the owlbear).”
  Crag Roper
  Page 249: In tentacle, change “the roper pulls the 
  target up to 5 squares” to “the roper grabs the target 
  (escape DC 22).” 
  Bladerager Troll
  Page 274: Death burst should have a usage of 
  Encounter.
  Wraith Figment
  Page 287: This creature’s speed is 0. Add 1 to each 
  ability score modifier.
  Grasping Zombie
  Page 293: In zombie grasp, change the Hit entry 
  to “1d6 + 3 damage, and the zombie grabs the 
  target (escape DC 12) if it does not have a creature 
  grabbed.”
  Rules Update 08/2012
  Page 84 of 140
  
  monster vAult: 
  threAts to the nentIr vAle
  Warlord Delderosh
  Page 39: Change this creature’s hit point total to 100 
  and his bloodied value to 50..
  Rules Update 08/2012
  Page 85 of 140
  
  mordenkAInen’s 
  mAgnIfICent emPorIum
  Additional Design Credits
  Front Matter: Steve Townshend should be listed in 
  the Additional Design credits.
  Potion of Invulnerability
  Page 97: The Effect entry now reads, “You drink the 
  potion and lose a healing surge. Until the end of your 
  next turn, you gain resist 25 to all damage.”
  Potion of Lesser Haste
  Page 97: Change “spend” to “lose” in the Effect entry.
  Rules Update 08/2012
  Page 86 of 140
  
  neverwInter 
  CAmPAIgn settIng
  Pack Outcast
  Level 5 feature, page 32: Replace this feature with 
  the following text. “If you and one or more allies are 
  adjacent to an enemy, that enemy grants you and 
  those allies combat advantage.”
  Nothic Mindwarp
  Page 95: In warping gaze, change the recharge 
  frequency to “when the power misses.” Delete the 
  second sentence of the Hit entry, and append the fol-
  lowing to the first sentence. “Until this effect ends, 
  the nothic is invisible to every enemy but the target, 
  and its claw deals 1d6 extra damage to the target. 
  When the effect ends, this power recharges.”
  Rules Update 08/2012
  Page 87 of 140
  
  oPen grAve
  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.
  Desecration
  Page 139: In the Miss entry of the monster’s dark 
  plague power, replace “Half damage, and the” with 
  “The.” This power deals no damage, so the former 
  text in the Miss entry is incorrect.
  C Dark Plague (when first bloodied and again when the des-
  ecration is reduced to 0 hit points) ✦ necrotic
   
  Close burst 20; targets enemies; +24 vs. Fortitude; the 
  target is weakened (save ends). In addition, the target loses a 
  healing surge. Miss: The target is weakened until the end of its 
  next turn. The target does not lose a healing surge.
  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.
  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 Throng
  Page 198: In the monster’s HP and Bloodied entry, 
  delete “; see also zombie horde weakness.” The crea-
  ture has no such power, so the reference is incorrect.
  HP 121; Bloodied 60
  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
  Rules Update 08/2012
  Page 88 of 140
  
  PlAyer’s hAndBook
  Retraining
  Page 28: In the fourth sentence of the feat section, 
  replace “heroic tier feats” with “heroic tier feats and 
  paragon tier feats.”
  Dwarf
  Page 36: When adding up your ability score bonuses, 
  you now gain a +2 bonus to Constitution and your 
  choice of Strength or Wisdom.
  Dragonborn
  Page 34: When adding up your ability score bonuses, 
  you now gain a +2 bonus to Charisma and your 
  choice of Strength or Constitution.
  Eladrin
  Page 38: When adding up your ability score bonuses, 
  you now gain a +2 bonus to Intelligence and your 
  choice of Dexterity or Charisma.
  Elf
  Page 40: When adding up your ability score 
  bonuses, you now gain a +2 bonus to Dexterity and 
  your choice of Wisdom or Intelligence.
  Half Elf
  Page 42: When adding up your ability score bonuses, 
  you now gain a +2 bonus to Constitution and your 
  choice of Wisdom or Charisma.
  In addition, when playing a half-elf, you can now 
  choose between taking the Dilettante racial trait and  
  the Knack for Success racial trait.
  knack for success: You have the knack for success 
  power.
  knack for success 
  Half-Elf Racial utility
  Your mere presence is enough to tip the balance of fortune for you and 
  your allies.
  Encounter
  Minor Action 
  Close burst 5
  target: You or one ally in the burst
  Effect: Choose one of the following.
  ✦ The target makes a saving throw.
  ✦ The target shifts up to 2 squares as a free action.
  ✦ The target gains a +2 power bonus to his or her next 
  attack roll made before the end of his or her next turn.
  ✦ The target gains a +4 power bonus to his or her next 
  skill check made before the end of his or her next turn.
  Dilettante
  Page 42: Replace “an at-will power” with “a 1st-level 
  at-will attack power.”
  Halfling
  Page 44: When adding up your ability score 
  bonuses, you now gain a +2 bonus to Dexterity and 
  your choice of Constitution or Charisma.
  Human
  Page 46: When playing a human, you can now 
  choose between taking a bonus at-will attack power 
  from your class or gaining the heroic effort racial 
  power.
  Heroic Effort 
  Human Racial utility
  Your grim focus and unbridled energy means that failure is not an 
  option.
  Encounter
  no Action 
  Personal
  trigger: You miss with an attack or fail a saving throw.
  Effect: You gain a +4 racial bonus to the attack roll or the 
  saving throw.
  Bonus At-Will Power
  Page 46: Replace “at-will power” with “1st-level 
  at-will attack power.”
  Tiefling
  Page 48: When adding up your ability score bonuses, 
  you now gain a +2 bonus to Charisma and your 
  choice of Constitution or Intelligence.
  Infernal Wrath
  Page 48: Replace the tiefling’s infernal wrath power 
  with the following power. This revision brings 
  the tiefling’s racial power in line with other racial 
  powers.
  Infernal Wrath 
  tiefling Racial Power
  You call upon the hellfire burning in your soul to punish your enemy.
  Encounter ✦ Fire
  Free Action 
  Close burst 10
  trigger: An enemy within 10 squares of you hits you
  target: The triggering enemy in burst
  Effect: The target takes 1d6 + Intelligence or Charisma 
  modifier fire damage.
   Level 11: 2d6 + Intelligence or Charisma modifier fire 
  damage.
   Level 21: 3d6 + Intelligence or Charisma modifier fire 
  damage.
  Rules Update 08/2012
  Page 89 of 140
  
  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.
  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. 
  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.
  Zone
  Page 59: Delete the last sentence of the second para-
  graph. This update ensures that zones are achieving 
  their intended damage output by allowing each over-
  lapping to deal damage.
  Healer’s Lore
  Page 61: In the second sentence of the class feature, 
  replace “grant healing” with “let a creature spend a 
  healing surge to regain hit points.” This change limits 
  the potency of surgeless healing, such as with astral 
  seal.
  Your study of healing allows you to make the most 
  of your healing prayers. When you let a creature 
  spend a healing surge to regain hit points with one of 
  your cleric powers that has the healing keyword, add 
  your Wisdom modifier to the hit points the recipient 
  regains.
  Rules Update 08/2012
  Page 90 of 140
  
  Turn Undead
  Page 62: This power’s damage now increases at 
  levels 11 and 21. The area increases to close burst 3 
  at level 11 and close burst 5 at level 21.
  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.
  Bless
  Page 64: In the power’s Action Type entry, replace 
  “Standard” with “Minor.” This update changes 
  the action type to better reflect the game’s action 
  economy.
  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.”
  Shield of Faith
  Page 64: In the power’s Action Type entry, replace 
  “Standard” with “Minor.” This update changes 
  the action type to better reflect the game’s action 
  economy.
  Consecrated Ground
  Page 65: Delete the second sentence of the Effect 
  entry. The zone can no longer be moved.
  Astral Refuge
  Page 67: Delete the teleportation keyword. The 
  timing of the target’s disappearance from and return 
  to play has been clarified.
  Blade Barrier
  Page 67: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  Divine Power
  Page 67: This power’s regeneration now functions 
  only when the character is bloodied.
  Purifying Fire
  Page 68: This power’s damage is reduced from 3d10 
  to 2d10.
  Seal of Warding
  Page 68: This power’s damage is reduced from 4d10 
  to 4d6.
  Divine Armor
  Page 68: The healing keyword was removed. The 
  bonus to AC now affects all targets instead of only the 
  power’s user.
  Enthrall
  Page 69: This power’s burst size is reduced from 3 to 
  1.
  Thunderous Word
  Page 69: The shift granted to allies now requires a 
  free action.
  Fire Storm
  Page 69: This power’s burst size has been reduced 
  from 5 to 3, its damage has been reduced from 5d10 
  to 3d10, and the zone damage now occurs at the end 
  of a creature’s turn.
  Holy Wrath
  Page 69: This power now deals 2[W] damage instead 
  of 2d10 and has the weapon keyword instead of the 
  implement keyword. The regeneration functions only 
  when the character is bloodied.
  Knight of Glory
  Page 69: Replace the knight of glory power with the 
  following power. This update prevents the power 
  from yielding too much damage.
  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 your next turn. 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. 
  Clarion Call of the Astral Sea
  Page 70: Delete the teleportation keyword.
  Cloud Chariot
  Page 70: After the second sentence in the Effect line, 
  add “You can move the chariot its speed as a move 
  Rules Update 08/2012
  Page 91 of 140
  
  action.” The power’s Effect line gives the chariot a 
  speed but does not describe how to move it.
  Purify
  Page 70: In the power’s Action Type entry, replace 
  “Standard” with “Minor.” This update changes 
  the action type to better reflect the game’s action 
  economy.
  Healing Torch
  Page 71: This power’s area has been reduced from 
  an area burst 5 to an area burst 2.
  Nimbus of Doom
  Page 71: This power now deals half damage on a 
  miss.
  Sacred Word
  Page 71: This power’s area has been reduced from a 
  close burst 5 to a close burst 2.
  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 Protection
  Page 71: This power now deals 3[W] damage instead 
  of 3d10 and has the weapon keyword instead of the 
  implement keyword.
  Punishing Strike
  Page 71: On the Attack line, replace “Strength + 2” 
  with “Strength + 4.”
  Astral Storm
  Page 72: This power’s area has been reduced from 
  an area burst 5 to an area burst 3, its damage has 
  been reduced from 6d10 to 4d10, and its formatting 
  has been updated.
  Astral Wave
  Page 73: This power’s area has been reduced from a 
  close burst 8 to a close burst 2, and its attack is now 
  based on Strength instead of Wisdom. It now deals 
  2[W] damage instead of 2d8, and the implement 
  keyword is replaced by the weapon keyword. 
  Angel Ascendant
  Page 73: This power now has a Target entry, and 
  targets one creature.
  Illuminating Attacks
  Page 73: Now affects only cleric attack powers and 
  radiant servant attack powers.
  Radiant Action
  Page 73: Deals ongoing 10 damage.
  Solar Wrath
  Page 74: Add the “Implement” keyword. In the 
  Range entry, replace “burst 8” with “burst 3.” In the 
  Hit entry, replace “3d8” with “2d6.” This update 
  brings the power in line with level 11 encounter 
  powers.
  Healing Sun
  Page 74: The zone’s damage now occurs at the end 
  of a creature’s turn, and the zone now deals static 
  damage.
  Radiant Brilliance
  Page 74: Makes clear that the character is not 
  affected by the Effect entry’s attack.
  Warpriest
  Page 74: This paragon path is now called Tactical 
  Warpriest, to avoid confusion with the warpriest.
  Battle Cry
  Page 74: Replace the “Implement” keyword with the 
  “Weapon” keyword. This attack now uses Strength or 
  Wisdom.
  Battle Favor
  Page 74: This power no longer allows a character to 
  regain a cleric daily utility power.
  Battle Pyres
  Page 74: This power now deals 10 damage on initial 
  hit, replaces the implement keyword with the weapon 
  keyword, uses Strength or Wisdom for the attack, and 
  now deals 5[W] instead of 5d10 on the secondary 
  hit. The secondary attack has been clarified, and the 
  power’s Sustain entry is now an Effect entry.
  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.”
  Rules Update 08/2012
  Page 92 of 140
  
  Fighter Weapon Talent
  Page 76: In the second sentence of the Benefit line, 
  add the word “weapon” between “bonus to” and 
  “attack rolls”.
  Cleave
  Page 77: On the Hit line, replace “an enemy adjacent 
  to you” with “an enemy adjacent to you other than the 
  target.”
  Dance of Steel
  Page 79: On the Weapon line, replace “slowed” with 
  “immobilized.”
  Defensive Training
  Page 80: Replace the Effect line with the following: 
  “Effect: You assume the defensive training stance. 
  Until the stance ends, you gain a +2 power bonus to 
  Fortitude, Reflex, and Will.” This revision grants the 
  stance’s bonus to all defenses, not just one.
  Come and Get It
  Page 80: Delete the Effect line, replace “AC” in the 
  Attack line with “Will”, and replace the Hit line 
  with the following: “Hit: You pull the target up to 2 
  squares, but only if it can end the pull adjacent to you. 
  If the target is adjacent to you after the pull, it takes 
  1[W] damage.” This power is reproduced below for 
  clarity, and was changed to bring its power in line 
  with its level.
  Come and Get It 
  Fighter Attack 7
  You brandish your weapon and call out to your foes, luring them 
  close through their overconfidence, and then deliver a spinning strike 
  against them all.
  Encounter ✦ Martial, Weapon
  standard Action 
  Close burst 3
  target: Each enemy you can see in the burst
  Attack: Strength vs. Will
  Hit: You pull the target up to 2 squares, but only if it can 
  end the pull adjacent to you. If the target is adjacent to 
  you after the pull, it takes 1[W] 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 is reproduced for 
  clarity below, 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.”
  Exorcism of Steel
  Page 83: Replace the Hit line with the following: 
  “Hit: 2[W] + Strength modifier damage, and the 
  target drops one item it is holding. You can choose to 
  catch the item in a free hand or have it land in your 
  space.” This revision increases the power’s versatility, 
  as it previously applied only to weapons.
  Act of Desperation
  Page 84: Replace the Requirement line with the 
  following: “Requirement: An ally within 10 squares 
  of you must be dying, and you must not have spent 
  an action point during this encounter.” This revision 
  prevents characters from using this power to spend 
  multiple action points during an encounter.
  No Surrender
  Page 84: Replace the action type “Immediate Reac-
  tion” with “No Action.”
  Rules Update 08/2012
  Page 93 of 140
  
  Warrior’s Urging
  Page 85: Remove the Effect line, change “AC” in the 
  Attack line to “Will, and replace the Hit line with the 
  following: “Hit: You pull the target up to 3 squares, 
  but only if it can end the pull adjacent to you. If the 
  target is adjacent to you after the pull, it takes 2[W] + 
  your Strength modifier damage.” This power is repro-
  duced below for clarity, and was changed to bring its 
  power in line with its level.
  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 you can see in the burst
  Attack: Strength vs. Will
  Hit: You pull the target up to 3 squares, but only if it can 
  end the pull adjacent to you. If the target is adjacent to 
  you after the pull, it takes 2[W] + your Strength modifier 
  damage.
  Force the Battle
  Page 86: The Effect line was modified to limit the 
  free action attack to once per round, rather than once 
  per enemy’s turn. This change reflects the new once-
  per-round limit on free action attacks. The power is 
  reproduced below for clarity.
  Force the Battle 
  Fighter Attack 29
  Your skill with your weapon is so great that every thrust, parry, and 
  counterattack takes its toll on your foes. Some of your attacks are so 
  ingrained within you that they require almost no effort.
  Daily ✦ Martial, stance, Weapon
  Minor Action 
  Personal
  Effect: You assume the force the battle stance. Until the 
  stance ends, your fighter at-will and encounter weapon 
  attack powers deal 1[W] extra damage. In addition, once 
  per round when an enemy starts its turn adjacent to you, 
  you can use a fighter at-will attack power against it as a 
  free action, but only if you are able to make opportunity 
  attacks.
  Frontline Surge
  Page 86: Replace the Hit line with the following: 
  “Hit: 2[W] + Strength modifier damage, and you can 
  push the target 1 square. You can then shift 1 square 
  towards the target. If you do so, each ally within 2 
  squares of you can shift 1 square as a free action.”
  Kensei Focus:
  Page 87: Replace “attack rolls” with “weapon attack 
  rolls”.
  Extra Damage Action
  Page 87: Replace this feature with the following: 
  “When you spend an action point to take an extra 
  action, you gain a bonus to the damage rolls of your 
  standard action attacks this turn. The bonus equals 
  one-half your level.” This update makes clear that the 
  bonus is to damage rolls.
  Dirty Fighting
  Page 87: Replace the second sentence of the feature 
  with the following text: “Your fighter or pit fighter 
  weapon attacks deal extra damage equal to your 
  Wisdom modifier.” This update limits high Wisdom 
  characters from multiclassing into this paragon path 
  to gain a high damage bonus.
   
