Monster Assault RPG
- Weapon masteries should only be replenished based on the weapon that is doing the damage instead of the shooter's current weapon.
 - Abilities (like Shout, Plague, Implosion) that are not fired from a weapon will not benefit from weapon mastery bonuses.
 - For any projectile, the projectile will inherit the magic properties of the weapon that fired the weapon instead of the shooter's current held weapon.
 - Abilities (like Shout, Plague, Implosion) that are not fired from a magic weapon will not receive their magic properties.
 - Offensive magic modifiers for link guns now work.
 - Healing weapon's heal multiplier is now 4% per modifier instead of 3.75% per modifier.
 - Experienced Healing now ignores map exp multiplier.
 - Experienced Healing will not work when healing another player that was damaged from a 0-score monster.
 - Experienced Healing is now 1% per level instead of 0.5% per level.
 - The last two levels of Experienced Healing required rank III instead of IV.
 - Enhanced Armor can only be active for: 30, 45, 60, 75, 90 seconds before draining all of its energy.
 - Damage absorbed that goes to adrenaline negatively from Enhanced Armor is now 10% instead of 5%.
 - Stat point cost for Enhanced Armor is now 8 per level instead of 10 per level.
 - Adrenaline cost for Life Burst is now 125 instead of 75.
 - Supports cannot use adrenaline syringe while they are imploding.
 - Implosion's damage per adrenaline ratio is now 50% per level instead of 37.5% per level.
 - Energy Leech's adren steal rate is now 1.2% per level instead of 1.5% per level.
 - Life Siphon's life steal rate is now 0.75% per level instead of 1.5% per level.
 - Paladin's perk is disabled when their current health is greater than their max health.
 - Effects from Power Field and Aegis will gradually fade instead of an immediate vanish when the caster deactivates the skill.
 - Moved DamTypeRPGWeapons class from Smart Monster Pack to Monster Assault RPG
 
- New Monster ability: Monster Regeneration!
 - When being summoned as a Champion, the player's monster abilities such as Monster Vitality, Monster Strength, and Blood Frenzy apply to the monster.
 - Necro summoning abilities (such as Summon Regeneration) applies to Summoned Champions.
 - Damage threshold for a transfiguration when fighting as a summoned champion is now 3000 instead of 10000.
 - When typing 'AltActivateItem info' for the Summon Champion ability, it will also notify the necromancer the slain Champion status in how close they are for a resurrection.
 - Decay damage per second is now: 14-18, 18-23, 22-28, 26-33, 30-38 instead of 11-12, 14-16, 17-20, 20-24, 23-28.
 - Plague's damage is now 14-16, 20-22, 26-32, 32-40, 38-48 instead of 7-8, 10-12, 13-16, 16-20, 19-24
 - Venom Containment will not replenish adrenaline when taking damage from 0-score monsters.
 - Venom Containment will not replenish adrenaline when the Necromancer is in a vehicle.
 - Carrion Metamorphosis works for magic bio rifles
 - TossArtifact in console for SoulTransfer does nothing instead of removing artifact.
 - Plague's effects will gradually fade instead of an immediate vanish when the caster deactivates the skill.
 
- Players can connect to the server alive at most 3 times per game.
 - Revised how player data is stored in game
 - Changeclass console command is disabled when the server is full.
 - SwitchTeam console command is disabled.
 
- Doubled projectile damage for Invulnerability Hunter
 - Shockwave and shake attacks are now replicated to clients.
 - Optimized net code for Invulnerability Hunters.
 - Advanced Skeletal Magi now replicate their second hand aura.
 - Death Actor is now a dynamic array for DWScriptedMonsters. Mappers can customize monsters to spawn multiple actors when they die.
 
- Revised damage types for turrets and mines so that the magic modifiers and weapon masteries will work.
 
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