Boondockers
Mod 9 Release notes
Visit HERE to read the Mod 9 Release notes. Lots of stuff being added or changed. Great new spells. Go check it out.
General info

As more information becomes available on this subject I will try and get it added.

Barbarian Might
Prereqs: Level 20 Barbarian
Cost: 2 AP
Benefit: Your biceps are frequently mistaken for slabs of ham. Your strength is increased by 2, and when wielding two handed weapons you have increased glancing blow damage and an increased chance of applying weapon special effects on glancing blows.

Bard Musical Prodigy, Level 20 Bard
Cost: 2 AP
Benefit: You gain +2 Charisma, two additional uses of Bardic Music, as well as +2 to Spell Penetration checks and the DC's of your Enchantment spells. Your beneficial songs last 20% longer.

Divine Intervention, Level 20 Cleric
Cost: 2 AP
Benefit: You are a strong conduit of positive energy, and can expend a turn attempt to ward your target for five minutes against mortal damage - hit point damage will not lower their hit point total below -9. If the target is knocked unconscious, this effect will heal the target after a few seconds and then fade.

Fighter Weapon Alacrity
Prereqs: Fighter level 20
Cost: 2 Action Points
Benefit: Your mastery with all weapons is such that you are able to attack faster than normal. Grants a 10% Competence bonus to attack speed with all combat styles.

Serenity, Level 20 Monk
Cost: 2 Action Points
Benefit: You are a paragon of understanding and serenity. Your Concentration is increased by 10 and your centered ki generation is increased by 1.

Paladin Weapons of Good, Level 20 Paladin
Cost: 2 AP
Benefit: Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction, deal 1d6 additional holy damage against all evil opponents and an additional 2d6 light damage against evil undead or evil outsiders.

Ranger Master of Archery
Prereqs: Level 20 Ranger
Cost: 2 Action Points
Benefit: The speed at which you can fire any ranged weapon is legendary. Gain a 25% competence bonus to ranged attack speed.

Cheat Death, Level 20 Rogue
Cost: 2 AP
Benefit: A master rogue can defy even death if their luck holds out. You have a chance of self-resurrection should you die, but this chance drops each time you die between rests. Maruts have a particular dislike for you.

Sorcerer Power Surge, Level 20 Sorcerer
Cost: 2 AP
Benefit: All of your damage dealing spells deal 10% more damage, have their critical chance increased by 3%, and their critical multipliers increased by an additional 0.25.

Master of Magic, Level 20 Wizard
Cost: 2 AP
Benefit: Grants +2 Intelligence and all metamagics you possess cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)

Mod 9 Info
Just some interesting info I have discovered about Mod9 and thought you all would like to see.
I'll add more as I see it or find it.
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 Quest Sharing & Map Improvements
Tired of directing comrades to the quest giver? Do you have trouble getting all your party members to talk to the NPC to advance their quest chains? Can’t keep up with the rest of your buddies who know all of Stormreach like the back of their hand, leaving you in the dust? In Mod 9, we’re introducing some great features to help you find quests and NPCs more easily: Quest sharing and map improvements!

Quest Sharing:

You can open your quest journal and use the “share” option to update your entire party’s quest. Hitting the “share” button automatically bestows the quest to everyone in your group. It’s great for times when you’ve already talked to the NPC, so the rest of your party can dive into the dungeon without needing to run to the NPC themselves! It’s also helpful for quest chains, as you can make sure all of your party members have advanced the story chain. No more forgetting to talk to Ungurz in Tangleroot Gorge: just use the Share button to update the chapter for everyone in your party! You’ll still need to complete quests in the right order where applicable, but using the “Share” button saves your party the legwork of getting to the NPC to update their quest progress.

When it comes to sharing quests, one thing to remember is that you can’t skip out on a quest or part of a quest and just get to the end. For example: If you’re trying to join that Waterworks group on the last chapter when they're finding Venn, quest sharing isn’t going to skip you ahead in the story. You'll still need to do the earlier Waterworks parts - you must still free Arlos!