  Dirty Fighting (16th level): Using tricks and 
  techniques you have learned in constant battles, you 
  know how to add an extra level of pain to every hit 
  you deliver. Your fighter or pit fighter weapon attacks 
  deal extra damage equal to your Wisdom modifier.
  Deadly Payback
  Page 88: Remove the weapon keyword.
  Lion of Battle
  Page 88: This power has been reformatted to clarify 
  the secondary attack, and is reproduced below.
  Lion of Battle 
  Pit Fighter Attack 20
  You skewer yet another unworthy foe and let loose a tumultuous roar, 
  shaking your weapon in triumph.
  Daily ✦ Martial, Weapon
  standard Action 
  Melee weapon
  Primary target: One creature
  Attack: Strength vs. AC
  Hit: 4[W] + Strength modifier damage, or 6[W] + Strength 
  modifier damage if the target was bloodied before the 
  attack.
  Miss: Half damage.
  Effect: If the attack reduces the target to 0 hit points, you 
  can make the secondary attack.
   secondary Attack (Fear, Martial, Weapon)
    
  Close burst 5
    
  secondary target: Each enemy in the burst
    
  Attack: Strength vs. Will
    
  Hit: The secondary target must take a free action  
   
   
    to move up to its speed to a square as far from you as  
   
    possible.
  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.
  Rules Update 08/2012
  Page 94 of 140
  
  Steel Blitz
  Page 88: Replace “encounter power” with “encounter 
  attack power”.
  Crescendo Sword
  Page 88: In the Effect entry, add “attack” before each 
  instance of “power.” This update prevents this power 
  from being used in conjunction with powers like 
  rejuvenate mind or epic trickster to create a recursive 
  combination.
  Divine Challenge
  Page 91: The power has been revised for clarity and 
  ease of use.
  Divine Challenge 
  Paladin utility
  You boldly confront a nearby enemy, searing it with divine light if it 
  ignores your challenge.
  At-Will (special) ✦ Divine, Radiant
  Minor Action 
  Close burst 5 
  target: One creature in the burst
  Effect: You mark the target. The mark lasts until you use 
  this power again. The mark also ends at the end of your 
  turn if you didn’t engage the target, meaning you neither 
  attacked it during your turn nor are adjacent to it at the 
  end of your turn.
    Until the mark ends, the target takes radiant damage 
  the first time each round when it targets any of your 
  allies with an attack power that doesn’t include you as a 
  target. The damage equals 3 + your Charisma modifier.
   Level 11: 6 + your Charisma modifier radiant damage 
  Level 21: 9 + your Charisma modifier radiant damage
  special: You can use this power only once per turn.
  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.”
  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.”
  Wrath of the Gods
  Page 94: In the Effect entry, the additional damage 
  was changed to a power bonus to damage rolls.
  Hand of the Gods
  Page 97: Replace “Minor Action” with “Standard 
  Action.”
  Righteous Inferno
  Page 97: Append the following sentence to the Effect 
  entry. “An enemy can take this damage only once per 
  turn.”
  Exalted Retribution
  Page 98: On the Effect line, remove “Until the end of 
  the encounter.”
  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.”
  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 dis-
  proportionate amount of healing, and it doesn’t give 
  a monster a good way to use close or area attacks 
  without 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 modi-
  fier” between “1[W]” and “damage.” Also on the Hit 
  line, add “+ Dexterity modifier” 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 represented equiva-
  lent damage and better accuracy. This change makes 
  careful attack a viable choice.
  Rules Update 08/2012
  Page 95 of 140
  
  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.
  Shadow Wasp Strike
  Page 107: Replace both instances of “AC” with 
  “Reflex.”
  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.”
  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.
  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.
  Blade Ward
  Page 112: On the Hit line, replace “[W]” with 
  “2[W].”
  Follow-Up Blow
  Page 113: Replace the Effect entry with the follow-
  ing text: “Until the stance ends, when you hit with a 
  melee attack, you can use a free action to make melee 
  basic attack with your off-hand weapon. You can do 
  this once per round, and the off-hand weapon attack 
  takes a –2 penalty to its attack roll.” This update limits 
  the potency of this power in builds that make many 
  attacks.
  Rogue Weapon Talent
  Page 117: Replace the second sentence of the feature 
  with the following: “In addition, you gain a +1 bonus 
  to weapon attack rolls with daggers.”
  Sneak Attack
  Page 117: The feature now lets you deal extra 
  damage once per turn instead of once per round.
  When you make an attack with a light blade, a hand 
  crossbow, a shortbow, or a sling and hit an enemy 
  granting combat advantage to you, that enemy takes 
  extra damage based on your level. You can deal this 
  extra damage only once per turn.
  Blinding Barrage
  Page 119: Delete “2[W] + “ from the Hit entry, and 
  replace “Half” with “Dexterity modifier” in the Miss 
  entry.
  Tumble
  Page 119: In the power’s Effect entry, replace “a 
  number of squares equal to one-half” with “up to.” 
  This update reflects an effort to improve the rogue’s 
  mobility so that it can more reliably gain combat 
  advantage and fulfill its role as striker.
  Clever Riposte
  Page 120: Add “1 square” after “you can shift” in the 
  Effect entry.
  Nimble Climb
  Page 120: The power now grants a +4 power bonus 
  to speed while climbing instead of allowing you to 
  move at full speed while climbing.
  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.
  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.
  Shadow Stride
  Page 122: A Requirement entry was added, remov-
  ing the requirement from the former Effect entry. 
  The Effect entry now directs you to make a Stealth 
  check before movement.
  Fool’s Opportunity
  Page 122: Replace the Hit entry with the following.
  Hit: The target hits itself with its melee basic attack. (If you 
  have combat advantage against the target and your Sneak 
  Attack isn’t expended, you can use Sneak Attack against 
  the target.)
  Rules Update 08/2012
  Page 96 of 140
  
  Hide in Plain Sight
  Page 123: Add “Requirement: You must be hidden.” 
  above the Effect entry. Delete the first sentence of 
  the Effect entry, and append “or until the end of the 
  encounter” to the original second sentence of the 
  Effect entry.
  Flying Foe
  Page 124 Replace the Hit and miss entries with the 
  following.
  Hit: 4[W] + Dexterity modifier damage, and you slide the 
  target a number of squares up to your Strength modifier. If 
  you end the slide with the target adjacent to one or more 
  objects or creatures, you can cause both the target and one 
  of those objects or creatures to take 10 damage.
  Miss: Half damage, and you slide the target a number of 
  squares up to your Strength modifier.
  Ghost on the Wind
  Page 125: On the Hit line, replace “move into any 
  square” with “shift up to 5 squares into any square.”
  Acrobatic Action
  Cat Burglar feature
  Page 127: Append “that you must use this turn” to 
  the feature text.
  Cat Burglar’s Gambit
  Page 127: Add “up to 5 squares” after “shift” in the 
  Effect entry.
  Instant Escape
  Page 127: Replace “Immediate Interrupt” with 
  “Immediate Reaction.” Replace the first sentence of 
  the Effect entry with “The triggering effect ends on 
  you.”
  Dagger Precision
  Page 127: Replace the class feature with the follow-
  ing text: “When you use a rogue or a daggermaster 
  attack power with a dagger, the power can score a 
  critical hit on a roll of 18–20.” This change updates 
  the feature to reflect the original intent.
  Meditation of the Blade
  Page 127: Delete the weapon keyword.
  Infiltrator’s Action
  Master Infiltrator Feature
  Page 128: Append “that you must use this turn” to 
  the feature text.
  Shadow Assassin’s Riposte
  Shadow Assassin feature
  Page 128: Replace “takes damage equal to your Dex-
  terity modifier” with “, you can take a free action to 
  deal damage to that enemy. The damage equals your 
  Dexterity modifier” in the feature text.
  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 turn.
  Fate of the Void (Star Pact)
  Page 131: The bonus to a single d20 roll must now 
  be used before the end of your next turn.
  Dire Radiance
  Page 131: This power now uses Charisma or 
  Constitution.
  Hellish Rebuke
  Page 132: This power’s language has been clarified. 
  Curse of the Dark Dream
  Page 133: This power’s damage has been increased, 
  it now deals half damage on a miss, and its Sustain 
  entry is now an Effect.
  Dread Star
  Page 133: This power now deals half damage on a 
  miss.
  Eldritch Rain
  Page 133: This power’s damage has been increased.
  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.
  Crown of Madness
  Page 134: This power’s damage has been increased, 
  the Hit entry has an additional effect, and the Sustain 
  entry is now an Effect.
  Rules Update 08/2012
  Page 97 of 140
  
  Curse of the Bloody Fangs
  Page 134: This power now attacks Reflex, its 
  damage has been increased, and its Sustain entry is 
  now an Effect.
  Hunger of Hadar
  Page 134: This power’s zone can now damage an 
  enemy only once per turn.
  Shroud of Black Steel
  Page 134: Cut the polymorph keyword.
  Curse of the Black Frost
  Page 135: This power’s damage has been increased, 
  and its Sustain entry is now an Effect.
  Iron Spike of Dis
  Page 135: This power now slows on a miss.
  Summons of Khirad
  Page 135: This power’s damage has been increased, 
  and its Sustain entry is now an Effect.
  Thief of Five Fates
  Page 135: This power has been redesigned.
  Bewitching Whispers
  Page 136: This power now deals damage.
  Coldfire Vortex
  Page 136: This power’s damage has been increased, 
  and its secondary attack is now an Effect.
  Curse of the Golden Mist
  Page 136: This power now deals damage and has 
  a Miss entry. The Hit entry’s language has been 
  clarified.
  Fireswarm
  Page 137: This power now deals damage on a miss. 
  The Sustain entry is now an Effect, with clarified 
  language.
  Tendrils of Thuban
  Page 137: This power’s damage has been reduced. In 
  the second sentence of the Sustain entry, delete “and 
  is immobilized (save ends).” To escape this zone, a 
  creature had to save and also be missed by the attack 
  in the Sustain entry. This change brings the power in 
  line with other control effect.
  Thirsting Maw
  Page 137: Add the “Healing” keyword. The Sustain 
  entry is now an Effect, with clarified language. This 
  power now deals damage and heals on a miss.
  Thirsting Tendrils
  Page 137: This power’s damage has been increased.
  Delusions of Loyalty
  Page 138: The Sustain entry has been converted into 
  a save ends effect in the Hit entry. On a miss, this 
  power is no longer expended.
  Minions of Malbolge
  Page 138: The conjured flames now deal damage 
  only to enemies. This power’s effect ends when you 
  end your turn with no temporary hit points.
  Wrath of Acamar
  Page 138: The Special and Hit entries have been 
  combined. This power now has a Miss entry.
  Raven’s Glamor
  Page 138: The invisibility lasts until the end of the 
  warlock’s next turn, the Sustain now requires a move 
  action, and the language has been clarified.
  Curse of the Twin Princes
  Page 139: This power now has a Miss entry.
  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. This power’s damage has 
  been increased.
  Curse of the Fey King
  Page 139: This power’s damage has been increased.
  Curse of the Dark Delirium
  Page 140: This power now deals damage.
  Doom of Delban
  Page 140: Clarifies that the initial hit starts the 
  damage increase.
  Hurl Through Hell
  Page 140: On the Hit line, add “(save ends)” after 
  “stunned.” This power’s damage has been reduced, 
  and the teleportation keyword has been cut.
  Rules Update 08/2012
  Page 98 of 140
  
  Doomsayer’s Action (paragon 
  path feature)
  Page 140: No longer counts against once per turn 
  Warlock’s Curse damage limit.
  Fates Entwined
  Page 140: This power now uses Charisma or 
  Constitution.
  Long Fall into Darkness
  Page 141: This power now uses Charisma or 
  Constitution.
  Slashing Wake
  Page 141: Replace “When” with “Once per turn, 
  when.” This update revises the feature to prevent 
  misuse with features that allow multiple teleports 
  during a turn.
  Patron’s Favor, roll of 6 (para-
  gon path feature)
  Page 141: Now deals extra damage instead of 
  increasing die category.
  Will of the Feywild
  Page 141: Removed Effect entry.
  Twilight Teleport
  Page 141: Clarifies that all creatures affected by the 
  power must be in range.
  Whispers of the Fey
  Page 141: Replace “Utility 20” with “Attack 20.” 
  Combined Effect and Hit entries, language tightened.
  Collect Life Spark (paragon 
  path feature)
  Page 142: 
  (fey) Add “until the end of your next turn” to the end 
  of the sentence.
  (shadow) Invisibility now breaks on attack.
  Soul Scorch
  Page 142: Combined Effect and Hit entries, lan-
  guage tightened.
  Soultheft
  Page 142: This power’s damage has been increased, 
  and its language has been tightened.
  Inspiring Presence
  Page 144: Add the following to the end of this 
  benefit: “If the ally can see multiple warlord allies 
  who have this class feature, the ally regains hit points 
  from only one of them (the ally’s choice).”
  Tactical Presence
  Page 144: Add the following to the end of this 
  benefit: “If multiple warlord allies who have this class 
  feature can see the ally, he or she gains the bonus 
  from only one of them (the ally’s choice).”
  Commander’s Strike
  Page 145: Replace the Attack and Hit lines with 
  the following Effect entry: “Effect: One of your allies 
  can take a free action to make a melee basic attack 
  against the target. The ally gains a bonus to the 
  damage roll equal to your Intelligence modifier.”
  Leaf on the Wind
  Page 145: Replace the second sentence of the Hit 
  line with the following: “You (only if you are adjacent 
  to the target) or one ally adjacent to the target can 
  take a free action to swap places with it, sliding it 1 
  square and shifting 1 square.”
  Lead the Attack
  Page 146: In the first sentence of the Hit entry and 
  Miss entry, replace “the encounter” with “your next 
  turn.” Also, add “Half damage” at the start of the 
  Miss entry. By upper heroic or low paragon tier, this 
  power’s bonus to attack rolls is too high to last for an 
  entire encounter, especially in an encounter involving 
  a solo.
  Steel Monsoon
  Page 147: Add “as a free action” to the end of the Hit 
  line’s first sentence.
  Turning Point
  Page 147: Add “within 5 squares of you” after “You 
  or one ally” in the Miss line.
  Surround Foe
  Page 148: Replace the Effect entry with the follow-
  ing: “You slide one ally adjacent to the target up to 5 
  squares to another square adjacent to the target. You 
  can slide the ally through the target’s space.”
  Make Them Bleed
  Page 149: Add “Melee weapon” as the power’s range.
  Rules Update 08/2012
  Page 99 of 140
  
