31 updated strings (RED indicates old description, GREEN indicates new description):

ID: 36^40
Cryomancy & Arcane Disjunction
Cryomancy

ID: 402^57
Merchants are always hiring competent folks to guard their cargo as the move it to and from Ak'Anon.
Merchants are always hiring competent folks to guard their cargo as they move it to and from Ak'Anon.

ID: 5027^30
New Year: New Year Celebration
New Year: New Year

ID: 5027^31
The New Year is upon us! This is the time when Norrathians celebrate new beginnings and reflect upon the year gone by.

See your achievements pane under Events -> Holiday for details of the content offered during the New Year.

The New Year is upon us! This is the time when Norrathians celebrate new beginnings and reflect upon the year gone by.

See your achievements pane under Events -> Holiday for details of the content offered during the New Years.


ID: 7885^1
Extended Crystalpalm Discipline
Improved Crystalpalm Discipline

ID: 7885^4
This passive ability extends the duration of your Crystalpalm line of disciplines (Crystalpalm, Diamondpalm, and Terrorpalm Discipline) by 6 seconds.
This passive ability extends the duration of your *#2+G, *#3+G, and *#4+G disciplines by #1 seconds.

ID: 10656^4
This passive ability extends the duration of your Impenetrable line of disciplines by 6 seconds.
This passive ability extends the duration of your *#2+G, *#3+G, *#4+G, and *#5+G disciplines by #1 seconds.

ID: 12688^1
Extended Heel of Kanji Discipline
Improved Heel of Kanji Discipline

ID: 12688^4
This passive ability increases the duration of your Heel of Kanji line of disciplines (Heel of Kanji, Kai, Kojai, and Zagali) by 6 seconds.
This passive ability extends the duration of your *#2+G, *#3+G, *#4+G, and *#5+G disciplines by #1 seconds.

ID: 13399^6
Increases incoming poison spell damage by #1 to $1%.
Increases incoming poison spell damage by 1 to $1%.

ID: 14203^4
This passive ability reduces the reuse time of your Berserking line of disciplines by 2 minutes 30 seconds.
This passive ability reduces the reuse time of your *#2+G, *#3+G, *#4+G, and *#5+G disciplines by #1 seconds.

ID: 17445^4
This passive ability reduces the reuse time of your Cleaving Acrimony discipline by 1 minute.
This passive ability reduces the reuse time of your *#2+G discipline by #1 seconds.

ID: 17448^4
This passive ability reduces the reuse time of your Berserking line of disciplines by 7 minutes 30 seconds and extends its duration by 6 seconds.
This passive ability reduces the reuse time of your *#2+G, *#3+G, *#4+G, and *#5+G disciplines by #1 seconds and extends the duration of these disciplines by #6 seconds.

ID: 18889^4
This passive ability grants your *#2+G spells a #1% chance to trigger *$1%N on all group members within a *$1%J foot radius for *$1%Z, which increases the base damage of *$1%L fire, ice, or magic spell by *$1#1%.
This passive ability grants your *#2+G spells a #1% chance to trigger *$1%N on all group members within a *$1%J foot radius for *$1%Z, which increases the base damage of *$1%L fire, ice, magic or chromatic spell by *$1#1%.

ID: 22179^4
This passive ability reduces the reuse time of your Cleaving Acrimony discipline by 3 minutes and extends its duration by 6 seconds.
This passive ability reduces the reuse time of your *#2+G discipline by #1 seconds and extends the duration of this discipline by #3 seconds.

ID: 40018^6
By focusing your will, you can use an opponent's attacks to strengthen your own for up to one minute.
Focus your will to respond to your opponent's attacks with *$1*#11%N for up to *$1%z, which will add *$1*#11#3% to all of your melee attacks.

ID: 40019^6
By focusing your will, you can use an opponent's attacks to strengthen your own for up to one minute.
Focus your will to respond to your opponent's attacks with *$1*#11%N for up to *$1%z, which will add *$1*#11#3% to all of your melee attacks.

ID: 40020^6
By focusing your will, you can use an opponent's attacks to strengthen your own for up to one minute.
Focus your will to respond to your opponent's attacks with *$1*#11%N for up to *$1%z, which will add *$1*#11#3% to all of your melee attacks.

ID: 40021^6
Any melee strikes that hit you have a chance to trigger an increase in your own melee damage for %z.
Your focused will has a chance to respond to incoming melee attacks with *#11%N, which will add *#11#3% to your melee attacks. This focus will fade after %z.

ID: 40022^6
Any melee strikes that hit you have a chance to trigger an increase in your own melee damage for %z.
Your focused will has a chance to respond to incoming melee attacks with *#11%N, which will add *#11#3% to your melee attacks. This focus will fade after %z.