Map Improvements:

If you’re someone who has trouble finding the dungeon entrance, much less the NPCs, you’ll love the changes we’ve made to maps! Whenever you’ve picked up a quest, a tiny gold arrow will start to light up on your mini-map pointing you in the direction of where to go to advance the quest – whether it’s talking to the next NPC or actually entering the dungeon! In fact, after finishing a quest, you will also be directed towards the reward giver in case you’ve forgotten where they are. Remember that this arrow doesn’t take into account physical obstructions between you and your intended destination, it shows the general direction your destination is from you. You don’t just have to rely on your mini-map - you can also open your full map view and the doorway or quest chalice icons will also blink. You can even resize your map now too! Once the entrance or NPC is within your mini-map view, just look for the blinking doorway or chalice icons!

You can change which quest is being tracked on your maps by opening your quest journal – click on the quest in your journal and the arrows will help you find that quest instead! You’ll need to be in the appropriate zone, as the arrow won’t direct you across zones (for instance if you’re in the harbor but your quest is in the Marketplace, you’ll need to go to the Marketplace). The quest journal will tell you which region your quest is located in, however, so just get to that region and your arrows will lead the way!

Finding your way to adventure is now that much easier!

Shared Bank Tab

All subscribers will be able to open their bank, click on the new tab, and place items from your inventory that are bound to account inside this bank tab (bound to character items, mostly raid items, will not be transferable to this tab). Then any other characters on the account can login and pull any of those items into their inventory (note: each bank tab is shard specific – only characters on Argonnessen can reach the Argonnessen shared bank). 

 Demon Queen Permanent Flag

Pack your caravan and get ready to head to the desert for your very own permanent raid flag! In Module 9, we've updated the Demon Sands raid to remove the repeat flagging mechanic!

In order to get your permanent flag for the Demon Queen raid in Mod 9, you'll need to complete one full run of the prerequisite quests to gather the items and speak with Zawabi to turn them in. Presto! You’re permanently flagged for the pre-raid and raid! This permanent flag will allow you to repeat “Against the Demon Queen” and “Zawabi’s Revenge” without needing to recollect the items each time (after your 3 day raid timer of course).

The Demon Queen is shaking in her chain bikini in anticipation of repeat visitors testing their might against her many armed fury!


 Demon Queen Permanent Flag
Pack your caravan and get ready to head to the desert for your very own permanent raid flag! In Module 9, we've updated the Demon Sands raid to remove the repeat flagging mechanic!

In order to get your permanent flag for the Demon Queen raid in Mod 9, you'll need to complete one full run of the prerequisite quests to gather the items and speak with Zawabi to turn them in. Presto! You’re permanently flagged for the pre-raid and raid! This permanent flag will allow you to repeat “Against the Demon Queen” and “Zawabi’s Revenge” without needing to recollect the items each time (after your 3 day raid timer of course).

The Demon Queen is shaking in her chain bikini in anticipation of repeat visitors testing their might against her many armed fury!

Attack-activated wands
We'll be putting the aggression back into wand wielding! When you equip a wand, you will be able to activate it by using single-attack! Casters rejoice - no more punching with candycanes!

Using the same key you use to attack with a weapon (or your fists if you're a monk), your character will activate the wand instead of trying to smack things with it. Still fond of keeping wands on your hotbar? You will still be able to use a wand from your hotbar. This feature will work on both aggressive wands (such as a wand of magic missle) and beneficial wands (such as healing wands). You can also hold your attack key down to continually activate the wand. Auto-attack will also allow you to continue to use the wand repeatedly. "Wand whipping" will be easier than ever with attack-activated wands!

here we are

Shy get warm

Shy get warm

Prestige enhancement
Prestige Enhancements planned over the next few modules are:

Barbarian: Frenzied Berserker, Occult Slayer, Ravager
Bard: Spellsinger, Virtuoso, Warchanter
Cleric: Exorcist of the Silver Flame, Radiant Servant, Warpriest
Fighter: Kensai, Purple Dragon Knight, Stalwart Defender
Monk: Henshin Mystic, Shintao Monk, Ninja Spy
Paladin: Defender of Siberys, Hunter of the Dead, Knight of the Chalice
Ranger: Arcane Archer, Deepwood Sniper, Tempest
Rogue: Assassin, Mechanic, Thief-Acrobat
Sorcerer: Air Savant, Cold Savant, Earth Savant, Fire Savant
Wizard: Archmage, Pale Master, Wild Mage

Human: Dragonmark Heir
Dwarf: Dragonmark Heir, Stalwart Defender [Counts as Fighter]
Elf: Arcane Archer [Counts as Ranger], Dragonmark Heir
Halfling: Dragonmark Heir
Warforged: Juggernaut [Counts as Barbarian]
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