  Warlord’s Rush
  Page 150: Add “as a free action” to the end of the 
  final sentence of both the Hit and Miss lines.
  Own the Battlefield
  Page 151: Reduce the range to close burst 5. Add “, 
  but not into hindering terrain” to the end of the Effect 
  entry.
  Rabbits and Wolves
  Page 151: Add “as a free action” to the end of the 
  second sentence of the Hit line.
  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.
  Stir the Hornet’s Nest
  Page 152: The Hit and Miss lines have been modi-
  fied to bring this power in line with expected values 
  for its level. This power has been reproduced below 
  for clarity.
  stir the Hornet’s nest 
  Warlord Attack 25
  You make a vicious strike against your foe, wounding it badly and 
  making it an easy target for your allies’ ranged attacks.
  Daily ✦ Martial, Weapon
  standard Action 
  Ranged weapon
  Requirement: You must make this attack with a heavy 
  thrown weapon.
  target: One creature
  Attack: Strength vs. AC
  Hit: 6[W] + Strength modifier damage. Until the end of the 
  encounter, each of your allies gains a power bonus to the 
  damage rolls of ranged attacks against the target. The 
  bonus equals your Intelligence modifier.
  Miss: One of your allies can make a ranged basic attack 
  against the target as a free action, with a power bonus to 
  the damage roll equal to your Intelligence modifier.
  Chimera Battlestrike
  Page 152: Replace “Minor Action” with “Standard 
  Action.”
  Devastating Charge
  Page 152: This power has been updated to reflect 
  the changed role of melee basic attacks, and has been 
  reproduced below for clarity.
  Devastating Charge 
  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 
  Melee weapon
  Effect: You charge and make the following attack in place 
  of a melee basic attack.
   target: One creature
   Attack: Strength vs. AC
   Hit: 4[W] + Strength modifier damage. Until the end of 
  your next turn, if any ally can see you when he or she 
  charges, the ally gains a bonus to the damage roll of the 
  charge attack. The bonus equals your Charisma modifier.
  Warlord’s Doom
  Page 152: Delete “until the end of your next turn,“ 
  from the first sentence of the Hit line.
  Defy Death
  Page 152: This power’s formatting has been updated, 
  and the healing surge expenditure has had its action 
  type removed. The power has been reproduced below 
  for clarity.
  Defy Death 
  Warlord Attack 29
  With a roaring battle cry, you strike nearby foes and thrust them 
  back, changing the complexion of the battlefield.
  Daily ✦ Healing, Martial, Weapon
  Immediate Interrupt 
  Melee weapon
  trigger: A creature attacks your ally
  Effect: You move up to twice your speed to a square where 
  you can reach the triggering creature with your melee 
  weapon. Your move doesn’t provoke opportunity attacks. 
  You then make the following attack.
   target: The triggering creature
   Attack: Strength vs. AC
   Hit: 7[W] + Strength modifier damage, and the target’s 
  attack misses the ally.
   Miss: Half damage, and the target’s attack deals only half 
  damage if it hits the ally.
  Effect: The ally can spend a healing surge immediately 
  after the target’s attack.
  Bolt of Genius
  Page 154: Add “attack” between “encounter” and 
  “power” in the Effect entry, and add “during this 
  encounter” to the end of the sentence.
  Honor and Glory
  Page 155: This feature now grants a power bonus.
  Rules Update 08/2012
  Page 100 of 140
  
  Control the Field
  Page 155: Replace the Effect entry with the follow-
  ing: “Effect: Each enemy within 5 squares of you is 
  marked until the end of your next turn, and each 
  takes ongoing 10 damage (save ends). While adjacent 
  to you, an enemy takes a penalty to saving throws 
  against this ongoing damage. The penalty equals your 
  Charisma modifier.”
  Disciplined Blade
  Page 155: Add “with that weapon” after “next attack 
  roll” in this feature.
  Sword Marshal’s Action
  Page 155: Add “attack” between “warlord encounter” 
  and “power” in this feature.
  Sword Marshal’s Boon
  Page 155: Replace the Trigger line with the follow-
  ing: “Trigger: You use a warlord utility power that can 
  target you or an ally.” Replace the Effect entry with 
  the following: “Effect: The power targets both you and 
  the ally.”
  Trained Skills
  Page 156: Replace “Nature (Int)” with “Nature 
  (Wis).”
  Orb of Imposition
  Page 157: The text of this benefit has been changed 
  to grant the saving throw penalty to only the next 
  saving throw the target makes against the effect. The 
  orb can also now only be used on your turn. The new 
  text is reproduced below for clarity.
  Benefit: Once per encounter while you are holding 
  an orb, you can take a free action on your turn to gain 
  one of the following two effects.
  ✦ Saving Throw Penalty: Choose one creature that is 
  suffering an effect that was caused by one of your 
  wizard powers and that a save can end. That creature 
  takes a penalty to its next saving throw against that 
  effect. The penalty equals your Wisdom modifier.
  ✦ Extended Duration: Choose an effect that was 
  created by one of your wizard at-will powers and that 
  is set to end at the end of your current turn. The effect 
  instead ends at the end of your next turn.
  Wizard Schools
  Many powers in this section have had school key-
  words added.
  Spellbook
  Page 158: This feature is now called Arcanist’s 
  Spellbook.
  Prestidigitation
  Page 159: Remove the first bullet in the power. The 
  power no longer grants the ability to move up to 1 
  pound of material.
  Cloud of Daggers
  Page 159: Add the zone keyword. Replace the Effect 
  entry with the following: “Any creature that enters 
  the zone or starts its turn there takes force damage 
  equal to your Wisdom modifier (minimum 1). A crea-
  ture can take this damage only once per turn.”
  Magic Missile
  Page 159: Replace the Attack, Hit, and Special 
  entries with the Effect and Special entries in the 
  power below. This update reflects an effort to restore 
  the power to its classical form.
  Magic Missile 
  Wizard Attack 1
  You launch a silvery bolt of force at an enemy.
  At-Will ✦ Arcane, Force, Implement
  standard Action 
  Ranged 20
  target: One creature
  Effect: 2 + Intelligence modifier force damage.
   Level 11: 3 + Intelligence modifier force damage.
   Level 21: 5 + Intelligence modifier force damage.
  special: If the implement used with this power has an 
  enhancement bonus, add that bonus to the damage. In 
  addition, you can use this power as a ranged basic attack.
  Burning Hands
  Page 159: The power now deals half damage on a 
  miss.
  Chill Strike
  Page 159: The power now slows the target until the 
  end of your next turn on a miss.
  Force Orb
  Page 160: The secondary attack is now an area burst 
  1 centered on the primary target. Replace “adjacent 
  to” in the Secondary Target entry with “in the burst 
  other than”.
  Icy Terrain
  Page 160: Add zone keyword. Replace the Effect 
  entry with the following text. “Effect: The burst 
  creates a zone that lasts until the end of your next 
  turn or until you end it as a minor action. The ground 
  of the zone is difficult terrain.”
  Ray of Enfeeblement
  Page 160: The power now deals half damage on a 
  miss.
  Rules Update 08/2012
  Page 101 of 140
  
  Acid Arrow
  Page 160: This power has been updated, and has 
  been reproduced below for clarity.
  Acid Arrow 
  Wizard Attack 1
  A shimmering arrow of green, glowing liquid streaks to your target 
  and bursts in a spray of sizzling acid.
  Daily ✦ Acid, Arcane, Implement
  standard Action 
  Ranged 20
  Primary target: One creature
  Primary Attack: Intelligence vs. Reflex
  Hit: 2d8 + Intelligence modifier acid damage, and ongoing 
  5 acid damage (save ends).
  Miss: Half damage, and ongoing 2 acid damage (save ends).
  Effect: Make the secondary attack.
   secondary Attack
    Area burst 1 centered on the primary target
    secondary target: Each creature in the burst other 
   than the primary target
    Attack: Intelligence vs. Reflex
    Hit: 1d8 + Intelligence modifier acid damage, and 
   ongoing 5 acid damage (save ends).
  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.”
  Freezing Cloud
  Page 160:  Add the zone keyword. Increase the 
  power’s damage from 1d8 to 2d8. Replace the Effect 
  entry with the following text. “Effect: The burst 
  creates a zone that lasts until the end of your next 
  turn or until you dismiss it as a minor action. Any 
  creature that enters the zone or starts its turn there 
  takes 5 cold damage (a creature can take this damage 
  only once per turn).”
  Sleep
  Page 160: The sleep keyword was removed. The 
  charm keyword was added.
  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.”
  Icy Rays
  Page 161: The power now slows the target until the 
  end of your next turn on a miss.
  Shock Sphere
  Page 161: The power now deals half damage on a 
  miss.
  Bigby’s Icy Grasp
  Page 161: This power’s language has been changed, 
  and the power has been reproduced below for clarity.
  Bigby’s Icy Grasp 
  Wizard Attack 5
  You conjure a giant floating hand made of chiseled ice that clutches a 
  foe and freezes it.
  Daily ✦ Arcane, Cold, Conjuration, Evocation, Implement
  standard Action 
  Ranged 20
  Effect: You conjure a 5-foot-tall hand of ice in an unoccu-
  pied square within range. The hand lasts until the end of 
  your next turn. When the hand appears, it immediately 
  makes the following attack. While the hand persists and 
  doesn’t have a creature grabbed, you can use a standard 
  action to command it to make the attack again or a move 
  action to move it up to 6 squares.
  target: One creature adjacent to the hand
  Attack: Intelligence vs. Reflex
  Hit: 2d8 + Intelligence modifier cold damage, and the 
  hand grabs the target. The hand uses your Fortitude or 
  Reflex if the target attempts to escape. You can end the 
  grab as a free action.
  sustain Minor: The hand persists until the end of your 
  next turn, and a creature grabbed by the hand takes 1d8 
  + Intelligence modifier cold damage.
  Fireball
  Page 161: The power’s damage was increased to 4d6 
  + Intelligence modifier.
  Stinking Cloud
  Page 161: Add “(a creature can take this damage 
  only once per turn)” to the end of the second sentence 
  in the Effect entry, and change “1d10 + Intelligence 
  modifier poison damage” to “5 + your Intelligence 
  modifier poison damage” in that sentence. Add “The 
  zone is heavily obscured,” before the second sentence. 
  Replace “of poisonous vapor that blocks line of sight” 
  with “that lasts” in the first sentence.
  Dispel Magic
  Page 162: Add the “Implement” keyword. Also, 
  in the power’s Usage entry, replace “Daily” with 
  “Encounter.” This revision allows this power to 
  compete with wizard utilities of the same level, 
  making it a more viable choice.
  Rules Update 08/2012
  Page 102 of 140
  
  Levitate
  Page 162: The power has been clarified, and is 
  reproduced below for clarity.
  Levitate 
  Wizard utility 6
  You rise off the ground a short distance.
  Daily ✦ Arcane
  Move Action 
  Personal
  Effect: You move up to 4 squares vertically and hover 
  there until the end of your next turn. While aloft, you are 
  unsteady, taking a –2 penalty to AC and Reflex. If some 
  effect, such as a pit opening below you, causes you to be 
  more than 4 squares above the ground, you drop down 
  to 4 squares above the ground. You do not take damage 
  from such a fall. When the levitation ends, you descend 
  to the ground without taking falling damage.
  sustain Move: You move up to 3 squares up or down or 1 
  square horizontally, and you hover there until the end of 
  your next turn. You cannot go higher than 4 squares above 
  the ground.
  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.”
  Fire Burst
  Page 162: The power now deals half damage on a 
  miss.
  Lightning Bolt
  Page 162: The power’s Target entry was revised, and 
  its Effect entry and secondary attacks were removed.
  The power now deals half damage on a miss.
  Spectral Ram
  Page 163: The power now pushes the target up to 3 
  squares on a miss.
  Winter’s Wrath
  Page 163: Replace the Effect entry with the follow-
  ing. “The burst creates a zone that lasts until the end 
  of your next turn or until you dismiss it as a minor 
  action. The zone is lightly obscured, and any creature 
  that starts its turn in the zone takes cold damage 
  equal to your Intelligence modifier.” Add the zone 
  keyword.
  Wall of Fire
  Page 163: Replace the Effect entry with the follow-
  ing. “You conjure a wall of fire that lasts until the end 
  of your next turn. The wall can be up to 4 squares 
  high. Any creature that starts its turn adjacent to the 
  wall takes 1d6 + Intelligence modifier fire damage. 
  Any creature that enters the wall or starts its turn 
  there takes 3d6 + Intelligence modifier fire damage 
  (a creature can take this damage only once per turn). 
  The wall blocks line of sight. Each square of move-
  ment that includes one or more squares of the wall 
  costs 3 extra squares of movement.”
  Frostburn
  Page 164: Add the zone keyword. Replace the first 
  sentence of the Effect entry with, “The burst creates a 
  zone of difficult terrain that lasts until the end of your 
  next turn or until you dismiss it as a minor action.”
  Mesmeric Hold
  Page 164: The power now slows the target until the 
  end of your next turn on a miss.
  Prismatic Burst
  Page 164: On a miss, the power now grants crea-
  tures partial concealment against the target until the 
  end of the target’s next turn.
  Thunderlance
  Page 164: The power now pushes the target up to 4 
  squares on a miss.
  Bigby’s Grasping Hand
  Page 164: The power has been clarified, and is 
  reproduced below for clarity.
  Bigby’s Grasping Hands 
  Wizard Attack 15
  Two hands of glowing golden force materialize, grab a couple of your 
  foes, and slam them together.
  Daily ✦ Arcane, Conjuration, Evocation, Force, Implement
  standard Action 
  Ranged 10
  Effect: You conjure two 5-foot-tall hands of force, each in 
  a different unoccupied square within range. The hands 
  occupy their squares, and they last until the end of your 
  next turn. 
   