ID: 40023^6
Any melee strikes that hit you have a chance to trigger an increase in your own melee damage for %z.
Your focused will has a chance to respond to incoming melee attacks with *#11%N, which will add *#11#3% to your melee attacks. This focus will fade after %z.

ID: 40024^6
Strengthens your melee attacks by #3%. Lasts for %z or until you have made 8 strikes.
Strengthens your melee attacks by #3%. Lasts for %z or until you have made %L strikes.

ID: 40025^6
Strengthens your melee attacks by #3%. Lasts for %z or until you have made 8 strikes.
Strengthens your melee attacks by #3%. Lasts for %z or until you have made %L strikes.

ID: 40026^6
Strengthens your melee attacks by #3%. Lasts for %z or until you have made 8 strikes.
Strengthens your melee attacks by #3%. Lasts for %z or until you have made %L strikes.

ID: 40027^6
You steel yourself for battle, causing enemy melee strikes to trigger a shout that will draw the attention of foes around your location. You will remain in this state for *$2%z or until you have shouted *$2%L times.
Steels yourself with *$1%N, causing enemy melee strikes to trigger a shout that will draw the attention of foes around your location. You will remain in this state for *$1%z or until you have shouted *$1%L times.

ID: 40028^6
You steel yourself for battle, causing enemy melee strikes to trigger a shout that will draw the attention of foes around your location. You will remain in this state for *$2%z or until you have shouted *$2%L times.
Steels yourself with *$1%N, causing enemy melee strikes to trigger a shout that will draw the attention of foes around your location. You will remain in this state for *$1%z or until you have shouted *$1%L times.

ID: 40029^6
You steel yourself for battle, causing enemy melee strikes to trigger a shout that will draw the attention of foes around your location. You will remain in this state for *$2%z or until you have shouted *$2%L times.
Steels yourself with *$1%N, causing enemy melee strikes to trigger a shout that will draw the attention of foes around your location. You will remain in this state for *$1%z or until you have shouted *$1%L times.

ID: 40030^6
Any melee strikes that hit you have a chance to trigger an attention-drawing shout, This effect lasts for %z or until you have shouted %L times.
Any melee strikes that hit you have a chance to trigger *#11%N. This effect lasts for %z or until you have shouted %L times.

ID: 40031^6
Any melee strikes that hit you have a chance to trigger an attention-drawing shout, This effect lasts for %z or until you have shouted %L times.
Any melee strikes that hit you have a chance to trigger *#11%N. This effect lasts for %z or until you have shouted %L times.

ID: 40032^6
Any melee strikes that hit you have a chance to trigger an attention-drawing shout, This effect lasts for %z or until you have shouted %L times.
Any melee strikes that hit you have a chance to trigger *#11%N. This effect lasts for %z or until you have shouted %L times.

ID: 49726^6
Increases the base damage of %L level #5 or lower fire, ice, or magic spell that deals at least #6 damage by #1%.
Increases the base damage of %L level #6 or lower fire, ice, magic, or chromatic spell that deals at least #7 damage by #1%.







67 new strings found:

ID: 104^54
Bear

ID: 104^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 157^40
Chant of Disease

ID: 158^40
Chant of Frost

ID: 159^40
Chant of Poison

ID: 160^40
Chant of Flame

ID: 161^40
Thief's Eyes

ID: 259^52
Santug

ID: 259^53
Santug Claugg

ID: 259^61
The legend of Santug is known by all - a jolly fellow who spreads holiday cheer with gifts given freely every year.

ID: 260^52
The Grinnuch

ID: 260^53
The Grinnuch

ID: 260^61
He may be more naughty than nice but under his angry exterior is a gnarled little heart aching for good cheer.

ID: 261^52
Xam

ID: 261^53
Xam

ID: 261^61
No one knows why Xam is forever following The Grinnuch but his friendship is truly unshakable.

ID: 262^52
Glacier Bear

ID: 262^53
Glacier Bear

ID: 262^61
A big fluffy ball of snarling teeth.

ID: 263^52
Gnoll Refuge

ID: 263^53
Gnoll Refuge

ID: 263^61
A refuge from Blackburrow hoping to find a bastion of safety in the snow.

ID: 264^52
Cocoa Vendor

ID: 264^53
Cocoa Vendor

ID: 264^61
The best cocoa in the frozen north!

ID: 265^52
Whelp

ID: 265^53
Ice Goblin Whelp

ID: 265^61
Her small stature conceals massive ambition.

ID: 266^52
Hoarder

ID: 266^53
Ice Goblin Hoarder

ID: 266^61
Most goblins are greedy. This goblin puts them all to shame.

ID: 267^52
Frostfell

ID: 267^53
Frostfell Goblin

ID: 267^61
Few understand how so many goblins came to follow Santug, but for better or worse, there is nothing they love more than Frostfell.

