Cergorach's thread is answering some questions. I'll cross post new/interesting information here (though I won't put all of it in the base posts).
weapon enhancements: still a max of +10 enchantments, no weapon special abilities have a cost instead of a + bonus. Only Armors have the option to add abilities that cost gp.
Tarrasque: HD 48d10+594 (858hp), AC35
slumbers for 6d4 months, hunts for 1d3 days, once per decade very active for 1d2 weeks, then slumbers 4d6 years. damage reduction 15/epic, Regeneration 40, needs to have 868 points of non lethal damage and cast a wish or miracle to keep it dead.
Golem Magic Immunity: Immunity to Magic (Ex): Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently.
(some) Solar Stats: CR 23; HD 22d8+110 (209hp); AC 35; DR15/Epic an evil; regen 15; immune to acid, cold, and petrification; resistance electricity 10, fire 10; SR 32, protective aura, tongues, spells, spells, and lots of spells.
vorpal costs: still +5, but has a CL of 18 and that is required.
bats seeing 10': Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
Eldritch Knight skills & sp: 2 + Int; Concentration, Craft, Decipher Script, Jump, Knowledge (arcana), Knowledge (nobility and royalty), Ride, Sense Motive, Spellcraft, Swim.
Duelist Class: HD d10; prereq: Base Attack +6, Perform 3 ranks, Tumble 5 ranks, Feats Dodge, Mobility, Weapon Finesse; skill points 4+int; Base Attack of a fighter; Ref save is good; 1st canny defense; 2nd improved reaction +2; 3rd Enhanced Mobility; 4th Grace; 5th Pricise strike +1d6; 6th Acrobatic Charge; 7th Eleborate pary; 8th improved reaction +4; 9th deflect arrows; 10th precise strike.
Wizard Spells by school:
Enchantment:
0-daze
1-charm person; hypnotism; sleep
2-daze monster; tasha's h.l.; touch of idiocy
3-deep slumber; heroism; hold person; rage; suggestion
4-charm monster; confusion; crushing despair; geas, lesser
5-dominate person; feeblemind; hold monster; mind fog; symbol of sleep
6-geas/quest; heroism, greater; suggestion, mass; symbol of persuasion
7-hold person, mass; insanity; power word blind; symbol of stunning
8-antipathy; binding; charm monster, mass; demand; otto's i.d.; power word stun; symbol of insanity; sympathy
9- dominate monster; hold monster, mass; power word kill
Necromancy:
0-disrupt undead; touch of fatigue
1-cause fear; chill touch; ray of enfeeblement
2-blindness/deafness; command undead; false life; ghoul touch; scare; spectral hand
3-gentle repose; halt undead; ray of exhaustion; vampiric touch
4-animate dead; bestow cures; contagion; enervation; fear
5-blight; magic jar; symbol of pain; waves of fatigue
6-circle of death; create undead; eyebite; symbol of fear; undeath to death
7-control undead; finger of death; symbol of weakness; waves of exhaustion
8-clone; create greater undead; horrid wilting; symbol of death
9-astral projection; energy drain; soul bind; wail of the banshee