  When the hands appear, you make the following 
  attack with each hand. While a hand persists, you can 
  use a move action to move the hand to a square adja-
  cent to a creature within range and command the hand 
  to attack that creature. In addition, if each hand has a 
  creature grabbed during your turn and the creatures are 
  within 5 squares of each other, you can use a standard 
  action to slam the hands together, pulling each of the 
  creatures 2 squares to squares adjacent to each other, 
  and those creatures each take 2d10 + Intelligence modi-
  fier force damage. Each hand then returns to its original 
  square, pulling its grabbed creature with it.
  target: One creature adjacent to the hand
  Attack: Intelligence vs. Reflex
  Hit: 2d10 + Intelligence modifier force damage, and the 
  hand grabs the target. The hand uses your Fortitude or 
  Reflex if the target attempts to escape.
  sustain Minor: The hands persist until the end of your 
  next turn.
  Rules Update 08/2012
  Page 103 of 140
  
  Prismatic Beams
  Page 165: Change “burst” to “blast” in the range and 
  Target entries. Change the Hit (Fortitude) entry to, 
  “Ongoing 10 poison damage (save ends).”
  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.”
  Combust
  Page 166: The power now deals half damage on a 
  miss.
  Crushing Titan’s Fist
  Page 166: Add the zone keyword. Replace the Effect 
  entry with, “The burst creates a zone of difficult 
  terrain that lasts until the end of your next turn or 
  until you dismiss it as a minor action. Each square of 
  movement that includes one or more squares of the 
  zone costs 4 extra squares of movement.”
  Ice Tomb
  Page 166: The power now slows the target until the 
  end of your next turn on a miss.
  Cloudkill
  Page 166: Add “Attack: Intelligence vs. Fortitude” 
  above the Hit line. Replace the Effect entry with the 
  following text. “The burst creates a zone that lasts 
  until the end of your next turn. The zone is heavily 
  obscured. Any creature that enters the zone or starts 
  its turn there takes 10 + your Intelligence modifier 
  poison damage (a creature can take this damage only 
  once per turn). As a move action, you can move the 
  zone up to 3 squares.”
  Disintegrate
  Page 166: The damage of the Hit and Miss entries 
  was reduced by 1d10.
  Evard’s Black Tentacles
  Page 166: In the Range entry, replace “burst 4” with 
  “burst 3.” Add the following sentence at the end of 
  the Effect entry: “Whenever a creature enters the 
  zone, you can use an opportunity action to make the 
  attack against that creature.” In addition, replace 
  the Sustain entry with the following text: “The zone 
  persists, and each creature within the zone takes 10 
  necrotic damage.”
   
  To escape this zone, a creature had to save and 
  also be missed by the attack in the Sustain entry. This 
  change brings the power in line with other control 
  effect.
  Mordenkainen’s Mansion
  Page 167: Delete the teleportation keyword.
  Acid Storm
  Page 167: Add zone keyword. Replace Effect entry 
  with the following text. “Effect: The burst creates a 
  zone that lasts until the end of your next turn or until 
  you dismiss it as a minor action. The zone is heavily 
  obscured and blocks line of sight. Any creature that 
  enters the zone or starts its turn there takes 10 acid 
  damage (a creature can take this damage only once 
  per turn).”
  Chain Lightning
  Page 167: Each attack now deals half damage on a 
  miss. The secondary attack now targets one or two 
  creatures instead of just two creatures.
  Thunderclap
  Page 167: The power now dazes the target until the 
  end of your next turn on a miss. On a hit, the power 
  deals 3d10 instead of 3d6 damage.
  Elemental Maw
  Page 167: This power’s language has been clarified 
  and the zone keyword has been added. The power 
  has been reproduced below for clarity.
  Elemental Maw 
  Wizard Attack 25
  You call up a spinning vortex of elemental energy that draws your 
  enemies inside. It then spits them out where you direct, fallen and 
  reeling.
  Daily ✦ Acid, Arcane, Cold, Fire, Implement, Lightning,   
    
  teleportation, thunder, Zone
  standard Action 
  Area burst 4 within 20 squares
  Effect: The burst creates a zone of difficult terrain that lasts 
  until the end of your next turn. Any creature that enters 
  the origin square of the zone or starts its turn there takes 
  10 acid, cold, fire, lightning, and thunder damage (a 
  creature can take this damage only once per turn). You 
  must teleport the creature to a square within 20 squares 
  of you that is outside the zone. The creature then falls 
  prone, and it is dazed until the start of your next turn. 
   When the zone appears, make the following attack.
  target: Each creature in the burst
  Attack: Intelligence vs. Reflex
  Hit: 6d6 + Intelligence modifier acid, cold, fire, lightning, 
  and thunder damage, and the target is pulled up to 2 
  squares toward the zone’s origin square.
  Miss: Half damage. 
  Rules Update 08/2012
  Page 104 of 140
  
  Maze
  Page 168: The power has been clarified, and is 
  reproduced below for clarity.
  Maze 
  Wizard Attack 25
  You trap an enemy in an extradimensional vault resembling a maze, 
  which holds the foe until it can figure out how to escape. Where the 
  foe vanished, a faintly glowing sigil hovers in the air.
  Daily ✦ Arcane, Enchantment, Implement, Psychic
  standard Action 
  Ranged 10
  target: One creature
  Attack: Intelligence vs. Will
  Hit: 3d12 + Intelligence modifier psychic damage.
  Effect: The target is removed from play. At the end of each 
  of its turns, the target makes an Intelligence check against 
  your Will. On a success, the target returns to play in the 
  space it last occupied or in the nearest unoccupied space 
  of its choice, if that space is occupied. On each failure, the 
  target gains a cumulative +5 bonus to the check.
  Necrotic Web
  Page 168: The power has been clarified, and is 
  reproduced below for clarity.
  necrotic Web 
  Wizard Attack 25
  You cover your enemies in a giant web made from strands of black, 
  life-draining energy.
  Daily ✦ Arcane, Implement, necromancy, necrotic, Zone
  standard Action 
  Area burst 3 within 20 squares
  target: Each creature in the burst
  Attack: Intelligence vs. Reflex
  Hit: 4d6 + Intelligence modifier necrotic damage, and the 
  target is immobilized (save ends).
  Effect: The burst creates a zone of difficult terrain that lasts 
  until the end of the encounter. Any creature that starts 
  its turn in the zone takes 4d6 necrotic damage, and it is 
  slowed (save ends).
  Prismatic Spray
  Page 168: Change “burst” to “blast” in the range and 
  Target entries. Change the Hit (Fortitude) entry to, 
  “The target is slowed and takes ongoing 15 poison 
  damage (save ends).”
  Black Fire
  Page 168: The power now deals half damage on a 
  miss. 
  Confusion
  Page 168: An Effect entry was added. The entry 
  includes text formerly in Hit entry. The power’s effect 
  was also altered. 
  Forcecage
  Page 168: On a miss, the power now deals half 
  damage and slows the target until the end of your 
  next turn.
  Legion’s Hold
  Page 168: In the Hit entry, replace “stunned (save 
  ends)” with “dazed and immobilized (save ends 
  both).” In the Miss entry, replace “dazed” with 
  “immobilized.” This update curbs the power’s 
  strength to better reflect the size of the burst.
  Arcane Riposte
  Page 169: In addition to replacing “Dexterity” with 
  “Intelligence” in the second sentence of the class 
  feature (as per the December Update), add “+ 4” after 
  Intelligence. Change “AC” to “Reflex”. Between the 
  second and third sentence, add “The bonus increases 
  to +6 at 21st level.” The attack needs this revision 
  to meet accuracy expectations. Without basing the 
  attack on Intelligence and adding an inherent bonus 
  to it, a character will rarely hit.
  Forceful Retort
  Page 169: Add Force keyword. The power deals 
  force damage and should have the force keyword.
  Closing Spell
  Page 169: Reduce the power’s burst from 5 to 3. The 
  bonus damage from the Hit entry now applies when 
  daily attack powers have been expended, not daily 
  powers of any kind.
  Bolstering Blood
  Page 169: This feature works only with attack 
  powers. Replace the last sentence of the path feature 
  with the following: “You gain a bonus to the power’s 
  damage rolls. This bonus equals the damage you 
  dealt to yourself.”
  Burning Blood
  Page 169: This feature has been updated, and is 
  reproduced below for clarity.
  Benefit: When you use your second wind, each 
  enemy within 10 squares of you takes ongoing 10 fire 
  damage (save ends), but only if that enemy is subject 
  to an effect that a save can end.
  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.
  Rules Update 08/2012
  Page 105 of 140
  
  Destructive Salutation
  Page 170: This power now dazes instead of stuns, 
  and it deals 4d6 damage, instead of 6d6.
  Extra Damage Action
  Page 170: This feature now grants a bonus to 
  damage rolls, and is reproduced below for clarity.
  “Benefit: When you spend an action point to take 
  an extra action, you gain a bonus to the damage rolls 
  of your standard action attacks during this turn. The 
  bonus equals one-half your level.”
  Storm Cage
  Page 170: Replace the Effect entry with the follow-
  ing text. “Effect: You conjure a wall in the 16 outer 
  squares of the burst (forming a square enclosure). The 
  wall is 1 square high. Any creature that enters the 
  wall or starts its turn adjacent to it takes 10 lightning 
  damage (a creature can take this damage only once 
  per turn). Each square of movement that includes 1 
  or more squares of the wall costs 1 extra square of 
  movement. The wall does not grant cover or conceal-
  ment. It lasts until the end of your next turn.”
  Maelstrom of Chaos
  Page 170: In the power’s Range entry, replace “10” 
  with “5.” This update brings the power’s damage yield 
  in line with other powers and limits the ability to 
  teleport targets vertically.
  Corellon’s Implement
  Page 171: This feature has been clarified, and is 
  reproduced below for clarity.
  “Benefit: You gain proficiency with the longsword 
  as an implement. In addition, if you have the Arcane 
  Implement Mastery class feature, the benefits you 
  gain from that feature for one implement, such as a 
  staff or a wand, can be used with a longsword.”
  Shape the Dream
  Page 171: Delete the implement keyword. The trig-
  gering attack has no effect on you.
  Corellon’s Blade
  Page 171: Delete the teleportation keyword.
  Archmage
  Page 173–174: In the second sentence of the 
  Archspell 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. 
  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.
  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
  Acrobatics
  Page 180: In the first line of the shaded text for 
  Balance, replace “Part of a move action” with “The 
  check is usually part of a move action, but it can be 
  part of any of the creature’s actions that involve the 
  creature moving.”
   
  In addition, replace the two bullets about failure 
  with the following two bullets.
  ✦	 Failure by 4 or Less: You can’t move any farther on 
  the surface as part of the current action, but you 
  don’t fall.
  ✦	 Failure by 5 or More: If you are on a narrow surface, 
  you fall off it. If you are trying to move across an 
  unstable surface that isn’t narrow, you instead falls 
  prone. Either way, you can’t move any farther as part 
  of the current action.
  Acrobatics
  Page 181: In the first sentence of the “Reduce Falling 
  Damage” section, delete “or jump down.” Also, in the 
  first entry in the shaded text, delete “or a move action 
  if you jump down.” Finally, add the following entry 
  to the Acrobatics section. These changes separate the 
  action of reducing falling damage from the action to 
  willingly hop down from a height. Hop down gives 
  characters untrained in Acrobatics an option for 
  descending short distances quickly.
  Hop Down
  Make an Acrobatics check to hop down 10 feet and 
  land standing.
  ✦	 Hop Down: The check is usually part of a move 
  action, but it can be part of any of the creature’s 
  actions that involve the creature moving. The crea-
  ture cannot make this check if it is prone.
  Rules Update 08/2012
  Page 106 of 140
  
  ✦	 DC: DC 15. The creature can make this Acrobatics 
  check only if the drop is no more than 10 feet. In 
  other words, the check cannot reduce the distance of 
  a longer drop.
  ✦	 success: The creature hops down, lands standing, 
  and takes no falling damage. The downward move 
  uses no movement from the action.
  ✦	 Failure: The creature falls.
  Climb
  Page 182: In the first line of the shaded text, replace 
  “Part of a move action” with “The check is usually 
  part of a move action, but it can be part of any of 
  your actions that involve you moving.” In addition, 
  replace the two bullets about failure with the two 
  bullets below. This update clarifies that a character 
  can climb as part of a non-move action that includes 
  movement, such as a standard action that lets a char-
  acter move and attack.
  ✦	 Failure by 4 or Less: If you were already climbing, you 
  don’t fall. If you were trying to start climbing, you fail 
  to do so. Either way, you can’t move any farther as part 
  of the current action.
  ✦	 Failure by 5 or More: If you were already climbing, you 
  fall but can try to catch hold (see below). If you were 
  trying to start climbing, you fail to do so. Either way, 
  you can’t move any farther as part of the current action.
  High Jump
  Page 182: In the first line of the shaded text, replace 
  “Part of a move action” with “The check is usually 
  part of a move action, but it can be part of any of your 
  actions that involve you moving.” This update clari-
  fies that a character can jump as part of a non-move 
  action that includes movement, such as a standard 
  action that lets a character move and attack.
  Long Jump
  Page 182-183: In the first line of the shaded text, 
  replace “Part of a move action” with “The check is 
  usually part of a move action, but it can be part of any 
  of your actions that involve you moving.” In addition, 
  in the “Distance Jumped Horizontally” and “Distance 
  Cleared Vertically” bullets, replace “move action” 
  with “action.” This update clarifies that a character 
  can climb as part of a non-move action that includes 
  movement, such as a standard action that lets a char-
  acter move and attack.
  ✦ Distance Jumped Horizontally: Make an Athletics 
  check and divide your check result by 10 (round 
  down). This is the number of squares you can leap 
  across. You land in the square determined by your 
  result. If you end up over a pit or a chasm, you fall 
  and lose the rest of your action.
  ✦ Distance Cleared Vertically: The vertical distance 
  you clear is equal to one-quarter of the distance you 
  jumped horizontally. If you could not clear the verti-
  cal distance of an obstacle along the way, you hit the 
  obstacle, fall prone, and lose the rest of your action.
  Swim
  Page 183: In the first line of the shaded text, replace 
  “Part of a move action” with “The check is usually 
  part of a move action, but it can be part of any of 
  your actions that involve you moving.” In addition, 
  replace the two bullets about failure with the two 
  bullets below.  This update clarifies that a character 
  can climb as part of a non-move action that includes 
  movement, such as a standard action that lets a char-
  acter move and attack.
  ✦	 Failure by 4 or Less: You can’t move any farther as 
  part of your current action, but you tread water.
  ✦	 Failure by 5 or More: You can’t move any farther as 
  part of your current action, and you sink 1 square.
  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 present. 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
  Rules Update 08/2012
  Page 107 of 140
  