ID: 268^52
Tundra

ID: 268^53
Tundra Trapper

ID: 268^61
Though his trade often puts him at odds with locals, in the frozen north few can ignore the necessity of his wares.

ID: 269^52
Elementalist

ID: 269^53
Ice Elementalist

ID: 269^61
Far from home, on a quest to master the element of ice.

ID: 270^52
Ice Giant

ID: 270^53
Ice Giant

ID: 270^61
A towering mass of frozen fury.

ID: 1812^56
A True Friend

ID: 1812^57
One fateful Frostfell eve, The Grinnuch decided to relinquish his hold over Santug Claugg thanks to a simple act of kindness. But what if a mischievous force intervened and the spell remained intact? Would there be any way to save Santug? To prevent this unnatural eventuality, The Grinnuch's one true friend may be needed.

ID: 1812^68
Xam is a surprisingly clever animal. He had already sensed something unnatural happening before your agents managed to track him down. With a wag of his cute little tail, he happily joined the cause. Time to invest in a few more chew toys.

ID: 1812^69
Your agents were unable to bring Xam to heel. In fact, a few of them will have to visit a tailor to repair the seats of their pants.

ID: 1813^56
Snug in Their Beds

ID: 1813^57
Things are a bit topsy-turvy this Frostfell. First, a bewitched Santug and second, a helpful Grinnuch? Xam has his work cutout for him. What's worse, the Frostfell goblins, Santug's ever-present allies, have retreated to Thurgadin for a mid-winter nap. If there is any chance of sorting this mess the slumbering goblins must wake!

ID: 1813^68
Your agents were quick to find the Frostfell goblins nestled in their beds. They were tucked in safe and dreaming of white rabbits, which made rousing them all the harder. But eventually, your agents managed to wake the reluctant goblins and get them back to work.

ID: 1813^69
Your agents returned with words of wonder, yawning, and quickly seeking out their beds.

ID: 1814^56
Avarice Never Ends

ID: 1814^57
The Grinnuch is a greedy creature, but since his time with Santug the thing he seeks most of all is holiday cheer! It may be time to remind The Grinnuch that real holiday cheer comes from helping those in need, and this year it's Santug himself who needs that help the most.

ID: 1814^68
The Grinnuch's festive spirit is beating stronger than ever and he is ready to return that spirit back to Santug Claugg.

ID: 1814^69
The Grinnuch was too distracted by the frothy mugs of Frostfell's liquid cheer to be swayed to help.

ID: 1815^56
Silent Night

ID: 1815^57
Deep in the halls of Thurgadin, the typically tireless Frostfell goblins have suddenly found their rhythm disrupted. Bells should be ringing and lutes should be stringing, but instead silence reigns. Clearly, something or someone has caused this calamity, but to catch the perpetrator a less-than-cautious approach may be needed.

ID: 1815^68
Mischievous laughter echoed through the halls as your agents plundered Thurgadin's depths. But while they remained determined, they found only Shimmering Baubles of Trickery where their enchanted musical instruments should be.

ID: 1815^69
Your agents felt an unseen force preventing them from finding anything of importance. Every time they seemed close to a discovery they'd hear a mischievous laugh and find themselves back where they'd started.

ID: 1816^56
A Wonderful Awful Idea

ID: 1816^57
The Grinnuch has had a wonderful, awful idea. Where once, Santug saved The Grinnuch with kindness, The Grinnuch believes Santug can be saved with meanness. It makes about as much sense as anything else has this Frostfell, so perhaps it really is the one way to bring Santug back to his jolly ole self.

ID: 1816^68
To nearly everyone's surprise, Santug delighted in The Grinnuch's underhandedness and trickery to bring back his joy! What's more, now that he's been returned to his senses, Santug has a pretty good idea how to sort the remaining problems plaguing this year's Frostfell.

ID: 1816^69
Maybe he missed the joke? Maybe the joke wasn't very good? Either way, and despite your agent's best efforts, Santug remains a grumpy, grouchy lump this holiday season.

ID: 1817^56
Return of the Music

ID: 1817^57
Santug is back and he knows exactly what's been ruining this year's holiday cheer. The hooligans of Castle Mischief! But rather than shun the rabble rousers, Santug wants to show them what they've been missing. It's time to bring Frostfell to the Plane of Mischief!

ID: 1817^68
While the denizens of Mischief tend to find happiness in schemes and cappers, it turns out that everyone enjoys a good time. The infectious spirit of the season was just too much fun, and the songs of Frostfell quickly filled the sometimes dreary castle with pure, simple joy.

ID: 1817^69
Your agents returned, more than a little annoyed and covered in whipped cream. They were no match for the hijinks that met each of their steps on their ill-fated attempt to spread holiday cheer in the Plane of Mischief.