  Perception
  Page 186: In the Perception section of the shaded 
  text, replace “standard action” with “minor action” in 
  the third sentence.
  Thievery
  Page 189: Under Pick Pocket, replace “DC 20 + your 
  target’s level” with “DC 20 + one-half your target’s 
  level.”
  Stealth
  Page 188: Replace the shaded text with the following 
  text.
  stealth:	The check is usually at the end of a move action, 
  but it can be at the end of any of the creature’s 
  actions that involve the creature moving.
  ✦ 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 out-
  side 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 outside the 
  enemy’s line of sight. The distracted enemy might be 
  focused on something in a different direction, allow-
  ing you to sneak up.
  ✦ success: You are hidden, which means you are silent 
  and invisible to the enemy (see “Concealment” 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.
  Alertness
  Page 193: The feat’s Benefit entry was revised so 
  you can’t be surprised instead of preventing you from 
  granting combat advantage for being surprised.
  Avandra’s Rescue
  Page 194: The power’s language was updated for 
  clarity, and is reproduced below.
  Avandra’s Rescue  
  Feat utility 
  Avandra smiles upon you and helps you rescue a friend in need. 
  Encounter ✦ Channel Divinity, Divine 
  Move Action  
  Melee 1 
  target: One ally who is the same size as you 
  Effect: You and the target each shift 1 square, swapping 
  positions. 
  special: You can use only one channel divinity power per 
  encounter. 
  Ferocious Rebuke
  Page 195: In the Benefit entry, delete “and hit with 
  an attack.” This update syncs up this text with the 
  revision to infernal wrath.
  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.
  Mounted Combat
  Page 199: Replace the Benefit entry with the 
  following.
  While you are riding a creature, it does not take the 
  normal –2 penalty to attack rolls that is imposed on 
  mounts. In addition, the creature can make any Ath-
  letics, Acrobatics, Endurance, or Stealth checks using 
  your skill check modifier (not including any tempo-
  rary bonuses or penalties) in place of its own.”
  Rules Update 08/2012
  Page 108 of 140
  
  Pelor’s Radiance
  Page 199: This power has been changed to bring its 
  power in line with other feat powers, and has been 
  reproduced below for clarity.
  Pelor’s Radiance 
  Feat Attack 
  When undead creatures abound, Pelor’s radiance shines to aid the 
  faithful. 
  Encounter ✦ Channel Divinity, Divine, Implement, 
  Radiant 
  standard Action  
  Close burst 1 
  target: Each undead creature in the burst 
  Attack: Wisdom vs. Will 
  Hit: 1d10 + Wisdom modifier radiant damage, and the 
  target is dazed until the end of your next turn.  
  Level 11: 2d10 + Wisdom modifier radiant damage.  
  Level 21: 3d10 + Wisdom modifier radiant damage. 
  special: You can use only one channel divinity power per 
  encounter. 
  Shield Push
  Page 200: Replace the text in the special section 
  with “You must be using a shield to benefit from this 
  feat.”
  Two-Weapon Fighting
  Page 201: The feat now grants a bonus to damage 
  rolls with both your main weapon and your off-hand 
  weapon.
  Weapon Focus
  Page 201: In the feat’s Benefit entry, replace the 
  second sentence with the following text: “You gain a 
  +1 feat bonus to the damage rolls of weapon attacks 
  that you make with a weapon from that group.”
  Fiery Rebuke
  Page 203: Replace the Benefit entry with the follow-
  ing text: “When you use the infernal wrath power, the 
  target takes 5 extra fire damage.” This update syncs 
  up this text with the revision to infernal wrath.
  Great Fortitude
  Page 203: The feat no longer has paragon tier (11th 
  level) as prerequisite. The feat now scales with level.
  Iron Will
  Page 203: The feat no longer has paragon tier (11th 
  level) as prerequisite. The feat now scales with level.
  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 
  vulnerability lasts until the end of your next turn.” 
  Lightning Reflexes
  Page 204: The feat no longer has paragon tier (11th 
  level) as prerequisite. The feat now scales with level.
  Triumphant Attack
  Page 207: Remove “(save ends).” The feat has two 
  durations listed, and this one was incorrect.
  Two-Weapon Flurry
  Page 207: Change “you can also make an opportu-
  nity attack with your off-hand weapon” to “you can 
  take a free action to make a melee basic attack with 
  your off-hand weapon.”
  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.
  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.”
  Rapier
  Page 218: The weapon is longer a superior military 
  weapon.
  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.
  Power
  Page 226: In the Daily entry of this section, delete 
  all material after the first sentence. This change 
  makes the text consistent with the new rules for 
  magic items.
  Rules Update 08/2012
  Page 109 of 140
  
  Delver’s Armor
  Page 229: Replace “Free Action” with “No Action.”
  Mantle of the Seventh Wind
  Page 230: This item is now rare, and the landing 
  requirement has been removed.
  Dragonslayer’s Weapon
  Page 233: The resistance granted by this item is now 
  10 per tier.
  Flaming Weapon
  Page 234: At-will power applies only to untyped 
  damage.
  Holy Avenger
  Page 234: This item is now rare.
  Vorpal Weapon
  Page 236: This item is now rare.
  Symbol of Hope
  Page 237: The daily power is now a free action that 
  grants you or an ally a saving throw when you hit 
  with an attack using the symbol.
  Symbol of Life
  Page 237: The daily power is now a free action 
  that triggers when you hit with an attack using the 
  symbol.
  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 miti-
  gate the use of saving throw penalties to lock down 
  enemies for the duration of an encounter.
  Orb of Drastic Resolutions
  Page 238: The daily power now requires you to hit 
  with an attack using the orb to gain its effect.
  Orb of Inevitable Continuance
  Page 238: The daily power now requires you to hit 
  with an attack using the orb to gain its effect.
  Orb of Sanguinary 
  Repercussions
  Page 239: The daily power now requires you to hit 
  with an attack using the orb to gain its effect, and the 
  damage scaling has been changed to 1d8 per tier.
  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.
  Shield of Deflection
  Page 245: The shield now grants resist 2 to ranged 
  and area attacks at level 2, resist 5 at level 12, and 
  resist 10 at level 22. This replaces older text of 5 and 
  10.
  Boots of Striding and Springing
  Page 246: Change “+2 item bonus to Athletics 
  checks made to jump” to “+5 item bonus to Athletics 
  checks made to jump”.
  Winged Boots
  Page 247: This item is now rare. Its daily power is 
  now a minor action that grants a fly speed until the 
  end of the encounter.
  Gauntlets of Ogre Power
  Page 247: This item is now rare. The daily item 
  power now grants a +2 power bonus to damage rolls 
  until the end of the encounter.
  Circlet of Authority
  Page 248: This item is now common.
  Ioun Stone of True Sight
  Page 249: This item is now rare, and more clearly 
  explains what you can see using the daily power.
  Amulet of Health
  Page 249: In the Property entry, the item’s resistance 
  now scales based on enhancement bonus.
  Cloak of Invisibility
  Page 249: This item is now rare.
  Ring of Freedom of Movement
  Page 251: This item is now rare.
  Ring of Invisibility
  Page 252: This item is now rare and grants a +4 
  instead of a +2 item bonus to Stealth.
  Ring of Protection
  Page 252: This item is now rare.
  Ring of Regeneration
  Page 252: This item is now rare.
  Rules Update 08/2012
  Page 110 of 140
  
  Flying Carpet
  Page 254: This item is now rare. 
  Magic Items
  Page 260: Delete the first sentence of the paragraph. 
  This change makes the text consistent with the new 
  rules for magic items.
  Free Actions
  Page 267: Replace the “Free Actions” bullet in the 
  “The Main Action Types” section with the following 
  text. This update limits the power of builds that capi-
  talize on recursive attack power combinations.
  ✦	 Free Action: Free actions take almost no time or 
  effort. You can take as many free actions as you want 
  during your or another combatant’s turn. There is 
  an exception to that rule: A creature can take a free 
  action to use an attack power only once per turn. 
  Creatures don’t normally have attack powers that can 
  be used as free actions, but some powers and other 
  effects grant the ability to use an attack power (usually 
  a basic attack) as a free action. For example, a charac-
  ter might have two different abilities that let him or 
  her make a melee basic attack as a free action when 
  their respective triggers occur. If both abilities are trig-
  gered on the same turn, the character can make only 
  one of the melee basic attacks during that turn.
   
   
  In certain circumstances, the DM might decide 
  to limit the use of free actions further. For instance, if 
  an adventurer has already used free actions during a 
  particular turn to talk, drop things, and use a class fea-
  ture, the DM might rule that the adventurer can use 
  no more free actions during that turn.
  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 element 
  (a power, a feat, a class feature, and the like), only the 
  highest bonus applies, unless stated otherwise. 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 flaming 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.”
  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 thunder 
  damage to you, you take 10 damage, because the resis-
  tance 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 vulner-
  ability applies. For example, if you have vulnerable 5 
  psychic and then gain vulnerable 10 psychic, you have 
  vulnerable 10 psychic, not vulnerable 15 psychic.
  Rules Update 08/2012
  Page 111 of 140
  
  Dominated
  Page 277: Replace the bullet points in the dominated 
  condition with the following bullet points. These revi-
  sions add clarity to the dominated condition.
  ✦	 You can’t take actions. Instead, the dominator chooses 
  a single action for you to take on your turn: a standard, 
  a move, a minor, or a free action. The only powers and 
  other game features that the dominator can make you 
  use are ones that can be used at will, such as at-will 
  powers. For example, anything that is limited to being 
  used only once per encounter or once per day does 
  not qualify.
  ✦	 You grant combat advantage.
  ✦	 You can’t flank.
  In addition, use the following clarifying text:
  In spite of this condition, the creature’s allies remain 
  its allies, and its enemies remain its enemies. (Thus, 
  if the dominator makes the creature attack one of its 
  allies, it does not attack an ally of the dominator.) If 
  the dominator tries to force the creature to throw itself 
  into a pit or move into some other form of hindering 
  terrain, the creature gets a saving throw to avoid enter-
  ing the terrain.
  Marked
  Page 277: Add the following bullet points to the 
  marked condition. These revisions add clarity to the 
  marked condition.
  ✦	 You can be subjected to only one mark at a time, and 
  a new mark supersedes an old one.
  ✦	 A mark ends immediately when its creator dies or falls 
  unconscious.
  Petrified
  Page 277: Replace the bullet points in the petrified 
  condition with the following bullet points. These revi-
  sions add clarity to the petrified condition.
  ✦	 You are unconscious.
  ✦	 You have resist 20 to all damage.
  ✦	 You don’t age.
  Prone
  Page 277: Replace the bullet point that reads “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.)” with the following bullet 
  point.
  Restrained
  Page 277: Replace the bullet points in the restrained 
  condition with the following bullet points. This 
  revision divorces the immobilized and restrained con-
  ditions, making other game elements interact more 
  cleanly with the condition.
  ✦	 You can’t move, unless you teleport. You can’t even be 
  pulled, pushed, or slid.
  ✦	 You take a –2 penalty to attack rolls.
  ✦	 You grant combat advantage.
  Slowed
  Page 277: Add the following bullet to the slowed 
  condition. This revision adds clarity to the slowed 
  condition.
  ✦	 You cannot benefit from bonuses to speed, although 
  you can use powers and take actions, such as the 
  run action, that allow you to move farther than your 
  speed.
  Stunned
  Page 277: Add the following bullet to the stunned 
  condition. This revision syncs the stunned condition 
  with the updated aerial combat rules.
  ✦	 You fall if you are flying, unless you can hover.
  Surprised
  Page 277: Remove “other than free actions.”
  Unconscious
  Page 277: Add the following bullet to the unconscious 
  condition. This revision clarifies how a creature per-
  ceives its surroundings while unconscious.
  ✦	 You are unaware of your surroundings.
  Weakened
  Page 277: Replace the bullet point in the weakened 
  condition with the following bullet point. This revision 
  adds clarity to the weakened condition.
  ✦	 Your attacks deal half damage. However, two kinds 
  of damage that you deal are not affected: ongoing 
  damage and damage that isn’t generated by an attack 
  roll.
  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.
  Rules Update 08/2012
  Page 112 of 140
  
  ✦ 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.
  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.
  Pull, Push, and Slide
  Page 285: Add the following bullet point to the 
  shaded text. This update clarifies how forced 
  movement works in three dimensions versus two 
  dimensions.
  ✦	 two-Dimensional: Forced movement is normally two-
  dimensional; all the squares of the movement must 
  be on the same horizontal plane. Forced movement 
  can become three-dimensional when the target is 
  flying, is moved through a substance such as water, or 
  is on a non-horizontal surface, such as an incline, that 
  supports it. This means an earthbound target cannot 
  normally be pushed to a square in the air, but a hov-
  ering target can be. Similarly, a target can be pulled 
  down a flight of stairs, and it can be slid in any direc-
  tion underwater. 
  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.
  Aid Another
  Page 287: Replace the Aid Another section with the 
  following text. This change modifies the aid another 
  action to scale appropriately with character level. 
  The update also separates the aid attack action and 
  creates the aid defense action. This change removes 
  the requirement to hit AC 10, which was almost an 
  assured assist at higher level.
  Aid Another
  In some situations, creatures can work together to 
  use a skill or an ability. A creature can help another 
  make a skill check or an ability check by taking the aid 
  another action. Given a choice, a group of adventurers 
  should have the character who has the highest skill or 
  ability check modifier take the lead, while the other 
  characters cooperate to provide assistance.
  aid an ally’s skill or ability check
  ✦	 Action: Standard action. When a creature takes this 
  action, it chooses a target adjacent to it.
  ✦	 DC: The creature makes a skill check or an ability 
  check with a DC equal to 10 + one-half the creature’s 
  level.
  ✦	 success: The target gains a +2 bonus to the next check 
  using the same skill or ability before the end of the 
  assisting creature’s next turn.
  ✦	 Failure: The target takes a –1 penalty to the next 
  check using the same skill or ability before the end 
  of the assisting creature’s next turn. This penalty rep-
  resents the distraction or interference caused by the 
  failed assistance.
  A creature can affect a particular check only once 
  using the aid another action. However, up to four crea-
  tures can use aid another to affect a single check, for a 
  maximum bonus of +8 or a maximum penalty of –4.
   
  In certain circumstances, the DM might decide that 
  only one, two, or three creatures can try to aid a check. 
  For example, it is unlikely that four creatures can assist 
  in picking a lock.
  Rules Update 08/2012
  Page 113 of 140
  
  Aid Attack
  A creature can aid an ally’s attack against an enemy. 
  This action represents a feint, a distraction, or some 
  other action that makes it easier for the ally to hit the 
  enemy.
  aid an ally’s attack
  ✦	 Action: Standard action. When a creature takes this 
  action, it chooses an enemy adjacent to it.
  ✦	 Grant Bonus to Attack Roll: The creature chooses an 
  ally. That ally gains a +2 bonus to its next attack roll 
  against the chosen enemy. This bonus ends if not used 
  by the end of the aiding creature’s next turn. A crea-
  ture can take the aid attack action only once to affect 
  a particular attack roll. However, up to four creatures 
  can take the action to affect that attack roll. 
  Aid Defense
  A creature can try to protect an ally against an enemy. 
  This action represents a parry, a shield block, or some 
  other action that makes it harder for the enemy to hit 
  the ally.
  aid an ally’s Defenses
  ✦	 Action: Standard action. When a creature takes this 
  action, it chooses an enemy adjacent to it.
  ✦	 Grant Bonus to Defenses: The creature chooses an 
  ally. That ally gains a +2 bonus to all defenses against 
  the chosen enemy’s next attack against it. This bonus 
  ends if not used by the end of the aiding creature’s 
  next turn. A creature can take the aid attack action 
  only once to affect a particular ally’s defenses. How-
  ever, up to four creatures can take the action to affect 
  that ally’s defenses. 
  Charge
  Page 287-288: Use the following revised rules for 
  charge. This change clarifies that when you are 
  moving as part of a charge, every square of movement 
  must reduce the distance between you and the target, 
  including the distance you count through blocking 
  terrain. In addition, it clarifies that you can take free 
  actions after a charge.
  Charge a Target: Standard action
  ✦	 target: When a creature takes this action, it chooses a 
  target. Determine the distance between the crea-
  ture and the target, even counting through squares of 
  blocking terrain (Dungeon Master’s Guide, page 60), and 
  then follow these steps.
  ✦	 Move: The creature moves up to its speed toward 
  the target. Each square of movement must bring the 
  creature closer to the target, and the creature must 
  end the move at least 2 squares away from its starting 
  position.
  ✦	 Attack: The creature either makes a melee basic 
  attack against the target or uses bull rush against it. 
  The creature gains a +1 bonus to the attack roll.
  ✦	 no Further Actions: The creature can’t take any fur-
  ther actions during this turn, except free actions. 
  A creature’s turn usually ends after it charges. 
  However, it can extend its turn by taking certain free 
  actions, such as spending an action point (which 
  grants the creature an extra action).
  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 regarding 
  whether or not temporary hit points ever stack.
  Death Saving Throw
  Page 295: Remove “expressed as a negative number” 
  in the last sentence.
  Brew Potion
  Page 301: In the first sentence of the ritual’s effect 
  text, replace “potion” with “common potion or elixir.” 
  In the second sentence of the ritual’s effect text, add 
  “or elixir” after “potion.”
  Disenchant Magic Item
  Page 304: Replace the ritual’s effect text with the text 
  below. This change makes the ritual’s effect consistent 
  with the new magic item rules.
  “The ritual destroys a magic item of your level or 
  lower, and the item can be common, uncommon, or 
  rare. The ritual returns an amount of residuum based 
  on the item’s rarity: 20 percent of a common item’s 
  gold piece value, 50 percent of an uncommon item’s 
  gold piece value, and 100 percent of a rare item’s gold 
  piece value”.
  Rules Update 08/2012
  Page 114 of 140
  
  Enchant Magic Item
  Page 304: Add the text below to the end of the first 
  paragraph of the ritual’s effect text. This change makes 
  the ritual’s effect consistent with the new magic item 
  rules.
  Alternatively, you can use the ritual to upgrade a 
  common, uncommon, or rare item to a more power-
  ful version of the item that is 5 levels higher. The new 
  version must be your level or lower, and the compo-
  nent cost equals the difference in gold piece value 
  between the old version and the new.
  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.”
  Item rArIty ChAnges
  Common Items
  Bracers of the Perfect Shot
  Darkleaf Armor
  Duelist’s Weapon
  Everlasting Provisions
  Gauntlets of Destruction
  Gauntlets of the Ram
  Pact Blade
  Portable Hole
  Psychic’s Ring
  Rod of Corruption
  Rod of Reaving
  Rope of Climbing
  Soulforged Armor
  Staff of Fiery Might
  Warding Spirit Armor
  Rare Items
  Shadowflow Armor
  Dancing Weapon
  Rules Update 08/2012
  Page 115 of 140
  
  kIng of the trollhAunt 
  wArrens (P1)
  Item Rarity Changes
  Rare Items
  Eladrin Ring of Passage
  Rules Update 08/2012
  Page 116 of 140
  
  AssAult on nIghtwyrm 
  fortress (P3)
  Item Rarity Changes
  Rare Items
  Shadowfell Blade
  Rules Update 08/2012
  Page 117 of 140
  
  PlAyer’s hAndBook 2
  Half-Orc
  Page 14: When adding up your ability score bonuses, 
  you now gain a +2 bonus to Dexterity and your choice 
  of Strength or Constitution.
  Kneel Before the Turathi
  Page 28: Replace “hit with an attack benefitting 
  from your” with “use the.” This update syncs up this 
  text with the revision to infernal wrath.
  Kneel before the Turathi (16th level): When you 
  use the infernal wrath racial power, you also knock the 
  target prone.
  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.”
  Twin Step
  Page 42: Add the Teleportation keyword. The power 
  includes teleportation but lacked the keyword.
  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.
  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.
  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.
  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.
  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.”
  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.
  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.
  Increasing the Tempo
  Page 75: At the end of the Effect entry, add “No more 
  than two of the attacks can be against a single target.” 
  This update brings the power’s damage in line with 
  other powers of the same level.
  Rules Update 08/2012
  Page 118 of 140
  
  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 wild shape.
   
  In the first paragraph, replace the third sentence 
  with the following text.
   While you are in beast form, you can’t use weapon or 
  implement attack powers that lack the beast form key-
  word, although you can sustain such powers.
  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.
  Flame Seed
  Page 85: Append the following sentence to the Hit 
  entry. “An enemy can take this damage only once per 
  turn.”
  Wall of Thorns
  Page 88: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  Primal Bear
  Page 92: Delete the “Healing” keyword.
  Winter Hailstorm
  Page 92: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  Stormburst
  Page 93: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  Wall of Blades
  Page 109: Append the following sentence to the 
  Effect entry. “A creature can take this damage only 
  once per turn.”
  Blood Debt
  Page 110: On the Hit line, add “modifier” between 
  “Wisdom” and “radiant.”
  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.”
  Call Spirit Companion
  Page 120: Revert the power to its original text, 
  ignoring the last update to it. Instead, add the follow-
  ing Requirement entry above the Effect entry. This 
  update clarifies that you cannot have multiple spirits 
  conjured by call spirit companion, and it prevents you 
  from dismissing and re-conjuring your companion 
  with the same minor action
  Requirement: Your spirit companion must not be present.
  Spirit of Elder Wisdom
  Page 131: In the second sentence of the power’s Hit 
  line, replace “misses” with “doesn’t hit.”
  Explosive Pyre
  Page 139: Append the following sentence to the Hit 
  entry. “An enemy can take this damage only once per 
  turn.”
  Flame Spiral
  Page 140: Append the following sentence to the 
  Effect entry. “An enemy can take this damage only 
  once per turn.”
  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.
  Earth Spikes
  Page 155: Append the following sentence to the Hit 
  entry. “An enemy can take this damage only once per 
  turn.”
  Winter’s Grip
  Page 157: Append the following sentence to the 
  Effect entry. “A creature can take this damage only 
  once per turn.”
  Rules Update 08/2012
  Page 119 of 140
  
  Form of the Frenzied Wolverine
  Page 159: Above the Hit line, add “Attack: Strength 
  vs. AC.” The information was missing.
  Lorekeeper’s Cunning
  Page 173: In the second paragraph of the destiny 
  feature, add “non-Creation” before the first occur-
  rence of “ritual.” This change keeps the ring from 
  adversely affecting the game’s economy.
  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.
  Implement Expertise
  Page 185: In the second sentence of the Benefit 
  entry, add “feat” before “bonus to attack rolls.” 
  Change “15th level” to “11th level” and “25th level” to 
  “21st level”.
  Improved Armor of Faith
  Page 185: In the Prerequisite line, change “armor of 
  faith power” to “Armor of Faith class feature.”
   
  Delete the last sentence in the Benefit entry. This 
  bonus is untyped and stacks with other bonuses, so 
  it should not scale because it gives the avenger an 
  AC that is higher than intended for strikers in the 
  paragon and the epic tier.
   
  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.
  Melee Training
  Page 187: The feat no longer adds your chosen ability 
  modifier to melee basic attack damage. Instead, it 
  adds only half the chosen ability score modifier.
  Benefit: Choose an ability other than Strength. 
  When you make a melee basic attack using a 
  weapon with which you have proficiency, you 
  can use the chosen ability instead of Strength 
  for the attack roll. In addition, you can use 
  half of that ability’s modifier, instead of your 
  Strength modifier, for the damage roll.
  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.
  Weapon Expertise
  Page 190: In the second sentence of the Benefit 
  entry, add “feat” before “bonus to attack rolls.” 
  Change “15th level” to “11th level” and “25th level” to 
  “21st level”.
  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.
  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 
  associated that option, such as spirit’s shield or spirit’s 
  fang, as an encounter power.” 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.” 
  Item rArIty ChAnges
  Common Items
  Agile Resolve Vestments
  Astral Fire Armor
  Indomitable Resolve Vestments
  Lifeblood Armor
  Perpetual Resolve Vestments
  Shared Valor Armor
  Watcher’s Horn
  Uncommon Items
  Pure Spirit Totem
  Rules Update 08/2012
  Page 120 of 140
  
  PlAyer’s hAndBook 3
  Wormhole Plunge
  Page 26: In the last sentence of the Effect entry, 
  replace “As a free action” with “Once per round as a 
  free action.” This change prevents a character from 
  teleporting a monster vertically over and over again 
  until it dies from falling damage.
  Empowered Arsenal
  Page 27: In the fourth sentence of the Effect entry, 
  add “power” before “bonus to damage rolls.” The 
  bonus should have been typed to prevent it from 
  stacking with similar bonuses.
  Forward-Thinking Cut
  Page 28: In the Augment 1 section, replace the 
  Effect entry with the following text: “You can shift 1 
  square and then charge, using this power in place of 
  the charge’s melee basic attack.” The Special entry 
  in the power prevented a character from using the 
  power when augmented with 1 psionic point. This 
  update changes the power to reflect the intent.
  Mindlink Strike
  Page 29: In the Augment 2 section, between the 
  Target entry and the Hit entry, add “Attack: Cha-
  risma vs. AC.” The attack lacked the entry.
  Unchecked Aggression
  Page 31: In the third sentence of the Effect entry, 
  add “power” before “bonus to damage rolls.” In addi-
  tion, add the following entry after the Effect entry: 
  “Sustain Minor: The zone persists.” The Sustain 
  entry was missing from the effect, and the bonus 
  should have been typed to prevent it from stacking 
  with similar bonuses.
  Blurred Step
  Page 44: In the Action Type entry, replace “Oppor-
  tunity Action” with “Free Action (Special).” At the 
  bottom of the power, add the following line: “Special: 
  You can use this power only once per turn.” This 
  change updates the power to reflect the original 
  intent: A battlemind should be able to shift after the 
  triggering enemy shifts. A battlemind should not be 
  shifting as an opportunity action, which precedes the 
  triggering enemy’s shift.
  Overwhelming Lunge
  Page 51: In the Attack entry, delete “granted by other 
  enemies.” This text has no effect, because melee 
  attacks already ignore creatures as cover.
  Flurry of Blows
  Page 65: This power’s action type has been changed 
  to no action.
  Harmonious Thunder
  Page 66: In the Effect entry, replace “When one of 
  the targets takes damage” with “The first time either 
  one of the targets takes damage during a turn.” This 
  update prevents the damage between the two targets 
  from being recursive.
  Spinning Leopard Maneuver
  Page 66: In the Hit entry, replace “3d8” with “2d6.” 
  This update brings this power’s damage in line with 
  other powers of the same level.
  Steps of Grasping Fire
  Page 71: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  Kinetic Trawl
  Page 83: Add the Augmentable keyword. The power 
  lacked the keyword.
  Shredding Ribbons
  Page 85: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  Burning Flux
  Page 85: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  Space Vortex
  Page 91: Replace “that you can see” with “within 
  10 squares of you” at the end of the last sentence of 
  the Hit entry in the Augment 6 section. This update 
  prevents a character from teleporting the target to a 
  distant location, such as a mountain top.
  Forest of Exclusion
  Page 92: Append the following sentence to the Effect 
  entry. “An enemy can take this damage only once per 
  turn.”
  Rime Strike
  Page 119: Append the following sentence to the 
  Effect entry. “A creature can take this damage only 
  once per turn.”
  Rules Update 08/2012
  Page 121 of 140
  
  Eagle’s Aim
  Page 122: This power is now at-will.
  Wasp Sting Shot
  Page 122: Append the following sentence to the Hit 
  entry. “An enemy can take this damage only once per 
  turn.”
  Feymire Trap
  Page 124: In the power’s Hit entry, add a “+” 
  between “2d6” and “Wisdom modifier.” This update 
  revises the Hit entry to clarify the power’s damage.
  Corrosive Slime
  Page 124: Append the following sentence to the 
  Effect entry. “A creature can take this damage only 
  once per turn.”
  Earthfriend
  Page 125: Replace “Encounter” with “Daily.”
  Ravaging Shot
  Page 130: This power now has a Target entry, and 
  targets one creature.
  Cloud of Doom
  Page 131: Append the following sentence to the 
  Effect entry. “A creature can take this damage only 
  once per turn.”
  Divine Challenge (Hybrid)
  Page 146: The feature now reads as follows: “You 
  gain the paladin power divine challenge. The power 
  functions as normal, except that the radiant damage 
  equals your Charisma modifier. The damage 
  increases to 2 + your Charisma modifier at 11th level 
  and 4 + your Charisma modifier at 21st level.” 
  Rejuvenate Mind
  Page 157: At the end of the Effect entry, add “Once 
  you use this power, you cannot recover it except by 
  taking an extended rest.” This change syncs this 
  power’s language up with epic trick and prevents it 
  from being used in recursive combinations, such as 
  with the crescendo sword power.
  Strategist’s Epiphany
  Page 170: This power’s range is now personal. Delete 
  the Target entry. The Effect entry now reads, “You 
  make a History check and can use the check result as 
  your initiative check result.”
  Insightful Riposte
  Page 171: Add “power” between “+3” and “bonus.” 
  The bonus should have been typed to prevent it from 
  stacking with similar bonuses.
  Spot Weakness
  Page 173: Replace “damage rolls” with “your next 
  damage roll.” Also, delete “when you hit it.” This 
  update ensures that the power is not providing too 
  great of a benefit to attack powers that make multiple 
  attacks against the same target.
  Exchange Power
  Page 180: Replace “transfer 1 power point of yours 
  to that ally” with “lose 1 power point to allow that 
  ally to regain 1 power point.” The former text allowed 
  characters to exceed their maximum number of 
  psionic points, which was not the intent.
  Versatile Expertise
  Page 184: Change “15th level” to “11th level” and 
  “25th level” to “21st level”.
  Primal Eye
  Page 188: In the Benefit entry, replace “Intelligence” 
  with “Strength.” The seeker’s secondary ability scores 
  are Dexterity and Strength, so this feat should match 
  them.
  Psychokinetic Weapon
  Page 202: In the item’s power, add the following 
  sentence after the first sentence of the power: “If the 
  weapon doesn’t have a range specified, its range is 
  5/10 for this attack.” The power’s previous text did 
  not define the range of the weapon.
  Ki Focuses
  Page 203: In the second sentence of the second 
  paragraph, delete “or if you die.” In addition, at the 
  end of the third paragraph, add “or you are dead.” 
  This section describes how if a monk dies, he or she 
  loses ki focus attunement. This rule means that a 
  monk that has an epic destiny or some other ability 
  to return to life during combat comes back without 
  an enhancement bonus. This change ensures that the 
  monk is still effective in battle after returning to life.
  Orb of Nimble Thoughts
  Page 207: This item’s property has been changed. 
  It now reads, “You gain an item bonus to initiative 
  checks equal to the enhancement bonus of this orb.”
  Rules Update 08/2012
  Page 122 of 140
  
  Aversion Staff
  Page 210: In the Property entry, add “item” between 
  “+2” and “bonus.” This update brings the item’s prop-
  erty in line with other items’ damage bonuses
  Item rArIty ChAnges
  Common Items
  Blazing Arc Ki Focus
  Cognizance Crystal
  Death Strike Ki Focus
  Ghost Strike Ki Focus
  Ki Weapon
  Staff of Unfailing Talent
  Talent Shard
  Rules Update 08/2012
  Page 123 of 140
  
  PlAyer’s hAndBook 
  rACes: drAgonBorn
  Dragon Aura
  Page 12: Delete the zone keyword. In the Target 
  entry, replace “in blast” with “in burst.” This change 
  corrects the keywords and syncs up the Target entry 
  with the Attack Type entry.
  Dragon Aura 
  ninefold Master Attack 11
  The innate energy of your draconic breath forms a shield around you, 
  pushing your enemies away.
  Encounter ✦ Arcane, Implement; Varies
  standard Action 
   
  Close burst 1
  target: Each creature in burst
  Attack: Intelligence or Charisma vs. Fortitude
  Hit: 3d6 + Intelligence or Charisma modifier damage, and 
  you push the target 1 square. The damage is the same 
  type as any type you can deal with your dragon breath.
  Dragon Tempest
  Page 12: Add “(a creature can take this damage only 
  once per turn)” to the end of the second sentence in 
  the Effect entry.
  Misty Breath
  Page 15: Add “(a creature can take this damage only 
  once per turn)” to the end of the second sentence in 
  the Effect entry. Add the cold, polymorph, and zone 
  keywords. Finally, change “enemies” in the Hit entry 
  to “you and your allies”.
  Whirling Dragon
  Page 18: Increase this power’s damage to 3[W] + 
  Strength modifier.
  Concussive Breath
  Page 25: In the Prerequisite entry of the feat, replace 
  “Thunder Breath feat” with “Thundering Breath feat.” 
  The name of the feat is incorrect in the entry.
   
  Prerequisite: 21st level, dragonborn, dragon breath 
  racial power that deals lightning damage, Thunder-
  ing Breath feat
   
  Benefit: Your dragon breath deals thunder and 
  lightning damage. Each target hit by your dragon 
  breath is dazed until the end of your next turn, and 
  you push the target a number of squares equal to 
  your Constitution modifier.
  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 horrible 
  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.
  Divine Resistance
  Page 32: Change the power’s usage to no action, 
  instead of immediate reaction.
  Item rArIty ChAnges
  Common Items
  Frightful Weapon
  Rules Update 08/2012
  Page 124 of 140
  
  PlAyer’s hAndBook 
  rACes: tIeflIngs
  Iron Wall of Dis
  Page 12: Add the implement keyword.
  Psychic Corruption of Malbolge
  Page 26: Replace the Benefit entry with the text 
  below. This change brings this feat in line with other 
  feats that provide additional damage. 
   
  Benefit: After you hit an enemy with an aug-
  mented psionic power, that enemy gains vulnerability 
  to the fire and the psychic damage of your powers 
  until the end of your next turn. The vulnerability 
  equals 2 and increases to 4 at 11th level and 6 at 21st 
  level.
  Hellfire of Mephistopheles
  Page 27: In the Benefit entry, delete the second sen-
  tence. This change removes this feat’s ability to assign 
  vulnerabilities and limits a character’s ability to capi-
  talize on that vulnerability to deal exorbitant damage. 
   
  Benefit: Each time you hit an enemy that has fire 
  resistance, after resolving the attack, reduce the value 
  of the resistance by 5 until the end of the encounter.
  Tail Trip
  Page 28: Add “11th level” as a prerequisite.
  Prerequisite: 11th level, tiefling, fighter, Combat 
  Challenge class feature
  Hellfire Teleport
  Page 28: In the Benefit entry, replace “When” with 
  “Once per turn, when.” This update revises the 
  feature to prevent misuse with features that allow 
  multiple teleports during a turn.
  Benefit: Once per turn, when you teleport, you deal 
  5 + your Charisma or Intelligence modifier fire 
  damage to each enemy in or adjacent to the square 
  you leave.
  Hell’s Burning Mark
  Page 28: Replace the Benefit entry with the follow-
  ing text: “While a creature is marked by you, it has 
  vulnerable 5 fire against your attack powers.” This 
  change keeps the feat from making a creature vulner-
  able to all fire attacks, thereby limiting the potential 
  additional damage the creature takes.
   
  Benefit: While a creature is marked by you, it has 
  vulnerable 5 fire against your attack powers.”
  Rules Update 08/2012
  Page 125 of 140
  
  PlAne Below
  Crystal of Ebon Flame
  Page 44-45: In the artifact’s first power, delete the 
  Implement keyword. It is unnecessary. Also, replace 
  “Immediate Reaction” with “Free Action.” This 
  change increases the power’s usability, because as 
  an immediate action, the power is not usable during 
  a character’s turn, when the trigger is most likely to 
  occur. 
  Power (Encounter ✦ Healing): Free Action. Trigger: You re-
  duce a creature within 10 squares of you to 0 hit points. 
  Effect: You can spend a healing surge or make a saving 
  throw against each effect on you that a save can end. 
  The triggering creature is utterly destroyed. It crumbles 
  to dust and cannot be restored to life with the Raise 
  Dead ritual. (Epic destiny powers that allow a return from 
  death, or other magic of similar potency, still function.)
  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) ✦ teleportation
  Close burst 10; targets two creatures in burst; +27 vs. Will (no 
  attack roll required against an ally); Skirnex teleports the tar-
  gets, swapping their positions.
  Rules Update 08/2012
  Page 126 of 140
  
  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.
  D&D Heroes Miniatures - 
  Primal Heroes 2
  Leaf Wall
  The Effect entry was revised.
  Effect: You conjure a leafy wall that lasts until the end of 
  the encounter. The wall can be up to 4 squares high and 
  must be on a solid surface. You or any ally has partial 
  concealment while in the wall. Enemies grant combat 
  advantage while in the wall or adjacent to it.
  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.
  Rules Update 08/2012
  Page 127 of 140
  
  PrImAl Power
  Whirling Frenzy
  Page 11: In the Miss entry, replace “1d6” with 
  “1d6, with no modifiers.” This change ensures that a 
  character isn’t taking damage from his or her feats, 
  enhancement bonus, and features that grant bonuses 
  to damage rolls.
  Whirling Frenzy 
  Barbarian Attack 1
  Someone will bleed after every strike of this frenzy. You prefer to see 
  your enemy’s blood but are prepared to see your own.
  Encounter ✦ Primal, Weapon
  standard Action 
  Close burst 1
  Requirement: You must be wielding two melee weapons.
  target: Each creature in burst
  Attack: Strength vs. AC (main weapon)
   Whirling slayer: The attack can target Reflex instead of 
  AC.
  Hit: 1[W] + 1[W] (off-hand weapon) + Strength modifier 
  damage.
  Miss: You take 1d6 damage, with no modifiers.
  Rage of the Crimson Hurricane
  Page 14: Replace the third sentence of the Effect 
  entry with the following text: “Until the rage ends, 
  the first time you hit an enemy with a primal melee 
  power each turn, each enemy adjacent to you after 
  the attack is resolved takes damage equal to your 
  Strength modifier.” This update clarifies that the 
  intent of the power is to allow you to deal damage to 
  all enemies adjacent to you only once per turn, even if 
  a power allows you to attack multiple times.
  Rage of the 
  Barbarian Attack 5
   
  Crimson Hurricane
  Your swing arcs around you, and rage transforms you into a swirling 
  storm of death, dangerous to any enemy near you.
  Daily ✦ Primal, Rage, Weapon
  standard Action 
  Close burst 1
  target: Each enemy in burst
  Attack: Strength vs. AC
  Hit: 1[W] + Strength modifier damage.
  Effect: Each target takes ongoing 5 damage (save ends). You 
  enter the rage of the crimson hurricane. Until the rage 
  ends, the first time you hit an enemy with a primal melee 
  power each turn, each enemy adjacent to you after the 
  attack is resolved takes damage equal to your Strength 
  modifier.
  Blood-Spattered Fury
  Page 25: In the Hit entry, replace “1[W] extra 
  damage” with “1d10 extra damage.” This update 
  preserves the power’s intent: causing the barbarian 
  and the target to deal extra damage to each other, 
  whether or not they’re using weapon powers.
  Blood-spattered Fury Ancestral Weapon Attack 11
  You explode in violence, striking out and drawing your enemies’ 
  wrath.
  Encounter ✦ Primal, Weapon
  standard Action 
  Close burst 2
  target: Each enemy you can see in burst
  Attack: Strength vs. AC
  Hit: 2[W] + Strength modifier damage, and you mark the 
  target until the end of your next turn. Until the mark 
  ends, you and the target deal 1d10 extra damage against 
  each other.
  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.
  Thorn Castle
  Page 41: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  Flurry of Stingers
  Page 44: Append the following sentence to the Effect 
  entry. “An enemy can take this damage only once per 
  turn.”
  Rules Update 08/2012
  Page 128 of 140
  
  Goodberry
  Page 45: In the Effect entry, the amount of hit points 
  regained was increased from 5 to 10.
  Effect: You create four goodberries. Each lasts until it is 
  consumed or until the end of your next extended rest. A 
  creature can take a minor action to consume a goodberry 
  either to regain 10 hit points, to make a saving throw, or 
  to gain 10 temporary hit points.
  Fey Circles
  Page 45: The conjuration keyword was removed, and 
  the number of circles was increased from eight to ten.
  Effect: You create ten fey circles in ten unoccupied squares 
  in the burst. When you or an ally enters a fey circle’s 
  square, that character can teleport to another fey circle’s 
  square as a free action, as long as the destination square 
  is unoccupied. Then both fey circles disappear. The fey 
  circles last until the end of the encounter if they aren’t 
  used.
  Pummeling Hail
  Page 48: Append the following sentence to the Effect 
  entry. “A creature can take this damage only once per 
  turn.”
  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.
  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.
  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.
  Creeping Brambles
  Page 102: Add the following sentence after the third 
  sentence in the Effect entry. “An enemy can take this 
  damage only once per turn.”
  Sparking Strike
  Page 102: Add the following sentence after the 
  second sentence in the Hit entry. “An enemy can take 
  this damage only once per turn.”
  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.
  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.”
  Primal Breath
  Page 140: In the Benefit entry, add “until the end of 
  your next turn” to the end of the sentence. The effect 
  lacks a duration.
  Rites of Spirits’ Blood
  Page 141: Replace the second sentence of the Benefit 
  entry with the following text: “When you use your 
  infernal wrath racial power, you gain a +2 power bonus 
  to damage rolls against the target until the end of 
  your next turn.” This update syncs up this text with 
  the revision to infernal wrath.
  Rules Update 08/2012
  Page 129 of 140
  
  Sudden Call
  Page 142: In the Benefit entry, replace “You” with 
  “Once per encounter, you.” The feat duplicates the 
  Nimble Spirit feat from Player’s Handbook 2. This 
  change ensures that the feats have different benefits.
   
  Benefit: Once per encounter, you can use your call 
  spirit companion power as a free action on your turn.
  Targeted Assault
  Page 142: On the Benefit line, replace “any crea-
  ture marked by 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.
  Explosive Rage Strike
  Page 143: Replace the second sentence of the Benefit 
  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.
  Primal Prison
  Page 158: In the second sentence of the third para-
  graph, replace “unconscious” with “asleep, if the 
  creature is capable of sleep” This change allows a 
  Dungeon Master to have the bandwidth to adjudicate 
  the effect instead of requiring a specific duration on 
  the unconscious condition.
   
  You choose whether the subject ages while imprisoned, 
  and the subject is unaware of its surroundings. Destroying 
  the imprisoning object releases the subject, who appears 
  in the object’s space, bloodied and asleep, if the creature 
  is capable of sleep. You know if the object is destroyed, 
  regardless of your distance from it.
  Rules Update 08/2012
  Page 130 of 140
  
  PsIonIC Power
  Cloud Mind
  Page 13: In the unaugmented Hit entry, add “1 
  square” between “can shift” and “as a free action.”
  Decelerating Slash
  Page 13: In the Each Failed Saving Throw entry, add 
  “1 square” between “shifts” and “as a free action.”
  Invitation to Defeat
  Page 13: Replace the Effect and Sustain Minor 
  entries with the following.
  Effect: Enemies are weakened while adjacent to you. In 
  addition, the first time each turn that an enemy adjacent 
  to you takes damage, that enemy takes extra psychic 
  damage equal to your Charisma modifier. This effect lasts 
  until the end of your next turn.
  sustain Minor: The effect persists until the end of your next 
  turn.”
  Opportunity Seized
  Page 14: This power is now a free action. Change 
  the Effect entry’s “The triggering creature repeats 
  the opportunity attack” to “The target makes another 
  opportunity attack”.
  Emotional Wellspring
  Page 15: Append “, whichever is later” to the final 
  sentence of this power’s Effect entry.
  Mind Rend
  Page 19: Add the weapon keyword to this power. 
  Append “until the end if your next turn” to the 
  Sustain Minor entry.
  Unconscious Assault
  Page 21: Add the following Attack entry to the 
  augment 6 section of this power, and change the final 
  “take” in its Effect entry to “takes”.
  Attack: Charisma vs. AC
  Phrenic Invader
  (Reflexive Action feature), page 26: Add “that you 
  know” after “unaugmented ardent at-will power”.
  Persistent Harrier
  Page 34: Append “Level 21: 2[W] + Constitution 
  modifier damage.” to the Hit entry.
  Evade Explosion
  Page 37: This power is now an immediate reaction. 
  Remove “and deals damage” from the Trigger entry, 
  and add “only” between “you take” and “half damage 
  from the attack” in the Effect entry.
  Lodestone Lure
  Page 37: Change all three instances in Hit entries of 
  “you pull the target” to “you must pull the target”.
  Parting Shot
  Page 42: Append “in the burst” to the augment 1’s 
  Target entry.
  Unwavering Concentration
  Page 42: Add the following Target entry to the 
  augment 4 section of this power.
  target: Each enemy in the burst
  Wings of Elevated Thought
  Page 45: Replace the Effect entry with the following.
  Effect: You assume the wings of elevated thought stance. 
  Until the stance ends, you gain a fly speed of 6, but you 
  descend safely to the ground at the end of each of your 
  turns.
  Blazing Offensive
  Page 46: Delete the second sentence in the Hit entry. 
  You can’t hit the same target more than once.
  Hit: Ongoing 40 fire damage (save ends).
  Many Doors Curse
  Page 48: In this power’s Effect entry, change “when-
  ever” to “the first time each turn that”.
  Monolithic Vision
  Blackstone Guardian Paragon Path feature, page 
  49: Change “pull the target” to “slide the target”.
  Flurry of Blows
  Page 60: This power’s action type has been changed 
  to no action. 
  Lion’s Den
  Page 61: Add “once per turn” in front of “as a free 
  action” in the second sentence of the Hit entry.
  Lashing Rain
  Page 62: In this power’s Effect entry, change “When-
  ever” to “Once per turn, when”.
  Rules Update 08/2012
  Page 131 of 140
  
  Supreme Parry
  Page 71: Replace the Effect entry with the following.
  Effect: You assume the supreme parry stance. Until the stance 
  ends, you add the proficiency bonus of your main weapon 
  as a power bonus to AC and Reflex.
  Glacier’s Mantle
  Page 72: Append the following sentence to the Hit 
  entry. “An enemy can take this damage only once per 
  turn.”
  Basilisk Nature Defense
  Page 74: Replace the Effect entry with the following.
  Effect: You are instead petrified for as long as you would be 
  unconscious or stunned by the triggering attack. You gain 
  a +2 power bonus to saving throws until you are no longer 
  petrified. When the petrification ends, you can spend a 
  healing surge.
  Unseen Ambush
  Page 79: Delete “you are hidden from” from the 
  Target entry.
  Shaper Psion build
  Page 85: In the Suggested Feat entry, replace Bul-
  warked Construction* with Bloodied Concentration*.
  Force Shard
  Page 86: Add the following sentence after the third 
  sentence in the Hit entry. “An enemy can take this 
  damage only once per turn.”
  Static Mote
  Page 86: Replace the Effect entry and unaugmented 
  attack section with the following.
  Effect: You conjure a static mote in an unoccupied square 
  within range. Any creature that starts its turn adjacent to 
  the mote is slowed until the end of its turn. At the start 
  of your next turn, the mote disappears and you make the 
  following attack.
  no Action 
  Close burst 3 centered on the 
     
  square the mote occupied
  target: Each creature in burst
  Attack: Intelligence vs. Reflex
  Hit: 1d6 + Intelligence modifier lightning damage.
  Inflicted Mindscape
  Page 88: Replace the Effect and Sustain Minor entries 
  with the following.
  Effect: The burst creates a zone that lasts until the end of 
  your next turn. Any enemy that ends its turn in the zone is 
  slowed until the end of its next turn.
  sustain Minor: The effect persists until the end of your next 
  turn.”
  Ectoplasmic Servant
  Page 89: Add “(an enemy can take this damage only 
  once per turn)” to the end of the third sentence in the 
  Effect entry.
  Inflict Pain
  Page 90: In the Hit entry, replace “save ends” with 
  “save ends both.”
  Malicious Lightning
  Page 90: Remove “(1/round)” from the lightning 
  mote’s attack.
  Void Shard
  Page 93: Replace the Effect entry and unaugmented 
  attack section with the following.
  Effect: You conjure a void shard in an unoccupied square 
  within range. Any creature that starts its turn adjacent to 
  the shard is slowed until the end of its turn. At the start 
  of your next turn, the shard disappears and you make the 
  following attack.
  no Action 
  Close burst 3 centered on the 
     
  square the shard occupied
  target: Each creature in burst
  Attack: Intelligence vs. Fortitude
  Hit: 1d8 + Intelligence modifier force damage, and the target 
  falls prone.”
  Living Barrage
  Page 93: In the primary Effect entry, change “immo-
  bilized” to “immobilized or slowed”. Change “shift” in 
  the secondary Effect entry to “slide”.
  Manifested Horror
  Page 94: Replace the Hit entry in the Augment 1 
  section. The effect stacks with the power’s first Hit 
  entry, which it should not.
  Rules Update 08/2012
  Page 132 of 140
  
  Reality Meltdown
  Page 99: Add “(a creature can take this damage only 
  once per turn)” to the end of the third sentence in the 
  Effect entry. Delete “next” from the augment 2 Hit 
  entry.
  Far Realm’s Gift
  Page 100: Append the following sentence to the Hit 
  entry. “An enemy can take this damage only once per 
  turn.”
  Hungry Flames
  Page 102: Add the conjuration keyword to this power.
  Master Summoner
  Resilient Creation feature, page 103: Add “or psion 
  paragon path power” after “using a psion power”.
  Discorporate Retaliation
  Page 126: In the Hit entry, add “modifier” between 
  “Charisma” and “psychic.”
  Skittering Mouse Style
  Page 134: Replace “When you use a movement tech-
  nique” with “When you use a monk power or monk 
  paragon path power”.
  Rising Hopes
  Page 138: Add “1 square” between “and shift” and “as 
  a free action.”
  Awakened Potential
  Page 141: Change “[Multiclass]” to “[Multiclass 
  Ardent, Battlemind, or Psion]” and append the fol-
  lowing to the end of the feat. “Special: Choose ardent, 
  battlemind, or psion when you select this feat. This feat 
  counts as a multiclass feat for that class.”
  Unbalanced Mind
  Foulborn Heritage feat power, page 142: Append 
  the following to the Effect entry. “A creature can take 
  this damage only once per turn.”
  Elan Mental Onslaught
  Page 143-144: In the table on page 143 and the feat 
  on page 144, add the Flurry of Blows class feature as a 
  prerequisite.
  Anchoring Armor
  Page 154: In the Augment 1 entry in the item’s power, 
  replace “save ends” with “save ends both.”
  Phrenic Armor
  Page 154: Append the following to this armor’s 
  property.
  Level 14 or 19: Resist 10 psychic
  Level 24 or 29: Resist 15 psychic
  Bolstering Shield
  Page 157: Change Level 18 to Level 20, and Level 28 
  to Level 30 in this item’s power.
  Item rArIty ChAnges
  Common Items
  Mind Hunter’s Armor
  Rules Update 08/2012
  Page 133 of 140
  
  the shAdowfell: 
  gloomwrought And 
  Beyond
  Widow of the Walk
  Page 126: Change the creature’s action point total 
  to 2.
  Rules Update 08/2012
  Page 134 of 140
  
  seekers of the Ashen 
  Crown
  Item Rarity Changes
  Common Items
  Lesser Elixir of Invisibility
  Rules Update 08/2012
  Page 135 of 140
  
  tomB of horrors
  Gray Angels
  Page 33: In the angels’ death’s release power, replace 
  the “Effect” header with a “Hit” header.
  Hit: 3d6 + 5 necrotic damage, and the gray angel knocks the 
  target prone.
  Rules Update 08/2012
  Page 136 of 140
  
  Implements
  You now require only proficiency with an imple-
  ment in order to use it with an implement power. 
  You are considered proficient with the implements 
  listed in your class’s Class Traits section. Similarly, 
  if a multi- class feat allows you to use an implement 
  with a certain class’s powers, you are considered 
  proficient with that implement. For example, the 
  following feats would let you use their respective 
  implements with any powers, rather than just those 
  powers related to a given class.
  Initiate of the Faith
  Pact Initiate
  Soldier of Faith
  Arcane Implement Proficiency
  Assassin’s Challenge
  Cursed Shadow
  Deific Instrument
  Bardic Ritualist
  Heart of the Blade
  Learned Spellcaster
  Soul of Sorcery
  Student of Malediction
  Divine Healer
  Divine Secretkeeper
  Hero of Faith
  Soldier of Virtue
  Shadow Initiate (ki focus only)
  Student of Artifice
  Blade Initiate
  Arcane Initiate
  Acolyte of Divine Secrets
  Arcane Prodigy
  Bardic Dilettante
  Disciple of Divine Wrath
  Initiate of the Old Faith
  Spirit Talker
  Acolyte of the Veil (ki focus only)
  Disciplined Talent
  Monastic Disciple (ki focus only)
  This guideline does not apply to feats that allow a 
  character to use a weapon as an implement. The 
  rule applies only to implements. Examples of feats to 
  which this rule doesn’t apply include the following.
  Eladrin Sword Wizardry
  Crossbow Caster
  Moonbow Dedicate
  Bow Caster
  Hell’s Implement
  Rules Update 08/2012
  Page 137 of 140
  
  Item rArIty ChAnges
  This document contains magic items created prior to 
  the release of Mordenkainen’s Magnificent Emporium 
  whose rarities have been changed from uncommon to 
  common or rare. R&D would like to thank the WotC 
  Community team and the Rules Update community 
  group for their assistance reviewing over 3,000 items.
  Common Items
  Absence Amulet
  Acidic Fire
  Acrobat’s Harness
  Adamantine Plating
  Adamantine Rod
  Aftershock Weapon
  Agile Resolve Vestments
  Alchemical Launcher
  Alchemist’s Spark
  Alchemy Gloves
  Aldron’s Firebox
  Antivenom
  Armblade
  Armbow
  Armor of Resistance
  Astral Fire Armor
  Baldric of Shielding
  Barbed Baldric
  Bard’s Songblade
  Bard’s Songbow
  Battle Spirit Weapon
  Bed of Rapid Rest
  Belt of Feral Might
  Belt of Resilience
  Blazing Arc Ki Focus
  Blessed Book
  Blinding Bomb
  Boots of Equilibrium
  Bowl of Purity
  Bracers of Brachiation
  Bracers of the Perfect Shot
  Bridle of Conjuration
  Brilliant Scrying Basin
  Brooch of Vitality
  Butterfly Sandals
  Cap of Water Breathing
  Cask of Liquid Gold
  Cat’s-Eye Headband
  Cincture of the Dragon Spirit
  Clarity Salts
  Clear-Path Mist
  Clockwork Bomb
  Cognizance Crystal
  Cold Iron Bracers
  Contortionist’s Cord
  Crowd Killer Shield
  Crown of Eyes
  Crown of the World Tree
  Crystal Ball of Spying
  Darkleaf Armor
  Darkleaf Shield
  Death Strike Ki Focus
  Deepfarer’s Pouch
  Delver’s Light
  Duelist’s Weapon
  Dynamic Weapon
  Earth-Wrought Hammer
  Endless Canteen
  Entrapping Weapon
  Everlasting Provisions
  Exchequer’s Ledger
  Familiar’s Baldric
  Far Hand Gloves
  Feast Table
  Feybread Biscuit
  Fighting Shield
  Flagon of Ale Procurement
  Footpad’s Friend
  Forceful Weapon
  Friend’s Gift
  Frightful Weapon
  Gauntlets of Arcane Might
  Gauntlets of Blinding Strikes
  Gauntlets of Brutality
  Gauntlets of Destruction
  Gauntlets of the Ram
  Ghost Strike Ki Focus
  Giggle Gas
  Gilded Cage
  Gloves of the Bounty Hunter
  Goliath’s Belt
  Gorgonblood Mortar
  Greenbane
  Grizzly Gauntlets
  Guardian’s Call
  Guardian’s Collar
  Healer’s Armor
  Heartflow
  Helm of Opportunity
  Herbal Poultice
  Horn Totem
  Horns of Balinor
  Horseshoes of Speed
  Immovable Shaft
  Impenetrable Barding
  Indomitable Resolve Vestments
  Inferno Oil
  Intensifying Weapon
  Invulnerable Case
  Ioun-Blessed Symbol
  Ioun’s Parchment
  Kemstone Armor
  Ki Weapon
  Rules Update 08/2012
  Page 138 of 140
  
  Common Items, continued
  Kinetic Oil
  Lamp of Discerning
  Lancing Gloves
  Lens of Reading
  Lesser Elixir of Invisibility
  Life Charm
  Lifeblood Armor
  Lifesaving Brooch
  Loadstone Vault
  Lodret Leaf
  Magic Drawbridge
  Magic Ki Focus
  Magnificent Tapestry
  Many-Fingered Gloves
  Mind Hunter’s Armor
  Mithral Plating
  Monocle of Comprehension
  Moon Armor
  Muleback Harness
  Noxious Grenade
  Overreaching Weapon
  Pact Blade
  Pact Hammer
  Paired Weapon
  Panther Tears
  Pelaurum Armor
  Periapt of Recovery
  Perpetual Resolve Vestments
  Phantom Bridle
  Phylactery of Divinity
  Polyglot Gem
  Portable Hole
  Potion Bandolier
  Potion of Resistance
  Potion of Spirit
  Potion of Vigor
  Pouch of Platinum
  Prime Shot Weapon
  Psalter of Aureon
  Psychic’s Ring
  Ravenclaw Warblade
  Razordark Bracers
  Reinforcing Belt
  Resonance Crystal
  Retribution Weapon
  Rhythm Blade
  Riding Boots
  Rod of Brutality
  Rod of Corruption
  Rod of Reaving
  Rogue’s Belt
  Rope of Climbing
  Saddle of Strength
  Sail of Winds
  Sandals of Precise Stepping
  Shadowdancer’s Gloves
  Shared Valor Armor
  Shepherd’s Arms
  Shiftstone
  Silence-Warded Room
  Silent Tool
  Skull Totem
  Slick Armor
  Sliver of Salvation
  Soulforged Armor
  Spotted Toadstool Venom
  Staff of Divinity
  Staff of Fiery Might
  Staff of Sleep and Charm
  Staff of Unfailing Talent
  Starlight Goggles
  Stonemeal Biscuit
  Striking Staff
  Stylus of the Translator
  Sun Globe
  Suppression Crystal
  Supremely Vicious Weapon
  Sure Shot Gloves
  Swimtide Harness
  Tactician’s Armor
  Talent Shard
  Tenser’s Circular Shield
  Tension Wheel
  Tethercord
  Totemic Spear
  Totemic Warclub
  Tumbler’s Shoes
  Unguent of Darkvision
  Unseen Servant’s Hand
  Verdant Staff
  Vicious Rod
  Vision Sand
  Voran’s Eternal Chalk
  Voran’s Floating Lantern
  Walking Death
  Warding Blade
  Warding Spirit Armor
  Watcher’s Horn
  Watchful Ruby Eye
  Weapon of Healing
  Wildleaf Armor
  Window of Escape
  Woundpatch
  Woundstitch Powder
  Wrestler’s Gloves
  Rules Update 08/2012
  Page 139 of 140
  
  Uncommon Items
  Anointed Mace
  Pure Spirit Totem
  Rare Items
  Aegis Fang
  Anarch Sphere
  Bloodcrystal Raven Skull
  Bloody Maul of Kord
  Boots of Teleportation
  Dancing Weapon
  Dawn Warrior Weapon
  Dice of Auspicious Fortune
  Eladrin Ring of Passage
  Entreri’s Jeweled Dagger
  Fortune Stones
  Headband of Intellect
  Horreb Ritual Cube
  Icingdeath
  Immurements (all)
  Jarlaxle’s Eyepatch
  Master’s Blade
  Moonstone Sphere
  Mrtok, Ogre Chief (gauntlets of power)
  Opal Ring of Remembrance
  Regis’s Ruby Pendant
  Ring of Free Time
  Ring of the Dragonborn Emperor
  Rod of Dispater
  Shadowfell Blade
  Shadowflow Armor
  Shard of Evil
  Slaying Stone of Kiris Dahn
  White Kingdom Boneclaw
  Rules Update 08/2012
  Page 140 of 140
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 4th Edition/Core/4e Collected Errata.pdf